#Scoopys Variety Mod (formerly LethalExtension)
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I didnt find any issue with it
nicee good to know, thanks!
also thanks scoopy for making this mod, saw it in a showcase so i can't wait to try it out
does the console say the mod is running
as in scoopy variety mod
it opens when you launch the game
this thing
the red text is error
I got this on my last session with mates, they'd try to go up the spiral staircase to lose the turret but it'd shoot them both through the walls, happened multiple times and given the nature of Offense it's pretty common for unfair turret deaths through geometry
maybe the teleporter mod you have is breaking it
this mod is really cool, but yeah, turrets and nutcrackers shooting through walls/doors is a no-go until it get's fixed.
Turrets shooting through walls is fixed
And config changed for custom moons and multiple moons to be specified
Will be pushing the patch today
Chance of dungeon spawning is taken as its fraction of overall rarity values
Most moons have their "main" map as rarity 300, with the other map a low rarity (around 2 I believe)
So by setting the rarity to 300 you set the spawn rate to be 300 / 602ish which is ~50%
This could be a conflict issue, but make sure the map you are testing on isn't march, as it won't spawn on march even when set to all
That's pretty odd then
So it wasn't spawning at all?
Very weird
Does it work with no other mods?
Yep sweet
In that modlist lc_api and lethalsdk are the only things that jump out as might alter the spawnratebof dungeons
Lethalexpansion compatibility is iffy, at this stage I'd say no because it causes issues
I think it depends on the version of lethalexpansion, I haven't tested myself
But other people have reported problems
Just run lethal expansion core
I've not run into any noticeable issues thus far, will update if that changes.
Rule of thumb right now is lethal expansion doesn't play nice with interior mods
Even the core can have issues
https://thunderstore.io/c/lethal-company/p/scoopy/Scoopys_Variety_Mod/ new version dropped
one new tile, improved config moon settings (you can now enable custom moons, or provide lists of moons), fixed turrets shooting through shit
if turrets still shoot you through an object pls let me know
if you edited your config you'll likely need to update it as the settings have changed
How long does it take to show up on r2modman
10-20mins
I love the new broken bridge room, that's exactly what I was missing from this interior, some nice environment dangers 😄
soooooooo im going through walls
and my teammates see me going through
is this lethal expansions fault
Most problably it's either that or different configs
well we have the same configs
this hasnt happened before and it was always fine until we just updated
This last update from half an hour ago changed the config so I suggest to delete it and let the mod create it again
I had to do it too to get the interior to spawn because it wasn't working even if the guaranteed option was set to true
gonna try this with them rn i will see
yep try resetting configs, but lethalexpansion is also a pretty common cause of similar desync issues
just dont think its expansion since its worked perfectly before
likely due to the config changes then
pretty much the only change this update that would effect that i believe
what walls are you going through? can your teammates also walk through?
I recall lethal expansion conflicting with other mods that affect map size which lead to people walking through walls on other people's screens
Lethal expansion is the god of conflicts hahahaha
It kinda just replaces everything without regard so yeah it just breaks everything
If I could chuck it out the window and keep my scrap mods you best believe I would 🤣
Two ways
Firstly I believe the 'all' setting should enable them based on my understanding of lethallib
However, if that doesn't work/you want specific maps, you'll need to find the level identifiers for the modded moons and specify those in a comma split string
ty
Similar to the example in the configuration for vanilla moons, but with the modded moons level names
Also if you run into any issues let me know, though I expect there will be many
Turrets shot me and my friends through a wall.
Entered main enterance on March
what's the config named? for some reason i cant find it
launch the game for it to generate
do you think i haven't?
In the entrance room?
Also what config settings are you on? The map shouldn't even spawn on march
I have it set to all moons
Ahh makes sense
But yeah was it the spawn room wall?
Should just be scoopysvarietymod.cfg in bepinex/config
solid brick hallway. turret was in another room (don't know what room it was)
in the main entrance there was a small room on the left with a turret in it. parallel to that room was a long hallway and the turret shot us thru the adjoining wall while we walked thru
hope that helps
one of my friends is drawing a map lol
oh i see, i'm dumb, i forgot to update it from extension to variety mod
scoopy it would be really helpful if you had an override for map size in the cfg
scpbdungeon has this now because the multipliers are hard to control even in vanilla
damn thats a pain, but i will look into it
if you can identify the room the turret was in i can probably fix however
had the details a little wrong -- the door was at the other end of the hallway the turret was in but this def was the configuration
@nova lake
small amendment @nova lake for some reason the player who was on the ship insists he could not see this door on the monitor, but the two players in the facility say there definitely was a door here
either way this definitely was the configuration
the dungeon looks quite interesting with a high size multiplier
bro in a Geogussr moon
The lc sky box being that pic is still so funny to me lol
Two issues with the mod I've seen, the Weezer guitar making you unable to interact with anything/when killed can be heard by the living, and slight issue with the dungeon layout, main entrance inside had a turret behind a wall and killed everyone when entering, died before we could locateit
Made a copy of a log file to share a crash, how could I share it?
feel free to send here or dm it to me on discord
whats the best mods to use to test scrap spawn rate quickly like flying around the dungeon full bright idk
and what should i use to scrap multiply in the scoopy dungeon
thank you
can i pretty much do anything as of testing with that
if you know how to use it absolutely
but if you just want to freecam it can do that easily
if you can code you can hook and patch with it and everything
unfortunantely can not code, but i will try figuring it out i suppose
the freecam sounds like what you're looking for anyway
pretty much i think
I find it interesting that there's no tag on thunderstore or this discord for custom interiors
Hm with this new update, does that mean I can now have this be a potential option for say LE's Wateridge (or any other moons that would fit for this)
I'm thinking of memeing on my friends cause they wanted me to download the Mario 64 map for a moon, maybe I'll get this mod and put it in the ID list if possible to catch them off guard
you can enable it to spawn there, but i cant promise that there wont be compatibility issues
but you do have the option now, yes
Just to make sure, when you're referring to the internal names of custom moons, you mean by the names displayed here yes?
Matches up with the details when trying out secret labs moon with a SCP dungeon layout
Marking
Was going to do some wateridge dungeon testing... but for some reason with these settings I can get the dungeon to appear on rend, but not on wateridge (tried a few times). Could be me being a goober tho
Is that definitely the levelname for wateridge?
if possible try specifying the same level name with SCP and seeing if that works
if possible try it using 'all'
slight fire exit change and weezer guitar is now one handed
to hopefully make it so if it desyncs it doesnt just brick the player and they can still do shit
Where can I find the Mario 64 map?
Because it's not on thunderstore
I'll try that rn. With all my mods the scp interior on vanilla and modded moons works
https://thunderstore.io/c/lethal-company/p/Dafini/Dafis_Mega_Moon_Pack_Emporium/ part of this pack I think
it's called peaches_castle
BIg thanks❤️
Wait now you can just put in (for example)"OldSeaPort" and it will change the inside of any modded map?
as long as lethal expansion doesn't mess up
So as opposed to wateridge where the interior just doesn't seem to load; setting the dungeon interior to be on the secret labs map it freezes on the seed generating screen (I can still move but the "seed: 313542646" and darker screen thing stays up) and it doesn't load, here's what I think the log error was.
madness
ok lol 1 min
I've been trained by my copious minecraft modding to never do that is all
Alright the scp interior doesn't work on wateridge either, the name may just not be OldSeaPort despite that being what it's called in the console
yeah the name needs to be what the SelectableLevel asset is called in the mod
Is there a way to figure out what that is?
might be able to tell with either the source code, the decompile from thunderstore or asset exploring
there's some references in the log that it's "oldseaport" is it case sensitive in the config? Because I've been putting in OldSeaPort
may be case sensitive, i will fix that next patch, im kind of a dumbass
config now allows you to enable modded moons, but likely will still be buggy/unplayable due to compat issues with lethalexpansion
should be no compat issues with lethallib moons when those... exist
Compat issues are on expansions end right?
all good lol. I wonder also if that would be kinda funky also because clearly it loads the module with the capital letters, but then in the console it's all lowercase(?) ima try it with lowercase, then with the comma at the end
actually i am hesitant to fix the case sensitive thing, turns out im not as much of a dumbass as i thought. i am not sure whether moon names will be converted to lowercase themselves
nevermind looks like lethallib does convert to lowercase
so does case matter? lowercase with no comma doesn't load on wateridge tho
tryin wit da comma
alrighty so lowercase with and without comma still doesn't load for wateridge, big sad
do you have bepinex console logger enabled?
I don't think so
also i think i was wrong about case sensitive? looks like lethallib handles it
secret labs I do have as "Secret Labs" and it works
well, for the scp interior lol
enable the console.log (or similar) in config/bepinex if you can
yeah lethallib should handle it to make it case insensitive
my mod will print out a quick log as the game launches saying what levels its been registered on
which may be helpful
alrighty, which config setting is that exactly? lotta logging options here lol
oh, ye, lol
I could ctrl f something like "scoopy" to see if I can find what you're talking about?
not sure why it isnt registering then
at that point in the program ive given the names to lethallib to register
try loading in again see if an error pops up
otherwise id probably just write it off as another flavour of lethalexpansion incompatibility
might just be that it has some esoteric SelectableLevel name
that too
secret labs got stuck on the seed generation screen for some reason
I'm gonna try it with kast to see if it's just wateridge bein wack
also gonna double check to make sure the scp interior still works on secret labs lmao because I haven't actually tried it since updating lethal expansion
lethal expansion support for interiors seems to flipflop every update
alright the scp interior still works with secret labs, but the dungeon doesn't spawn on kast ("Kast" with no comma at the end)
also no workie with "Kast,"
hmm scp working with secret labs but mine not is concerning
AAAAAAA ok so I figured I'd try another map to rule out if it was the dungeon interior or if the map names were just wrong, and I can't get the scp interior to spawn on Kast........ so idk if all these names (except exclusively for secret labs which doesn't work with the dungeon) are just wack or whats going on
Alright... I can't get the scp interior to work on Orion either. I presume this is either some wack lethal expansion thing or the true names of these levels really are esoteric
Would've been nice if the moon mods creators just put the SelectableLevel name for their moon in the description lol
Have there been issues with barely any scrap spawning?
the scrap spawning issue is just a symptom of the large map size
because the map size is so large on large planets (i.e. paid planets, especailly titan) it seems like scrap spawns are scarse when the same amount of scrap is spawning but the map is just larger
im waiting on the next version of lethallib where i can adjust map size per level to change it rather than fix it myself only to switch to their method when it releases
if you wanna hotfix it you can slide into DunGen.Generate Prefix and change the dungen size multiplier
Yknow I actually just came to realize a possibility as to why the interior doesn't work on wateridge, it might've already been brought up but
Custom interiors don't work on march due to it having more than one fire exit right?
If so, then the case is the same for wateridge, as it has two fire exits
The dungeon will spawn on march it will just lock 2 out of the 3 fire exits
Yeah it says something like "The exit is blocked from the inside" iirc
Ohhh okay I see
Yup
Thought it didn't load at all mb
@thorny kelp more than likely it's just because when that map and many others where made new interiors where not on there mind
@nova lake Sorry, scrunkis. I ran out of tags in discord so moons/maps is the best you get
And the tools are still new and not perfect yet
not so worried about discord, more thunderstore tbh
moons maps is fine for discord imo
Right I suppose that makes sense
I know secret labs seem to work fine so hopefully the other mods manage to fix that soon
The thunderstore is open source and you can submit a PR with new tags for lethal company if you want :3
i did not know this
You would probably need a mod that can identify moons and interiors and let you config them
Kind of like a list of items
I don't think that would be necesarry since as I said secret labs works with the scp interior, they can identify each other perfectly fine despite being completely different mods made by different people
Each moon mod creator would probably just have to find out how to allow their moon to have their interior changed I guess
But I don't know jack about coding so eh 
the scp interior
works in solo
but not in multiplayer
only the host can enter it correctly if lethal expansion is installed
Awhhh man
Didn't know that
Was hoping to run it with my friends later
Hadn't gotten to that point yet
scp interior creator said if you use one of the older lethal expansion versions it might work
then someone else said that didnt even work
Tragic
also the fire exit thing will be fixed with the next version of lethallib courtesy of batby
so will be able to use the dungeon on march and will fix at least the fire exit problems with modded moons
Sweet 
I got 1 issue with the dungeon is the map get really big in more dangerous moons and the longer i stay in the dungeon the bigger it impact on my performance probally too many props around each room
question about this mod, how often are u able to get the dungeon on experimentation? is it still 50%? or is it 50% on the bigger maps like rend and titan?
Downloaded and installed it manually, and cant seem to get this mod to work, or im really unlucky and my RNG isnt good
Did you change some values in the config? I put "all" moons into the list and a value of 200 instead of 300 and I get it quite often
vanilla was the default value and I just left it as that, Ill try replacing it with all
yeah i mustve installed it wrong or its conflicting with something, im 0/6 on experimentation, at 300 value
how can i find the internal moon name of a moon ?
would this work
or will the all be a problem
If I understand how it works (no promises there), what you have is redundant, because the "all" should already be allowing it on any moon, even modded.
im unsure if all affects all moons
there should be a blacklist feature as well
so i can deny it spawning on secret labs
instead of having to manually set all
I'd be curious to know if you are able get the dungeon interior to spawn on kast or orion, as I was unable to do so
i can try it in a bit
Lmk too
Interesting, Kast's internal name is in fact: "Kast" so it should've worked
I haven't been able to get it to work on any, the only modded moon that I know that's gotten SOMETHING to work with a dungeon mod is Secret Labs
yeah secret lab work for me with scp foundation
but its a different mod
ok its not working for me on desertmoon either
i dont think it supports modded moons propperly yet @slow hemlock
Would be there a possibility for a custom moon just for this dungeon?
Like something medievally themed
Hmm I think it IS recognizing that oldseaport exists as a map but having trouble getting to place as the dungeon for this particular moon (I went in to test and it appears as the bunker layout)
That error did not appear when the map was a mansion layout
Did it appear as a bunker instead or properly in place as the dungeon?
If by bunker you mean facility layout iirc it was facility. But I've seen it multiple times and I've definitely gotten castle dungeon to load
I'd have to look at my logs to know exactly what happened but I recognize those error lines
I'm just trying to find anything I can to figure what might be causing the layout to not couple with a modded map
You're using lethal expansion it looks like
Lethal expansion conflicts with scoopys mod
I'm already well aware
More specifically LE (which all modded moons except Ooblterra uses) conflicts with LethalLib (which every modded dungeon uses)
Are you trying to fix the conflict?
It's just strange cause Secret Labs is able to get the SCP Dungeon working, and that very same conflict exists
I've heard people having issues of falling through floors and desync though in those cases
Cause the only solution that I can think of at this point is just to wait til LE and LethalLib are fully compatible with one another
You could make 2 mod profiles to play with one or the other
I wish custom moons didn't require Lethal Expansion.
I mean I do too considering that for my cases, it typically is the thing that conflicts with other mods
lethallib is getting custom moon support very soon
It's just dumb that Lethal expansion is a mod that adds things that you can't turn off, and it's also an SDK that is required to do things. The additions/changes should be separated into there own mod.
and according to batby conversion from LE to lethallib is apparently fairly smooth
that's good to hear
another downside to custom moons are you cant use modded scrap
afaik
i only get vanilla scrap so mods like needy cat etc dont work
or chillax scrap
that should be handled by lethallib as well, or at least be an option
thats good
Most modded scrap mods are handled by LethalLib to my knowledge
ive had my fair share of annoyance with LethalExpansion the dev is amazing dont get me wrong but he is including so much unneeded things instead of seperating mods
causing a bunch of compatibility issues
there are a few LE scrap mods like fumo company and probably a few others
chillax and cirno is Lib needycats too
||Here's to hoping the like, one map mod I use for my group (ie Kast) switches to Lib||
LE is neat especially for having a no code solution but yeah it just snaps any compatibility in half
Ye, I was just hoping when I saw the feature that I could add the moon IDs that it could work with some custom ones. A lil sad that I was putting my hope in too soon for it to work but is a nice step for the future when it does finally work smoothly
||I also wanted to spook my friends cause they were begging me yesterday to put in the Mario 64 map in and I wanted to sneak in Scoopy's dungeon for the sake of a meme. Plus hey, I think it'd be a cool way to first showcase mods that add in custom dungeon layouts||
dunno how scoopy does his but scp foundation does support just putting in any custom moon selectablelevel name
Scoopy's one follows similar conventions, listing these as options:
- "all" for all moons (including modded)
- "vanilla" for the 8* vanilla moons (not March presumably due to the 3 fire exits)
- "paid" for Rend/Dine/Titan
- "<vanilla name>Level" (e.g. RendLevel) for specified vanilla ones
- the internal name (e.g. oldseaport for LE's Wateridge) for specified modded ones
Oh uh
Putting all actually DOES have it change wateridge, so perhaps I'm tying the internal name wrong
ive tried correct internal names
its not that
i tried two provided by map creators
ive tried in multiple combinations
Orion is orion
and E Gypt is desertmoon
Anyone mind walking me through how to put this addon and its dependencies manually into the BEPINX folder properly? I've tried a couple different ways and cant seem to get it to work. Can do so in PMs if you like so we don't spam the channel. Never had an issue like this
any particular reason you don't want to use a mod manager?
Should be able to just throw everything extracted into the plugins folder
I have so many launchers and mod things, just sick of using them is all
I understand that. Do you use R2modman for anything already?
it supports a bunch of unity games, like Risk of Rain 2 and Valheim. so you might already have it.
if not, then yeah, what anon said.
I'm not at my pc atm, so i can't really see. But doesn't the addon come with a plugins folder and a patchers folder
Does the patcher folet contents go in the plugins folder? I stuck that stuff in the patcher folder i believe
here's what mine looks like. You can see the folder path at the top.
Not sure if this issue is known yet but non-host player fall into the void when entering the facility on modded moons when "all" is put in the config
SCP Dungeon one also has a similar issue
It's prob LE & LLib conflicting with one another
Yeah this just means my dungeon didn't spawn
My configuration is modelled after your implementation so should be basically the same for the molded moon stuff
I got wateridge to spawn scoopy's dungeon interior with the name "102 Wateridge"
Oh? So it looks like it needs the name that's listed in the catalogue then
Try some of the other ones like "13 Kast" then
If Lethal expansion makes the name of the selectable level just the catalogue name then yeah
is there a reason this works with lethal expansion installed, but the scp dungeon doesnt?
I think it's to do with how we handle fire exits slightly differently
At least for explaining the fire exit problem, any other issues this has but mine doesn't or vice versa I'm unaware of
we should handle them the same now after my latest patch, i switched to vanilla method
uhh badham might be doing some manual patching himself tho
Turrets shooting through cylinder here
so are you saying it also wont be compatible with lethal expansion
Offense has only 1 fire exit correct? I got the dungeon layout from this mod but when I tried to enter through the fire exit it told me it was blocked.
I might revert back to previous patch since I wasn't getting this error before.
Offense has 1 fire exit yes
Curiously I just tried it with Kast and it has 2 Fire Exits and both of them worked fine for my case
But then when I tried for Experimentation, it didn't work 🤔
Maybe the fire exit patching for vanilla moons is bugging out
I can confirm on offense with 1 fire exit it was giving me the blocked error when I tried to use fire exit
Apparently Violet had similar results with Experimentation's 1 fire exit as well but no issues on a modded moon with 2 fire exits
The issue seems to be related to the vanilla planets
The only other time I had this exact issue was using the scp dungeon mod but I no longer use that one.
that generally means the fire exit didnt spawn
which is odd
ill try recreate
modlist would be a big help
did you have lethalexpansion installed?
also if it happens again try get logs that would also be a huge help
I have LE core. I'm testing right now with it removed to see if it continues I know LE can be a nuisance already I'm just hoping it's not the case since I'd been running it prior with no problems
does the fire exit consistently not work?
testing rn will update soon
Okay I have some results
So with LE, the first visit to both experimentation and offense had no issues both spawning the fire exit and allowing entry from the outside. However within the same session all subsequent visits and attempts to use the fire exit generated the door is blocked error.
This occured regardless of whether it was Exp. fire exit or Off. fire exit
So Im assuming we cant play multiplayer on this interior anymore (with lethal expansion installed)
any issues without LE?
lethal expansion was never supported, always had some form of compatibility issues
I had 0 issues with it before tho
if prior versions of the mod were working with lethal expansion then id recommend just rolling back to an older version
👍
nothing i changed in my last update should affect lethal expansion whatsoever, i have no idea what would have really
but the gameplay experience hasnt changed significantly so downdating is probably your best bet
until we get lethallib custom moons
Well I saw a bug report with the same issue the scp interior has with le installed
so looks like I will have to downgrade
this is the report btw
ty
Yep identical thing happens with scp
Yeah thats been happening for a while (if not always) on this mod and the SCPDungeon
Yeah without LE it doesn't happen so I'm just gonna remove this for now. I'd never even touch LE if my scrap mods didn't need it
I'm guessing lethal expansion messes with the prop spawning in dungeon flows for some reason, hence why it's breaking now you switched to that
yeah that sounds about right to me
I need more scrap mods to work off of LethalLib instead of LE
I get tired of finding the same cookie cutter trays you know?
i honestly pretty much gave up on scrap development cause there were so many scrap mods
maybe i should get back into it if theyre all LE and incompatible with my mod anyway
There's like a handful of scrap mods that don't require LE with the VAST majority having it as a dependency
I think we'd see a lot less people using LE if it wasn't baked into to so many modded scrap and moons requirements
Sure gimme a second
They don't have any functions just cute sounds really
I'm pretty sure I saw someone comparing how many scrap mods are using LethalLib vs LE and there were more on the LethalLib side
a shame they use LE then, could definitely do the same with lethallib
but as far as my knowledge of LE goes it makes it very easy so that makes sense i guess
Lethal expansion is definitely geared more towards generic scrap
I mean yes there are a ton of mods that add 1 or 2 items with lethal lib but the vast majority that add a whole pack full of items are LE dependent
I don't wanna have to download 20 mods to add 1 or 2 scrap a piece
Afaik there's no scrap mods that add unique scrap (i.e. have special functionality) in LE
ill add a bunch of scrap to my mod at some point
some of the lethalthings stuff is pretty unique
isnt there like one that catches on fire or something
never played it only read the code lol
i don't think you can with LE
i could be mistaken
Maxwell blows up around 10% of the time xD
Btw, remember the issue with the guitar not syncing? Now there is something wrong with my gift boxes and sometimes if you try to open them it doesnt and gets stuck in your hands. I know its caused by some mod that got updated today but since 15 more mods got updated (including this one) good luck to me trying to find the cause
Anyone else got that bug?
Since it's a castle dungeon theme, some medeival weapons would be pretty cool. The Fire Axe is great, but you could also add some weapons that fit the aesthetic of the dungeon
Imagine adding in a wooden shield that can block up to 50 HP worth of damage for yourself and anyone behind you
https://thunderstore.io/c/lethal-company/p/CHILLAX/ChillaxSCRAPS/ this is my favorite it actually does things lethal things has also interesting scrap stuff
one cool thing from this is a working death note f.example
yeah most of the scrap mods ive used relies on lethal lib
its more moons that relies on LE
I mean PintoBoy adds in a handheld minigame and only uses HookGenPatcher+LethalLib
https://thunderstore.io/c/lethal-company/p/Pinta/PintoBoy/
Hence "in LE", there's plenty of unique scrap mods for llib
All g, and yeah afaik LE just doesn't have anything like llib
Pretty much all just generic scrap
hopefully once lethallib moon support is complete people port some over fairly quickly
Well if anyone finds a way to port the minecraft scrap into LethalLib I'll throw LE in the dump. 😞
I tried the chillaxscrap mod but I found the items just felt out of place for me. Maybe it's a personal preference but I didn't like them much.
You can disable any scrap you want in the mod and lower the weight spawn odds just put 0 weight for once you dont like and personally i wouldnt say minecraft scrap fits either didnt they even have a minecraft bee entity as a scrap
Well I'm more than versed in messing with the configs. The real problem was that I didn't particularly like any any of the items at all so I don't see a point in adding it just to disable all of them lol. I do agree the minecraft ones don't exactly fit per say but they were nicely made and didn't feel like a bunch of random memes slapped together I guess.
When I play games I prefer less stuff in said game to remind me of irl memes and current events I suppose.
It's not a big deal I'll simply do without 👍
I've also disabled this mod since I kept running into a lot of desync issues when playing with friends. Shame since some of them were funny but it seemed to mess with my game a lot
I'm also waiting for the LE moons to be ported over to LethalLib since LE is just too volatile and bloated with features
That's likely cause they perform functions outside of being scrap as well. More code is running so to speak. Personally I don't see the point in having scrap do too much crazy stuff when I'm just gonna wind up selling it to ole Jeb at the end of quota. 😅
Its personal preference at the end of the day, I can see both sides
I like chillax personally because its fun being able to troll friends and whatnot w it and all of us having a laugh
(it can also kill entities if you know how to maneuver around it)
but yknow, simultaneously i see why some peeps wouldn't fuck w it
in reference to the death note as being the same example for me, to clarify
so me and my group all have scoopys downloaded and we landed on titan. We were experiencing a desync issue with the normal dungeon where me and my friend Rowan were walking through walls for my friend Tyler. And vice versa for other pov. Is this probbaly lethal expansion and scoops conflicting even though the dungeon was not the scoops dungeon?
ugh
considering scoops doesnt run through lethal expansion anymore
yeah the update they dropped yesterday stops it from running through expansion now
cause LE is super bloated and honestly
kind of a bleh SDK mod
imo
It did before yeah
until recently
but now it runs through LethalLib/HookGenPatcher
and LL/HGP conflict with LE hard
so technically if I wanted both, I could downgrade scoopy
I mean, I guess, but honestly i can only see issues for stuff if you try running both
ik my group ran into a LOT of difficulties when we ran both cause we were testing out Orion/Aquatis
LL/HGP is just superior imho, and a lot of mods are transferring their stuff over to it
from what I can gather
Yeah for sure. Just my team never had desync issues up until today
And we love Orion and other LE maps
For sure, I can understand that
I think the planet mods are pretty cool but i like the dungeon mods a bit more since it changes the interior
They actually get mad when we get scoopys dungeon cuz they feel it’s hard to find scrap
Hmmmm, honestly it feels the same like any other interior imo, cause the same can happen on mansion and factory
it just depends on the rng
The dungeon mods are actually kinda cool because they ACTUALLY INTEGRATE SCRAP MODS
which god i love, its epic being able to find the scrap mods
that I add for my guys
Yes very cool
vs Orion and Aquatis i couldn't find anything added to my mod list other than like, the mimic mod and stuff
it just generated the normal game scrap
You know, I wonder if coomfy dungeon is causing the desync and not LE and scoopy
Hmmmmmmmmmmm, its a possibility
I’ve had problems with coomfy in the past
Do you usually play in a super big group for it
what kinda desync
Walking through walls for teammates
Entering dungeon and just falling in void
Even tho it’s not scoopy dungeon it’s the normal one
I see
I usually play with around like 5-8 and feel like sometimes the facility is huge but huh
this mod is kinda cool.
Although considering what im seeing i probably am not gonna add it, as uh
performance issues in my group occur and i can forsee that LOL
thats just me yapping though.

How much damage does the axe really do?
Damage testing on my friend was not a wise idea
no, it always ran on lethallib
my mod has never run on lethalexpansion
ensure everyone has identical configs, otherwises likely lethal expansion conflict
Not sure where to throw this - both with Scoopy's mod and with SCP Dungeon Interior mod, neither of them generate a config file? Iiuc these should allow me to set which moons these interiors can spawn in, so i'm not sure if i'm doing something wrong here or if it works in a different way than i understand
the config right now is a bit misleading for modded moons recommend fixing this
tell them they have to add the names from the terminal manually all does not work
i tried, didn't work though
Hmm
Usually config files load after opening the game and a save once
Just gotta reopen r2
That's weird tho
I haven't had this issue yet so I can't help much more past that
try landing the ship
then close game
some configs dont update until you load a level
What I thought lol
Okay
Huh. I thought it did, my bad
Maybe im confusing it for another one and just had it mixed up
Regarding modded levels, most of the ones being made rn are moons which all modded ones (except Ooblterra) all use LE
There's 3 dungeon generations currently available, and more to come, and all seem to run on LethalLib
Yee, a majority of the moons do get ran through LE
i think I just got something mixed up in my thinking when i was going through it
(It was also pretty late and brain big tired)
SCP, scoopy, and what else?
Ooblterra, technically not fully released but is available to test out thru getting it on Github
Ooblterra includes both a moon with its own unique dungeon generation
the bugs only happen on maps with multiple fire exits
i think
where you fall through the levels
Hadal labs just got started too, so soon we'll have a water-themed one
@slow hemlock save us
What maps have multiple fire exits
March
Uh
Just march
Yea
March has 3, every other has 1 or less
(I was talkin abt vanilla but yea)
March does, thats why its hard coded to not show up
Yeah March is the only vanilla one with multiple for some reason
where people fall through because of multiple fire exit
Its also got a huge dungeon gen multiplier and its really funny
Wack
Yeah I'm aware, it's the 2nd biggest dungeon map in the vanilla game
First of course being Titan
Scplabs on march is hell bc its so big and its got realitively little stuff compared to titan
so uh I got shot through a stairwell pillar
Me too
Yeah! Me too lol
Hello! Don't know if this has been reported before, but playing it on multiplayer my friend consistently falls through the map after going inside, and endlessly falls into the void.
OH is this why?
there might be other things causing it but mainly this yes
interesting, any news on fixing it?
I’m in the same boat
IamBatby is working on something to fix this issue yes
yeah since the new update its happening to us too
New LE update or the new scoopy update
its a LE thing
always is
gotta downgrade LE then
i kid, but theres a version of LE that works better with scoopy's. idk which one (because i wont touch that mod with a 10 foot pole anymore) but its fairly recent, in terms of each update to LE.
yee
LethalExpansion 1.3.8 should work with custom interiors but only on vanilla moons and the fire exits can be wacky after visiting the moon for the first time
So you can have modded interiors on vanilla moons and vanilla interiors on modded moons and its mostly playable but not both things at the same time afaik
Are any modded moons made that do work with modded interiors?
Or made with lethal lib
Not yet. LethalLib will support custom moons but it's not out yet I think
Damn
Hopefully lethal expansion at some point fixes their stuff
Cause it's hard to balance modded moons and the modded interiors
but it didn’t work 😭
havent tested it in multiplayer yet so idk
you might have a different issue
i dont see why it wouldnt work
Either I need to delete my scoopy config and let it redownload
Or downgrade LE
or downgrade scoopy
Or get rid of coomfy
Ah yes, I LOVE it when turrets can see through WALLS
You panicked and went into the room with the turret 😅
lmao
how the hell did I not notice that before
i dont believe he did
they can literally see and shoot through walls
He walks beside the coffin in the room, the turret's in the opposite corner
he very much did, just looking at the coffin confirms it
Yeah they absolutely do don't get me wrong, it's a massive problem right now but that clip isn't what we're facing, the other clip is though
yo whatup
so imma be honest I am a config goblin and love configuration files
Its pretty nice you can change the rarity of the dungeon and what planets it applies but it would be nicer if the config allowed for specific chances per planet so I can have it be a 50% chance on titan, 25% on rend, 10% on offense etc and it would be even better if you could balance the chances of dungeon, library, and factory by moon 
In terms of Turrets, what you see isn’t what you get. Most vanilla (and scoopys) rooms have manual colliders that they are likely using. We can look into changing vanilla to make them more consistent in the future
Your gonna fucking love my new stuff then
yeah my first clip definitly shows me getting shot through a stone pillar. that second clip was uh not me at my smartest lmao
soons
your mods?
Finally getting rid of mod-breaker 2000 (also known as lethal expansion) 😍
this will be nice for everyone looking to tweak dungeon size
eg. if the level dungeon size is bigger than the max you set, you can scale it between the level dungeon size value and the max dungeon size value based on a 0-1 value
Hey guys
I have no clue what this means but I keep getting this error, and I'm not seeing dungeons either
ive been trying to find the dungeons in worlds for about an hour now and had no luck.
(i havent gone to march)
Why does the interaction hand look so scuffed in this mod? 😅
wait yeah what I just noticed that
this isnt a sdk level creator though right ?
no, why
so people still need to make levels in LE ?
no
if they dont know how to do all the hard stuff with lib
if you want to tweak your settings in editor you just need to put the dll in unity so you can make the 1 or 2 scriptableobjects
thats it
Yes.
ooo
does anyone know if its posible to make LethalThings work in LethalExpansion levels ?
i cant seem to figure it out i even tried remaking modpack with just those mods to see if anything else was breaking it but some people are able to do it ?
LethalThings only spawn in interiors. I'm not aware of LE interior mods.
LE is for modded moons outside exteriors
what is Le in this case
LethalExpansion
Yes, exactly.
what is supposed to be different?
everything works in vanilla moons but i cant get lethalthings to work on any LE planet
f.example scrap from LethalThings should be able to spawn
boomba mob
teleporter traps
yeah that works for me on the dungeon interior no issue
on a modded moon ?
i dont mean in scoopy variety mod
i just mean on a modded moon
no I'm not using any modded moons
Maybe something to do with moons having custom chances for enemies.
i want it to work on modded moons spefically
Why are you asking in the channel for scoopy variety then?
since people here prob ran into the same issue and might know
the dev said he has seen the opposite where it does work
im trying to figure out how to do that
are these stuff meant to be in dungeons on custom moons or like the moon itself
You didn't mention custom moons back then.
just inside dungeons
LE = LE
you use LE for custom moons
i edited the text to say LethalExpansion instead of just LE
but what else would i use LethalExpansion for other than modded levels
maxwell scrap for example only spawn in vanilla moons, boomba inside enemy roomba thingy never spawns on modded moons, teleporter traps dont spawn inside modded levels
@slow hemlock is what i mean to be exact
its not to do with any interior mods
but some people are able to use LethalThings with LethalExpansion but working somehow
maybe i have to downgrade the version or something
yeahh
Turret shooting through pillar should be fixed now, if you have seen turrets shoot through other walls I'd love to hear from you
getting that to work can be a little finnicky
I'll patch soon
it wont be on release but scrap will prob have the same kinda tag thing i have for Dungeon <=> Moon stuff so scrap devs can dynamically inject their scrap into whatevs content
Might also chuck in batbys fire exit patch so we can see how that works with march and modded moons
Alr lol
does anyone have any other places turrets have shot through other than the spiral staircase column?
nope
Haven't had it happen anywhere else so far
Was there an SDK you used or made while developing this dungeon? It's awesome :o
or any tutorials that may point me in the direction of making something like this?
i made models in blender, imported to unity and assembled in unity editor
and the actual code is written using c# and .net framework in visual studio, but thats basically just interfacing with lethallib
so if you can create 3d models, learn some basic unity (i had never used a game engine before this project) and have a basic understanding of programming you could make something similar
i didnt follow any specfic tutorials just googled or chatgptd stuff when i ran into a wall
http://www.aegongames.com/blog/wp-content/uploads/DunGen_Readme.pdf also this is helpful for understanding how dungen works
This goes hard
awesome
got some devious dunGen plans
if you get it, you get it
ohhh thats a fucking great idea, why didnt i think of that
wanna work togeether? 👀
except for custom stairs
unless to increeaseee the mazee-like layout, this will bee the only way to go up a floor lmao
lol
my e keey is glitching and im gonna ignore it idc
lets dm about it to not spam this chat, but id definitely be keen to help out
the same room, one has a ramp xd
looks like desync issue caused by configs/lethalexpansion
since one sees vanilla interior and one sees mine
exactly what it is
the host can enter the level and play it fine
but the 2nd player is in the original level
causing him to just falling in a infinite loop
into the teleport trigger that sends you to main enterance
I've had this before. In my case it was caused by non matching configs
this will happen to anyone using LethalExpansion and Scoopy variety mod combined this is on the modded moon Aquatis on a lan server running 2 clients
yeah you shouldnt its not going to work
People are falling into the world
Someone in my session just fell through
idk where he fell buts hes bouncing under the map
0 death floor
front entrance
you cant use the mod on custom moons
it somehow spawned on march
We had it on a free moon
Is there a way to imcrease brightness, i cant even enjoy the map, even with a flashlight when everything is pitch black. Cant appreciate, the details that went into it,as,well
Yeah, on the setting of the game
wdym
oh u mean in game
yea but that would also increase the facilities brightness to then
Or it would be nice if there was a setting to spawn more torches on map
holy mother of goated
?
youre making the flood facility a dungeon, yes?
sepeerating the rooms
I have set the Fire Axe to 300 and still have not seen it once through 7 moon landings
is this just bad luck?
another 5 moon landings without the fire axe. I left the guitar at 5, and I have actually found it twice.
ran into an invisible wall here. I walked around it. It think it was another one of the square pillars that spawns in that room, but was just invisible. for some reason.
only spawns on paid moons
Still reading messages from last night but the stone archways leading into rooms, I've snuck to the side of them to block LoS and still got gunned down
so err, what moons does this spawn on? or is it universal and just a low chance
i've tried a paid moon but i havent seen the dungeons ye t
is there a way to know before hand if it is going to be scoopy dungeon
so I can bring a flashlight
no
Maybe in the console but with the amount of spam it happens I have never checked thoroughly
Another way I can imagine would be using mods to send radar boosters on the inverse teleporter as probes (i love to do that)
oh ok
@nova lake why this Extension comes so often ? can i make it to 5% spawnrate or more or less ? If this works how ?
is it possilbe to make it with the explorer
i dont have the manager
You should get it
r2modman
what is with the thunderstore manager
same thing, but with ads and works through overwolf
ok
r2modman has ads?
no
how do you do this
in ur mod manager go to the config editor
then find this mod
i dont have mod manager
Configs are in Lethal Company/bepinex/config
how do i do this
If you're not using a manager
I think you can get lethalconfig to edit configs from in game
not sure how to open a .cfg
notepad
Yeah but then u gotta restart after editing
When using that mod
you have to do that with a mod manager anyways
if ur running the game already that is
how i can make the spawnrate more or less in thunderstore mod manager
does this mod have the apperatus?
no
that specific menu is part of the config editor in the r2modman mod manager
is it not possilbe to do it at the thunderstrom manager
it is
go to the config editor
this one
Does this mod conflict with any knowing mods?
lethal expansion
Damn
there is nothing
start your game and load a save (with the mod installed in the mod manager)
then check again
how many rooms are there in the dungeon compared to the library and factory, anybody kept track?
thanks
you will have to restart your game for any config changes to take effect
ok
Would this be 10%?
or is it like a pool of chance and the higher the number the more chances it has in the pool
Do you guys know if thisll work with the backrooms mod? Ill prob get to testing it myself but I just want to check if anyones used it
I actually was just on a planet with the dungeon and went to the backrooms for testing, it didn't seem off
Alr alr cool!
should test if it works in the building too
How does one do this
Sending the radar boosters? You can send them and retrieve them with
https://thunderstore.io/c/lethal-company/p/MrHydralisk/EnhancedRadarBooster/
And you can remove the initial cooldown of the inverse teleporter with
https://thunderstore.io/c/lethal-company/p/PortableNavi/BetterInverseTeleporter/
Btw, I checked the console and you can indeed see when the castle interior spawned by reading it on the log
thank you
Backrooms is definitely compatible :)
Well I mean… I’ve played with them both for a while and never seen issues
a while back I heard there was some weird incompats between this and lethalexpansion
anybody know if this is fixed?
The incompatibilities aren’t really with LethalExpansion, the dungeon just can’t spawn on moons that don’t give it enough space IIRC so as long as you configure it to vanilla moons instead of All it’ll work perfectly
If you don’t do that it’s hit or miss whether it’ll work on a given moon, sometimes it generates perfectly, but on most modded moons usually the host can do everything perfectly but everyone else falls through the ground to their death after entering
@floral bloom
I was told it caused some desync and other issues
At least in my experience, the only desync we’ve had is the situation I described
On the non host player’s screens it’ll show them a random dungeon layout from vanilla with no meshes
so they just fall through the ground but it’s only on the actual modded moons
And I’ve been playing with both since this one became public
yeah that sounds like an LE issue ngl
It works on some LE moons 🤷♀️ where does the dungeon actually spawn in relation to a moon? Is it its own environment or is it somewhere different in the same world as the moon
Because it’s weirdly a moon by moon issue, if it happens once on a moon it always will but even in a single pack it’ll work on some and break on others
if i have the Variety mod why i the mod Mimic dont work at the normal dungon ?
somewhere on the moon but the issue is not that its wrong it's that its inconsistent between host and client
Huh. I hope someone smarter than me can eventually get to the bottom of it but until then I’ll just keep this one configured to vanilla and when it can be done moon by moon just test it
I’ll provide a list of incompatible modded moons here as well
well its gonna be everything but oob becuase its an LE issue
I promise it’s not though, I have successfully played this on several moons from Daffy’s Emporium. Whatever causes it is moon by moon I am 99% sure. I’ve played like 40 hours with both mods and we almost never go to the vanilla moons anymore
I can't think of anything moons would be doing to create dungeon de-sync like that
But anyway, for right now, I think you’re good to download it if you just set the configuration to exclude modded ones, definitely not worth missing out on this dungeon type just bc it can’t spawn everywhere, it’s super well made
Not sure if posted already as it seems you can't search in threads(?) but Brackens can't open doors
@nova lake Hate to ping but I think i'm the only person to raise this, the lockpicker positioning on doors is weird, and it resulted in my poor lockpicker being lost to the void :(
i think youre one of the maybe dozen people that use the lockpicker lol
but yeah that's bizarre
Yeah fortunately i've been playing with a couple mods that really make it an interesting item, Mikestweaks i've made it weigh 4lbs, and lockpicker enhanced brings the time down to 10s AND you can lock doors with it, meaning it's a viable way of locking up creatures to eat into the level's power cap or counter Jesters/Coilheads by locking them in dead ends
wow lockpicker but an item you would actually want to buy???
what mods did you use to do this?
man if only they mentioned the names of the mods somewhere in their message
Yeah it was Mikestweaks and EnhancedLockpicker, bit of fiddling needed with configs using Mikestweaks though, thankfully there's options to completely ignore a lot of what the mod adds

not an issue sorta but can you make the doors less collidy while being opened? I feel like the vanilla ones either don't have collision while swinging or its smaller, the doors in the dungeon just send me flying
i think vanilla doors are just really thin
maybe, I can open them into me while against them and I barely get moved
anyone else feel the dungeon has less scrap then a facility on the same planet? It looks to only be about 4/7 of the amount but it could just be me
The range of scrap spawned can vary quite significantly; check the wiki and if the scrap count is outside the specified bounds then there might be a problem, otherwise it might just be luck
Moons are celestial bodies that employees can land on to explore and collect scrap. Some moons are more dangerous and have more overall loot values than others.
Moons can also be affected by weather such as storms or eclipses.
so I was just unluckly to only get 205 on experimentation?
the minimum scrap that can spawn on Exp is 8, so it's possible
with 8 scrap valued 205 total each item roughly equates to 25 value each, which checks out
Jester go through locked doors with death mode
sorry first time asking here
is masked bug in this map ?
i lure masked in
but can't really see he able to get out
I really love this dungeon but its performance impact is huge. Maybe in the future you could add an option to configure the textures quality or something like that. Or you see what you can do to improve performance in any other way. Me and my friends all have fps issues in there.
literally mentioned on the issue tracker of LE https://github.com/HolographicWings/LethalExpansion/issues/60
👍
What are our thoughts on LethalLevlLoader? It's based on LethalLib and seems to want to make custom moons and dungeons compatible
Seems like it could help this mod though unsur
That mod is actually our saviour, modders have been waiting for it since LE breaks a lot of shit. Its inital commit was yesterday so its pretty fresh on the market
yeah I'm looking forward to the migration of custom moons away from LE. LE was a fantastic proof of concept but the feature list there is getting too long
I do worry about certain moons being dependent on the content from LE's SDK though
My friend sees the normal map when I see the dungeon.
and he falls through the map
my first time using the mod and on the modded moon wateridge
but ive seen it work with others before
am I missing a mod or somnethin>?
no LE and custom dungeon interiors are just wildly inconsistent with their compatibility until LE fixes itself
For now it's basically agreed that the two don't play nice with each other in multiplayer
good to know
so basically cant use this if I want to use custom moons that require expansion until its fixed?
if you're in solo play maaaaaaaybe they could work together? multiplayer is asking for trouble since LE loads dungeon gen client side which causes everyone's dungeon to be different and makes everyone but host fall through the floor
could lethal level loader fix anything or no?
it just came out three hours ago so no clue yet, we'd need to wait for scoopy and other level/ dungeon creators to tell us
LLL is made to be the answer to Lethal lib custom moon support
it wont fix LE compatibility, but any moons added via LLL should be compatible (is the goal, fairly untested atm)
i am in the process of switching to LLL right now, also comes with some fun benefits like fixing multiple fire exits and more customisable generation
I'll be moving SCP over to it after finishing 914, and from what I've seen is much less error prone than le
awesome. genuinely looking forward to it!
i also believe some moon creators are switching over so
dungeon gen is one thing, but how hard would it be to port over LE custom moons to LLL you think?
does it still work on vanilla moons?
since LE moons might use custom assets
or does le still break it
As of current release pretty annoying, But that is because LLL is a lot less / if at all handholdy on how the content in the level is setup
This will improve drasticly after the tutorial level and documentation are out the door
LE has always caused so many issues :c
understandable. Appreciate the work you're doing though seriously I can't imagine how hard it is to migrate over existing content to a new system like this
It's not that bad in all honesty, Once you know what your doing
The issue is that as of right now that includes just me
the biggest hurdle of switching from LE to LLib or LLL is coding knowledge, from what i've heard
For now 🤠
Just having LE present breaks stuff, since it heavily changes how moons are loaded which is incompatible with custom dungeons
LE does way too much for being essentially an SDK yeah
causes most mods to trip over a lot of its features or just cause errors up the butthole
is this still the case for LEC cuz i use it for some custom scrap items
I think the LECore Dev was trying to improve compatibility, haven't done any testing myself so YMMV
was messing around with it tonight a little bit, on vanilla moons i was able to enter fire exits everytime (again in my very very limited testing) whereas before i would consistently get the error that the exit was blocked. haven't tested on modded moons yet as im gonna wait for some friends to see if they still fall through the map when a custom interior loads.
This is a cool mod, however I find that the amount of loot and enemies are little for the size of the rooms? Is there any way to change this in config?
will be able to change map size multiplier in config soon which should address this
The map is cool, but has three problems. Not enough enemies and scrap. And enemies like the thumper getting stuck in coffins. Frame drops also occur while looking in certain areas and directions. Will these issues be ironed out in future updates?
Hi guys is it normal that masked enemy unable to exit the scoopys dungeon?
normal? maybe. Intended? no
this is a problem given that you mentioned the dungeon can become too big on titan
i put it only on unpaid moons to avoid the gen being too big.
😐
I dont think fireaxes need to spawn in the castle dungeon
they just need to be in a paid moon
this is referring to fire axes
they can spawn on any interior
ahhh
Is it possible to have a version that only adds guitar and axe?
well you can use this mod for the time being and just not set the interior to any maps
so the dungeon wont spawn
set dungeon rarity to 0
So is it basically don’t run LE + custom dungeons together even if you see it so the dungeons can’t spawn on the moons
Issue: spray paint doesnt work on doors, walls or floor. Are you planning on fixing this?
How much stronger is the axe than the shovel? 2x? 3x? It feels like 3x
can you one shot hoarding bugs with it?
they take 3 hits so if you an one shot them then its 3x
I think it one shots hoarding bugs at the very least
So yeah it's at least 3x damage
one of my friends claims it one shot the bracken but I am pretty sure my other friend hit it at the same time with a shovel
The shovel deals 1 damage. The fireaxe deals 4 damage, so it's x4
why isn't the axe listed?
holy shit, hell yeah
lmao so that means it sends a Nutcracker straight into hyper mode
Least it's possible to hit it twice in a rotation before it becomes difficult to handle
in that case then masked can be one shot
@nova lake This is horrible please fix 🥺
I need my little weezer bug army
Imagine
Bugs with a bunch of different musical instrument scrap and one holding a boombox playing music
yeah it can happen I just had like 30 run around with rubber chickens and it sounded awful
It can only happen with mods.
yes symbiosis
Or HoarderBugUseItems.
it looks like that mod isn't mod compatable
they seem to manually code for each item, symbiosis just allows items being held by a hoarding bug to randomly use the lmb function
Dude I'd love to just wonder what it'd sound like with a hoarding bug holding a walkie
Prob just the usual chitter sound, but if that does get replaced too with mods I'd love just out of nowhere on the walkie you hear a "YIPPEE"
Does this mod work with version 47
When importing UAS DunGen into unity I cleared out the stub scripts from the unity template project and am left with these anyone know what they're referring to?
Looks like you left the decompiled tile script in?
yeah looks like duplicate scripts
likely will not be until lethallib/lethallevelloader update
I mean
only see one
@nova lake
they said likely not until two other mods are updated
A LethalLevelLoader Update would also require a Scoopy update 😄
wat
(so it uses my stuff)
we have officially become codependent
ruh roh
ill test it now, I didn't realize it updated until I found the new hallway
I have like 50 mods installed atm
well i just loaded into a dungeon


