#SCP: Facility (custom dungeon mod) [4.3.4]
1 messages · Page 4 of 1
If you can get it working with scoopys but not mine lemme know
Also try setting it to all and see if that makes it show up
it seems to just not work on modded only, but scoopys seemingly does
let me mess with it some more 👍
I just tested it good on aquatis solo. Can double check secret labs too I guess
Hmm, I'll have a look at it, does using all work by chance?
i did try that too, on multiple moons as well
sadly no luck
So just not working on modded moons?
is there any settings in config anywhere to get better fps when the scpdungeon is used?
somewhat yeah. it's pretty much this setting which you want to set as default
@paper condor
It is currently on -1 right now
I guess just part of the mod, still worth it for SCP gloriness
you can tune it down to have smaller dungeons which should line up with better performance
wondering why its not working for me :p
If you're using lethal expansion try switching to lethal expansion core
I tend to use 6 for solo play personally (with 8 being default)
I will try 6 then
oh im using that actually, i just switched today lol
since I have it enabled on all moons
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
@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?
At 300 it has a 50% chance on march or almost a 50% chance at all other vanilla moons
its how many scp lottery tickets are in the draw
so on titan, if i have it on 300. its like 33% since titan can have the mansion and the iron catwalk thingy?
pretty much this, vanilla moons have their main dungeon at 300 tickets, so setting to 300 makes it a 50/50 (really closer to 49.9/49.9/0.01 because of the chance of the alt dungeon layout on non-March moons but you get the point)
At 300 titan is 300/669 SCP, 300/669 facility, 69/669 mansion
I see, where can I find these numbers? Sorry if I keep asking about it.
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
add in SCP at 300, and you get 300/669 (something like 45% chance), the same for SCP, then the remainder for mansion
Thank you @lofty canyon @uncut basin , it gave me a good idea now 
same idea extends if you also add scoopys or any other potential future dungeons
all adds up, in essence: (dungeon weight / all possible dungeon weights added up) == % chance of that dungeon on a given moon
I cannot wait to see the mods for this game in a few months, already big
And ofc official content
But cheers badham, me and my friends have had good fun on this map
@lofty canyon how do i make it spawn only on secret labs guranteed its not working for me
scoopy vareity mod works for me but not this
do i need to do secret labs300, ?
I think I might have accidentally made it case sensitive, try "Secret Labs"
oh
if that works I'll make a change for the next version to remove case sensitivity
yeah will test rn
@paper condor might also be the issue you encountered
worked perfectly
ty
all g
seems to be a LLL side issue, dunno how scoopy got around it but should be good after an update to LLL
oh got it working
thanks to that solution
i will say the navigations a little broken for enemies going through certain doorways
yeah I need to rewrite the doors from scratch, they're still jerryrigged together from base game scripts
whats secret labs number
i don't think it has one?
fair
does the 1.5.0 verion of the mod also work on v45 or v49 only?
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
got wall banged in a normal hall way somehow
by like a far away turret too
not the once i was standing on
also does mask not work in this map
he has been afk here for so long
seems imposible to get loot on this planet on hardcore mods lol
i think thats a vanilla issue
i had this happen on both vanilla dungeons
@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
march is a buggy mess dont go there
I mean at least two fire exits works, but just wanting to point it out
yeah they know
March is hell for them rn
just look at #1193461151636398080
this comment says it all
the person who made LLL
Okay, my bad then, but so far we managed to get Complex, Scoopy and SCP Dungeon interiorsso that's still dope
yeah they work for me on all levels
Yeah i figured, damn 🥺
🙂
except march
but we dont goto march
well it prob works there but its not consistant / buggy mess
Every modder is putting on so much work on fixing everything, it's just already incredible
wait broiiler did u have the same thing happen on Secret Labs?
what exactly ?
the main entrance bug on secret labs, thought I saw u testing it there
or is it that fine due to LE core
works fine for me
played multiple days on secret labs with 10+ no issue
just got wallbanged thats about it
its important for Secret Labs to be case sensetive right now
try this
i use LE Core as well
perfect thanks, had the same issue with getting scoopys on atlas abyss and it also needed to be case sensitive, appreciate the quick response
LLL should be fixed soon to make it case insensitive (which will apply to both my mod and scoopys)
map works on march now correct?
Does the dungeon itself not work with multiplayer?
works once, not more than that, fixed in next LLL version
it does
oh ok thanks
also does the scp dungeon and secret labs mod have built in compatibility or something?
Oh okay great thought the description said it didnt for some reason
-1 is 8
Not built in but fairly easy to implement yourself, some other people here have gotten it working
Might just add it as an option if the moon is found since it's a popular pairing
What's wrong with march and dungeon mods
March is a bastard moon that's got a bunch of hard coded exceptions in it
Then it needs to be smacked to make it learn its place
march just straight up does not use the random dungeonflow system lc uses for every other moon
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
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
Just to check LLL won't freak out if there's a dungeon moon assigned by name that doesn't exist?
Ok cool nice, I will check the moons I have installed have lethallevelloader as a dependency
nah that won't do anything
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
so it either succeeds in a match and gets moved to the return list or gets left behind in the potential list
Righto, will include secret labs as a default next update then
might be cool to give it a lowish default chance on the ice planets
seems themicly fitting
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
fair but if it's low enough and just a configerable default setting i'd imagine people would vibe
they are installing your dungeon to play it after all
Am I the only one who has default map, scp map and gothic map at similar odds to spawn lpl
On all moons
gave the mod a try, sadly it was putting me and my friend in two different maps
with no loot, floating doors ect. I'm assuming that's what the description meant about multiplayer incompatibilities
Using lethal expansion?
yeah lethal expansion core right?
Core should be mostly ok, otherwise is everyone's config matching?
Can you send a full modlist just to see if there's anything else unusual?
yeah just the profile or something else?
Profile code or a screenshot of everything, won't be able to check profile code until a bit later
what about an exclusion list ?
heard 👍 ✍️
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
The guitar is from Scoopys Variety
yeah i know but its spawning on scp dungeon, secret labs map
i saw a post of someone with the same problem and supposedly it’s something to do with modded moons
but i don’t know so if anyone with the same problem knows how to fix it
Check and make sure everything is up to date, there was a recent patch to LECore that fixed most vanilla scrap not showing up
Which should reduce that
The guitar is supposed to spawn on other maps, just not at that frequency
maybe that will fix it, i’ll check it later when im on pc, thank u

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.
the change to LLL might have changed how the config works so I'll prob need to rewrite the description, try putting in just "Titan" or checking how Scoopy inputs moons (thouh mine doesn't have the per-moon rarity config
I'll try doing both and get back to you
In fact just putting in Titan instead of TitanLevel worked, thank you so much!
next LLL update ill make sure that will work anyway 👍
IS THAT WHY I CAN'T GET IT TO SHOW UP ON THE VANILLA MAPS
FUCK
LMAO
Good to know, can't wait to see the per-moon rarity so I can make it guaranteed on SecretLabs
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
compared to Scoopy's, I mean
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
300 isn't guaranteed
it's morel like 50/50
Then 600?
there is a guaranteed option in the config
put to true
Has anyone encountered an issue with enemies spawning sideways in custom dungeons?
like this
and this
bracken hit that peter griffin death pose
looks like brackens ai has some quirks that need ironing out is all
that or thats where the brackens starting point is (where it takes its victims)
You mean PathfindingLagFix?
I'm thinking it might help, Bracken has a tendency to just... stop
and stare
and then get mad when you stare back
adds to the creepiness tbh
and takes from my framerate
why ya carryin the 'crakcer
#1191532853922631792
epic
I wonder if badham is ever gonna add something like the giant metal doors from the facility dungeon
never knew this was a thing, thank you so much
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.
Is femur breaker planned? 
would be a fun addition, dunno what its purpose could be though
I wouldn't know tbh. Was more of a joke.
just make it spawn a bracken
conversions are pretty flexible so in theory mods could add their own item conversions if they want to turn things into other things
now I gotta double time it on the frankenstein point
good shit homie
What happens if I lure a Lootbug in there
// 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
does it just go by item name?
no enemy/player interactions implemented just yet, I'll try to have at least player interactions for the release
Is [*] scrap or something? Or placeholder? Cuz I know the machine in the game can over-refine items into metal scrap
pretty much
@lofty canyon will there be anything that can be interacted with in the dungeon from the ship terminal
other than turrets
Imagine if you could open and close SCP-173's chamber door from the terminal if you know the code
Literally lock a Coilhead inside
[*] is a stand-in for destroying the item
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
i just want this to work with lethal expansion in multiplayer
it does
get lethal expansion core
Makes sense
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
does orion and stuff work with expansion core?
yes
just have le and lecore installed
both
oh
isn't really until you mess with the assets that you realize how little room variety scpcb actually has, could make some custom rooms though
lecore will automatically disable le
does lethal core mess anything up
the output for VeryFine flashlight is a 1/3rd chance of either destroying, becoming fancy lamp, or a stun grenade
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
That's super dope
True
I can very much imagine waiting for the machine and hearing the prompt neck snappening of a Bracky friend
Enemies are definitely gonna be harder but if you make it work with enemies you'll go even farther than Containment Breach did
Since I think all CB did with enemies was move them
WAIT WAIT
okay if you put Comedy or Tragedy in there it HAS to make a Masked

perhaps (right now 1:1 turns tragedy into comedy and viceversa)
Makes sense, I'd imagine rough and very rough turns it into scrap and fine / very fine makes a Masked
Similar to the gas mask guys from CB
also any scrap put through the machine gets its scrap value rerolled
Either way this is dope
I love gambling
Honestly I feel like if we get room variety it'd be the lower half of Containment Breach, the rounded hallways in the heavy containment sector, stuff like that
I think that’d be perfect tbh
But I do like that you're fleshing out the existing rooms first
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)
problem is if the dungeon generates small it'd have some wacky results
I like it, but the Keycard should be a randomly spawning scrap too once LLL has custom scrap in specific layout functionality
Otherwise you're kinda boned if you can't find it
Alternatively, make it hackable with the terminal
was thinking it could also be obtained by purchasing
So the terminal has more uses in the mod
Since that's one thing I'm noticing with modded layouts atm, is zero terminal functionality
making it terminal openable would also be an idea

Terminal openable or keycard lets players have options
Which is always good for something like this
But I seriously need the doors of 173's room to be terminal closeable now
I can and will lock enemies in that room
I will even lock scp 173 in there myself if I see one
I use https://thunderstore.io/c/lethal-company/p/raydenoir/SCP173CoilheadSFX/ so it doesnt outright replace the coil head
(in the config you can make it not replace)
Same, unfortunately they're not synced across players in multiplayer but the dev plans to eventually add that as a config setting for netcoding
I also hope the scp scrap mod gets updates
because its kinda broken
and all the scrap are boring
yeah that mod uses LE so it prob can't do anything particularly interesting with its scrap
Yep, for an interesting SCP scrap mod you need to use LethalLib's functionality
add an interaction for when we manage to bait an enemy into it
If I bait a coilhead, I want to turn them into something.
enemy interactions are a bit more complicated and there's also the matter of figuring out what to turn it into, it's on the radar though
wait no way what the fuck this has officially became the best map of all customs 😭
you should def make it when the player goes in they either come out with a new suit or becomes a masked
if we want to add the secret labs to the FoundationMoonsList, what do I put?
Secret Labs
Mhm
Most of them work with just the name
Though I've found Kast seems to only work if I put 13-Kast for some reason
Everything else yells at me
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;
});
lethal expansion was never part of scoopy's mod, it was running with LethalLib
u don't get it, and its partially fixed now thanx to LEC
I don't think you get it aha, the dungeon mods never used LethalExpansion
I get what your saying but I think you phrased it incorrectly
yes i know english is not my first language, i was just saying that when LLL released it was not compatible with LE, so you were not able to play scoopy on modded moons since all of them use LE, then LEC made an update to make evything msotly compatible
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
but yea the LEC update did a lot of work for covering a lot of the issues
i didn't have too much trouble getting it to work on the scp moon
didn't try others aside from i think peach's castle
before LLL was a dependency of scoopy, it was working perfectly on modded moons tht's my point
I wouldn't say perfectly but I get what you're saying
yea maybe not perfeclty but u know, you answered to an old message tho wtf x)
for some reason that's where it scrolled up to haha
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)
@echo dune
which modded moon
this is on aquatis but happen on a bunch of other
you want my list for testing?
na i think that ones on me
I was getting that earlier too, yeah
It happened completely randomly, restarting fixed it weirdly
But that's not to say it won't happen again
btw is this normal to have errors log everytime i leave a modded moons or reloading a game ?
like it doesnt look to have any direct effect on game but its consistent
interesting, I'll mess with it to see if something like that fixes it (I want to overhaul the doors anyway later down the line though)
can you repost the link?
@echo dune #1183889212978778173 message
Our group keeps clipping through the scp facility map when we enter the building and it is the scp dungeon
I'm host and fine
and the other person using my modpack was fine
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).
lethal company doesn't default to host config by default
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
it's coming soon
So is this why they are clipping through?
its possible they didn't get the dungeon you got
ohhh
That makes a lot more sense
they were seeing the regular dungeon too
We are testing it now since they're config file had dif values for that
lmao we have the rarity set to 300, but we got the mansion instead of scp dungeon...
no one fell through at least
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
300 rarity is about a 50/50 in terms of odds (assuming no other dungeon mods that add their own weights)
and yeah lower tier moons spawn much less scrap
oh, thats why
yea cause then it feels kinda empty
2nd try we got the regular dungeon instead this time... I guess we are just very unlucky...
But we did confirm that having the different foundationmoonslist does make that person see a different map.
Since someone forgot to save their config after changing lmao
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
should be available as a config option after running once
Yeah I was getting the same, it's like the doors are in the opposite state for monsters, they can't see through it and can't get through it but you can
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
LE-based moons are a bit finicky with LLL, if you do a scan does it give you a count that looks about right? Scrap value is managed by the moon so it kinda depends on how they set it up
you can tone down the dungeon size which might help (I find 6 to be good for solo on moons with lower scrap totals)
which is the FoundationLengthOverride parameter
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)
I think that was a separate bug that should be sorted out, just make sure that everyones' config matches and everything should be fine
okay thanks! will give it a try
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
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.
oh ok, so if u have LLL, custom interiors will work on custom moons?
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
you'll want to use LECore (if you're using a mod manager LECore will disable LE at runtime), which while not perfect seems to be stable enough for most people
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)
oh ok thanks
is it possible to customize the chance of scp interior on a per moon basis?
Not yet
aww, looking forward to it being added then! Very cool mod :)
was the rng for the permanently opened doors and door with button changed?
been seeing a lot more opened doors and less buttoned doors
at least compared to one of the previous versions
^ same
Values haven't been changed, should pretty much always be 1/3rd for a button door
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)
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
Nothing wrong with releasing an update if you're happy with it!
Can always include a disclaimer in the patch notes
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
looking forward to breaking 914 every way possible when the update drops
What issues are you facing with the player/enemy conversion?
oh I just haven't tested it yet, I only just figured out why the trigger wasn't picking up players like 5 minutes ago and I'm about to go to bed, yet to test anything ingame yet
aha
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
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
What if a body revived the player or turned them into a 'masked creature'?
The body of a player should turn them into a Masked, but without an actual mask on
Turns the player into a zombie 
What if a flashbang turned into a landmine? Literally just an active one, you can't pick it up anymore, just... landmine in 914
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
Some interesting ideas for sure, I like the Gold Bar ones especially
Any conductive scrap should probably turn to TatteredMetalSheet on rough/coarse
I believe Keys becoming Lockpicker is already implemented, and Keys may later become Keycards for unlocking parts of the facility
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
cant wait for heavy containment and checkpoints
So it's not gonna have every tier of Keycard cuz that becomes obnoxious
true
secret lab moment:
get ghostcodes for the true 079 experience lol
wait actually scpSL decontamination is like 12 mins while lethal full day is 11 mins
I DIDN'T EVEN THINK ABOUT THAT BLADEWOLF
oh god thats obnoxious
i didnt until i stumbled upon this convo lmao
navigating heavy containment is impossible on ghostcodes

Honestly I just want to see more use for the terminal, feels like it's pretty negligible atm
but i honestly dont know if it works with custom doors
Other than on factory interior, and even then half the time the doors have alternate routes
lock door mods dont work here right
I doubt it does at the moment
prob the same for ghostcodes
But it could in the future
Or I'll just develop it myself 
Figure out how GhostCodes works and just hook it into SCP doors
ghostcodes author is very chill, i bet we can just ask him
Possibly
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
if you have functions I can call to interact with things in the facility it should be pretty easy 
most of ghostCodes just calls other functions whether it be terminalfunctions for opening/closing doors or like the breakerbox functions for lights
i'm guessing I'd do something similar to this to check if your interior is loaded vs the default interiors?
hi im getting this regularly any idea why ? @lofty canyon
might be something to do with the 914 room not being set up quite right, should be fixed in the next patch
thx, but my bad i wanted to send this one
Bottle Bin?
I use the bottle bin item as an entrypoint to retrieve the scrap spawn data since it's on every vanilla moon, is this on a custom moon?
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
yea there is custom scrap on this one, aight keep up the great work your mod is really cool
does this make sense @lofty canyon?
yeah should be pretty accessible, at a baseline the doors will have functionality for opening, closing, and opening fast, you could probably use the fast open for scares
👀 , let me know where to look if you have any solid ideas
your interior still spawns mines/turrets right?
also had ideas for ||079 being a room where you could go to and possibly prevent all the shenanigans of ghostCodes by disabling it||
yeah, currently no big doors but have got plans
im so down for something like that
keep me posted, would love to have my mod fully compatible
and I can def add custom functions for your interior specifically
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
yeah I'm guessing if your lights aren't part of this list "RoundManager.Instance.allPoweredLights" the answer will be no
Do you know if Permanent_Moons is compatible with LLL ? rn its not working, or maybe its because of AdvancedCompany? @lofty canyon
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.
advanced company breaks like everything so almost certainly no
also talking about this, does the SCP dungeon have a breakerbox anywhere?
nah no breakerbox, might not be a bad idea to put in the electric room or something though
could maybe make a custom object in a "control room" type room that acts as the same function
idk the scp lore so 
the CB game has like 2 giant levers that control power in that room and that's about it
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
also a bunch of other stuff like the nuclear warheads and whatnot
was thinking about that, but have no idea where I could fit it in
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
ahhh damn
Could always trade knawledge with other dungeon creators for that
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
well I already publicise all my code and knowledge so :P
yea no point gatekeeping 
basically all the SCP:CB game assets, though none that I can think of that would be a solid fit for an apparatus equivalent
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
technically if they're using the SCP:CB assets like textures they have to be licensed the same as the game assets which is CC-by-SA 3.0
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
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
No matter what you’d have to change them to have your doors though
yea lookin thru the fandom i'd say you might be better off finding somewhere to spawn the apparatus yourself (without the machine)
And i know fuckall about source modding :P
closest thing to an apparatus type would be the strange battery I guess?
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
yoinking their maps and converting to vmf to model would be fairly simple, probably easier than what I do for the current SCPCB rooms
True!
something like this maybe #1191943294612156436 message
replied to my wrong message but ye, spawn it without the machine connected to something?
yeah question is connected to what
can't think of any good things it could be grafted onto that wouldn't look jank
hmmm
something like this maybe? - https://scpcb.fandom.com/wiki/SCP-714?file=Room_2_SCPs_-_714's_Room.png
or you think that looks too jank
well I already have that room, also dunno how a ring would be powering the facility
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
Rip the drill thing from the company map, and put the apparatus in it in a room.
in case you havent already done it, ive been yoinking my item references from the allItemsList in StartOfRound
yeah that was my plan, it's already how I'm doing it for 914
right on
No it doesn't.
nuclear warhead apparatus 👀
micro HID stun gun 👀
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
scp items as scrap 🙏
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
what modded moons work well the generation
or even vanilla as I know this is only on titan atm
you can have this interior generate on any moon you want. all of them work well.
can we add this to the Most lethal comp modpack?
what value do you have it set at
err like what should i set it to for like a 50% chance
if you want a 50% chance of it happening, set the weight to 300
personally i set mine to 250
hadal laboratories just has it be a little plug socket, maybe that'd work
tbh i don't see why the dungeon even needs to have an apparatus
its gimmick can just be having scps like 914
so you can get funny interactions with diversity and factorymeltdown
and lethalradiation
the apparatus isn't really a gimmick
I mean, the apparatus is as close to a gimmick as you can get in Lethal Company's base layouts at the moment 
Lethal Company's base layouts kinda boring after you get used to them
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
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
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
HC is currently in early stages, though 914 and door changes come first
Spiders don't seem to understand how to pathfind through doorways
Jester sure as fuck does though
It's a general issue with doors where certain combinations of inputs on the doors causes the nav blocker to desync, but if an enemy is fast enough (like a jester or actively charging Thumper) they can sometimes barge right over the blocker to get through
The door update after 914 should address it
new creature data sent to terminal!
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
depends on moon
Scrap spawns are based on the moon you're on, though if the mod fails to find the bin bottle scrap item on the moon it'll only spawn untagged scrap
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
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
what if I want it to happen 100% of the time on a specific moon? I've been having a few problems making it appear on the SCP custom moon and with player falling off the map
Use Lethal Expansion Core and make sure all players have matching configs with all moon and dungeon related mods, Lethal Expansion itself causes big problems with custom dungeons
Thanks, I'll try that and test again
can we set spawn chance for each planet? if not can you add that?
In the mean time you could use lethal Adjustments
what is lethal adjustments
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?
whatever you see on the terminal screen should be close enough
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
Yippie
LETSGOOOOOOO
YOOO
Oh no is it actually?

What is SCP 914?
Its a certain room in the facility which contains a machine. Just a new room.
Don’t ask this in multiple threads
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 
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
Have you noticed anything with monsters and doors since playing? Currently at work so can't get it tested til later
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
what is scp 914
The SCP Foundation's 'top-secret' archives, declassified for your enjoyment.
nutcrackers seem to be able to maneuver doors at least
Any plans to replace the game's key system with keycards for unlocking doors on your map like in the SCP games? Could have different levels of keycard, and use SCP 914 to convert lower level keycards you have
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
okay
Could be cool to experiment with having much larger dungeons and longer day times
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
Yeah I don't know if LLL has the features yet to generate dungeons the same way SCP CB can

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
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.
2nd image is in the mod already for sure
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
Oh
multiple dungeons and 860 at some point? 
when lll supports that
the further we go the more lc starts looking like a separate game
Its in the description but its Secret Labs
Yeah
Ok, thx
yeah rarely the items coming from the machine output to the top of the box, not sure what's up with that, trying to work it out
If there's no item conversion detected it reverts to simply spawning a new version of the item, and if the setting is 1:1 or greater it fills the battery (otherwise it drains it), and if it's scrap it rerolls its scrap value too
Gotcha! Yeah not sure exactly what happened but it broke the modded Helmet lamp from Advanced Company, it worked at first but when I took off the item basically ceased to function and exist
But still showed in my hotbar until replaced
the item spawning logic is basically copied from how the dropship/scrap is spawned normally, if a mod does some funky stuff with it's spawning conditions stuff might go awry
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
You should make a #1169056298856362105 page for your secret labs moon
unless you have
ohhhhhhhhhhhhhh
I havent seen one tho
custom maps spawn scrap from the dropship or any other source in like mid air
i wonder if that'll affect the dungeon also
Can someone send a video tutorial on bow to install this, ive read the description but i still dont gwt it
i dont get the merging files bit
yeah thats an LE thing apparently
I tested cirno fumo at least and that seemed to be fine, any items that do weird stuff probably won't work but most things that are grabbable should be ok
Totes fair, I'll test more next time I encounter 914
Hmm... For some reason mobs don't spawn on this moon
They do for me
I will before I release the port to LLL
Yeah Secret Labs works fine for me
The enemies don't spawn in large amounts but they do spawn
it's written in the bottom right
ye ye
hi mr secret labs can i inquire on why did you put the face instead of the eclipsed sun
that scared me so bad
Without scp facility dungeon too?
Can I change it?
I don't believe so, I don't believe Secret Labs has any config unfortunately
Personally I prefer it being a mid-tier moon
its hubert the guy who made scp SL
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
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
show your config file for this mod
Can't combine the preset groups with individually marked moons
okay well i just now added that one anyway
Well assuming you don't have any other mods that add custom dungeons to Titan, 100 is roughly a 25% chance to get it
Oh also are you using lethal expansion
yes
Do you have lethal expansion core also installed?
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)
okay thank you i got it to work
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
Is there any error in the log?
only error i could find after skimming through the log myself was bracken having a freak out
If you search SCPCB in the log it should run through the processes that 914 goes through, anything there?
I have lethal expansion core and sometimes players fall off the map, sometimes everything is perfect
you and your friends don't have the same config settings
Yeah it could be the spawn chance is not exactly the same, but FoundationGuaranteed is set to true. Would still matter?
it did for me when I tested it last time
Thanks, I'll test it
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
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
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
just the maps you set
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
Thanks for all the tips, I'll keep them in mind to minimize desync problems
A very minor update
2.0.1
- Fixed SCP 914 SFX radius being far too big
SCP: Facility (custom dungeon mod) [2.0.1]
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
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.
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
I believe this is planned
Just not implemented yet
There is discussion about working on making it more dynamic and custom
https://discord.com/channels/1168655651455639582/1196982409451806730
I'd have to figure out json files but probably doable
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.
scp 999 is just the hygrodere but no dmg
I imagine there are plans to add more SCPs, but there is already an SCP-173 mod that adds 173, and can be configured to only be a chance to replace Coilheads instead of always replacing them
this is a mod already technically, but its just an orange hygrodere
It'd be nice if regular hygrodenes could spawn too with 999
I never mentioned SCP 999, but that's a good addition too xD.
well yeah it was another suggestion
I knew of this mod, but I didn't realize it didn't just replace Coil Heads, it can be a completely seperate entity?
Sort of
Technically, each 173 has a random chance (X/100) to replace a Coilhead when spawned
Is it possible to have them both use their own sounds or does it still fiat replace the coilhead sounds?
Right now this isn't networked, so not everyone will see the same one, but that's a plan for the future
I see, I see. That makes sense.
They both use their own sounds :3
nice, looking forward to network synced
Earlier screenshot I took when I was reporting a bug (Coils can't kill you if standing on Scoopy barrel)
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)
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
Dude Larry would be great
Radical, even
NO
:)
NO LARRY >:C
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
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.
Larry genuinely made me hate Containment Breach at times
Larry was scary.
I also don't want a lot of SCPs that rely on equipment, like night vision stabby man
put eyeless dogs in the facility
N O
itd be like the puppies you find in the basement :)
I think that's unecessary.
Trust me, I've seen that in Brutal Company, it's not a good idea, they're super unfair when they're inside 
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
The new machine scp is still very loud and can still be heard across the map
Probably not gonna add any SCP entities to the dungeon (unless they're heavily tied to a room/generation like 914), if I do any more SCPs it'd be a separate module
there aren't any scps planned
I was considering making an SCP scrap pack with at least the lightbulb and the jade ring
You put items (or players) into the input, pick a refining option, then use the key to convert everything in it
how do u have ur mic show on ur hud in the bottom left
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
Seems like there's an issue with custom moons when it tries to initialise 914, I'll give it a look tonight
try some more it seems like 914 conflict with my kor patch
is it supposed to be Secret Labs or SecretLabs
Secret Labs
ok thx
shouldnt matter
aqautis-bunker
secretlabs-scp
atlyss abyss- scoopy castle
its perfect!
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
no secret labs moon?

While I do like me some SCP, I think the Secret Labs moon is a bit boring with how you get to the entrance
since it's like two feet from you in a straight line
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
btw
u should make a yt video of atlas abyss eith scoopy dungeon
i can see why but for me i think hadal will fit well on infernis
also egypt will soon have its own interior
i think aquatis with a 50/50 chance for bunker or hadal will actually be really good
I was going to
also oobl once that hits 1.0
yeah
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
loot is based on moon
kk
oh yeah
is it normal for a door that absolutely connects two rooms to not have a button?
like its perma closed
yeah that's just how the dungeon caps off rooms when it can't/doesn't want to generate any more in that direction
which sometimes includes 2 parallel paths where there is a possible connection but it just didn't bother putting anything there
I don't think it's a custom moon issue, I tried landing on Titan with the korean patch installed and got the same error
I think this is because the korean patch is replacing the entire asset
Is it possible to do something about it? I found there to be quite a few instances of this which makes things feel much more confined sometimes. The SCP games tend to be quite open with their layouts
ah, it's probably because I'm using the string name for the item asset which if the korean patch changes it won't be able to find and add to the conversion dictionary
you still cant apply spray paint on the ground or walls. will this be fixed soon?
Once Lethal Escape adds per-moon config, I'll be adding it to Secret Labs since it feels like an indoor map even outside, to make it a bit more challenging on the way back to the ship
Also, it lacks a custom interior, but USC Vortex is a really cool newer map I definitely recommend
This is the interior I'd like this on the most, it's soo easy to get lost with the connecting tiles being soo familiar
i dont think anyone has figured out what's up with spraypaint just yet
2.0.2
- Fix softlock on map generation when vanilla items are removed/replaced by other mods
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
apparently one random wall in scoopys dungeon mod works with spraypaint despite him not changing anything specific about it and I don't think he figured out why either
oh thats really cool
idk what zeekers was cooking with the spraypaint
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
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
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
need a mod that implements the spraycan in a not insane way
From my experience in the past week all floors and walls are working in scoopy's for spray, god knows
@old magnet @lofty canyon think KeyNetsua figured spraypaint out btw
we just gotta test more
Yeah I gotta figure out how to do that too lol
My favorite part in all this is Scoopy accidentally getting it to work and not knowing why lol
Ugh just got timed out by Discord for posting a Discord gif because it had "invalid characters"
Fun -.-
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
This doesn't seem like the relevant thread for that question
i didnt find LLL thread or which one should i go to ask?
#1193461151636398080
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?
wait the facility is a size 8????
it's the tile length for the dungeon, by default it generates out 8 tiles (which gets modified by things like titan to end up actually being like 12 or something) and makes branches from there
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
8 tiles = 8 rooms?
yeah
now works with kr patch yay
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
Download R2modman or the thunderstore app, click on the default profile or make a new profile, download mod
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
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
so i launch the game, then what
navigate to wherever the configs get generated, BepInEx\config\SCPCBDunGen.cfg
ok launching the game now
You are doing it manually through file explorer right? Not using a mod manager?
correct
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
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
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
it says the acceptable value range is from 0-300
ight so i change the number into 99999 ?
Yep
Then it should be a 99999/300 weight ratio of SCP/Facility, assuming the moon has a 300 for facility
?
which equates to a 0.3% of it being facility dungeon
i dont get what u mean by weight ratio
ohh nv,
nvm
i get it
now can i literally just close the config
Make sure to save
how
ctrl + s
nothing popped up
Yeah it's a windows shortcut to save kek
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
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
also what do i do if i wanted it on multiple moons
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
do i put a space after the comma
wdym
like the dll
Dunno, moons have internal names, like E Gypt was called DesertMoon for a good while
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
Honestly if you don't use PC much and you want an easier way to do this, like way easier just use R2modman
every time i ask someone they just tell me how to download it which isnt what i ask for
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
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
Yeah, you can also just export the entire profile as a code and that sends over all mod and config changes
do i have to change both the default value and bunker moons list
so Default value: whatever moon and BunkerMoonsList = whatever moon
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
yea thats lierally the one im doing now
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
lmao
And offense, jesus
im just gonna put it on moons that fit the theme
can i make the rarity 99999 on this onw too
Nah that's only on Scoopy's right now
oh
So I guess try it and see?
ye might as well
I know the 300 is just a base game value and higher should be accepted regardless, because it's just a value for ratio
what if i just make the bunker garaunteed = ture
true
does that not just make it spawn every time ?
that work too
hard
@fiery radish is the internal names for the base moons jus the name and Level after
yeah, the internal names for default Moons are MoonLevel, so like AssuranceLevel,TitanLevel
Modded moons are whatever the dev sets
i'd love to know haha
jst scp dungeon thing
thats what the actual scriptableobjects files are called but they aren't used anywhere
🤔
I can only imagine how deep in this rabbithole you are Batby
nah
i just did it you liberal
😂
I built the LLL planetname check in a way to accept almost every standard people have been trying to use
dont know what that means
if it works, it works ig
@lofty canyon congrats on a milli
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?
I switched to using DunGen from the asset store so you'll have to buy it if you want to see the scripts, the first version of the asset package uses the decompiled scripts from LC which should work without you needing to buy it, it's just a bit out of date (there's also probably some way of changing the script reference which might fix it but that's beyond my scope)
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
yeah unity resets the script parameters when you do that, I think there's a way to avoid that if the scripts are set up identically by fiddling with files but that's a bit beyond me
using the older version worked, thanks for the help 👍
cool, just mind they're a tad out of date and some stuff like doors or how the scrap spawns are setup probably aren't quite right
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]
Pog double updates 🙂
just updated mine too 1 hr from you lol
Let’s goo
Ooo, secret labs by default huh?
spray doesnt work inside ? it went thru the walls and i can see some weird stuff being rendered
wait no thats the ship
Spray is an enigma still being discovered, currently only Scoopy's has it working