#Scoopys Variety Mod (formerly LethalExtension)

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rustic pendant
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?

olive lynx
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I didnt find any issue with it

fleet linden
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maybe backrooms

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try disable that

crisp hatch
fleet linden
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does the console say the mod is running

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as in scoopy variety mod

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it opens when you launch the game

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this thing

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the red text is error

silver stirrup
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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

fleet linden
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maybe the teleporter mod you have is breaking it

languid nexus
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this mod is really cool, but yeah, turrets and nutcrackers shooting through walls/doors is a no-go until it get's fixed.

nova lake
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Turrets shooting through walls is fixed

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And config changed for custom moons and multiple moons to be specified

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Will be pushing the patch today

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Chance of dungeon spawning is taken as its fraction of overall rarity values

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Most moons have their "main" map as rarity 300, with the other map a low rarity (around 2 I believe)

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So by setting the rarity to 300 you set the spawn rate to be 300 / 602ish which is ~50%

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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

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That's pretty odd then

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So it wasn't spawning at all?

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Very weird

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Does it work with no other mods?

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Yep sweet

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In that modlist lc_api and lethalsdk are the only things that jump out as might alter the spawnratebof dungeons

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Lethalexpansion compatibility is iffy, at this stage I'd say no because it causes issues

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I think it depends on the version of lethalexpansion, I haven't tested myself

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But other people have reported problems

hasty wyvern
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Just run lethal expansion core

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I've not run into any noticeable issues thus far, will update if that changes.

timber basin
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Rule of thumb right now is lethal expansion doesn't play nice with interior mods

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Even the core can have issues

nova lake
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one new tile, improved config moon settings (you can now enable custom moons, or provide lists of moons), fixed turrets shooting through shit

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if turrets still shoot you through an object pls let me know

nova lake
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if you edited your config you'll likely need to update it as the settings have changed

sick relic
nova lake
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10-20mins

olive lynx
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I love the new broken bridge room, that's exactly what I was missing from this interior, some nice environment dangers 😄

rustic pendant
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soooooooo im going through walls

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and my teammates see me going through

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is this lethal expansions fault

olive lynx
rustic pendant
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this hasnt happened before and it was always fine until we just updated

olive lynx
rustic pendant
nova lake
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yep try resetting configs, but lethalexpansion is also a pretty common cause of similar desync issues

rustic pendant
nova lake
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likely due to the config changes then

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pretty much the only change this update that would effect that i believe

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what walls are you going through? can your teammates also walk through?

hasty wyvern
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I recall lethal expansion conflicting with other mods that affect map size which lead to people walking through walls on other people's screens

nova lake
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Lethal expansion is the god of conflicts hahahaha

timber basin
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It kinda just replaces everything without regard so yeah it just breaks everything

hasty wyvern
bitter field
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How do I enable the Variety mod to work with custom maps?

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or is it enately enabled

nova lake
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Two ways

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Firstly I believe the 'all' setting should enable them based on my understanding of lethallib

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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

bitter field
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ty

nova lake
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Similar to the example in the configuration for vanilla moons, but with the modded moons level names

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Also if you run into any issues let me know, though I expect there will be many

eager peak
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Entered main enterance on March

rustic shuttle
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what's the config named? for some reason i cant find it

eager peak
rustic shuttle
nova lake
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Also what config settings are you on? The map shouldn't even spawn on march

eager peak
nova lake
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But yeah was it the spawn room wall?

nova lake
eager peak
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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

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hope that helps

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one of my friends is drawing a map lol

rustic shuttle
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oh i see, i'm dumb, i forgot to update it from extension to variety mod

static girder
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scoopy it would be really helpful if you had an override for map size in the cfg

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scpbdungeon has this now because the multipliers are hard to control even in vanilla

nova lake
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if you can identify the room the turret was in i can probably fix however

eager peak
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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

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@nova lake

nova lake
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beautiful diagram

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genuinely very helpful

eager peak
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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

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either way this definitely was the configuration

rustic shuttle
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the dungeon looks quite interesting with a high size multiplier

slow hemlock
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bro in a Geogussr moon

nova lake
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The lc sky box being that pic is still so funny to me lol

shadow thorn
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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

uneven walrus
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Made a copy of a log file to share a crash, how could I share it?

nova lake
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feel free to send here or dm it to me on discord

rustic pendant
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whats the best mods to use to test scrap spawn rate quickly like flying around the dungeon full bright idk

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and what should i use to scrap multiply in the scoopy dungeon

nova lake
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unityexplorer

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and i dont know

rustic pendant
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can i pretty much do anything as of testing with that

nova lake
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if you know how to use it absolutely

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but if you just want to freecam it can do that easily

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if you can code you can hook and patch with it and everything

rustic pendant
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unfortunantely can not code, but i will try figuring it out i suppose

nova lake
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the freecam sounds like what you're looking for anyway

rustic pendant
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pretty much i think

uneven walrus
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I find it interesting that there's no tag on thunderstore or this discord for custom interiors

nova lake
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Yeah I wish there was one

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@fleet mural pls

strong gust
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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)

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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

nova lake
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you can enable it to spawn there, but i cant promise that there wont be compatibility issues

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but you do have the option now, yes

strong gust
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Just to make sure, when you're referring to the internal names of custom moons, you mean by the names displayed here yes?

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Matches up with the details when trying out secret labs moon with a SCP dungeon layout

nova lake
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That should be it yep

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If it works in SCP config it should work with mine

pine iron
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Marking

vagrant bison
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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

nova lake
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Is that definitely the levelname for wateridge?

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if possible try specifying the same level name with SCP and seeing if that works

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if possible try it using 'all'

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slight fire exit change and weezer guitar is now one handed

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to hopefully make it so if it desyncs it doesnt just brick the player and they can still do shit

random token
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Because it's not on thunderstore

vagrant bison
vagrant bison
opaque void
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it's called peaches_castle

random token
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BIg thanks❤️

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Wait now you can just put in (for example)"OldSeaPort" and it will change the inside of any modded map?

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as long as lethal expansion doesn't mess up

vagrant bison
nova lake
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hmmmm

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try putting a comma after the moon name

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in the config

vagrant bison
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madness

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ok lol 1 min

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I've been trained by my copious minecraft modding to never do that is all

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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

timber basin
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yeah the name needs to be what the SelectableLevel asset is called in the mod

vagrant bison
timber basin
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might be able to tell with either the source code, the decompile from thunderstore or asset exploring

vagrant bison
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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

barren schooner
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Does the all option include modded moons now?

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Or still just vanilla

nova lake
nova lake
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should be no compat issues with lethallib moons when those... exist

barren schooner
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Compat issues are on expansions end right?

vagrant bison
nova lake
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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

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nevermind looks like lethallib does convert to lowercase

vagrant bison
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so does case matter? lowercase with no comma doesn't load on wateridge tho

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tryin wit da comma

nova lake
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case does matter right now

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and it should always be all lowercase it looks like

vagrant bison
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alrighty so lowercase with and without comma still doesn't load for wateridge, big sad

nova lake
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do you have bepinex console logger enabled?

vagrant bison
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I don't think so

nova lake
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also i think i was wrong about case sensitive? looks like lethallib handles it

vagrant bison
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secret labs I do have as "Secret Labs" and it works

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well, for the scp interior lol

nova lake
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enable the console.log (or similar) in config/bepinex if you can

timber basin
nova lake
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my mod will print out a quick log as the game launches saying what levels its been registered on

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which may be helpful

vagrant bison
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alrighty, which config setting is that exactly? lotta logging options here lol

nova lake
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wait do you already have it enabled

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you were sending console logs before lol

vagrant bison
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oh, ye, lol

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I could ctrl f something like "scoopy" to see if I can find what you're talking about?

nova lake
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looks like this

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right as the game launches

vagrant bison
nova lake
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not sure why it isnt registering then

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at that point in the program ive given the names to lethallib to register

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try loading in again see if an error pops up

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otherwise id probably just write it off as another flavour of lethalexpansion incompatibility

timber basin
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might just be that it has some esoteric SelectableLevel name

nova lake
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that too

timber basin
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does secret labs work?

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that one is just "secret labs"

vagrant bison
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secret labs got stuck on the seed generation screen for some reason

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I'm gonna try it with kast to see if it's just wateridge bein wack

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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

timber basin
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lethal expansion support for interiors seems to flipflop every update

vagrant bison
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alright the scp interior still works with secret labs, but the dungeon doesn't spawn on kast ("Kast" with no comma at the end)

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also no workie with "Kast,"

nova lake
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hmm scp working with secret labs but mine not is concerning

vagrant bison
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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

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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

thorny kelp
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Would've been nice if the moon mods creators just put the SelectableLevel name for their moon in the description lol

soft panther
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Have there been issues with barely any scrap spawning?

nova lake
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the scrap spawning issue is just a symptom of the large map size

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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

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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

slow hemlock
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if you wanna hotfix it you can slide into DunGen.Generate Prefix and change the dungen size multiplier

thorny kelp
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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

neon narwhal
opaque void
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Yeah it says something like "The exit is blocked from the inside" iirc

thorny kelp
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Ohhh okay I see

thorny kelp
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Thought it didn't load at all mb

neon narwhal
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@thorny kelp more than likely it's just because when that map and many others where made new interiors where not on there mind

fleet mural
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@nova lake Sorry, scrunkis. I ran out of tags in discord so moons/maps is the best you get

neon narwhal
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And the tools are still new and not perfect yet

nova lake
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moons maps is fine for discord imo

thorny kelp
fleet mural
nova lake
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i did not know this

neon narwhal
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Kind of like a list of items

thorny kelp
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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 shrug

crimson pilot
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works in solo

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but not in multiplayer

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only the host can enter it correctly if lethal expansion is installed

thorny kelp
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Awhhh man

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Didn't know that

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Was hoping to run it with my friends later
Hadn't gotten to that point yet

crimson pilot
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scp interior creator said if you use one of the older lethal expansion versions it might work

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then someone else said that didnt even work

thorny kelp
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Tragic

nova lake
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also the fire exit thing will be fixed with the next version of lethallib courtesy of batby

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so will be able to use the dungeon on march and will fix at least the fire exit problems with modded moons

thorny kelp
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Sweet fmcComfy_Wahfle

rancid python
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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

steady elk
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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?

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Downloaded and installed it manually, and cant seem to get this mod to work, or im really unlucky and my RNG isnt good

opaque void
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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

steady elk
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vanilla was the default value and I just left it as that, Ill try replacing it with all

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yeah i mustve installed it wrong or its conflicting with something, im 0/6 on experimentation, at 300 value

fleet linden
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how can i find the internal moon name of a moon ?

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would this work

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or will the all be a problem

languid nexus
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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.

fleet linden
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im unsure if all affects all moons

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there should be a blacklist feature as well

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so i can deny it spawning on secret labs

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instead of having to manually set all

vagrant bison
fleet linden
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i can try it in a bit

rustic pendant
fleet linden
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yeah not working on Kast

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i assume Kast has a different name

strong gust
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Interesting, Kast's internal name is in fact: "Kast" so it should've worked

fleet linden
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hmm

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does it work on other moons ?

strong gust
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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

fleet linden
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yeah secret lab work for me with scp foundation

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but its a different mod

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ok its not working for me on desertmoon either

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i dont think it supports modded moons propperly yet @slow hemlock

dreamy harbor
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Would be there a possibility for a custom moon just for this dungeon?

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Like something medievally themed

strong gust
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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)

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That error did not appear when the map was a mansion layout

uneven walrus
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I get that error often on vanilla moons

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I dont have modded moons.

strong gust
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Did it appear as a bunker instead or properly in place as the dungeon?

uneven walrus
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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

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I'd have to look at my logs to know exactly what happened but I recognize those error lines

strong gust
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I'm just trying to find anything I can to figure what might be causing the layout to not couple with a modded map

uneven walrus
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You're using lethal expansion it looks like

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Lethal expansion conflicts with scoopys mod

strong gust
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I'm already well aware

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More specifically LE (which all modded moons except Ooblterra uses) conflicts with LethalLib (which every modded dungeon uses)

uneven walrus
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Are you trying to fix the conflict?

strong gust
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It's just strange cause Secret Labs is able to get the SCP Dungeon working, and that very same conflict exists

uneven walrus
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I've heard people having issues of falling through floors and desync though in those cases

strong gust
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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

uneven walrus
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You could make 2 mod profiles to play with one or the other

languid nexus
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I wish custom moons didn't require Lethal Expansion.

strong gust
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I mean I do too considering that for my cases, it typically is the thing that conflicts with other mods

timber basin
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lethallib is getting custom moon support very soon

languid nexus
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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.

timber basin
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and according to batby conversion from LE to lethallib is apparently fairly smooth

languid nexus
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that's good to hear

fleet linden
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another downside to custom moons are you cant use modded scrap

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afaik

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i only get vanilla scrap so mods like needy cat etc dont work

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or chillax scrap

timber basin
fleet linden
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thats good

strong gust
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Most modded scrap mods are handled by LethalLib to my knowledge

fleet linden
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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

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causing a bunch of compatibility issues

timber basin
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there are a few LE scrap mods like fumo company and probably a few others

fleet linden
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chillax and cirno is Lib needycats too

strong gust
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||Here's to hoping the like, one map mod I use for my group (ie Kast) switches to Lib||

timber basin
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LE is neat especially for having a no code solution but yeah it just snaps any compatibility in half

strong gust
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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

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||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||

timber basin
strong gust
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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
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Oh uh

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Putting all actually DOES have it change wateridge, so perhaps I'm tying the internal name wrong

fleet linden
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ive tried correct internal names

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its not that

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i tried two provided by map creators

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ive tried in multiple combinations

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Orion is orion

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and E Gypt is desertmoon

steady elk
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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

languid nexus
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any particular reason you don't want to use a mod manager?

prisma copper
steady elk
languid nexus
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I understand that. Do you use R2modman for anything already?

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it supports a bunch of unity games, like Risk of Rain 2 and Valheim. so you might already have it.

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if not, then yeah, what anon said.

steady elk
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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

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Does the patcher folet contents go in the plugins folder? I stuck that stuff in the patcher folder i believe

languid nexus
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here's what mine looks like. You can see the folder path at the top.

opaque void
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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

strong gust
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SCP Dungeon one also has a similar issue

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It's prob LE & LLib conflicting with one another

nova lake
nova lake
glass carbon
strong gust
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Oh? So it looks like it needs the name that's listed in the catalogue then

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Try some of the other ones like "13 Kast" then

timber basin
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If Lethal expansion makes the name of the selectable level just the catalogue name then yeah

crimson pilot
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is there a reason this works with lethal expansion installed, but the scp dungeon doesnt?

timber basin
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I think it's to do with how we handle fire exits slightly differently

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At least for explaining the fire exit problem, any other issues this has but mine doesn't or vice versa I'm unaware of

nova lake
slow hemlock
rustic pendant
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Turrets shooting through cylinder here

crimson pilot
hasty wyvern
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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.

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I might revert back to previous patch since I wasn't getting this error before.

strong gust
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Offense has 1 fire exit yes

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Curiously I just tried it with Kast and it has 2 Fire Exits and both of them worked fine for my case

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But then when I tried for Experimentation, it didn't work 🤔

hasty wyvern
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Maybe the fire exit patching for vanilla moons is bugging out

nova lake
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wait so multiple people have had issues with fire exits not working?

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even single?

hasty wyvern
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I can confirm on offense with 1 fire exit it was giving me the blocked error when I tried to use fire exit

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Apparently Violet had similar results with Experimentation's 1 fire exit as well but no issues on a modded moon with 2 fire exits

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The issue seems to be related to the vanilla planets

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The only other time I had this exact issue was using the scp dungeon mod but I no longer use that one.

nova lake
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that generally means the fire exit didnt spawn

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which is odd

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ill try recreate

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modlist would be a big help

nova lake
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also if it happens again try get logs that would also be a huge help

hasty wyvern
nova lake
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does the fire exit consistently not work?

hasty wyvern
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testing rn will update soon

hasty wyvern
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Okay I have some results

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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.

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This occured regardless of whether it was Exp. fire exit or Off. fire exit

crimson pilot
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So Im assuming we cant play multiplayer on this interior anymore (with lethal expansion installed)

nova lake
crimson pilot
nova lake
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if prior versions of the mod were working with lethal expansion then id recommend just rolling back to an older version

crimson pilot
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👍

nova lake
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nothing i changed in my last update should affect lethal expansion whatsoever, i have no idea what would have really

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but the gameplay experience hasnt changed significantly so downdating is probably your best bet

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until we get lethallib custom moons

crimson pilot
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Well I saw a bug report with the same issue the scp interior has with le installed

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so looks like I will have to downgrade

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this is the report btw

nova lake
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ty

timber basin
olive lynx
hasty wyvern
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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

nova lake
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its always LE lol

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i need to put it in my mod description

timber basin
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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

nova lake
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yeah that sounds about right to me

hasty wyvern
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I need more scrap mods to work off of LethalLib instead of LE

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I get tired of finding the same cookie cutter trays you know?

nova lake
#

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

hasty wyvern
#

There's like a handful of scrap mods that don't require LE with the VAST majority having it as a dependency

nova lake
#

can you send a link to your fav LE scrap mod?

#

i just want to have a look at it

hasty wyvern
#

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

nova lake
#

do they like

#

do anything?

hasty wyvern
#

They don't have any functions just cute sounds really

olive lynx
#

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

nova lake
#

but as far as my knowledge of LE goes it makes it very easy so that makes sense i guess

timber basin
#

Lethal expansion is definitely geared more towards generic scrap

hasty wyvern
#

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

timber basin
#

Afaik there's no scrap mods that add unique scrap (i.e. have special functionality) in LE

nova lake
#

ill add a bunch of scrap to my mod at some point

nova lake
#

isnt there like one that catches on fire or something

timber basin
#

Yeah forgot the note

#

In LE

nova lake
#

never played it only read the code lol

slow hemlock
#

i could be mistaken

hasty wyvern
olive lynx
#

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?

languid nexus
strong gust
#

Imagine adding in a wooden shield that can block up to 50 HP worth of damage for yourself and anyone behind you

fleet linden
#

one cool thing from this is a working death note f.example

nova lake
#

hahahaha what the fuck thats sick

#

lethallib too

#

very nice

fleet linden
#

yeah most of the scrap mods ive used relies on lethal lib

#

its more moons that relies on LE

granite flicker
timber basin
granite flicker
#

aaah gotcha, I misread

timber basin
#

All g, and yeah afaik LE just doesn't have anything like llib

#

Pretty much all just generic scrap

crimson pilot
#

Just got rid of LE entirely from my mods..

#

a sacrifice Im willing to make

nova lake
#

hopefully once lethallib moon support is complete people port some over fairly quickly

hasty wyvern
#

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.

fleet linden
#

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

hasty wyvern
#

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 👍

granite flicker
#

I'm also waiting for the LE moons to be ported over to LethalLib since LE is just too volatile and bloated with features

hasty wyvern
#

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. 😅

rotund root
#

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

rustic pendant
#

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?

rotund root
#

it most definitely is

#

at least i'd say so

rustic pendant
#

ugh

rotund root
#

considering scoops doesnt run through lethal expansion anymore

rustic pendant
#

It’s so random it only started now

#

And we have had the mod for so long

rotund root
#

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

rustic pendant
#

scoopys ran on expansion?

#

I thought it didn’t and that was the problem

rotund root
#

It did before yeah

#

until recently

#

but now it runs through LethalLib/HookGenPatcher

#

and LL/HGP conflict with LE hard

rustic pendant
#

so technically if I wanted both, I could downgrade scoopy

rotund root
#

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

rustic pendant
#

Yeah for sure. Just my team never had desync issues up until today

#

And we love Orion and other LE maps

rotund root
#

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

rustic pendant
#

Me too. My teammates on the other hand

#

No

#

Unfortunately

rotund root
#

I can understand

rustic pendant
#

They actually get mad when we get scoopys dungeon cuz they feel it’s hard to find scrap

rotund root
#

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

rustic pendant
#

Yes very cool

rotund root
#

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

rustic pendant
#

You know, I wonder if coomfy dungeon is causing the desync and not LE and scoopy

rotund root
#

Hmmmmmmmmmmm, its a possibility

rustic pendant
#

I’ve had problems with coomfy in the past

rotund root
#

Do you usually play in a super big group for it

slow hemlock
#

what kinda desync

rustic pendant
#

Like 6 people most

#

But we only had 4 today

#

And got the desync

rustic pendant
#

Entering dungeon and just falling in void

#

Even tho it’s not scoopy dungeon it’s the normal one

rotund root
#

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.

slow thunder
#

How much damage does the axe really do?

#

Damage testing on my friend was not a wise idea

nova lake
#

my mod has never run on lethalexpansion

nova lake
austere wraith
#

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

sleek sun
#

Open the game first

#

With the mods downloaded

fleet linden
#

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

sleek sun
#

Then reopen your launcher

#

Oh

#

Wait

austere wraith
sleek sun
#

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

fleet linden
#

try landing the ship

#

then close game

#

some configs dont update until you load a level

rustic pendant
rotund root
strong gust
#

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

rotund root
#

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)

strong gust
#

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

fleet linden
#

the bugs only happen on maps with multiple fire exits

#

i think

#

where you fall through the levels

mortal jacinth
#

Hadal labs just got started too, so soon we'll have a water-themed one

fleet linden
#

@slow hemlock save us

rustic pendant
#

March

#

Uh

mortal jacinth
#

Just march

rustic pendant
#

Yea

mortal jacinth
#

March has 3, every other has 1 or less

fleet linden
#

secret labs has 3

#

or more

#

i was more thinking of modded moons

mortal jacinth
#

(I was talkin abt vanilla but yea)

fleet linden
#

well vanilla dont have issues

#

the mod already exclude March

mortal jacinth
#

March does, thats why its hard coded to not show up

fleet linden
#

yeah i know i just said that its excluded

#

the issues happens with modded moons

strong gust
#

Yeah March is the only vanilla one with multiple for some reason

fleet linden
#

where people fall through because of multiple fire exit

mortal jacinth
strong gust
#

Yeah I'm aware, it's the 2nd biggest dungeon map in the vanilla game

#

First of course being Titan

mortal jacinth
#

Scplabs on march is hell bc its so big and its got realitively little stuff compared to titan

hallow ibex
rustic pendant
leaden yarrow
#

Yeah! Me too lol

devout ravine
#

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.

devout ravine
fleet linden
devout ravine
#

interesting, any news on fixing it?

rustic pendant
#

I’m in the same boat

fleet linden
#

IamBatby is working on something to fix this issue yes

dreamy harbor
rustic pendant
mortal jacinth
#

its a LE thing

dreamy harbor
#

We updated both i think

#

LE thing again?

mortal jacinth
#

always is

rustic pendant
#

gotta downgrade LE then

mortal jacinth
#

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.

mortal jacinth
olive lynx
#

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

barren schooner
#

Are any modded moons made that do work with modded interiors?

#

Or made with lethal lib

olive lynx
barren schooner
#

Damn

#

Hopefully lethal expansion at some point fixes their stuff

#

Cause it's hard to balance modded moons and the modded interiors

fleet linden
#

orion did this as well

#

same with Secret Lab

rustic pendant
fleet linden
#

havent tested it in multiplayer yet so idk

#

you might have a different issue

#

i dont see why it wouldnt work

rustic pendant
#

Either I need to delete my scoopy config and let it redownload

#

Or downgrade LE

#

or downgrade scoopy

#

Or get rid of coomfy

crimson pilot
#

Ah yes, I LOVE it when turrets can see through WALLS

hallow ibex
#

yup

silver stirrup
hallow ibex
#

oh damn I did

#

I might be a bit stupid

fleet linden
#

lmao

hallow ibex
#

how the hell did I not notice that before

crimson pilot
#

they can literally see and shoot through walls

silver stirrup
#

He walks beside the coffin in the room, the turret's in the opposite corner

opaque void
crimson pilot
#

idk

#

from my experience they can see and shoot through walls

silver stirrup
#

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

west gull
#

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 www

slow hemlock
slow hemlock
hallow ibex
#

yeah my first clip definitly shows me getting shot through a stone pillar. that second clip was uh not me at my smartest lmao

west gull
slow hemlock
#

lethallevelloader/lethallib

#

upcoming custom dungeon/moon intergration

west gull
#

ahh I see

#

nice

opaque void
#

Finally getting rid of mod-breaker 2000 (also known as lethal expansion) 😍

slow hemlock
#

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

upbeat wasp
#

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)

west gull
#

they shove me so bad

zenith vessel
#

Why does the interaction hand look so scuffed in this mod? 😅

west gull
#

wait yeah what I just noticed that

fleet linden
slow hemlock
#

no, why

fleet linden
#

so people still need to make levels in LE ?

slow hemlock
#

no

fleet linden
#

if they dont know how to do all the hard stuff with lib

slow hemlock
#

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

fleet linden
#

oh

#

are you close to be able to release this ?

slow hemlock
#

Yes.

fleet linden
#

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 ?

zenith vessel
#

LethalThings only spawn in interiors. I'm not aware of LE interior mods.

fleet linden
#

LE is for modded moons outside exteriors

fleet linden
#

LethalExpansion

zenith vessel
fleet linden
#

how come its not working for me then on any interior

#

other than vanilla

west gull
#

what is supposed to be different?

fleet linden
#

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

west gull
#

yeah that works for me on the dungeon interior no issue

fleet linden
#

on a modded moon ?

#

i dont mean in scoopy variety mod

#

i just mean on a modded moon

west gull
#

no I'm not using any modded moons

zenith vessel
#

Maybe something to do with moons having custom chances for enemies.

fleet linden
#

i want it to work on modded moons spefically

west gull
fleet linden
#

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

slow hemlock
#

are these stuff meant to be in dungeons on custom moons or like the moon itself

zenith vessel
fleet linden
#

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

slow hemlock
#

yeahh

nova lake
#

Turret shooting through pillar should be fixed now, if you have seen turrets shoot through other walls I'd love to hear from you

slow hemlock
#

getting that to work can be a little finnicky

nova lake
#

I'll patch soon

slow hemlock
#

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

nova lake
#

Might also chuck in batbys fire exit patch so we can see how that works with march and modded moons

slow hemlock
#

uh yeahh show me that before you send it

#

i might need to change 1 or 2 things

nova lake
#

Alr lol

nova lake
#

does anyone have any other places turrets have shot through other than the spiral staircase column?

neon narwhal
#

nope

hallow ibex
#

Haven't had it happen anywhere else so far

rotund mortar
#

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?

nova lake
#

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

rotund root
rotund mortar
#

got some devious dunGen plans

#

if you get it, you get it

nova lake
#

ohhh thats a fucking great idea, why didnt i think of that

rotund mortar
#

wanna work togeether? 👀

nova lake
#

well good news is you get to skip the modelling step

#

id be happy to help out

rotund mortar
nova lake
#

halo usually uses ramps right?

#

could just use those

rotund mortar
#

unless to increeaseee the mazee-like layout, this will bee the only way to go up a floor lmao

nova lake
#

lol

rotund mortar
#

my e keey is glitching and im gonna ignore it idc

nova lake
#

lets dm about it to not spam this chat, but id definitely be keen to help out

rotund mortar
#

the same room, one has a ramp xd

fleet linden
#

@nova lake

#

😦

nova lake
#

looks like desync issue caused by configs/lethalexpansion

#

since one sees vanilla interior and one sees mine

fleet linden
#

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

hallow ibex
fleet linden
hallow ibex
#

yikes

#

haven't tried scoopys with any modded moons with lethal expansion

fleet linden
#

yeah you shouldnt its not going to work

bitter field
#

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

fleet linden
bitter field
#

We had it on a free moon

fleet linden
#

March is broken too

#

due to the multiple fire exits

mental jungle
#

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

mental jungle
#

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

bronze prairie
rotund mortar
bronze prairie
#

youre making the flood facility a dungeon, yes?

rotund mortar
#

sepeerating the rooms

languid nexus
#

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.

languid nexus
#

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.

silver stirrup
jade niche
#

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

mental jungle
#

is there a way to know before hand if it is going to be scoopy dungeon

#

so I can bring a flashlight

crimson pilot
#

no

olive lynx
runic solar
#

@nova lake why this Extension comes so often ? can i make it to 5% spawnrate or more or less ? If this works how ?

runic solar
#

is it possilbe to make it with the explorer

zenith vessel
#

Possible. But better to use a mod manager.

#

Makes it easier for everyone.

runic solar
#

i dont have the manager

crimson pilot
zenith vessel
#

r2modman

runic solar
#

what is with the thunderstore manager

zenith vessel
#

same thing, but with ads and works through overwolf

runic solar
#

ok

crimson pilot
zenith vessel
#

no

crimson pilot
#

oh wait

#

nvm

#

misread

jade niche
crimson pilot
#

then find this mod

jade niche
#

i dont have mod manager

timber basin
#

Configs are in Lethal Company/bepinex/config

runic solar
timber basin
#

If you're not using a manager

jade niche
#

i see

#

thank you

#

err how do i open the config

crimson pilot
#

I think you can get lethalconfig to edit configs from in game

jade niche
#

not sure how to open a .cfg

crimson pilot
jade niche
#

was thinking that

#

i not seeing the config

crimson pilot
#

maybe just download this mod

sick relic
#

Yeah but then u gotta restart after editing

crimson pilot
#

you have to do that with a mod manager anyways

#

if ur running the game already that is

runic solar
#

how i can make the spawnrate more or less in thunderstore mod manager

mental jungle
#

does this mod have the apperatus?

crimson pilot
#

no

runic solar
#

can you give me a short tutorial

crimson pilot
runic solar
#

is it not possilbe to do it at the thunderstrom manager

crimson pilot
#

go to the config editor

runic solar
#

this one

crimson pilot
#

yea

#

then open this one

hallow totem
#

Does this mod conflict with any knowing mods?

crimson pilot
hallow totem
#

Damn

runic solar
crimson pilot
#

then check again

west gull
#

how many rooms are there in the dungeon compared to the library and factory, anybody kept track?

crimson pilot
runic solar
#

ok

west gull
#

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

sleek sun
#

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

west gull
#

I actually was just on a planet with the dungeon and went to the backrooms for testing, it didn't seem off

sleek sun
#

Alr alr cool!

west gull
#

should test if it works in the building too

olive lynx
# rustic pendant 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

jade estuary
#

Well I mean… I’ve played with them both for a while and never seen issues

floral bloom
#

a while back I heard there was some weird incompats between this and lethalexpansion
anybody know if this is fixed?

jade estuary
#

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

floral bloom
jade estuary
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At least in my experience, the only desync we’ve had is the situation I described

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On the non host player’s screens it’ll show them a random dungeon layout from vanilla with no meshes

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so they just fall through the ground but it’s only on the actual modded moons

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And I’ve been playing with both since this one became public

slow hemlock
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yeah that sounds like an LE issue ngl

jade estuary
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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

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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

runic solar
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if i have the Variety mod why i the mod Mimic dont work at the normal dungon ?

slow hemlock
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somewhere on the moon but the issue is not that its wrong it's that its inconsistent between host and client

jade estuary
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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

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I’ll provide a list of incompatible modded moons here as well

slow hemlock
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well its gonna be everything but oob becuase its an LE issue

jade estuary
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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

slow hemlock
floral bloom
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I also forgot it’s not this mods issue

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It’s the lib

jade estuary
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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

golden hill
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Not sure if posted already as it seems you can't search in threads(?) but Brackens can't open doors

silver stirrup
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@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 :(

bronze prairie
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i think youre one of the maybe dozen people that use the lockpicker lol

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but yeah that's bizarre

silver stirrup
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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

bronze prairie
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wow lockpicker but an item you would actually want to buy???

rustic shuttle
woeful pollen
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man if only they mentioned the names of the mods somewhere in their message

silver stirrup
woeful pollen
west gull
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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

crimson pilot
west gull
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maybe, I can open them into me while against them and I barely get moved

west gull
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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

timber basin
# west gull anyone else feel the dungeon has less scrap then a facility on the same planet? ...

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

Lethal Company Wiki

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.

west gull
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so I was just unluckly to only get 205 on experimentation?

timber basin
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the minimum scrap that can spawn on Exp is 8, so it's possible

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with 8 scrap valued 205 total each item roughly equates to 25 value each, which checks out

wraith meteor
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Jester go through locked doors with death mode

keen socket
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sorry first time asking here

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is masked bug in this map ?

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i lure masked in

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but can't really see he able to get out

worldly lotus
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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.

chrome crater
granite flicker
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What are our thoughts on LethalLevlLoader? It's based on LethalLib and seems to want to make custom moons and dungeons compatible

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Seems like it could help this mod though unsur

opaque void
granite flicker
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I do worry about certain moons being dependent on the content from LE's SDK though

shrewd willow
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My friend sees the normal map when I see the dungeon.

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and he falls through the map

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my first time using the mod and on the modded moon wateridge

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but ive seen it work with others before

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am I missing a mod or somnethin>?

granite flicker
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For now it's basically agreed that the two don't play nice with each other in multiplayer

shrewd willow
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good to know

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so basically cant use this if I want to use custom moons that require expansion until its fixed?

granite flicker
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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

shrewd willow
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could lethal level loader fix anything or no?

granite flicker
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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

nova lake
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it will

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kind of

timber basin
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LLL is made to be the answer to Lethal lib custom moon support

nova lake
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it wont fix LE compatibility, but any moons added via LLL should be compatible (is the goal, fairly untested atm)

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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

timber basin
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I'll be moving SCP over to it after finishing 914, and from what I've seen is much less error prone than le

granite flicker
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awesome. genuinely looking forward to it!

nova lake
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i also believe some moon creators are switching over so

granite flicker
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dungeon gen is one thing, but how hard would it be to port over LE custom moons to LLL you think?

shrewd willow
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does it still work on vanilla moons?

granite flicker
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since LE moons might use custom assets

shrewd willow
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or does le still break it

slow hemlock
chrome crater
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LE has always caused so many issues :c

granite flicker
slow hemlock
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It's not that bad in all honesty, Once you know what your doing

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The issue is that as of right now that includes just me

woeful pollen
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the biggest hurdle of switching from LE to LLib or LLL is coding knowledge, from what i've heard

slow hemlock
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na

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for LLL you don't need any code

woeful pollen
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oh, that's awesome

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point still stands for scrap mods, though

slow hemlock
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For now 🤠

timber basin
granite flicker
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LE does way too much for being essentially an SDK yeah

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causes most mods to trip over a lot of its features or just cause errors up the butthole

chrome crater
timber basin
nimble ferry
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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.

rare olive
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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?

nova lake
knotty harness
keen socket
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Hi guys is it normal that masked enemy unable to exit the scoopys dungeon?

crimson pilot
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normal? maybe. Intended? no

static girder
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i put it only on unpaid moons to avoid the gen being too big.

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😐

crimson pilot
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I dont think fireaxes need to spawn in the castle dungeon

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they just need to be in a paid moon

nova lake
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they can spawn on any interior

static girder
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ahhh

hard carbon
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Is it possible to have a version that only adds guitar and axe?

crimson pilot
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so the dungeon wont spawn

nova lake
floral bloom
worldly lotus
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Issue: spray paint doesnt work on doors, walls or floor. Are you planning on fixing this?

acoustic cloak
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How much stronger is the axe than the shovel? 2x? 3x? It feels like 3x

west gull
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can you one shot hoarding bugs with it?

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they take 3 hits so if you an one shot them then its 3x

acoustic cloak
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I think it one shots hoarding bugs at the very least

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So yeah it's at least 3x damage

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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

west gull
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Why can't they pick up the weezer guitar ;-;

mint sigil
west gull
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why isn't the axe listed?

acoustic cloak
strong gust
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lmao so that means it sends a Nutcracker straight into hyper mode

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Least it's possible to hit it twice in a rotation before it becomes difficult to handle

west gull
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in that case then masked can be one shot

west gull
strong gust
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Imagine

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Bugs with a bunch of different musical instrument scrap and one holding a boombox playing music

west gull
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yeah it can happen I just had like 30 run around with rubber chickens and it sounded awful

zenith vessel
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It can only happen with mods.

west gull
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yes symbiosis

zenith vessel
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Or HoarderBugUseItems.

west gull
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it looks like that mod isn't mod compatable

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they seem to manually code for each item, symbiosis just allows items being held by a hoarding bug to randomly use the lmb function

strong gust
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Dude I'd love to just wonder what it'd sound like with a hoarding bug holding a walkie

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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"

sick relic
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Does this mod work with version 47

normal quest
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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?

sick relic
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Error when loading

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I enable forced to test this

timber basin
normal quest
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which is weird because that folder doesnt exist

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like the decompiled one

nova lake
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yeah looks like duplicate scripts

nova lake
slow hemlock
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I mean

sick relic
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So both custom inside map doesnt work?

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So scp and this?

normal quest
sick relic
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@nova lake

normal quest
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they said likely not until two other mods are updated

nova lake
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just assuming

rotund root
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Its hard to tell right away when new patches drop

slow hemlock
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A LethalLevelLoader Update would also require a Scoopy update 😄

nova lake
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wat

slow hemlock
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(so it uses my stuff)

nova lake
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we have officially become codependent

normal quest
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ruh roh

west gull
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ill test it now, I didn't realize it updated until I found the new hallway

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I have like 50 mods installed atm

rotund root
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well i just loaded into a dungeon