#SCP: Facility (custom dungeon mod) [4.3.4]
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He does it this way, btw (if LobbyCompat is in chainloader). And I just checked the mod page, they do support registering your plugin with a method instead of an attribute specifically for the soft dependency case. Sooo, maybe...? ๐
Ahk that makes sense, didn't notice it has registration options
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I ended up making it a hard dependency because for some reason not having it installed would break stuff somehow and I didn't want to deal with the headache
Ah lol
Was it JIT compiler optimisation running soft dep code early? That's what it was for me before figuring it out
(when I added soft dep for piggys)
I'll probably do the same thing for lobby compat
No clue, probably some mistake I made that I never found, like I said I didn't want to deal with the headache of fixing it as I had a lot of other stuff to do at the time and figured most people were probably gonna use Lobby compat anyways
Lines 50 to 52
Plus line 25
Combined with this file
I dont recommend making it a hard dependency
I've heard many complain of problems with that
@proper turtle incase you're curious and @lofty canyon
This is the way it's recommended afaik
Yeah that's how I do piggys soft compat
@lofty canyon got this error on Siabudabu
and got stuck random seeded
Guessing an entrance failed to generate
What would have been misconfigured?
I know what it is
I haven't seen any of the scraps from Piggy's mod today
@final ruin
AnomalyRandom.Next(this.currentLevel.minScrap, this.currentLevel.maxScrap)
Hm, just checked and probably is more level(moon) issue: minScrap is higher that maxScrap
@willow geode
Hmmmm
Maybe cus of the AudioReverbTrigger issues that fire off?
maybe, but im fixing that after v60
cuz its releasing in couple of days
The IL code is saying something about network object spawning, though that doesn't seem right?
you're looking at original method
you should instead dump patches and look them instead
Ah, is that a thing in dnspy? Dumping patches? Never done it before
no, it's my mod MonoMod Debug Patcher
๐ค icic
how do i fix it
you can't
so my moon will be bugged forever?
no, just need to find the scrap that causing this issue ๐
ok, also thank you so much for troubleshooting ๐
but you can check Spawnable Scrap in your unity inspector
im checking rn
and see scrap that Min Value is greater than Max
you mean rarity, cuz i dont see that value (or maybe im just blind)
oh, click on ToyCube to see the min/max value
i have it
Are your items not supposed to be fake items?
wdym?
ToyCube (Item) that's supposed to be replaced with a fake version so you don't waste storage on the moon
LLL replaces it with the real vanilla copy so you can save on space
@soft coral I think it's piggy's mod
Just had the same error on Infernis
I'm downgrading Piggy's Variety Mod for now
it will be nuked after stream
you sure? i changed the scrap values (and add mising scraps)
and after that update this error pops up
hold up ill double check everything
Can confirm it was Piggy's mod. @final ruin The latest version of Piggy's variety mod is very broken
hmm the last update only changed some item textures and changed the item scannodes names
Yeah but it was definitely your mod, cus I noticed we never found any of the scraps from your mod and after we downgraded it to the previous version we no longer had issues with landing the ship, maybe one of the scan node changes did it?
was having a playsession with my group yesterday and we discovered turrets and enemies can see you (and shoot you) through doors
which was very brutal "looking" at 096 through a closed solid door and hearing him start screaming
getting targetted through the door by a turret was equally as rough since we didnt know where the turret was at first we just heard it, then we realized when someone else came by to collect our stuff
So I might be stupid, but how to I access the config file? There's a config in R2Modman, but that only seems to control 914 recipes and whether or not tesla gates can spawn. I'm looking to change the spawnrate of the Facility. I'd like to be able to pick the moon it spawns on and increase the chances, but I don't see an option for that. There's a section for SCBCBDunGen in LethalLevelLoader but I'm not sure what to do with anything here. Can anyone help me out?
Ah that one? Ok I think I get it, thanks!
So @lofty canyon I've noticed it seems like enemies currently ignore the existence of doors atm with this Interior
I had a Butler charging for me, closed a door and it just phased through it. This was after it fully shut and even clicked shut btw
Ah, always the doors
can't find the config file of this mod in gale mod manager :C
nvm
https://clips.twitch.tv/DepressedNastyChinchillaSoonerLater-YW4F6jUloK5YpkbY @lofty canyon She was so mad ๐คญ https://clips.twitch.tv/PeacefulRichOilKeepo-JeMPn8kVEqjMhprN I apologize for her screaming and calling the Interior bad and threatening to uninstall it btw our alter Eva has a shorter fuse compared to the rest of us LOL
Broken doors need fixed though
XD
@lofty canyon Your interior is gonna be unusable for a bit
V62 nuked LobbyCompatibility
there's a v62 now?
Did this effect Scarlet and Wesleys?
They don't hard depend on lobby compat so no
what happened to lobby compat?
phew. I was gonna cry if I lost those levels.
game update broke it. that's all
Temporarily broken, prolly fixed soon
im assuming you cant join people if you have it
so would disabling it still allow for this interior to get picked if everyone has it?
i don't think the interior works if you don't have lobbycompatibility
Yeah new hotfix
if so that seems like a very unnecessary step that would just cause problems like exactly this
especially considering lobby compat is already quite buggy with larger modpacks, randomly not letting users into a lobby until the host restarts it, even though other players got in fine
i've never experienced that, but i agree that it shouldn't be a requirement, unless there is an actual reason for it
Yeah this is the only thing in my pack that has it as a hard dependency. Would love that not to be the case
Funnily enough, the only time I've ever had issues with Lobby Compatibility is when sharing a code. When my group downloads the pack off of the Thunderstore it never has issues
4.3.4
- Recompiled for v60+
- Changed LobbyCompatibility to be a soft dependency
- Update LLL dependency to latest
just a quick one, haven't actually checked if everything is working in v60 yet but I don't see anything that could break from it
SCP: Facility (custom dungeon mod) [4.3.4]
will an update ever come out to make it so that the foundation doors work with each enemy's door open speed multiplier
cause when an enemy comes in contact with a door it opens instantly, can't run from coil heads when closing doors
Yeah this has been a thing since the update where @lofty canyon fixed SCP 914
It ruins playability atm with the interior
now that there's toggleable lever doors in vanilla I can probably rework them to be more functional by just copying that
let's go
Hell yeah
That or yoinking the starlancer warehouse doors
I mean the code for them would work similar most likely it would also give you a chance to actually have some locked doors inside the interior
Coroner support might also be on the table
๐
@lofty canyon looks like SCP fails to load on the current V64.4 beta, dunno why all other custom interiors work fine
Guessing it's SCP 914 probably
nothing in this log gives me any errors from SCPCB, they're all from other mods
let me do a check
It never errored, the interior just never loaded in
It just simply crashed apparently
Will have to run it standalone to see if it is something with the interior
My guess would be something with SCP 914, since all other interiors work fine
v64.4 beta on my modpack
on what moon are you trying to generate it?
It failed to load on Gorgonzola
maybe it's the moon
I managed to generate it on Scallg and Titan
yup
I reverted back to V62 after today
The beta doesn't add enough content to deal with all the bugs
I'm still surprised that I haven't found any game breaking bugs besides the cruiser additions.
understandable
Keys soft lock you when dropping them
There's also a chance for silent turrets
Got to die to a turret earlier that had no audio
That was fun
I think it's the distant firing sound that's broken
there's a platform you can jump up on
if you jump behind 914 you get stuck
@lofty canyon
the breach
a suggestion, "soundtracks" for the containment zones? or at least music in 914's chamber
How do you config scp-914 recipes?
I don't see a config file for it and it doesn't generate one when "Default914recipes" is disabled
914 config is done via json files, in plugins/[mod folder]/badhamknibbs-scp914-recipes/[filenames].json
there's a readme included there as well
Oh. that'll make it harder to send my configs to my friends.
only the host needs to have the recipe file, the game only respects their configuration
that's good. Sometimes my friend hosts though so I try to keep all our configs the same
if you're sharing with a code it should include the json files anyway
We don't use codes typically because we each have some different clientside mods and configs
what mod is that lootbug thingy on the right from
rosie's moons
thanks
Idea was to have SCP 008 at the bottom of it but never figured out a nice way of doing it, so it's just a mini pit
aside from a little pixel jump I couldnโt find a way to get out of it
I peeped starlancer's warehouse doors to work on a fix for the doors so I might see if there's a good way to make 009* fit there and make it a proper hazard instead of just trapping them
Might be worth adding a box or smth in the meantime haha
Also, are the icons for the interact triggers meant to be that custom one?
The scpcb interact icons? They were in the first version but I went back to using the vanilla assets
Oh those are intentional, for when the buttons can't be pressed
ah
not trying to dunk on the project btw just trying to finally give people feedback now that my group has played with them abit
Yeah np, been long overdue for an update I've just been addicted to satisfactory and messing around with vanilla dungeon tile injection
If you wanted to check the source code for jank I'm sure there's plenty
vanilla dungeon tile injection?
yep, implementing rooms into the vanilla dungeons
@lofty canyon any ETA on the dungeon getting updated?
I was working on the door changes but for some reason the entrance teleport stuff is broken when building the bundle from my updated project patch
Trying to figure out what went wrong
Ooh well I hope you figure it out :3
not sure if these are known bugs, but here are some things we've come across
- turrets can shoot through closed doors
- in the 3-way T-junction room, items can spawn inside the big metal box at the center and be inaccessible (I've had the Lategame Upgrades contract objective spawn inside here before and it is incredibly frustrating)
Watch Untitled and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
dawg i miss when lethal company was popular
i'm wondering how the elevator to appy works
i know its a teleport
and i want to use something similar on a moon
so i'd love to know how you made it
source code @ https://github.com/Badhamknibbs/Lethal-Company-SCPCBDunGen/blob/master/SCPCBDunGen/SCPCBElevNuclear.cs
I think the unity bundle on the git is up to date as well so you can see the setup in-editor
just note that it is a pretty scuffed implementation in terms of flexibility (has a hard-coded magic number for how far to teleport objects)
Can the apparatus in this interior by white? I feel like it would fit the color scheme of this interior.
Just a suggestion though it would be really cool to see
Hey Badham, this mod is absoluely amazing, but it seems that Coilheads are able to phase through doors on the interior.
the dungeon seems to be missing after the LLL 1.4.0
@lofty canyon
How does SCP 914 work?
It has a list of recipes
Where can I see this list
I believe it's in the mod folder or config folder labeled as recipes
How do I make the SCP facility spawn in all maps more frequently? I think it only spawns in titan
LLL config
Is there really an apparatus for the SCP Facility though, I've never ever found one? (always died before exploring the whole complex lol)
@maiden ferry You got info about SCP Facility apparatus i'm sure
u need to go in deeper, last time i play u need to go down an elevator
alright then, damn i've never seen the elevator neither maybe we got interior size way too big, thanks for the tip
You would know just about as much as I do, unfortunately...
just found that 914 is capable of killing the Snail
would that means.. it could kill anything.. unkillable? 
the doors for this interior no longer work in V73, might need a recompile for the latest netpatcher update.
ah didnt know this exists, thanks ;o
Does this mod still work ?
same question for this one
Changelog says it was updated for v81.
One of the mods in my modpack must conflict with this one I guess