#SCP: Facility (custom dungeon mod) [4.3.4]
1 messages ยท Page 6 of 1
not at all
Good
Umm i don't think min and max value act as a clamp. They don't do anything at all. Total value is just a result of min max amount and scrap rarities iirc
yes but the game attempts to have the value be less than the maximum
it takes a random value between the min and max scrap count then picks scrap that surpaces the minimum, anything extra is not supposed to exceed the maximum
There might be some hidden multiplier for the scrap totals, wouldn't be the first time something like that caused confusion
Anyway this mod doesn't do anything to scrap spawns beyond just providing the spawn locations like other dungeons
hm, maybe there needs to be a particular ratio of weight importance? perhaps items spawn and aren't registered as having spawned the first time correctly? its strange
which one?
Definitely going to try this out
heavy containment is sick
yea, it's awesome
The dog seemed to target me but it just kept pushing me and not killing me?
How do I fix it?
what dog
Uh the black dog thing that shows up in this map
I assume it's mimicking the Jester?
that's shrimp from office
Yeah that. Well when it turns it doesn't do anything but push
report it in the thread for office then
Oh it's not from this mod? ๐ญ Thanks
Itโs not killing you now because itโs not hungry atm
But when it gets hungry 
shrimp deals very little dmg but i think it's a known bug that it doesnt deal dmg
Does it return to normal state after leving the building?
I just found out that hcz has been updated coool
HCZ?
heavy containment zone
Where does the badhamknibbs-scp914-recipes folder go? The modpage on thunderstore seems to indicate it should be in a new SCP914 folder, specified as BepInEx\SCP914\badhamknibbs-scp914-recipes\
That said, the readme says it should be in a folder in the Plugins folder.
I was thinking about making a .json for Fumo Company, but I'm just not sure where I ought to specify the folder needs to go, since I always do manual installs.
it needs to be in /plugins/any folder name/badhamknibbs-scp914-recipes/jsons here
Gotcha. Do we know how the modmanager packs it all in? If there's a folder it tends to throw the whole mod in, then I can specify that, too. Or will it be fine if I just pack the badhamknibbs-scp914-recipes folder in my mod, as well?
mod managers always put each mod into its own subfolder in plugins
I can send you the folder structure to copy so that mod managers get it right
here's the structure I use as just the zip I upload to thunderstore (with the asset bundle removed to not be large) so you can mimic it as needed
I think it needs manual messing about with if manually installed tho
Awesome, I'll take a look. Thanks. ๐
also it doesn't matter if there's multiple folders containing the badhamknibbs-scp914-recipes folder; it'll scan all of them (the intention being all mods have their own subfolder in plugins like modmanagers do, and any mod that supports 914 has its subsequent folder)
You can also check the log to see if the json was located and loaded (and will report any errors/typos in the file as well) on startup in the console to be sure it's being recognised
Ah, I see. I was thinking I had to put it in the specific subfolder that default.json ended up in. If I can just make my own folder and have badhamknibbs-scp914-recipes in it, then it should be fine.
Now I just gotta' work out a bunch of recipes
shion should be the result for any fumo on rough
It begins
Also, I had a question
What happens if two jsons define separate interactions for the same item?
Most probable for vanilla items
Whichever mod that reads said json is loaded later.
the results are combined
e.g. if 1 mod adds a recipe that turns X into Y, and another turns X into Z, it'll be a 50/50 chance X turns into Y or Z
Ah, handy
Can enemies be spawned by SCP-914?
I thought it'd be funny if you refined a Rumia too much and a Bracken came out
you cant iirc

Is there a way to spawn SCP-914 so I can test interactions? I've made 92 lines of interactions for Fumo Company.
I thought SCP-914 could spawn masked?
I could have sworn it did it with a mask, I don't remember the setting
Yes you can, but you will need to ||sacrifice one of your crewmates. If a player is processed, then it get turned into a masked. ||
It can, โฌ๏ธ
Don't remember precisely which setting, maybe the default one, but it 100% surely can happen, that's the first thing we tested when we encountered 914
And when I say ||sacrifice a crewmate, i meant an Alive player, not a dead body||
(not sure if we should put spoilers in here but I did ๐คทโโ๏ธ )
I don't really have an easy tester but the way I did it was just put it on a moon with low enemy spawns with a huge weight (or using that mod that lets you set enemy weights/spawns and setting it to 0), then using unity explorer to find how to get to 914 quickly. 914 should be basically guaranteed to spawn as long as there's a branch in the LCZ
Found it and I'm testing with a friend. We're having an issue where the .json loads but it doesn't seem to recognize any of the items.
The readme indicates that it uses the 'item name'. Does it use the entry for the mod manifest instead?
Or maybe there is some sort of syntax requirement?
the name should match whatever the scan node item name is, i dunno how LE items really work in that regard but however you get the name on the scan node is how it should be what you use
or it might be an issue with load order if LE registers items after my mod
Well, the .json loads successfully. It's only when the interior is generated upon landing that it rejects the entries in the json.
oh right this is post scrap spawn so load order should be fine
So this is our scannode. In-game it scans as the item name, but in editor, it's scannode under clownpiece_h, in this example.
Which is the manifest designation. Should we use that?
can I see the inspector for scannode?
Sure
for reference, I find items by getting the item list from StartOfRound:
List<Item> lItems = StartOfRound.allItemsList?.itemsList;
then it tries to match the name (case insensitive)
Item itemConvert = lItems.Find(x => x.itemName.ToLowerInvariant() == sItem); // Item we want to add conversions for
ah, guessing that's something handled by LE then
do you have an item data class or anything like that in LE?
otherwise might have to ask holo (or maybe batby if he knows much about it from his coop work) for that info
Not sure. We have the item itself controlled by this .asset
We specify the .asset in the mod manifest and that loads it. I know DancesTools somehow grabs it, because it can be spawned by its item name.
looks like that should match "Clownpiece Fumo with a big ol hat", assuming that's what you have it as in the json
Yeah. I've got all of them in as their item names. You can see that particular clownpiece entry in there somewhere near the top.
Since we're focusing on that one, the entry is as follows
{"ItemName":"Clownpiece Fumo with a big ol hat", "RoughResults":["Shion Fumo", "Shion Fumo", "Shion Fumo", "*"], "CoarseResults":["@", "comedy", "tragedy"], "OneToOneResults":["@", "Clownpiece Fumo", "toothpaste"], "FineResults":["@"], "VeryFineResults":["@"]},
I'll load back up my testing bepinex and see if I can double check the names in-game
I've gotta get to work so I'll have to look at it more in depth after; if you wanted you could try using unity explorer while in the ship lobby and checking StartOfRound.AllItemsList.itemsList to find a fumo and checking its itemName property, which is what I use for trying to find the item
otherwise I'll do it after work
Gotcha, I'll look into that.
I'm not entirely certain what Unity Explorer is, though, so I'll need to read up on it.
it just gives you a bunch of editor tools in-game, like a freecam and object inspector
but yeah I'll do some proper testing this arvo if you wanted to send me the json to test
gotcha
Just as a quick sanity check, can you try making them lower case and seeing if it works then? Can just change one and see if it's still giving an error for that item
If it works then you could run a regex or whatever on the file to avoid the tedium
I'm finding a lot of StartOfRound stuff, but nothing like StartOfRound.AllItemsList, so I'm afraid I'm lost, there. I'll check on the syntax for the items.
You'd first find the StartOfRound object, inspect it, find the member called AllItemsList, inspect that, then inspect the itemsList there, and browse the item list till you find a fumo
Ah
Yeah, I think I see the issue.
These are all asset names.
Including the vanilla items.
So you'd have to know the asset name in order to use any of them.
Hmm, it shouldn't be based on asset name
For example, 'Comedy' is the item name. 'ComedyMask' is the asset name.
And it's using the latter, at least in this list.
If you go into the prefab it should have an item member, where the name is stored
reimu's itemname is showing up as "Reimu Fumo", but it's asset is 'reimu'.
I'm willing to bet that's what is happening.
I have two test entries, now. I'll see if I can confirm it.
Reimu Fumo is what should be checked; I'd say try making them lower case
I think the default json has everything as lowercase and that might have been unintentionally required
I think so. I've tested it a bit and that interaction is working, so yeah, looks like the casing is the issue.
Player Bodies aren't in the StartOfRound list, but it'd be neat if we could pull those. I wanted to make it so you could toss a body in and get a Rumia.
All tested, We're good to go.
I'll have a look and see what I can do about bodies and maybe some other stuff
And probably add some handling so case doesn't matter
SCPCBDunGen.SCPCBDunGen+RoundManagerPatch+<>c__DisplayClass1_1.<AddConversions>b__1 (Item x) (at <17c920b375414721a96e8ff8464ca52a>:IL_0000)
System.Collections.Generic.List`1[T].Find (System.Predicate`1[T] match) (at <787acc3c9a4c471ba7d971300105af24>:IL_000D)
SCPCBDunGen.SCPCBDunGen+RoundManagerPatch.AddConversions (SCPCBDunGen.SCP914Converter SCP914, System.Collections.Generic.List`1[T] lItems, System.String sItem, System.Collections.Generic.IEnumerable`1[T] arROUGH, System.Collections.Generic.IEnumerable`1[T] arCOARSE, System.Collections.Generic.IEnumerable`1[T] arONETOONE, System.Collections.Generic.IEnumerable`1[T] arFINE, System.Collections.Generic.IEnumerable`1[T] arVERYFINE) (at <17c920b375414721a96e8ff8464ca52a>:IL_0110)
SCPCBDunGen.SCPCBDunGen+RoundManagerPatch.SCP914Configuration () (at <17c920b375414721a96e8ff8464ca52a>:IL_0104)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnSyncedProps>(RoundManager)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0129)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
getting this whenever trying to load on the SCP map
causes the game to hang
can I get the error it returned as well? or just a full log
you can see it happen multiple times in this log actually
every time it happens the game got stuck on the random seed screen
weird, can't see anything about it going wrong, except that it's detecting SCP 914 isn't present and continuing anyway, can I get a modlist/profile code?
018e69f9-dc65-6b8f-ee1f-8b2346576aa4
hrm, I can't reproduce it even using the same pack in VR, is there a set of steps you follow that can reproduce it?
I tested by setting odds on offense to 999999 and going there, didn't fail whether I got 914 or not
the moon we were on was crest, and we were playing with 5 people. those are about the only variables i can think of
Hi there, just reporting a rare bug caused by this interior. Sometimes when landing, the moon will get stuck and never load when this interior is chosen. It probably happened like 4 times this entire month, so it's definitely not common.
Happened on Bozoros but I also had it happen on Secret Labs and some other moons. Here's my profile code 018e83fc-5e06-731a-e2de-147b381f68ac
thats an issue either either the office dungeon or borozos level
actually can i get your full log
Ahh, hmm. I definitely had it happen on other moons. Sure, can you tell me where the full logs are?
I do have the office dungeon too.
/Bepinex/, the folder before /plugins/
I thought it was related to the SCP Dungeon because of the room 914 message but could be wrong.
Er I have no idea of course lol
This log file was from my r2modman profile folder. Is this the right one? I can't find the same text in it.
Wait nm, yeah this is it.
For future reference with r2modmanager you can access this from settings
fuck me terminal formatter logs are annoying
not sure who the fault is on unfortunately
Also both logs are correct. Apologies, I'm just super tired right now ๐
feel bad for you with so many mods messing with yours ๐
id wager office might be spawning under certain conditions where it doesn't have all the randommapobjects the level is asking for?
I postfix the prop spawning to check for 914, which will happen on any dungeon:
SCP914Converter SCP914 = FindObjectOfType<SCP914Converter>();
if (SCP914 == null) { // No 914, don't do anything
Instance.mls.LogInfo("No 914 room found.");
return;
}
yeee you fine
victim of being the last mod to log anything
Ah, sorry for posting this here!
a bit weird that it also occurs after that other bug that happened earlier in the thread, combed over everything but had no idea how it happened
this is the realest effect modders have to deal with
Didn't realize the log about room 914 happened for all interiors. My bad for accusing SCP.
scp should do that using their extendedevents
hey in fairness this was made before those existed iirc
thunderstore now has an Interiors category, I think you should add dis
I was asking for this like a week after SCP and scoopy's castle dungeon were released. I'm glad they finally added it.
when will this mod be compat with v50?
probably shortly after LLLv50
ok cool thanks
LLL doesnt have a mod release page here does it?
why doesnt Batby have it, hes in this server
Cause it's not a content mod itself. It's a development resource.
Yea but it would be convenient for people to see updates and ask him questions about bugs and stuff
Didnโt realize it existed lol thanks
@lofty canyon thought you should have a look at this ๐
hm, pretty cool
Yo this along with secret labs moon I could literally play solo with all day
Itโs ๐ค magnifique
spawns with low probability on every interiors where security doors can be spawned
i dont think scp has doors does it?
not security doors, just the normal SCP doors
@lofty canyon
Hello, I am trying to add custom entries to SCP914 however I must be doing it wrong. I know items can possess multiple names. For example Gift/Giftbox.
I notice all your entries are in lower case. However, I have found some items to be case-sensitive. See the linked picture.
One is added by Meltdown as a purchasable item, and one as custom scrap from a moon.
Also, from AbandonedCompanyAssets we have this.
AbandonedProFlashlight
Abandoned Pro-Flashlight
Now... I have more time than sense and I intend to impliment all of these items...
What to I do?
Here is a list of the items.
hmm, don't think I accounted for mods with names that are case sensitive in the actual prefab
lemme check
I think it should just work if you have it all lowercase? Fumo company has capitalized items and they seemed to work
see up here
did you test just using all lowercase for the items regardless of capitalization ingame? (also check that the mod is actually detecting your json file in the first place; check the log around when the plugin is loaded)
Posting it here so I can DL it and look haha
[22:32:55.6909603] [Error :SCPCBDunGen] Failed to deserialize file: G:\r2modmanPlus-local\LethalCompany\profiles\SC Full v49\BepInEx\plugins\Shattered Company SCP914 Items\badhamknibbs-scp914-recipes\ShatteredCompany.json. Exception: After parsing a value an unexpected character was encountered: {. Path '[27]', line 30, position 0.
{"ItemName":"Abandoned Pro-Flashlight", "RoughResults":["*"], "CoarseResults":["@"], "OneToOneResults":["@"], "FineResults":["@"], "VeryFineResults":["Industrial Flashlight"]}
It does not like this.
ah I don't think json likes the '-', you have to escape the character
wait nvm you just forgot to put the item name in []
or rather that's what you have to do with special characters
fml let me go test
I thought it was the dash but it might be something else
I have tried this as well with no luck
{"ItemName":"AbandonedProFlashlight", "RoughResults":["*"], "CoarseResults":["@"], "OneToOneResults":["@"], "FineResults":["@"], "VeryFineResults":["Industrial Flashlight"]}
I was only doing a test to start so all I have is the Defaults and this one.
oh I see
missing a comma at the end of line 29
just add a comma or dl & rename this
@terse cipher
roger
btw you can throw the file into https://jsonformatter.org/json-parser before going ingame for a smoke test
ohh awesome
Ok going to test if either of these work.
{"ItemName":"Abandoned Pro-Flashlight", "RoughResults":[""], "CoarseResults":["@"], "OneToOneResults":["@"], "FineResults":["@"], "VeryFineResults":["Industrial Flashlight"]},
{"ItemName":"Abandoned Pro-Flashlight", "RoughResults":[""], "CoarseResults":["@"], "OneToOneResults":["@"], "FineResults":["@"], "VeryFineResults":["Peeper"]}
Looks like they might both work!
[23:59:21.8899238] [Error : Unity Log] ArgumentException: An item with the same key has already been added. Key: Abandoned Pro-Flashlight
use a comma in the array for multiple outputs
Oh I was just trying to see what Name registered the item.
as mentioned you prob need to use all lowercase for it to be properly registered
hmm
I used this one
{"ItemName":"Abandoned Pro-Flashlight", "RoughResults":[""], "CoarseResults":["@"], "OneToOneResults":["@"], "FineResults":["@"], "VeryFineResults":["Industrial Flashlight"]},
[00:10:37.7941380] [Info :SCPCBDunGen] Registed SCP 914 json file successfully: G:\r2modmanPlus-local\LethalCompany\profiles\SC Full v49\BepInEx\plugins\Shattered Company SCP914 Items\badhamknibbs-scp914-recipes\ShatteredCompany.json
it loaded fine, however like you say.
Putting it into the machine on Rough and Very Fine just spat it out again.
that message is it just succesfully reading the json, it doesn't know if the item actually exists (or matches) till it's activated
also use a * for destroying an item
It is there just discord is hiding it ๐
small question. Do you think that the recipe list for 914 could be documented somewhere? (and spoiler tagged for those who wish to wish to figure it out. It'd be nice to search the mod page and get an idea for how 914 works without having to search through internal files)
otherwise, adore this interior. Really takes me back to trying to beat Containment Breach for hours on end. Just without the buggy MTF xD
Could probably do a short write-up for the default config at least, will see after the LLLv50 update
๐
will you ever be adding an apperatus room and break boxes?
that would be very cool
and vanilla lights
My Unity project has been a mess and I used v50 as an opportunity to properly set everything up so I can try working on those features
Still gotta work out the details of apparatus implementation
I know by break boxes you made switch breakers but it reminded me:
I wont lie to you when I last played I spent and embarrassing amount of time trying to break open the coffin because I thought the noise it made sounded destructible
๐ซ
This sounds completely daft (so dont take it serious) but...
I remember that LC Office has well.. elevators. And there are nuclear warhead rooms in SCP. Maybe grabbing the apparatus from the warhead room or from inside the warhead if you wanna be silly?
(Elevator thing could easily be thrown out in replacement of stairs just thought I'd throw it in because funni thing go up and down)
@echo dune is there anything in LLL for handling the apparatus? And any guide for implementing it
same setup as vanilla should work
cants u just copy the apperatus room?
what
Breaker boxes
The power switches
I thought you said break boxes like you break a physical wood box
I was using the same decompile from v40 before the tools were made to make a working Unity project from the files and just patchworking it, now that everything isn't broken it's way easier to copy in
LLL updated.
I know, I already made a patched version for new LLL yesterday lol
#1228961224126103632 message
fantastic
I want to add the apparatus room before uploading though
Sounds good to me.
Any chance of compatibility with piggys variety mod that adds Tesla gates? iirc they replace those power doors so if you just threw those in as a potential room it might work
Possibly, would need to make a custom room specifically for them cuz of the size disparity
Fair enough
oh bet pre patcher times sounds scary lol
does the scp foundation dungeon still work?
Currently live build should be working fine, update coming soon for more official compatibility+apparatus room
thingy

Will the update also include a breaker box?
#1206843955115982879 message
gamblers rejoice
914 makes valueless scrap get value back by refining it
this just in: Im a fucking moron
jumping over 914 gets you stuck
i got out by glitching through the fence bit
yep same thing happened to me
Does this mod function on v50
yes
holy shit this dungeon is NOT coilhead friendly
dudes just dont care 
NEVERMIND
IT WAS EMERGENCY DICE
I wish that mod was less buggy, I want to use it so bad.
what bugs are you referring to? it worked fine for me so far
The dice do not function the way they say they are supposed to
they do for me..
I donโt know how much the apparatus room has been worked on currently but an idea to make it fit in more with the dungeon could be to have it be Scp-079, Kinda like how Scp 914 is present in the dungeon layout somewhere
It's currently set to be the warhead room in HC
more or less ready to go I'm just trying to figure out how to teleport items
Oh awesome! Canโt wait, this interior is one of my favourites
(No pressure, take your time)
tags for mods are pretty often wrong so I thought I would just check id this mod was V50 or not
@lofty canyon are you still planning to upload that V50 update soon?
prob soon, gotta test some potential ways to do that item tele stuff
๐
everything seems to be done and dusted, will likely upload tomorrow with a decent chunk of changes
4.0.0
- Update to 1.2.1 LLL (should be fine with later versions as well)
- Added Omega Warhead Silo room (includes apparatus)
- Made SCP-914 default to copying items instead of destroying for conversions to unknown items (more lenient for custom jsons) + logging for unknown items
- Fixed lights not flickering
- Adjusted lighting colours and brightness
- Fixed various texture UV errors
- Generation tweaks
- LobbyCompatibility dependency
Note: Configs for generation are now managed by LLL, please use that for configuration as the old configs are ignored (Recommend deleting existing config to regenerate)
SCP: Facility (custom dungeon mod) [4.0.0]
Just regenerated the config and
There are no options in LLL
Huh it should be enabled
I'll have to check when I'm home from work
Default config is Tundra moons and Secret Labs with weight 300 so for now that's where it is
Yeah you somehow have it set to disabled lol
Will keep the old version for now
I'm just gonna wait for the hotfix
Hotfix should be in about 9 hours
i wish interiors would keep their own configs
the amount of times ive had to regen lll config along with redoing all the interior configs in it is a bit annoying
Personally, I find that having a single configuration for all interior is a quality of life.
in what way
For example, if I want to make size adjustments in some interiors, I won't need to search for multiple configurations. Instead, a single configuration like LLL will contain all the interiors I have. Just makes task more easier and faster for me to do.
yeah but you have to do it all again if an interior updates its settings
yeah that's true
luckily i dont think LC office requires u to use lll config for it, and scoopys and more intersiors dont yet, and also wesleys doesnt
Only Scarlet, cozy and starlancer do
yea
Managing the config stuff is cumbersome and LLL seems much better at keeping things synced, plus having it managed by the library just makes sense
i think maybe a good middle ground would be LLL generating separate configs, which would solve the issue of having to redo everything when you need to generate a new config
Made SCP-914 default to copying items instead of destroying for conversions to unknown items (more lenient for custom jsons) + logging for unknown items
Please esplain dis more. ๐
Previously if a json file had a conversion result which couldn't be found it defaulted to destroying the item, now it defaults to copying (i.e. same behaviour as "@"), and it tells you in the log if it can't find a conversion result
oh awesome
For some reason in my head I thought it meant that you copied it into the json file as a blank to be updated by the user.
It's by far my biggest criticism. That and the fact that none of the config settings are explained at all. There is nothing to base the config options off on. Everything being generalised us nice if it's actually explained how to bloody use it
I like everything being all in one place. The problem is I dont see a single resource that tells me how to use the damn thing.
Base configs seem to tell how certain things work on a basic level: "all" for all moons "moonname:value" for specifics, "paid", "modded", "free". Etc.
your not wrong whatsoever its just hard because user configuration, especially at scale + documentation is the most un-enjoyable aspects of modding
I can easily see how it is since each thing has likely unique different settings and everyone tailoring it to specific values for their own experience
The more that get released, the more that adds on
I imagine it's difficult to keep up with but in long term it'll be more beneficial.
My only recommendations to it would be:
a standard explanation on how to use the settings
(If possible) the ability to modify it with LethalConfig. I mention if possible because its a huge config that constantly gets bigger. Idk what the limitations are coding wise.
(Regardless I was happy that I figured out how to use it a little and managed to make Sewers and Castle work again)
I'm almost home from work I'll give it a look then
c;
We gotta play together again sometime btw when you ever get the chance to
XD
When the timezones line up yeah
Yeee
Which is probably just weekends
hmm batby maybe made an oopsie
Oh?
seems like the legacy config option is superseding the new one so even though I set the new param the old one was off so it didn't respect it
quick n easy fix at least
4.0.1
- Fix custom content configuration not being generated in LLL
- Also added interior tag on Thunderstore
SCP: Facility (custom dungeon mod) [4.0.1]
๐
Oh that reminds me. Does 914 destroy items at all? I remember you saying they're supposed to just spit them back out if they dont have a recipe?
Ah that would explain why the pro flash i put on very fine just
Vanished
I just wanted to see if it would create a fancy lamp ;;
My luck is awful lmao
technically odds are a bit better on fine
as it's 33% chance of getting lamp, flashbang, or destroying it
Wait does an Walkie Talkie on rough make an old phone?
We should probably regen the config for scp914 right? Or will that just update?
so less likely to destroy but less likely to get the lamp too
Man I should make a custom listen for 914 its so fun to mess with
nah scp 914 doesn't go through config it does its own thing with jsons
Oh yeah duh. My bad๐ ๐
it's made to be as easy as possible for mod devs to implement custom recipes, and not too hard for users to make their own with a bit of json knowledge
There was a custom one somewhere
I had like ONE success with 914 and it was turning an axle into a lockpicker
That was the first time I found 914 too and i was amazed it actually worked XD
oh also there's no recipes for the v50 items yet, should probably make some for the default conf
Yooooo what if monster plushies just creates the actual monster..
That'd be fucked to put an eyeless dog plushie in the machine and watch it spawn one in the facility lmao
currently don't have support for to/from enemy conversions but might get around to it now that I've got enemy trigger stuff figured out
though custom enemy spawning is probably gonna be very fickle
Probably. But doesnt standing in 914 create Masked enemies?
That idea makes me want plushies in my pack๐
I thought creating enemies was already possible :o
Its such a silly little scrap mod. I didnt realise it uses the monster noises too so now when I squeeze the hoarder bug plushie it goes "Yippiiee!"
||Player to masked|| is a special case that's specifically programmed in
Ohhh
there is this patch which adds a bunch of random mod support: https://thunderstore.io/c/lethal-company/p/Clemonade_Stand/ClemsSCP914Patch/
which probably works better now that if you don't have all the mods it won't destroy 80% of the items
Lets see what it uses :o
Fumo Company is also supposed to be supported but it's an LE mod and I haven't kept up to speed on how it and LLL interact
Ah it doesnt say what scrap mods it works for or such
Ooblterra is also gonna get support at some point soon
it's gigantic, 10x the size of the default conf
Immersive Scraps, Acidir/Porcerin, Etern, Infernis, The Coven Mod, Outpost 31, Vanilla Content Expansion, Ganimedes, Tokucade, Lethal Things, Scoopy, Late Game Upgrades, Ouija Board
Atm my current scrap mods are VanillaContentExpansion, Immersive Scrap, Cats, and MonsterPlushies. Outside of the mods that add scrap in with other stuff like Ganimedes
Honestly maybe I could figure out .json file stuff.
Oh wow thats big list
that's the list of mods it's designed to support but idk how many of those actually work in v50
I would imagine VCE would work fine since it hasnt been updated. Unsure on Immersive since update + changed hands. No idea
clem hasn't been active in a while so prob not gonna be updated unfortunately
can do your own if you want to take a crack at making a custom set
If the passion takes me maybe ill look at it :o though I fucking suck at it, surely editing a few silly words will be easyyyyy
(I give myself too much credit)
you could prob just download clems and figure it out from either that or looking at the default.json
clems also is designed to override the defaults (hence the config option, and his version having a bunch of its own entries that are similar to default), up to you if you want yours to be designed around that
Would I have to create a whole new .json for it and just find a way to make it connect it to 914 or would just editing the default.json work fine?
I mean editing the default config works, would recommend making it a seperate one tho
Welp I got something to look into when I wake up :3
Fun >:3
Wait do you think if you can spawn enemies with 914 you could also spawn map hazards?
Say like a landmine?
maybe, would be a bit scuffed tho
V50????
Just one more update
4.1.0
- Dramatically increased SCP 914 default recipe config entries and rebalanced existing entries (generally more favourable and varied outputs)
SCP: Facility (custom dungeon mod) [4.1.0]
SCP 914 should be much more interesting to use now; basically everything has a conversion now (including v50 items), and they're overall designed to be more profitable
just one more I swear
4.1.2
- Fix SCP 914 output items sometimes spawning on top of the output box
SCP: Facility (custom dungeon mod) [4.1.2]
do we need to regen the LLL config or is it ok just to replace the old values with the default values
like putting in 0 for the size multiplier instead of regening the whole thing
Size config is disabled by default
sorry if i already asked u this before, but do u put a custom size for scp? or do u think its good
also btw i played aquatis with bunker on 3 (the size u put on it) and it was way too small, the loot was everywhere immediately
so i just put the bunker to default size
I have Bunker on 3
wait i mightve forgotten
It's Office that I have on 8
yea i put it on 3 actually
I just added it to my packs but from my short testings on Asteroid, it was fine
jsyk, might be bad for small maps
bunker on 3
yea u should, there was like four total rooms for me lol
wtf
I played quite a lot on Aquatis and I remember it being fine
Yeah you're right it's way too small lmao
@upbeat rampart wtf is this, I found all the scraps in less than 2 mins lmao
Would you believe me if I tell you that I just got Facility while I wanted to test the interior
Try 4, seems to be better
u tested it? its vanilla size basically?
I just tested it and it seems better, 5 was too big
nice ok
im still suspicious about office being 8, with big moons
but ill leave it unless i see its too big
If it's bad then blame Mi6k lol
@lofty canyon honestly this looks much simpler than I thought it would be if I can just.. do it in Notepad XD
holy shit though no offense but your list is a MESS compared to Clems
wow this is insanely simple, no having to look up ridiculous item ID tags or anything
I make my file for compactness more than readability
fair :3
but those are item ID tags, aren't they?
oh, it's ironic. im dumb
its as readable as a json can be imho.
I don't think it's ironic, they mean they don't have to look up some numerical ID for each item which is how it works for some things and it's just the name of the item more or less
Huh
On v50
And on what moon
Aquatis
I literally couldn't find a single room without scraps
I don't
Wacky
I have set it to 4 instead and it's better now
size multiplier 8 on lc office doesnt make bigger moons way too big?
Two coil head weren't able to move
And I just found another one that was stuck in a wall and running in place
Literally all the enemies we've seen were stuck
Watch Untitled and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
That's weird; do you have any mods that affect ai?
Or is it just at doors
Might need to do some more work on the doors but they seemed pretty stable from my testing
Some were stuck at vents
Can I get a mod list? If you can see if it's reproducible standalone that'd also be good to know
Actually all coil heads are bugged, i don t think its your interior
The only ai weirdness I know about is if you take them through the nuclear warhead elevator they can't patrol cuz they can't distinguish nodes between zones
I can confirm it was not you
They were bugged on all interiors
and my log file had
19k errors
Yeah that'll do it
First time my game was that buggy lmao
So you got a list of moons you recommend this interior for? I can't think of many besides Secret Labs, Asteroid-13 and Starlancer's new moon
with the 914 buff I'd say making it more likely on embrion would be good, makes it a risk-reward since it's much easier to upvalue stuff now
I literally only have it for Asteroid lol
request to open the gate in here. if anyone playing solo jumps in here, with no jump modifications, ladder, or jetpack, you're trapped
How
Would one do this
jumped down. the height aint lethal
or... a funni could be done and trigger an electrical surge in that fenced off area :>
How do I make it so the dungeon always spawns on Secret Labs? My config file doesn't seem to generate other than the true/false setting
Try regenerating, also make sure you're on latest
Done both, deleted config, deleted the plugin and re-installed, neither worked.
It's in LLL's config
once you go into a save
@vale yew thank you!
is the facility larger than before?
at least for this tileset, finding loot is definitely not as quick as it used to be x.x
I think some dungeon parameter stuff got messed with, you can tweak the size in LLL config
o7
i put a spawn chance for it on all snow moons
might have been asked before but, how do you get monsters to spawn as a result from the custom recipe files? (Also how do you make said config work
Custom enemy spawning for 914 isn't in yet, and the json needs to be in a specifically named folder within another folder in your plugins folder (if you're installing manually)
pooh
And yeah its in that folder, i might have just did it wrong
so it cant like spawn a bracken
Not at the moment no
Might get to work on it on the weekend when I've got some free time
sweeeet
The folder structure for reference needs to be .../Bepinex/plugins/(ANY FOLDER NAME)/I forgot the name and I'm at work/my_custom_recipes.json
It's like that because mod loaders put mod files into their own folder in plugins which is the most common use case and the intention is other modders make and share configs for their mods
I might be looking at the wrong mod?
The file in the same folder said it could be any name
Its in Bepinex/PluginsBadhamsomething/Recipething
and fair
I think i just forgot the [] brackets
Missing a slash between plugins and badhamsomething in that
And the json files would go in the custom-914-recipes or whatever it was called folder
The log will tell you if there was an error loading a json when you launch the game, and tells you the exact spot the error is
i looked back at it and im pretty sure im just an idiot and forgot the start and end brackets XD
Thank you for the help though
and for the potential when monsters are gonna be able to 914 output thing
i cant type today
it still appears to be not working, is the name suppost to be specific? im confused
(its possible it just doesnt work with the apparatus aswell)
or its case sensitive?
idk
Is the log saying it's loaded correctly?
I'd also recommend making all the item names lowercase
I think?
It looks like in the log file the apparatus is LungApparatus
(since im here also)
is there a way to make LLL forceload the dungeon on Secret labs?
if so, how do i make it the only one that loads on it
You can set the weight to something like 99999 which more or less guarantees it
It should just be whatever the name is when you scan it, ideally lowercase
Try a different item, I'm not sure if the apparatus works like other items
You can use a json validator to test if it's valid before loading in game too
Have a specifically recommended one?
I worry about getting one with a virus accidentally
You can just use ones that are a website you paste into
whats the SCP:300 thing? is the 300 a value
and alrighty
i didnt know they had website versions
300 is the weight, any moon tagged SCP will have the dungeon on it at 300 weight
Just so if anyone makes a moon they can use the SCP tag to get the SCP foundation as a dungeon without any complicated checks
ohh
fair
also do modded items work in 914?
i might be throwing things at the wall if not
Modded items work if you make a custom json for them
I think the only mod that has compatibility in their mod is fumo company
And ooblterra should get it soonish
Nah it's strictly item to item
4.1.3
- Fix client replication issues with the apparatus room elevator
SCP: Facility (custom dungeon mod) [4.1.3]
gotcha gotcha
doesn't seem to work anymore and I think this may be the issue? using r2modman, the config file has all the options but they don't show up in lethalconfig
Options were moved to LLL's config
Delete you LLL config and regenerate
The ones at the top are old and not used anynore
now it doesn't have any of them
start up the game, load a lobby, quit game
yeag I just got it
๐
I'm in dumdum hours apparently
hopefully next time I land on Secret Labs or Titan it gives the SCP dungeon
secret labs by default should be a 50/50 chance
Two questions
If i alter Default.json will it add to the recipes in the game for 914
And also do you have a example format/template for the recipes?
i wasnt able to get mine to work before for some reason
Yeah you can alter the default if you want I just don't really recommend it, and were you getting an error or confirmation that the json was loaded?
i honeslty forgot to check if i was getting an error or not mybad
my console thing defaulted to not popping up after a while
Is this going to be a default config option in the future? ๐คฉ
If you have plushies ofc
no... fn..... way
Aint no way
prob not cuz I wanna keep the config specific to vanilla by default but it'd be very easy to add
Does it work in reverse?
e.g. the config line for this is
{"ItemName":"coil head plushie", "RoughResults":["*"], "CoarseResults":["*"], "OneToOneResults":["@"], "FineResults":["!spring"], "VeryFineResults":["!jester"]}
What a great idea!
Also can you do this to the player?
I want to turn the bracken into a plushie now
This is also made by the dev.
And works.
Could the player be turned into a plushie. XD
the player conversions are all hard-coded so it'd likely involve some more in-depth stuff but could look into it after getting this solid for release
You know this is going in my pack right? hahahaha
hahahahaha
you could definitly do a scavenger plushie -> masked conversion via json though
There are already Comedy and Tragedy plushies for that
I'd honestly love it if it worked as a soft dependency, or have a page on thunderstore wiki that is the whole config needed for plushie conversion
ideally the config should be left to the dev of whatever mod wants to add custom conversions (or for users to make and upload their own conversions) since it's made to not rely on any direct dependencies
since the dev of a mod can include the json for a conversion set in their mod which will just do nothing if this mod isn't present, but this mod will pick up if it's in their mod files
@lofty canyon
Make a page on the Wiki tab with the examples for each plushie. I guarantee people will use it.
Hey, for some reason the config isn't working for me.. like I can use it and place values in but they won't actually appear in game. I'm having the same issue with the pool rooms mod too.
Dog next please
The ultimate way to troll your friends
dunno if outdoors enemies would work, would likely break since it's following the vent spawn logic
what config?
Try for me please?๐ฅบ
Both SCP's config and LLL's
So now you need exterior support. ๐
maybe with starlancers ai fix but no idea
Both SCP's config and LLL's
SCPs config only consists of the default 914 recipe stuff, what in the LLL config isn't working?
Should I downgrade versions? I'm using LLL 1.2.1
might need to upgrade, mind that 1.2.2 / 1.2.3 have some additional patches needed
Haha perfect example for the monster thing
The plushies were what i was gonna use for that
Plus some apparatus recipes that might result in monsters if caution is failed
If i put multiple items in at once, do they all get affected, or does only one work
Itd be hilarious to release a swarm of brakens or something
all items get affected
Oh lawdie my party is gonna hate me XD
LLL above 1.2.1 bugs out tho making the game unplayable
There's patches for those versions
For LLL
1.2.2 fixed by terminal formatter, 1.2.3 fixed by LLL patcher
Ok I'll try those tmrw it's nearly midnight for me thanks for the help tho
works*
YEEEEEEEESSSSSSS!
LETS FUCKING GOOOO๐ฅ
4.2.0
- Add support for enemy conversions to SCP 914
- Minor tweak to doors to try and mitigate stuck enemies
I've also added a kofi link, if that's a thing you wanna throw money at
SCP: Facility (custom dungeon mod) [4.2.0]
Holy shit lol
can i ask how you spawned the dog enemy? like the code :3
o I gotta update the git I remade the project so it's a bit stale
it's just this tho
EnemyType enemyTargetType = enemyOutputTypes[roundManager.AnomalyRandom.Next(enemyOutputTypes.Count)];
roundManager.SpawnEnemyGameObject(NavPosition, 0, -1, enemyTargetType);```
oh that's pretty simple
Will 914 be able to do modded items in the future? For example, if I put this dog plushie in the machine on very fine he would come out something like this!
so basically a compatibility with #1238032120631263243 ?
So this? #1183889212978778173 message
... i have a horrible idea. LethalThings scrap being sent into the machine on very fine
Oh I didn't see that! Yeah just like that!
Never worked for me though.
Let me try again.
I put it on fine and it never turned into an eyeless dog it only turned into a random value. Is there something I'm missing or..?
it does not come with modded support, that needs to be handled by the mod author
You have to configure it yourself๐
Or wait for plushies to add it
as others have mentioned; I don't add any modded recipes by default (since if the mod is missing it messes with the conversion odds), you can either make your own or ask the mod dev to add conversions, either of which are relatively easy and done via json
I'll try making my own. This will be fun!
in the mod files there's a readme on how-to
and you can look at the default.json for reference
is this compatible with LLL 1.2.4?
Yeah
aight just wanted to check
Had 1.2.1 as the version cuz of the bugs in .2 and .3, has .4 been stable?
Yeah
1.2.4 is rock solid
^^
stable for once lel
Aighty cool, will update the manifest whenever I update
Maybe if you put in the robot toy an oldbird comes out on very fine settings ๐ณ
Whazzis
I don't know if you are ready for this. ๐
We are going to make a Mega Spreadsheet with configurable Scrap Mods that export a completed Json entry for SCP
But that's not all.
Sounds rad, like there'll be mod to mod conversions that get turned on/off with the mods you want to use?
We are going to make a Modpack that houses this Mega Project and has SCP and all relevant Scrap mods as a dependancy.
An SCP Scrap Compat pack. Anyone will be able to install the pack and add the functionality to their modpack.
Yes.
You will be able to select what you want and pull out a custom JSON
We plan to create and use a Tag system. So it will auto-populate the Json entries.
All the user will have to do is load up the sheet, select what they want and leave with their Json output. ๐
Or just DL the mod that has everything in it.
Nice, looking forward to it
Could throw together a tool to help with testing it or to provide some general info like item names available
Ohhh I am interested.
Let's talk more tomorrow. ๐
For sure
Probably just a tool like to auto teleport to the 914 room when loading in and stuff like that
Oh that would be awesome
maxwell into evil maxwell
were u watching luni in the background lmao
dang
4.3.0
- Added optional support for Piggys Variety mod (If enabled and mod is found, tesla gate rooms can spawn)
- Updated LLL dependency to 1.2.4
SCP: Facility (custom dungeon mod) [4.3.0]
wait whaaaah
tesla gates???
thats so cool
random question
could I make the config spawn a popped jester or is it a unpopped?
always spawns unpopped
nah
fair
im guessing turrets dont either?
Would honestly be hilarious
kinda hoping emergency dice decides to make a compat with this so that when you put a dice in 914 a bunch of effects happen at once
i like chaos :)
I've put up a wiki page that does a relatively thorough rundown of SCP 914 custom conversion creation which can be found here
Why is there no spawn options in config anymore?
They're in the LLL config
Hey, so for some reason my weight configs aren't working
in the mod's config and LLL
and SCP is only spawning on Rend and Dine with values of like 200-300
Is there a way to fix this?
can I see your config setup
SCP config
everything except the 914 default & Piggys compat have no effect there
the separator in LLL is ':' not '@'
Ohhh ok
yeah that should work
cool
oh sweet thank you ill look into that when im back on the lethal company grind
ack i forgot to turn off the ping, my bad
got 2/4 people desynced in this dungeon, any tips?
all using code
they see the scp dungeon though
okay it might be a general issue cause i got desync on 3 different planets
with different dungeons
Hey so I tried the game out today and well
it didn't work
I don't know what else I could do
any Ideas?
hi, i can't find how to change spawn location of this interior, how to make it spawn on all moons ?
oh okay just find it
Does anyone know why its saying i cant route to current moon when I try to type in secret labs
What mods do you have?
One moment ill give you the code
I cant look at it unfortunetely, but @lofty canyon maybe could when they are online ๐ (i wont be near my pc for a couple of days .-.)
Do you have any deprecated mods in there?
ok no problem do i need both badhams scp dungeon and zingers scp or for it too work
@lofty canyon 019037ab-7c0a-a857-619b-0c786c2763e8 please help all other moons work but scp
SCP's Moon hasn't been updated for V50 support
That could be why you're having issues
Hol up we are in the interior thread
s1ck boy I appreciate it even tho you can't help atm i appreciate the quick response.
Not in Secret Labs thread
oh my b
Yeah Badham cant help you in that :/
how do i change threads again
And what Lunx said here must be the issue then, i havent really played on Secret Labs in a while cuz it was not update for v50 (thought it is now but i guess its still not)
I would guess it's most likely that, especially if it's attempting to load scraps and stuff made with V50 in mind
oh okay thanks that explains alot bc i have all the scp monsters just couldnt get that one to work thanks for the help both of you appreciate it
I've had secret labs work on v50 just fine, likely a conflict elsewhere
You could check his mod pack I suppose
okay I've sent the code for my mod packs thers alot but all of them run just fine no conflicts really that i could tell of but i'm rather new to this manager and lethal company itself
I'm just about to head out for the weekend so can't do a check
Yeah thats why i asked if there are deprecated mods ๐ค
therre is one and its lethal expansion core
Theres the issue
is there a newer version
Or most likely
i havent been able to find it
yeah LE/LECore don't work with LLL
ok under stood i had it disabled before and have level loader only if i'm not mistaken but i'll run it again and brb and give status report
no still saying it
I can wait if need be just thought I'd ask since I've not had this problem with any other mod pack or rather that specific message so I thought i would ask.
Can you try with another profile where theres only scp dungeon and secretlabs (plus their dependencies)?
yeah that was the next troubleshooting idea i had brb already importing it into a new one
just bad hams scpdungeon right and depencies or zinger's too
Yeah so there should be an issue with some other mod
yeah i just did badhams and secret labs isnt on the terminal
Maybe screenshot the modlist? Its not much but maybe i can pinpoint a mod(?)
okay on the orignal profile
Wut
Secret labs is not on the terminal?
yeah its not on there i expected it to be under titan but its not
Yeah than the moons is really not workingโฆ
ok i'm confused now i just took a ss and its not in my ssfolder wth lmao where do i go to view ss i took
is LLL itself working? Like do you have the sort/etc options
s1ck im downloading your intro to scp
umm not tha i know of i havent messed with the config or anything on this profile just straight import and start
bc this one is to see if it was a clash with another mod on the prior profile
OKAY first off bad ass work s1ck boy that intro screen and menu screen is fucking amazing @bronze mortar but scp still not there. @lofty canyon how would I check if triple L is working itself. Bc all my other moons were working fine on the other profile
also if this is holding you up for your weekend trip. I can wait i appreciate the help. but would hate to hold you up
You should see sort options or be able to use the simulate command
it pops up under the bar under titan it say preview weather, sort- none, filter - none
unless you mean on r2modman
Yeah that means LLL is working
okay thought so. is there anything that i need to do to the config for scp or no there isn't right
Awghhh thank you ^^ I do plan on updating it later on. Just need to push out my moonโs update next week after i came back from my trip too lmao
Its #1238292999969181787 , you can check it out but there are quite a few problems with the current version. Next update is a huge one you can check the pins ^^
well shit if i knew you guys were both on trip i would have let you guys enjoy them. or focus on them if they were irl work related
okay will certainly do
No biggie, im moving in about 4 and a half hours and iโd need to go to sleep lmao. So im off now ^^ iโll be available tho later
If you have any questions
okay sleep well thug i appreciate all the help
how do I change the generation weight
I used to be able to on v49 but after deleting the config spawn weight options are gone
use LLL config
how
I want scp to spawn on all free mons with 150 weight
like that but instead of haunted, find scp
doesnt work
ive set it to various things from 300 to 7000
ive tried it with different maps before
nothing seems to work
Try it on a new profile
same thing
Can you show us some pictures about the setup?
this?
I regenerated config for scpdungen trying to make it work
it was the exact same there
send us your config file
SCP uses the LLL config now
try using these instead ? with capitalized first letter of each name
Experimentation:150,Assurance:150,Vow:150,Offense:150,March:150,Adamance:150,Titan:0,Embrion:0,Artifice:0
didnt work
hmm maybe use CentralConfig mod
how do I operate it?
enable dungeon selection, run the game once at least into the ship(?)
quit
then the config for all the dunngeon will be generated, similar to lll config u put the stuff in there
that worked, thx

fyi- in v55 player on very fine caused basically a lock in the other end of 914, didnโt test any others as we spent the rest of the time trying to get outโฆ just wanted to put it out there ๐
Does Player on Very Fine normally kill them? If so, might be a KillPlayer() issue since the method changed in v55
Yeah that'd be it, I'll make a hotfix when I'm home
Assuming everything else is all good

Yeah the interior has been working perfectly outside of that
an extremely small change
4.3.2
- Rebuilt for Lethal Company v55/56
- Minor change to compatibility handling for Piggys mod (guarantee safe calling when not present)
Literally just recompiled against the latest LC package, doesn't seem like there was anything else that needed to be done as the KillPlayer method was identical, guessing it was just a signature change. Also includes a proper guarantee on the Piggys mod compat that I just never got around to uploading cuz it didn't seem to be causing any trouble
Yeah from what I heard it was just a signature change
it is yeah
Hey I've been having trouble with the config file for this dungeon mod. Has the moons list section moved somwhere?
The mod just uses the LLL config for that now
Oh gotcha. Where do I set that up? I've been struggling to make it work. ๐
Would it be in one of the dungeon injection settings?
Yup! enable content configuration and configure it however you want
By moon is the level name list
send a pic of your config
I have assurance set to 300 for testing purposes. That should be 100% spawn chance, right?
yea I'll send pics
If you want 100% do 9999
oh dang
ok one sec
I just tried this and it wasn't spawning.
Wait nvmd I forgot to enable a different associated mod ๐ซ
yea bru not my brightest move
thanks for your help :) appreciate it
SCP: Facility (custom dungeon mod) [4.3.2]
@lofty canyon Just happened to notice today that SCP 914 seems to not be working
Items won't go to the other side like they should or be changed in any way lol
any log?
Forgot to save my log from stream today ๐ @pseudo jacinth do you still have yours?
Is it this? I never shared logs
seems like the triggers aren't detecting items entering, tags might have been messed with
will have to work out what tags it needs
Yeah if you have our profile selected for future reference going to the location, then BepInEx will get you the LogOutput.log
Had to tell Wesley that once cus sometimes R2 will never update the log to copy
Yeah Tags got updated when LLL updated to 1.3.0
nah not content tags, the tags/layers used for collision testing in Unity
Ah hmmmm
was scrap spawning at all?
Yeah, just when we put scrap in SCP 914 it wouldn't go to the other side like SCP 914 didn't register anything was in it
k just checking
can reproduce it so seems like I've gotta properly port it in a new dev env
tbh I'm completely stumped on this one, items just straight up aren't being detected by trigger volumes at all
I don't think anything about items changed between v50 and v55?
layers did updater
if your refering them via code in any weird way
im pretty sure they weren't like inserted in anyway but
The items just aren't being picked up by the trigger volume any more, which is set to collide with everything
whats it's layer?
default
it might need to be on trigger, no?
i thought those specific settings still play by the collision matrix rules but i could be wrong
default was working before iirc
its possible you were accidently relying on a resolved oversight?
& there is no trigger layer
oup
but still
yeah it was fine with the default layer before
this is all the trigger volume is set up as
odd
I'll test with the layer change and see if it changes anything
I thought that meant it has physics which isn't what I want
i dont think that is the problem but i could see it somehow hitting some weird niche
nah oppisite
though either way the setup is identical just the version difference is causing problems
If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore. The rigidbody will be under full control of animation or script control by changing transform.position. Kinematic bodies also affect the motion of other rigidbodies through collisions or joints. Eg. can connect a kinematic rigidbody to a normal rigidbody with a joint and the rigidbody will be constrained with the motion of the kinematic body. Kinematic rigidbodies are also particularly useful for making characters which are normally driven by an animation, but on certain events can be quickly turned into a ragdoll by setting isKinematic to false.
yeah forsure
also would that option do anything for triggers
not in my experience
yeah layer change did nothing
welp I've got nothing, no idea how else I could detect items in the space
@lofty canyon the item's colliders are disabled when the player grabs them, and they reenabled when they are dropped. i can't prove with definite proof but i've always had issue with recently enabled/disabled colliders not calling OnTrigger calls. This could be that issue (don't know why the issue would show up now though) https://discussions.unity.com/t/ontriggerenter2d-doesnt-work-if-i-re-enable-it/885997/2 this thread supports my theory
you can try and use Physics.OverlapBox() instead for grabbing the items inside the input zone, just call in when once during the conversion process. you won't have to use rigidbody/collider nonsense so that's a plus
it'd be weird for that to randomly start breaking now, but I'll have a look at that overlap thing and see if it can work
fwiw r2 just reads the file contents at the time you click the button, so if itโs not updated then thatโs on BepInEx
took a bit of finagling but seems to work, thanks
4.3.3
- Fix SCP 914 and apparatus room elevator ignoring items
- Update LLL dependency to latest
SCP: Facility (custom dungeon mod) [4.3.3]
hi does anyone know how to make the chance of spawning the SCP map to be 100 percent?
in config
and then increase the number of each moon u want to 9999
Enable Content Configuration = true so your custom setting for said interior/moon is applied
Dungeon Injection Settings - Manual Level Names List = anymoonnamehere:weight
for example Secret Labs:300,Experimentation:100,Assurance:100
the higher the number the more likely itll spawn
The dungeon size multiplier is how big the dungeon/map is gonna be right?
thankyou!!!
kinda
Thank you.
I notice the size for this interior is 0,0
thats bad because the only reason it doesn't crash is because LLL doesn't clamp sizes anymore
so what size would you recommend to be the default min and max size?
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <0b5b829887344817a21214132ea92eef>:IL_0310)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <0b5b829887344817a21214132ea92eef>:IL_018B)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <0b5b829887344817a21214132ea92eef>:IL_0310)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <
getting this on the SCP Moon
SCP Moon doesn't belong to SCP Facility maker
It's (somewhat) new
like in the last update or two
@lofty canyon Was wondering btw, any chance you can make LobbyCompatibility a soft dependency at some point?
I don't think it works as a soft dep
Since it adds an attribute to the main plugin class
hey am having error when trying to load into lobby bc of the new update idk what mods are causing the issue
is their anyone who has the energy or time to look at my mods and tell me which ones are working for this new update or no
Send a mod list and I can point out anything problematic
That elevator is probably the smoothest elevator I've seen in a mod yet! Most feel a little unstable and janky but this one! This one right here is beautiful!.
It is a fake elevator which helps with the smoothness
thanks
i'll send the code in a few in comp of val
01912624-c015-2f47-0715-79f8435f5de6
It seems to work for WeatherRegistry ๐
Tbh, I'd like it removed as well cause there are some connectivity problems with LobbyCompatibility installed (even with the same profile and configs sometimes it randomly rejects connection requests to the host)
@fervent kelp do you remember how you made LobbyCompatibility a soft dependency?
Wait that isn't even using the lobby compat attribute
Matty has it as a soft dependency for his mods
and I think @proper turtle does for Vega as well
Well yeah but it's not actually marking the required dependency flags
Adds the SCP facility as a potential dungeon spawn in Lethal Company. - Badhamknibbs/Lethal-Company-SCPCBDunGen
WeatherRegistry does it differently I think
See here
ah, i see, oof 
I really hope we get that update for the SCP Scrap mod soon btw, they're honestly so rare that idk why I still have it atm XD
I really like them when they do spawn
I think there was some talk about rolling it into a bigger overall SCP scrap mod for the SCP project, the wait for v60 turned out way longer than expected

