#SCP: Facility (custom dungeon mod) [4.3.4]
1 messages · Page 5 of 1
oh man 
the spray paint is an scp
Hey there, ran into some issues while playing with friends, not sure if some of this stuff has been reported before:
- The machine's sounds are global and can be heard all across the map, inside or outside
- Some mobs like mimics and thumpers cannot path between the sections of the map
- Some mobs can walk between otherwise closed doors (including ones that aren't openable by players, I think), specifically noticed this with the Nutcracker.
So with SCP dungeons specifically I'm having scrap loot tables being the mod set amount and trying to override it with mods isn't affecting it. Basically having very sparse scrap to collect
the upgrade machine is so awesome
this interior feels way bigger than others, but i believe thats mainly due to it not having multiple levels like the facotry or manor
is there any chance you could add transition tiles for a second floor so the tiles are more interconnected?
idk how easy that is but would go hard ||especially if a lower floor was connected via elvator like the LC_Office mod and had the aesthetic of the heavy containment zone||
i think heavy containment zone is planned as a seperate interior
I've still been noticing numerous pathing and door issues
Also yeah 914 is audible everywhere lmao
Yeah those are well known
A lot of monsters (especially jesters) really struggle with the doors sometimes
I believe the plan is not to have it as a separate interior, but as a separate wing that can generate and be unlocked behind a Keycard door. With some alternative as well in case a Keycard doesn't generate somewhere obtainable
Could be wrong tho
@lofty canyon can something like that work ? "all,Secret Labs@9999"
not atm
would be very handy
an exclusion list would also be very cool
still plans for the funny electric gates?
may include as a part of the update to doors
yep
bad drawing but i think i know the issue with enemies going through closed doors, the navmesh generator is calculating the cyan as a jump between two closed doors (the red)
Hmm, that's very strange, is it those specific tiles in that configuration that you noticed the problem?
not those specific tiles, i have a screenshot of somewhere it happened though, let me find it
here. this was an old version, so there was floor between them, but i think this still happens
Yeah at least that instance should be fixed since I trimmed that rooms' mesh down, there's a lot that's still need trimming (or a full rebuild of all the meshes into pro builder)
Moving everything to pro builder meshes might be next on the list after the door fixes, it'll solve a lot of the miscellaneous issues
It'll just be a giant pain
@cedar raft has goated probuilder experience if you need help (maybe yall can trade probuilder help w/ dungen help 👀)
it can be quite a bitch to work with, cant say im a big fan of 2022 unitys probuilder but yeah im pretty versed in it
If Kay wants to help out with the process it'd be appreciated, could split the work of all the rooms
i'm working on a comission though atm so my LC stuff is very low prio
i can give input tho
input\advice\etc
Fair nuff, if I've got any pro builder Q's I'll come to you
what issues? i plan on making a dungeon myself at some point so it'd be useful to know if i have to make it with probuilder
It's more problems with the meshes converted out of the SCP CB format that's the problem
Once you have an established workflow probuilder is pretty chill to work with
If you're building them yourself in blender properly they'll be fine
ah
i have little to no blender experience so i'll probably make it with probuilder anyways
The main issues being the room exporter was ass with assigning face normals, textures weren't mapped properly and the coordinates were inverted from what Unity expects
Also I assume being limited in your ability to create variations of rooms
Could definitely make new rooms in the SCPCB room editor but they'd have the same problems as all the other rooms
Was also considering very slightly scaling everything down in moving to probuilder
Like changing room size from 20.48 to 20
mm
i feel like i remember hearing somewher that the apperatus is in the map
it's not, not yet
also, Titan@999 isnt working rn @lofty canyon
and when playing scp on titan (and mostly on all moons) there is barely nothing to find, only vanilla scrap worth like 29, really not worth for titan
Did you try a few times? 999 would be around 70% chance to spawn SCP so wouldn't be impossible to have the facility appear instead
And did the log mention anything?
3 times in a row i had the facility so might be jsut bad luck
If 99999 doesn't work then there's probably something wrong
about the scrap, it seems that sometimes there is 0 modded scrap and realy poor value scrap, but next round i had modded scrap and decent value overall idk seem not very consistent
nothing particular in log
you may have another mod affecting scrap spawns
If a mod isn't configured to spawn on any of the 3 vanilla spawn types (or have no type assigned) it won't spawn, though that's more a problem for custom moons
Might be known, but just FYI, Jester got completely stuck 
i dont have any scrap mod
only custom moon that add scrap but not even as a separate mod
any good overall value for FoundationLengthOverride on titan rend and secret labs?
could this affect scrap spawn https://thunderstore.io/c/lethal-company/p/Azim/LethalPresents/ ?
doubt it
At a door?
Mhm
Yeah next update is reworking doors
hell yea
this mod gave Markiplier PTSD
hey so how exactly dose the ||upgrade machine|| work?
Thing goes in, thing comes out depending on the setting
In SCP Logic, It goes like this:
||Rough : Exchange the current item for one of MUCH less value, or for destruction||
||Coarse : Exchange the current item for one of less value||
||1:1 : Exchange the current item for one of equivalent value||
||Fine : Exchange the current item for one of greater value||
||Very Fine : Exchange the current item for one of MUCH greater value, or for destruction||
shit wait a sec
there we go
exchange a living human for [REDACTED]
||i did have a bug where a friend went into the machine and we cranked it on fine, and while a masked spawned in the output side, the dorrs were bugged shut, never to open||
That should be fixed in the latest update
Wasn't handling destroyed items properly
oh nice, i handt rested that recently, maybe a coupla weeks ago
@lofty canyon also if you were planning on adding an apparatus room, that security room that 096 spawns in could work very well
interesting
and the risk of using it is the item might be destroyed right?
ive used it with the combination of the "death note" item from a mod, not sure which
which allows me to send in the used notebook for another deathnote
really useful
tho maybe a bit exploitish
Had an issue with this dungeon on the custom moon kast. It spawned the scp facility just for me and another custom dungeon for everyone else (WW1 Bunker from MoreInteriors)
Any idea what might cause it?
Make sure to use LethalExpansionCore and have configs synced up with players, LethalExpansion by itself and custom dungeons causes major headaches
I already am using LECore, so it shouldn't be that. I haven't edited LECore config files either
Also based scostman enjoyer spotted
Do you and the other players have the configs of SCP set to the same spawn values? I find the easiest way for myself is sharing mod profiles, I sort of curate the pack and update a discord channel pinned message code, funnily enough this was an inside joke among friends using hanna barbera cartoon profiles for a bit, this sorta stuck though 
Hm. I am unsure if the spawn values are the same, I'll check tonight when I'm back home. That would probably be it though, since I edit the configs to let the custom interiors spawn on the higher tier moons
As fun as the game is, it desperately needs more interiors and monsters.
I've adored the game since the next fest demo in October, I don't think Zeekers was expecting the game to blow up the way it did, but in the quiet periods of early access these brilliant modders have been giving us what we crave
has been doing good since LECore released
Yes for client and server side mods you need the configs to match 100%
cause will cause desync with what spawns and how it is handled
Yeah I am guessing it did something weird with the seed and picking the map type.
I'll be sure my group has the exact same config file as me
Ye that is what nice about profiles using the r2 modman is that it will match config settings and will share easy with profile code
You can also update a profile too
Yeah, with what I was told here, I am sure that the issue is i updated the config file after sharing the profile code
Yeah would just need to share any changes to group and have them update or make new profile with profile code
Since I had the SCP facility set to 100 as the spawn chance, then changed it to 200 since it wasn't showing up as much as I wanted
Yeah 300 is by default 50% on normal lethal moons
I play with a group of 5 to 8 usually so more hard maps is good, I already had to add the more monsters mod since my group has like 3 hyper competent players who can do stuff like "escape 4 coil heads"
Yeah, I have:
Scoopys Dungeon
Scp facility
More Interiors bunker
And adding bunker and normal
Makes it
33% scp
33% bunker
33% normal
Might add that touhou scarlet mansion later.
The more interiors I think the more
The number values change
It is basically a pool to pull from
Yep, it's like a gacha/lotto deal, 300=300 chances for it to be chosen
If all are 300
Then it's like
20% SCP
20% bunker
20% factory
20% scoopys dungeon
20% touhou
1 % mansion
Landing on experimentation if all set to experimentation moon
If you want more then other either set before for less appearance or higher for more like above 300 works
Yeah, I like having the maps weighted properly. So for example, Kast, being a very hard moon, mostly spawns the regular facility and the scp facility based on the weights I gave them
And atlas abyss always spawns the dungeon
Sometimes the mansion.
It makes the moons more fun and flavorful that way
Next LLL update you’ll be able to test your results in terminal
Yeah hyped to see update 👍
friend stepped on a lethal things teleporter trap, this happened
Lethal things teleporter traps reuse how the inverse teleporter works
have you never had this happen to you?
has happened to me in regular facilities
ah
i know, but it would be wrong if i said we used an inverse teleporter
I know, it's just to clarify that lethal things isn't an issue it's something with inverse teleporting, but this kind of thing happens in vanilla
👍
Huh I'm confused. LECore was released before SCPDungeon and LECore was just ain't It. It was buggy with custom interiors.
So youre telling me that they updated It to fix that issue?
yes
everything works good now
cause I think the custom dungeon issue was sorted out like 1-2 days into LECore's thread creation here
Ok so I should use this https://thunderstore.io/c/lethal-company/p/jockie/LethalExpansionCore/ and not the original LE?
yeah
esp now that you can just not use le altogether without also uninstalling dependent mods
Nice and what abt the fire exits with custom dungeons. Are they also fixed?
yes
would it be possible to make the intercom room's upper area be able to connect to other rooms? might add some verticality to the facility
possible and was the case for earlier versions, but it messes with the alignment so I opted to remove it and all the other off-axis doorways
don't really know how that'd be possible given it's elevated
oh is the elevation the thing that isn't alligned
uh
align the elevation?
That would be super awesome to have stacked floors
Maybe someday
don't really know what you mean, probably the best that could be done is a custom room that has enough elevation to clear the normal tiles and has the door aligned on the xz
this is what i mostly meant yes i worded it in a stupid way
2.2.0
- Reprogrammed doors, should be less prone to navigation issues
- Fixed 914 global audio (hopefully for real this time)
SCP: Facility (custom dungeon mod) [2.2.0]
Oh also undocumented change since I changed it and forgot to test but have verified, spraypaint now functions
@fiery radish I think you were waiting on spraypaint working on this interior mod?
THIS IS IT THE MISSING PIECE TO THE PERFECT INTERIOR MOD
Only other thing I can think of is an aparatus room
not 100% on if I'll add an apparatus, seems like they're still being worked out from the networking issues I've heard of over at MoreInteriors; for now I'm pretty happy with the dungeon gimmick being SCP 914
I'm in love with it. used it to kill masked lmao. I had it go in, hit it, and my buddy hit the button
masked came out dead
oh. i see. what was it supposed to do??? (it didn't go to the right room, it stayed in the left input door)
right now there shouldn't be any interactions with enemies, the only defined actions are for players and items
hmm. no idea
if it was on rough/coarse and the masked came from a player maybe the damage function called on the player got passed over to the masked? no idea
it was on rough
Thank you very much! 😍
What does 914 even do I don’t really Understand it
Object (or person) goes in, pick a setting, activate it, and it'll mutate the item based on the setting
What should I really expect and what stuff should I try out
I’ve tried fucking around and not really much happened
Super basic example is regular flashlight put through on fine turns it into a pro flashlight
And there's a bunch of different scrap that when put through turn into different scrap that roughly line up with what you'd expect
My friends still fell into void when entering facility
Are you configs matching and are you using Lethal expansion
It's a bit niche but you can get yourself a shovel with a sign, and I like to turn engines/axels into smaller items if they're close
Cool
Oh and most importantly
I do wanna add more conversions but I can't think of any more reasonable sounding conversions
LEC
Is that a problem?
Expansion core should work
And no only generate chance had been modify to 1000000
We were testing the mod is stable or not.
The config has to be identical for all players
Huh so the generate chance maybe will cause desync problem?
Guaranteed to be the case if it's not the same for everyone
Which is the case for all custom interior mods right now since dungeon selection is client side via shared seed
You said it does something to players
Does it just kill them
On rough yes, the other settings have different effects though, you can find them out
Got it will test it tomorrow
Sounds funny guess I’ll mess around a bit more
nut cracker seems to get stuck in doors sadly :(
i had to close it to make him walk anywhere else
Can you share a log if you have it from a game where it got stuck?
Added a bunch of logging just in case to the new door code so it might help
dont know if i have it anymore, but i do see your door stuff in the logs
it seems to work well
Would be weird if just nutcrackers broke and nothing else
last time i tried this i just lost the sign lmao
also turning ||people into mimics|| is top tier
Issue in the map i saw a really long time ago: friend falling through the floor and dying when he entered the facility
using lethal expansion core and are configs synced
no like everything was synced and i believe we had lethal expansion core but he'd just
fall
ill double check the expansion core real fast
yeah everything should be fine if you have core
if it was a while ago like pre-LLL it might have been before even that functioned
oh aight
so a question for the people who frequent this mod. do you feel like its slightly bugged regarding scrap spawns?
we had it spawn on march and walked all over the playable area we had generated and only found 75 out of 575 scrap value. is it possible its generating broken doors? or maybe some fire exits can lead to segmented areas?
yea, honestly i reccomend only using this on high value moons liike titan
It seems to be the door sync thing again, to some enemies the door is just closed but open to players, I saw it a few times in the dungeon last night
Spraypaint is a blessing though
Love that it works now 💖
That's annoying, do you have any logs I could look at? Can't think of what might be causing it
Nah sorry mate I've not got the logs, what I can say is that the enemies get stuck in the door frame, you can't hit them through the invisible door but if you press the button it syncs up again since it opens the invisible door and the visible one can't close on the enemy
To the person(s) working on this mod; Is it possible?
i was gonna ask about tesla gates myself
this interior doesn't have bottomless pits like the vanilla, so tesla gates could be a good alternative
but only if they can also hit entities
otherwise it's not lore accurate
also have to allow them to be disabled from the ship.
I don't think it would be too hard to have it hurt enemies
and instakill the player... obviously
if possible allow them to be permanently disabled from the ship and enabled in the same fashion. as when MTF requests a tesla gate to be shut off it doesn't come back on
Tesla gates could just zap enemies to temporarily stun them
yes, surely this massive wall of electricity would not kill a hoarding bug
having it kill things would make it just as dangerous as the pits in default interior, and right now the only real danger in this interior is the enemies and turrets
environmental hazards spice up gameplay a bit
as long as they don't get overused in the generation
having one in every other hallway could get tedious
it would make sense for them to be rare yea
i once had a SCP:CB seed where i had 3 back to back tesla gates down a hall path. pain
i don't think they should be able to hit enemies
it makes sense for it to be able to, but its the same thing with the mines, you have to balance gameplay with realism
no fun to just walk all over the map and find a bunch of dead enemies without them even having a chance to get you
have tesla gates only be triggered by the player?
yeah i guess that could work
jokes on you. i use fairai and barely any of them die
I'll patch up the door problem (figured out the what just working on the how, plus realised an issue with fast door opening logic being inverted), tesla gate might be a part of the reworked geometry pass just so thre's something new
2.2.1
- Fix inverted logic for doors (and manually account for Thumper/Mimic door speeds)
- Fixed issue with doors opening normally networking incorrectly
SCP: Facility (custom dungeon mod) [2.2.1]
from my testing it seems like doors are fine now, at least as far as I can test solo
Hell yea, thanks!
Idk if anyone else is having this issue, but I get stuck on the screen showing the map seed when landing at Secret Labs or Etern (Probably other moons but I dont want to test all my moons) with the SCPDunGen set to 9999 on both . The SCPDunGen works fine on Titan, and other interiors work on both Secret Labs and Etern, so based on purely assumption because I am too lazy to check extensively, that it is getting stuck on specifically modded moons, for some reason (Probably a mod conflict).
Mod Profile Code (122 Mods): 018d548c-529d-7c76-c7ac-be131b22b739
Log File (Trying to land on Etern):
pretty weird, saying that there's a null reference being used when there's guards against that all over
is it consistent for you? I can load in just fine using that profile code
hmm
You know maybe the save Im using is just messed up
but it is consistent on the save Im using
Ill try a new save
wow yeah
a new save worked
shucks I cant use my favorite save anymore
yeah something in there is being really weird, that log doesn't make any sense to me
Looking forward to messing with the machine SCP when I eventually find it
Just wondering but are there any plans for heavy containment? 👀
I want to fix up the geometry first and add the Tesla gate, after that HC is on the list
The tesla gates are like terminal doors, yeah? That's what it sounded like anyway, from what I read
If I could add my own configs I could make a whole modpack with 914 at the center of obtaining the endgame items from different mods
Not really any concrete plans yet but the idea is
- Tesla gate activates when a player gets near, killing them instantly if they stand in it when it zaps
- Can be disabled like turrets by terminal operator
- if it activates when an enemy is in it, it will deal a bit of damage and stun for a second (if either applicable)
Custom 914 config is also on the radar
Ah. So it's kind of a door you might be able to pass alone if you are quick about it but are better off with a ship operator
Pretty much, if you're smart or fast you can get through but if you're hauling it'll be much more difficult/impossible without terminal assistance
I kinda cheated my way into testing clockwork as part of a test to make sure the laser gun was working and found you can dupe equipment on fine setting. IDK if that's intentional or not but I love it and it already makes me think what the most efficient way to spend a day mass producing equipment would be in my pack
Anything going into the input of 914 is supposed to be destroyed/converted such that nothing remains in the input so that's unintentional
Nothing was left in the input, but 3 zap guns came out the other side. That wasn't on purpose?
Oh sorry not zap guns
Laser guns
I thought that applied to everything and fine setting just made more items if it didn't have a recipe
Default behaviour is it just rerolls the scrap value for items that don't have a specific conversion
Which isn't affected by the setting
huh... kinda odd then. Might be a lethal laser specific bug or something
I was thinking how I could use that to mass produce tzp or spray paint. Wait, does it refill empty cans of items? That at least could still be useful if intended
Charge based items do recharge on 1:1 or better, and are discharged on less than that
Could check canister items too, though they might be too specific for cross mod compat
True, mod compat has to be a nightmare
ok bro
Looks like a skill issue to me
they just wanna know what you're converting, no biggie
Yeah I didnt get a chance to do that'
Convert the coilhead. Do it
Also re: this, I wonder if you could sort of create a soft compat with some mods by having the clockwork create a new instance of an item if no recipe exists. If a mod has a consumable item that might be a way to refill it without having to check for canisters. If it's not already a thing. I haven't gotten to test MUCH of the lab yet, I wanna save some stuff for survival
The hard part is living long enough in solo to reach titan
hmmm, considering how scarlet devil does it's custom enemy variants with the knights, maybe you could do something similar with peanut?
the default behaviour is supposed to handle unrecognised items, even from mods (cirno fumo at least seemed to go through fine)
oh yeah woo
what is @ ?
"@" means it makes a copy of the item (tweaking basic attributes e.g. scrap value, battery). "*" destroys the item
epic
I think it would be funny if when you get enemies working with this, the toy robot will spawn a turret if set to very fine
dunno how feasible it is to have custom conversions for enemies or other things but will see
nah toy robot would spawn a nutcracker
hope it is plausible
maybe a turret would be fine and a nut cracker would be very fine?
put the turret in on coarse for a landmine
Nice. Sorry if I suggest something that already existed I literally have not gotten to actually test the clockworks.
Aside from my cheaty test file I regret even doing
Well that was a fast turnaround for a feature
2.3.0
- Added json-based custom conversions for SCP 914
Also while I can't really test it, I'm fairly certain that SCP 914 conversion setup is serverside, so the host doesn't need to share 914 configs with everyone, it will only respect the hosts' configuration
SCP: Facility (custom dungeon mod) [2.3.0]
(if someone can test this for me it'd be appreciated)
Oohh I feel like I never seen SCP 914, is it a new added ones?
or it has been there since the beginning
It's been in for a few weeks now
Does the recipes folder go in the base BepInEx directory?
There's a mod to turn coil heads into peanut
I wish that mod had an option to make it a separate spawn, would love to be able to disable vanilla coilhead in SCP and enable that one to replace
im referencing this
the whole gig with it spawning from a prop
It needs to be in a folder called "badhamknibbs-scp914-recipes" which itself is in a folder in your plugins folder
I think thunderstore messed up the directory setup though
2.3.1
- Fix file structure in Thunderstore for SCP 914 recipes (no changes to mod file)
- Changes to documentation/install instructions
if I use the FoundationLengthOverride config option does it still dynamically change with moon size or no
Yeah, it still gets multiplied by the moon scalar hence the warning about setting it too high
ok nice
is anyone else experiencing the new ugly scroll bar
for discord*
yk maybe i shouldnt ask that here-
@lofty canyon found via some upcoming validation checks
[Info :LethalLevelLoader] Audio Restoration Warning: SCPStartRoom Has Missing ReverbPreset
[Info :LethalLevelLoader] Audio Restoration Warning: SCPStartRoom Has Missing ReverbPreset
[Info :LethalLevelLoader] Audio Restoration Warning: SCPStartRoom Has Missing ReverbPreset
[Info :LethalLevelLoader] Audio Restoration Warning: SCPStartRoom Has Missing ReverbPreset
not sure if matters but
weird, should be fine, there are reverb presets in it
if I want the dungeon to generate on all moons i have ingame at 150 and secret labs to guarantee, can I use string "all@150,Secret Labs@9999" ?
just set the general rarity to 150 and then do Secret Labs@99999
does it apply to modded moons too, the general rarity?
actually, i think i was mistaken. pretty sure if you're doing list you will have to list every planet individually. the general rarity will apply to all moons that don't have a specified weight though
I really wanna get into custom recipes for this mod. If a json lists a conversion to an item that doesn't exist, what does it do?
Basically can i include soft mod dependencies in my json or will it break?
if I wanna change the recipe of an existing item that is already in the default json, do I modify the default json or will creating another json (as is instructed in the readme) and defining the recipes there override the original?
you can edit the default config if you want to remove a default conversion, if you add conversions for an item that already has an entry in a different json the results will be combined
Will there be any sync issues or something like that if I do and not everyone has the same json? I see in the readme that it's not recommended to edit the original one
I'm pretty sure it'll be fine, all the 914 setup is done serverside as is the conversion process so it should just respect the hosts' config only
haven't been able to test it though
Also what if items are listed but not installed?
Oh alright then, thanks!
And is there a simple way to obtain an items code name?
if you use an invalid input item it'll give a console error as a warning but will just skip it otherwise, if there's an invalid output item it'll be treated as a * (i.e. will destroy the item if it gets picked as the output)
oh ok
So I SHOULD make an lgu.json, a lethalthings.json etc. but a misc.json can mostly work for small mods
I wanna make all the mods compatible thru clockworks
yeah you can set it up however you like, there's no restrictions on what is in each json so you can either split it up by mod or just throw all your custom conversions into 1 big json
Yeah
also I'd recommend asking whatever dev to add the conversions themselves to include with their mod
Is it hard to bundle json recipes into the mod? I don't know about asking them to make it a feature but I definitely support it if they do
I feel like it's ok to have OP recipes with the clockworks because in the actual SCP universe it's MEANT to be OP. It turned a gun into a super laser gun, didn't it? I only vaguely know about most of the SCP world but I watched a video on clockworks
Ingame it's balanced because titan is 700 credits for 3 chances to stumble upon scp, find the machine and ferry items to and from
Which will only become more of a problem as this mod progresses and new dangers are added, I'm sure
nah it's pretty easy, just needs the directory to be set up correctly for mod loaders
And the json literally uses the item name as it appears in the shop or on the scan tooltip, right?
yep
Nice
My conversions aren't working for lgu. Peeper doesn't become radar booster, portable teleporter can't be upgraded etc.
I'm not sure what I'm doing wrong here
can a result just be []?
To not have any effect?
It has to have a value in it, to do no conversion use "@"
Alright
Also check the log to make sure it's being loaded, it'll tell you on start up if it loaded correctly
And if there is a problem with the json it'll point you to the invalid line/column
Oh my god I'm an idiot. I got the names wrong and thought they were just differently named in the store but no, I just don't pay attention.
does only the host need a 914 recipes file?
also, does anything specifically break if you touch the default recipes file?
Should only need the hosts configs
epic
what happens if two files add conversions for the same item?
Also I just realized ||upgrading flashlights might be really strong. 15 credits per flashlight can be turned into well over a hundred credits worth per lamp||. Justified imo given the nature of the SCP, but definitely gamebreaking.
I think they combine outputs?
Two outputs in one result file makes it a weighted chance for either to occur. I think this still happens if more than one file is used to create said output
If there's multiple outputs it picks one at random, with the odds being determined by how frequently the same item is in the list
Like if the outputs for an item are [flashlight, flashlight, soda] it'll be 2/3rds chance of flashlight, 1/3rd chance soda
And it combines all the outputs from all custom recipe files
it would be cool if u added custom scp enemies that replaces the ingame creatures like scarlet devil mansion did with the coilhead head.
Will def make the interior be way more epic
then it already is
I don't really wanna bloat this mod for people who just want the dungeon
And others are already adding their own SCP enemies, whom I may be working with for special behaviour
Not possible, we have clockworks
..ok, maybe possible. idk what is meant by "heavy containment"
Also yea literally just add the scp enemies mods. Replace coilheads with peanut, scopophobia, etc. Clearly whoever was running the scp facilities was forced to abandon so maybe the scps are now free to go planet to planet. Or something.
idk im not a scp fan so im not sure, just thought it would be cool
makes sense, but I dont think there is a way to use those to only work on this dungeon
mainly the peanut
I wish the coilhead scp173 was synced with other players
its not?
If the dev for 173 coilhead wants to they could probably make it work on their end by checking the dungeon flow name for "SCPFlow" and change things accordingly
Wouldn't be as easy to handle on my side especially since enemies aren't handled by dungeons
yea or by moons would be nice
I only use this dungeon on certian moons
as well as all my dungeons
Could you please Add the Aparatus (Reactor) to the map because some of you might know the Meltdown mod and theres another mod that plays the SCP music while meltdown so it would match perfectly with the map.
Heres the mods i was talking about
https://thunderstore.io/c/lethal-company/p/loaforc/FacilityMeltdown/
https://thunderstore.io/c/lethal-company/p/sapphlre/SCPSecretLaboratoryEscapeMusic/v/1.0.1/
The SCP apparatus should be something to do with the warhead room from Containment Breach
Great idea
From my discussions a while back, they're currently working on making the variants networked, and making it so multiple variants can work at the same time if they all use similar code (for example, 173, Weeping Angel, and FNaF Endo were the ones in discussion).
yea
I think the dev said they are far away from their home
Valid
Im unsure whether or not this is already a feature but I was messing around with a friend with 914, and it'd be interesting for coarse to result in the character outputting a masked men?
apologies if that is the case we only chose rough and perished.
thanks phonk im running on sleepy rn
i think that enemy conversion isnt a thing yet
theres some mods that make them interactible to eachother, but their not enhanced yet aka not much in it
Try very fine, we had a funny one on that
got a question, using this config FoundationMoonsList = paid,Secret Labs@9999 will work? like, I don't have to list every paid custom moon right?
no you dont
should be able to just put modded anyways
also 914 is lit
just
dont put a player on very fine
put a walkie on fine tho
I just didn't want to add every modded moon, or having to edit the config everytime I add a new moon just cuz I want labs to be 100%
That config doesn't work right now, LLL is getting a massive config overhaul which I'll use which should have options for stuff like that
btw ou have a typo there https://github.com/Badhamknibbs/SCPCB_DunGen_LC/blob/main/SCPCBDunGen/Plugin.cs#L156, iDefaultRarity should be iRarity 👀
Oops, well it's only a logging error it'll still function fine
yea, just a typo
perhaps arMoonNames[i] should also be arMoonNameRarity[0] in that same line
Ah yeah, not breaking issues at least
its not enemy conversion its kill and remove the body of player who walked into 914 and spawn masked at the position of output
gotta say im very happy with the place this mod is in, and how much fun its been to play with the friend group
@lofty canyon thanks again for making this great mod!
Np, had a short break but I'd like to get back into working on stuff
Just had an odd issue where the facility was abnormally bright inside
not sure if this was caused by the moon or not since I was pairing this with Secret Labs. It was also abnormally dark outdoors as if the moon was eclipsed, but the weather said it was clear
whats the moon?
secret lab, they said it alr..
i have this issue before i think it was from the moon side? but back then when it happen the clock is only available indoor instead of outdoor
they patched it and i never see the outside light indoor anymore
dunno about your case tho
I can try making the post in the secret lab thread as well
Wasn't really sure which mod it could've been from since the lightings seem to have been switched
ah i must be blind
weird, never had that issue there
i had that happen to me with that one spectator mod that adds night vision
I do have a night vision mod installed for testing purposes, but there's no spectator mode to it and out of all the moons I went to, this was the only interior that this happened with
can you try testing without nightvision mod maybe?
I'll test that right now
Doesn't seem like that's fixed it
the outdoor lighting seems to be correct this time though
Not sure what I did, but somehow I messed it up even more :')
None of the custom audios for the doors will play now
would need a modlist to know if there's any conflicts, or you can do the ol binary search test to find what mod is messing stuff up
disable half of your mods if the issue happens re enable and test half of the half you didn't disable if the issue doesn't happen re enable half and then you just keep going
Ooh that method. Never knew it had a name
anyone got any good 914 presets?
Default
Hey @lofty canyon any idea why this would be happening?
for that interior an @ needs to be added
I think I just made a mistake in the logging
Infernis@xx
pretty sure it's working but made a typo in the log stuff
Bolty read the moon registers, they definitely have @s lol
Alright, I'll trust ya since I haven't had any issues with SecretLabs before
putting list is no longer required with new SCP config
you just list OR use a preset
I set up one for LGU so far. Been meaning to do more but keep getting distracted
ooh, can i see?
Here ya go
IDK if the dev wants people to share their configs in this channel, I will gladly delete this message if it takes up space.
Idm, if the setup is for a specific mod I'd recommend suggesting that they add it to their mod (skullcrusher is gonna add custom conversions for ooblterra scrap)
I would love if there was official compat for clockworks with like everything. I have yet to reach titan in my non-cheaty endeavors but I will definitely be looking forward to reaching scp in survival
The flashlight to laser pointer conversion is unbelievably good since I have lasercontrol
Whole idea behind json recipes was to make compat as seamless as possible, also possible to create a mod that is just custom recipes
I'd like to have full compat with fumo company, would be fun and useful to get the fumos desired with 914
'no man you don't get it you gotta go in there on rough to see if we get a fumo for it'
Cause of death: molecular anihilation
I don't have the fumo mod but I know there's some meme sword made of fumo, what if you could put a fumo in the clockwork on very fine and get the sword?
(I only know this because there was a video of someone attacking a mimic fire escape and getting absolutely anihilated for it)
Sometimes mods don't need direct compatibility. Sometimes the compat happens on accident.
I'm still trying to figure out the file structure but the script itself works
Gonna work on MoreInterior and Wesley Moons scrap at some point
In your mod root directory (where all the thunderstore info files are) you need to make the folder structure go (ROOT)/BepInEx/plugins/badhamknibbs-whateverthenamewasiforgot/jsons go here
That makes thunderstore build the correct file paths using a mod loader. If installing manually, make a folder in plugins called whatever you want, then the badhamknibbs-etc folder in that, then put your jsons in there
waiting on the thunderstore update but i think i got it
You can check the console to see if it got picked up right as you launch the game
also, do the custom scripts override your default?
or would I have to just name mine default?
They're combined
:/
Currently no way to disable the default config, might add if it's something you want
Yes please
wasn't thinking about that when making the script and was just changing the default one originally, I changed alot of what you had
Do your patches need any other mods, Clem? If not I might check em out cuz I always like the idea of moar shit
The script has sections where the other mods are included
Although I made the script with the intention with those mods being used
So there might be some weird results if one isn't used but nothing gamebreaking
I might make it more friendly with Coarse,1:1,Fine all having a "@"
Trying to convert to an item that doesn't exist destroys the item
Eh, only if you want to, I'm only gonna use it if I like all the conversions haha
Which should honestly have a config setting
Mhm. Should just convert to the same item if the conversion fails, or scrap it maybe
with ALL the items
Why scrap metal
Add conversion from rocket launcher to shotgun. Or better, lethal lasers laser gun
It does that
Since Rocket Launchers be expensive
Does it work with modded items with their own ammo?
True. Wait, last I checked the default was 300 something, did that get changed?
It should
I think
Cuz I remember trying to stick a modded scrap in there and it vanished entirely
The ammo doesn't matter, it just spawns a "new" item
It should just return the item, item destruction isn't intended (except for some specific instances)
Sometimes I noticed items end up on TOP of the machine output
I checked that, had that happen before too
So unless it was clipped into the top, which is possible
Huh? Maybe that was before I noticed items ending up on top
I'll have to mess with 914 some more and get back to you
Actually no, when I put the recipe for radar boosters in wrong it trashed the recipe
Unfortunately 914 is a bitch to test cuz finding it isn't exactly guaranteed even when you do get SCP
Items spawning on top is known but a bit weird to fix since it's nav mesh related
I put experimentation at 9999 into the config while testing. Plus you can shrink the dungeon
Just tell the Navmesh "no, bad"
That plus using Lethal config to disable enemy spawns is how I tested
and spray it with water
And using Unity explorer to just noclip to the dungeon to see if 914 spawned before going in
Wait sometimes it doesn't spawn?
Mhm, it's not guaranteed, it's just a room
Is it possible to make a room always spawn at least once with DunGen? @lofty canyon
Messed around with its documentation a tiny bit but decided to wait for LLL documentation before continuing
You can up the odds but technically impossible to guarantee
That's what I thought
Now with Electric Boogaloo Eels
I think the special tile injection is specifically to allow you to do that
Ah that's probably how SDM does their exit hence the long generation time
What's SDM? 😅
Scarlet Devil Mansion
It's certainly a factor, but I'm pretty sure there are other factors too
The long gen time was actually just the dungeon making 3 main paths on a heavily conjested space
Special tile injection isn't all the slow (since you can give the tile some leeway on when it spawns). It won't give you slow load times like me since my issue is really just the bounding box
Makes sense since I had same problem early on it would take a while and create the dungeon or fail since it Detects the tiles colliding with the bounding box
Unless you are talking out the outside parts in your map where you made a outside bounding box
Someone in mod ideas came up with an idea for me, SCP 426! I'm a toaster that makes people refer to me in the first person! I would be a perfect frickery item to come across in the facility!
I mean, you can't really change how people talk in voice chat, so would it even do anything besides be a toaster?
True, but there were other ideas about how to pull of my tomfoolery! Like making the player switch to my pov whenever they get too close to me- they still control themselves but see themselves from my perspective! Other ideas involved slowly making toast hallucination scrap that disappear after a round, making them unable to move and see themselves from 3rd person and more!
I can't control the voice speech without flat out silencing affected players, but there are plenty of ways to make them say "holy shit, I'm a toaster!"
...I dunno. I saw the suggestion and thought it would also be a great suggestion for this mod, as one of the sillier SCPs I know about.
I would be a high value scrap with a low spawnrate! That way encounters with me are a rare treat and not a frequent nuisance
...Though given I'm a two handed item and force your camera to point at yourself, good luck seeing where you're going without a guide
(Not exactly what ShadowMe suggested but the general idea of me being a hard-to-collect scrap is definitely solid)
did the glitch where other players would fall the floor get fixed? (this was like a month ago)
should be fixed
alright thanks
so does anybody know what 914 does?
it bugged my friend on very fine after he respawned
he was also turned into a masked
fine did nothing to my flash light
and rough killed a shovel
||It changes items||
In actual SCP lore it ||turns one item into another item following the theme. For example a gun could be turned into a better gun||
In this mod you can do stuff like ||turning keys into lockpickers and basic flashlights into pro flashlights||, my favorite feature being the json recipe system for custom mod item conversions.
It's so simple and yet so much potential
i recommend reading this if you're curious about what it does/how it works
https://scp-wiki.wikidot.com/scp-914
The SCP Foundation's 'top-secret' archives, declassified for your enjoyment.
having an issue with this mod
FoundationMoonsList = TitanLevel@100,RendLevel@100,DineLevel@100,Secret Labs@99999 I've got this config but on Secret Labs it never appears
from the logs I found this
[Info :LethalLevelLoader] Trying To Find All Matching DungeonFlows For Level: Secret Labs
Potential DungeonFlows Collected, List Below:
Facility - 300, SDMLevel - 0, BunkerFlow - 0, OfficeDungeonFlow - 0, CastleFlow - 0, SCPFlow - 0,
SelectableLevel - Secret Labs Level Tags: Custom,
DungeonFlow 6. : SCPFlow - Matched Secret Labs With A Rarity Of: 100 Based On Planet Name!
Matching DungeonFlows Collected, Count Is: 2``` am I missing something 🤔
that wasn't the issue, it seems I had an outdated version
updated to latest version and now it works
I've also found something weird, but I'm unsure if it's related to this mod or Secret Labs, but I have a vague memory of Secret Labs having 3 fire exists and now it has 1, I'm unsure if it's because of the moon or this interior or it was just changed in the latest version?
Secret Labs had 2
and now it only has 1
Actually Secret Labs may have had 3 but it was probably right when it first came out
I remember it had one just in the road where the ship landed, and another in the gate A which is still there, I have a vague memory of having another exit fire but I don't remember where exactly
Feels sad it now has only 1 :/
If I want to use this facility do I need to downgrade LLL
or even downgrade this mod too
It works fine with latest LLL
Pretty sure it works with the latest version, I just haven't updated yet
Yep works latest version, I updated everything in my pack yesterday and played a bunch
Only thing I've seen problems with right now are LE moons, or I'm just saying that because Callisto froze on the seed and we haven't tried kast
Keeping into the SCP theme, it would be cool to see rare SCP scrap with function. Maybe like 268 where the player cant turn invisible for a short time
a bit like https://discord.com/channels/1168655651455639582/1193285845965353010 but with function
Maybe even add the birthday cake with the ability to change players voices and models (although this would probably be a huge challenge)
Was considering making an SCP scrap mod, though it wouldn't be linked to this mod
If you do, maybe the two could have compatibility in that the scp scrap spawns much more often in the lab? IDK enough about mods to know if that's a reasonable idea or if it would just be ghost girl levels of headache
should add the toilet butt ghost (scp 789-J) in one of the bathrooms as a rare spawn, and if you jump in it you get sucked in
The SCP Foundation's 'top-secret' archives, declassified for your enjoyment.
So I put FoundationMoonsList like this
But when I open the game I got this in the logs
Am I stupid?
All the moons have rarity 100?
I realized that I was having the interior of the SCP more than the others
I made a typo in the logging, it should work fine
Not sure if anyone asked about this, but I'd like to suggest level restriction to gates with card scraps if possible.
what
It's been mentioned but seems like if it's included, it will only be to Heavy Containment, or an alternative way will be added for balance / gameplay purposes. Keycard doors are a lot more brutal on a game with limited time and random scrap spawns, imagine walking down one hallway and needing a Level 3 card that didn't spawn until later in the dungeon due to DunGen's code
And forcing it to generate over and over until a "valid" seed generates
Is not a good idea
what version of SCP facility do i need with LLL 1.0.7
Latest should still work with that version
Does this mod actually break with the new lll? I haven't had a chance to check
Titan is too scary for me rn.
It's worked in my experience
Cool
Current plan is to have HC take up half the dungeon, with a locked gate between them that can be opened only by either the terminal person or by converting a key into a keycard
I'd like it to be more effort on the part of the terminal method but I'm not sure how it'd work
Don't show the code to open heavy containment on the monitor
Instead, several codes on the wall in various sections of the dungeon
Maybe?
It's a bit more dangerous in that the area is thinner, has death pits, etc but enemies and whatnot aren't changed in hc
Ah
Maybe have a computer or sticky note near Heavy Containment with an "emergency override code" for Heavy Containment. Something you have to physically go there for and find
Oh, yea
I was gonna say a few computers around the area with codes on them but maybe it's best for just one code
That sounds good and pretty achievable
For ease of inserting purpose, just make it part of the Heavy Containment room so you don't have to add any separate generation crap
Forces player communication if you want in without a keycard
Another idea was a lever that spawns in the electrical tile that needs to be activated to allow opening the gate
Could work, but only if the electrical tile is guaranteed to be before Heavy Containment and always spawn
To prevent incompatibility with turning keys into ||lockpickers||, maybe one is fine and the other is very fine
Electrical room is exclusive to LC, can boost the odds
Items can have multiple conversion results, already the case for a lot of items
why not two dungeons
The logistics of connecting the two would probably be a blocker (plus it's already set up like that in the game anyway)
Though secondary dungeon for stuff like the maintenance tunnels wouldn't be out of the question
Since there's already a bunch of tiles I'm leaving out that rely on going through the maintenance tunnels, which would be cool to implement
There's also the question of how big can a dungeon get before it's so big it's unexplorable in the time limit
I know that 🙂
Which is why I am reworking the generation
For the bunker
120 tiles + is what I found out
Hard to get anywhere deep solo
4 people can almost do it
You can make it possible with archetypes instead of a whole new flow
DunGen let's you add more sections of map using it would just need a connecting adapter tile to act as a in-between
Yeah that's the current plan for HC
But yeah huge dungeons would only be possible if the time limit was increased
Though maintenance tunnels are connected via elevator
Oh nice
So it'd make more sense for that to be it's own dungeon
Yeah true
@echo dune just curious, would there be some way to say count how many times a given tile appears in dungeon A, and adjust the properties of the dungeon B to match?
The runtime dungeon in the editor does this counts all the tiles
When you select what the root gameobject
But yeah that would be Cool being able to do that.
Matching the size of different dungeons
I'd need the count of a specific tile, not a total of all
Could just get all as a quick and dirty method but ideally there'd be some better way
is this in the context of asking me to add something to LLL or just in general
Just in general
yeah
Maintenance tunnels are probably far out from addition for now
lets split the question up into getting and setting
getting on initial thoughts i/you etc would just prefix patch the dungen function that actually instansiates objects and handles the counting using that info imo
because it can be a little hard to consistency compare prefab assets to prefab instances
setting is just like, modifying a dungeonflow ofc. which sounds a little finnicky to do via code
no immediate red flags
if its something i ever added to LLL i would maybe make a like GetTileReport() function that returns a Tile,int dictionary for you maybe
If LLL theoretically did work for you in this regard, what would either of you two expect from LLL?
like ideally
My first thought would be something like an event after each dungeon is created that a mod can hook into to check the properties of the most recent dungeon created and gather properties about it
And that lets it tweak the upcoming dungeon data to match
mhmm ok
Which would require the dungeon load order to be explicitly defined, and dunno how it'd handle mods that add their own functions on top
multi dungeon is something i wanna add to LLL anyway which would likely involve some sort of per level stack or queue yeah
i was actually already thinking about a per mod report you could access funny enough
I'm pretty picky when it comes to what debug logs i send out in public builds of LLL but also I kind of didn't like that you guys don't have too much information about what exactly i'm doing to your content
so instead of debugging those changes directly i wanted to store them in a kinda modreport/dungeonreport etc. and then log those
so for example if i stop logging them on my end for a public release you could run the function yourself
eg. content i restored, config options that had changes
One message removed from a suspended account.
Yes?
You're probably better off asking the questions in the scopophobia thread because idk if your questions can be answered here
@lofty canyon Hi, just reporting some z errors I noticed on this tile
Were the custom door sounds removed? The last few times I've played with it in my modpack I only hear the vanilla door sfx
Like the SCP doors just make the base game door sound? Not intended, what kind of mods do you have?
Too many to list tbh :’)
The only audio mod that I can think of that would conflict is LethalResonance
But idk if that’s an actual incompatibility or not
Maybe if lethal resonance does some weird stuff with door sfx it might break, I'd recommend testing without it and seeing if stuff is still broke
I’ll test that tomorrow and check
woah what? I only replace default door sounds
Just spitballing, haven't checked if lethal resonance is the actual cause or not
Was just thinking if you replaced the door sfx in an unusual way maybe some name clash or something would happen
Since afaik doors have been working fine for most people
About what?
???
It's a logging error, it's working it just displays the wrong name
a oke
does seem to be
I disabled resonance, and didnt have the issue
re enabled it, happened again
seems like it is lethal resonance causing something to go wrong, how are you replacing the sounds?
also am I like missing an image or smth
nah that's just showing you can't interact with it while the door is opening
phew
in another game I played it had a placeholder image which was very similar to that
Custom sounds and LCSoundTools, just like almost every other audio mod out there
How odd
Yea it’s just the image used in all SCP games when the door is opening
stuff is happening
what is that ?
A change I'd recommend is making light containment a early moon type interior, and making a new heavy contain zone themed interior
Making them separate interiors for separate moons something I highly disagree with, personally
That too
Not really a good way to make Clockwork more fair other than maybe locking it behind a Keycard, but honestly that just feels unfun
A new Dependency for LR is currently being worked on and this should elimate this issue once finished
ah was just gonna rename the door sfx in my mod to see if that fixed things
this would also be a welcome change tho
Will this result in Lethal Resonance being more compatible? Cuz part of the reason I haven't tried it is cuz I've heard it breaks with a surprising amount of other mods
Grape vine, of course, no idea how true that is
Haven't tried it as I said
I'm assuming the problem is an sfx name collision, so I'm just prefixing all my audio names with scp
this is the first conflict I have ever been made aware of actually
like, ever
unless you mean a conflict with another sound replacement mod in which case obviously
I dunno tbh 
I have no references or citations so I could be very wrong
oh, well if you ever find one. Let me know! Compat is super important to me cause I love playing with modpacks
What the hell are they doing
anyone has some debugging mods so i can spawn modded scraps to test if my recipes are working
lethaldev or dancetools
thx
Looks like my dungeons are all registering at default for some reason
Here's my config
Might release heavy containment as it's rn, it's all functional except for the keycard conversion and gate so it'd just add some nice variety and dunno how long it'll take to make the gate stuff
Is that a new interior?
It's a new half of the existing interior
See here
So like a huge update basically
So a new interior but it’s still a part of the scp one. Yea like u said, half of. A interior
Pretty big yeah, also updates to the latest LLL on top of the new dungeon portion
Oh also fixed the dungeon never looping back on itself
Ok that’s a nice update fs
So more like this
So this is what you have been cooking for so long
Partially, also just been exhausted from irl stuff so haven't had the motivation to work on things
Did the probuilder thing happen yet or nah? Just curious
Tried but the lighting problem persisted into the probuilder rooms
So guessing something wrong with the material
Mhm?
Plus remaking in pro builder is a lot slower than I'd like, maybe just being used to hammer-like editors but it's way faster to just make the rooms in CBRE than in probuilder
Forsure
Out of curiosity did you try ProBuilderizing them? Usually the results are pretty worthless buy
How do you do that?
its one of the options in the probuilder window
it tries to turn the instance of the mesh into a probuilder mesh
automatically
has very inconsistent results but could maybe(?) work in this context with how primitive some of your rooms are
Yeah the rooms are all brush based from CBRE anyway so it'd probably work better in this context
yeah
actually i can prob quick try i should have a project with your stuff in somewhere
I've got the (slightly outdated) Unity package on the GitHub
Those metal beam bits are kinda funky but looks pretty reasonable otherwise
Out of curiosity, what's the probuilder thing?
didnt take long to add this door for example
probuilder is unity's offical level design tool
Ah gotcha
Badham I saw you saying earlier that you'd have "fixed the dungeon never looping back on itself" is this what's happening on the current version of the SCP Dungeon, like it never loops back?
That would kinda explain why my friends feel like SCP Dungeon is almost always a death trap and they always gets lost never finding the exits
Yeah I forgot to turn on the setting that allows different branches to connect to each other, it doesn't guarantee no dead ends but does improve the odds
Ahh! Can't wait to discover the new rooms and the fixed dungeon :))
Thank you for the good work and take your time, looking forward to seeing this
Also including a new custom LC room as a fairly basic 4 way tile
So this mod is not working with newest LLL?
works fine for me
Thanks!
I wonder if there will be any room with an apparatus or something?
I'd like to add an apparatus room at some point, I just don't really have modelling skills to make an apparatus holder
anyway here's 3.0.0
3.0.0
Thanks for 2 Million downloads!
- Upgraded to latest LLL
- Added Heavy Containment (keycard gate TODO)
- 1 Extra room in Light Containment
- Fixed rooms not being able to loop back on themselves
- Changed item group patching to better support different languages
- Tweaked default config (slightly higher default rarity, made Secret Labs highly likely to be SCP Foundation)
- Option to disable default SCP 914 config
- Upped minimum dungeon size scale from 1.0 to 1.5
wowie
SCP: Facility (custom dungeon mod) [3.0.0]
(also forgot to document I made the default dungeon size slightly lower, but compensated with higher scale so dungeon generation doesn't completely break on cheap moons if you add it to them)
(hopefully)
oh yeah @midnight knoll config to disable default 914 config now
why wouuld 914 be disabled ?
Hey knibbs, what LLL features do you use from 1.1.6? I'm having to use 1.1.4 due to massive conflicts with LQ
914 doesn’t get disabled
Clem wanted a way to disable the default 914 recipes so he could do his own recipes without the default messing with the odds
yeah
don't think it uses anything specific to 1.1.6, should be compatible with all post-1.1.0 LLL versions
I just grabbed the latest dependency string
Ah righto, yeah it's a bit of a mess right now with LLL and LQ 😅
I've also updated the unity package on the git for the people who care about that
👀 oh they wanna cook
sry shouldve worded it better 😂
Lethal Quantities?
Yep
Whats happening with it? Was about to start updating to 1.1.6 but I use LQ aswell
btw, it seems that paintings can't be scanned unless picked up
^ thats a vanilla bug
I had a bunch of weird issues, the biggest of which was the terminal breaking for moons and route commands
I'm gonna do more tests today to make sure I wasn't dilusional that night
@midnight knoll I think it's fine as long as you don't touch the LLL config at all
Running some tests, going to LE and vanilla moons, all gucci
I think before I wanted LLL to show Price
And that caused the problems
I believe the terminal thing is between LLL and LE
Both LE and LECore have different reactions to LLL also
ie they break in diff ways but I don't remember specificly what
It may have been and I thought it was LQ during testing that night, it doesn't help I removed LQ and started playing around with LLL configs and that started to mess the game up 😅
At least for my pack that doesn't include anything crazy or too far from vanilla it's all good, which is all I wish for being my group's pack handler 
i havent cheked up on this mod in a while, i wanted to ask if pathfinding is still an issue?
i tried the mod yesterday, no problems. but i diddnt spend a lit of time with it, so i thought it best to just ask.
Should be all fine, haven't had any reports about issues
awsome
i couldnt force anything to act weird, but i wanted confirmation from a dev.
theres actually a few mods that use lethallevel loader that seem to have good enough pathing as is, where i wasnt able to force it. i doubt it had to do with levelloader, but i find it funny almost every interior using it is (for the most part) figured out pathfinding
again, not enough testing done to conclude thats the case, just something i recognised while playtesting and found funny
It's more that before LLL people were still figuring out what everything actually does and how to not make everything explode
oop
Yeah gotta figure out those weird seams, probably just need to get around to remaking all the rooms properly
if it helps its the walkway room
and i can kinda see white dots everywhere i go so i guess you're right
A lot of the earlier tiles are basically direct asset rips, I've been tweaking the newer tiles more to prevent oddities
fair enough
took a quick look at the new tiles, holy hell that is INSANE, im like baffled
keep up the good work
haven’t used this mod in a long long time but last I used it loot was very scarce
has that been fixed?
yes
I had a lamp spawn in this :(
haha love the finger pointing to it
I must report all my findings with a finger point
What the fuck is happening in these screenshots
Did it.. like.. rain mob corpses lol
Uh, okay that's interesting actually thanks
you murderers
#scp #scpfoundation
Music clip "SCP Breach" created in Garry's Mod by me and my subscribers. Thanks to creators of SCP Foundation, of SCP-096, SCP-049, SCP-106 and SCP-079 objects creators and Garry's Mod map and model creators.
Download music:
https://soundcloud.com/zan1ck/breach
im gonna recreate this
in lethal company
does anyone know if I can spawn dead bodies
Why do I feel like I've heard this song before
idk
I figured it out
I used to loop this for hours when I was like 12
https://www.youtube.com/watch?v=IC8A-ZLe5rk
This track is under the Creative Commons Licence this track is based on Joonas Rikkonen (Regalis) SCP containment breach PC game and SCP WIKI website all credit goes to(whoever made the track), https://creativecommons.org/licenses/by-sa/3.0/
Creator
Xytum -
https://www.jamendo.com/track/1108554/do-not-blink
Voice Actors:
Aaron Mckee
Brendan ...
yo
I made a
thing for that
a facility metldown version
@dark ether
Oml there's too many good meltdown songs 😭
I originally had an Ultrakill one, then I switched it over to one from Doors (the roblox game) just because it unironically is such a tense song
can u send me the doors one
I will make it so it can be a 50/50 chance between both of the songs
thx
Only thing with this one is that it's both facility meltdown and ship early leave
oh crap this is good
wdym
like if dead players successfully vote to make the ship leave early, it'll play for that as well
oh ok thx
but i think mine is b etter still
can soemone plz send me new images and gameplay of heavy cintainment
contain,ent
tried playing on the own
got scared
ill make a video rn
will probably take a bit tho
like maybe 30 minutes
I actually found it immediately my first try
its late and im home alone, so hell nahh i alt f4
lol
prob gonana do it with secret labs again? Just had an update
yea
I was gonna make it right when the update came out for this mod
but I felt sleepy
damn I actually got a good video on my first try
@hard gale I finished the video but its gonna be a bit
its 2gb
(not because its long but because I made the resolution higher)
You could probably make it either the Nuclear Warhead Silo, or the Micro H.I.D. Room
Though the former would make the most sense
nuclear silo with meltdown would be soooooooooo goood
nice video showcased a lot!
honestly just use the same model as the facility one
i feel like if yall want an apparatus room i think the silo area would work nice, but would be weird to put an apparatus there though..
reminds me of a game called incursion
dont think it exists anymore
aliens vs people + pretty much the spy from tf2 but as an alien
but he can legit just shoot you to death 💀
im pretty sure either that uses the song it it used the background "bmm mmm mm"
⚠️ BUG, PLS FIX IT⚠️
that happens in the vanilla game too
oh
@lofty canyon so i was reading the warning about setting the dungeon size too high and can cause things like my pc crashing or worse, what can be worse than the pc crashing part?
death
hemorrhoids also
murder too, believe it or not
pc corruption is probably worst case scenario if it tries to generate something too big and doesn't crash gracefully
corruption or overheating 👍
Wait, is THAT what happened to me???
Bc my pc bluescreened so hard while playing lethal i had to reset it
And i never even changed the dungeon size
Maybe, lethal company has basically no safeguards against the dungeon generation going haywire
Or just everything between the lever being pulled and landing
I've tuned down the dungeon size over time so it's probably much less likely to happen without tinkered values
depends on what was the error code
Has this been updated?
I played it maybe a month and a half ago and it was a bit bleak
Does it just not generate?
How much of the correct amount?
Is the scrap value between the minimum and maximum?
Look maybe I shouldn't have tried helping, because I don't know the specifics, but scrap seems to have correct values
