#Scoopys Variety Mod (formerly LethalExtension)
1 messages · Page 3 of 1
interesting
still don't really understand how the interiors are chosen
from my understanding its a percent change, but im not an expert
so 300 is about 50% you say? Does that mean on experimentation the factory rarity is like 300?
Each moon has a weighted list of dungeons it can pick from, where the weight correlates to the odds of it being picked relative to all other items in the list
Do we have any idea about the numbers?
because I know that, but I can't really balance the rarity if I don't know the actual values
Naturally.
once LLL starts being used the numbers involved will be visable in console
Right now every vanilla moon except March has 1 primary dungeon weighted 300 with an alt weighted around 2 to 20, different per moon
except march?
0-300 is the intended range of numbers, though it's possible to just ignore the cap
March has the 1 guaranteed dungeon specifically for it to generate 3 fire exits
ok so march is always factory then
Yeah, it's the only moon that can't have the mansion on
60 weight of the dungeon will put it was 60/360 or 1/6 of the time?
i wonder if i should fix that
Roughly, remember to take into account the other dungeon value too, plus any other custom dungeons added
yeah but the percent chances can be found with their rarity over the rarity pool times 100
wish the wiki had a table
I love tables
Yeah so it'd be something like 60/374 or some weird value like that
@nova lake so i got it working when i pull the lever and then it hangs on seed number
And then i quit
And rehost
And somehow it works
¯_(ツ)_/¯
it always breaks on first try and then all subsequent attempts work, interestingly that was only the case on custom moons, it refused to work entirely on the default ones
(speaking from trying with the scp dungeon but this is the same issue so)
@sick relic post log
I suspect the order of operation changes means our patches are only being applied after they're needed, weird it's only on modded moons though
@west gull Automod thinks your message is spam haha
ooo batby's mod is out
I thought it was indev
@slow hemlock I'm guessing the config for setting interior rarities is not out?
that will mostly be handled by the actual dungeon mods
for now
since you can set a rarity for everything you want to add
oh huh, I was under the impression a big part of your mod was easy balancing for the interior weights
It is, but that can't be fully handled by my mod because it inherintly lacks the context of what your trying to do
I will have some broader config options soon
is anyone experiencing some lag when playing in the dungeon
Is there a way for the interiors to be simplified into numbers? Either global IDs or the game counts them and the rarities can be set in a format of
Experimentation:
1.300,2.300,3.100,4.50
Where the whole number dictates its matching level/interior and the number after the decimal is the weight or something like this?
Because I'm thinking the issue is that the users won't know the names in code yeah?
no in the config youll just be able to do something like "PlanetName (Rarity: 000), PlanetName (Rarity: 000)," etc.
Unlike in mc where dimensions and biomes have very to see names through commands like /locate
the terminal?
Yes but how will you know the names?
Thats why I was saying it ay need to auto simplify to numbers and arrange in it an alphabetical order maybe?
i mean you can just read off the >moons list
if that doesn't resolve it for people i can put it in the config dynamically maybe
wdym?
when your ingame and you do >moons in the terminal
hmm do you mean just moons or is that a different command? I think it just says the moon names and not the interior names
like is it just "factory" and "mansion" in code?
In LLL the dungeon controls how its injected
I'm not understanding
you don't need the interior names because the you can control what levels the interior spawns on from each interior
eg.
yeah I am not good enough with code to understand that fully. I'm looking for an easy way to completely redo my own custom rarities for vanilla and modded interiors on each moon seperately
like scoopys has a config option for rarity but not per planet and it doesn't let you config the rarity for the factory and mansion which is what I'd like to do
on the LLL version scoopys does have a config option for per planet rarity
to be honest I haven't considered a demand of tweaking vanilla dungeon flows
ill get back to you on that
LLL is your mod right?
Yes
Is this outdated?
This Mod is Likely To Be Incompataible with LethalExpansion, Due To The inherit conflicts involved in changing the same systems.
no
Ok yeah I am really not understanding since i thought you were saying that LLL changes the config abilitys of scoopys and I thought your mod was dependent on the code of scoopys
wait lethalexpansion is different hhhh
LE+ Custom Dungeons + Soloplay = Could be fine, very inconsistent sinec v47 dropped TODAY
LE + Custom Dungeons + Multiplayer = More than likely will break everything
LLL isn't really being used too much right now with custom dungeons and moons so we mostly need to wait right now
people were in the process of porting to LLL (including myself) but then v47 dropped lol
batbys mod is not dependent on mine, just using mine for testing
but yeah LLL significantly expands what is possible with configs, but it is still up to the mod creator (i.e. me) to implement it in the config of my mod
batby just provides new ways to inject your mod in more complex ways than before
question, is it possible to make specific moons to be 100% guaranteed to be the dungeon?
ah. like hand sanitizer
indeed
we just have to specify the moons in config right?
do we go by the names of the moon from within the terminal?
if you specify the moon you want and turn guarantee to true, but will stop it spawning on other moons
for instance, \"Castle_GroundsLevel,WateridgeLevel\"
i know for now some people have had issues trying to find the correct moon name
we're trying to do that but when we go into, say wateridge, we've gotten the regular factory
try without level
not that im aware of, it's technically the 'internal' name
if moon creators used a consistent name throughout it should be fine to use terminal name
but i expect many didnt
you may be able to find stuff in the moon mods specific thread on here
what's LLL?
batbys mod
about to update to v47 then i need to do some stuff probably then ill release
we just went to v48
is lethallib not broken for v47?
not sure
when testing WTO on it the error I got was a lethallib one so ¯_(ツ)_/¯
lethallib doesnt do a whole lot for my mod with LLL involved
i mean it still does my scrap
but LLL handles the dungeon gen stuff now
so fingers crossed it just works lol
oh it does but it handles dungeon injection very differently
ahh right yeah I guess that does make sense
which is likely what broke with the new update
at least in my mind as someone who hasnt really looked at it very closely yet
only because 1. it kinda feels weird if i didn't 2. i haven't touched any scrap related stuff yet so its kinda easy to just depend so people can assume anyone using LLL has LL
#1193461151636398080
https://discord.com/channels/1168655651455639582/1194065958277480498
someone posted it here
I assume that gave the fix for scoopy and scp mod?
https://thunderstore.io/c/lethal-company/p/scoopy/Scoopys_Variety_Mod/ new version up, should appear in next 10mins or so
major notes are: fixed compatibility with new versions of lethal company, moved to LLL and added it as dependency, one new room, major performance improvements, more config customisability and fixed some common bugs
if you have a customised config you will need to change things but should be an easy switch
oo nice but moons are still in LE so i cant use this yet i dont think ?
maybe if i use LE core not sure
I'd imagine LLL and LE are super incompatible but I don't know shit
i think so
they are
LE moons will still be incompatible, some moons should be switching to LLL soon though
hmmm, I'm not currently able to get the dungeon to generate still even after the update. LLL is installed and I don't have SCP dungeon installed either.
I've set the guarantee value to true with vanilla moons but I haven't gotten the dungeon to appear on either Experimentation or Assurance
do you have the bepinex log enabled?
it's currently up yeah, no idea what to look for yet though
the LLL log will show you the dungeon selection data
interesting, I have LLL installed with the mod manager but it doesn't appear to be logging anything
for LLL I mean, all my other mods appear to log just fine
Maybe it has a config option
I don't see any cfg options in r2modman at the moment
I haven't tried it so idk just an idea
Do you have a mod that reduces logging
Or maybe how your bepinex config is configured to log
I did a second ago but I've since turned it off to try and relog it but even then nothing
I'll check Bepinex tho
Not entirely sure which log level I'd need to use to check LLL. I've never touched Bepin's config so as far as I know it's vanilla
I can delete it though and relog in a second
do you have lethalexpansion installed?
nope
Also the config you get with bepinex when downloading the mod is different than the config you get after deleting it and regenerating the config
Different logging settings preset
Idk why xd
There is a bug in the mod manager if you disable and re enable mods too fast, that the mod gets permanently disabled
If you open the profile folder and go into plugins make sure any mods you're using don't have .old added to the end of the filenames
Alternatively just make a brand new profile to test
And redownload
very odd, if possible i would delete the config and let it regenerate
the way i set up configs you shouldnt need to however
I did do it preemptively to get ready for the update but I can try again, one sec
damn
You are on the latest update right? Didn't roll back?
yeah i would try catch that log that batby said
yup, v47
Oh yeah scoopy said on his modpage updated for 48 xd
no v48 is the latest version, from a couple hours ago
Is it just a hot fix
what specific log settings should I use to check LLL's dungeon gen?
Idk just set everything to max xd
I thought bepinex logging didn't affect mods but unsure
Could be another mod conflict? Did you try using the mod alone
hmmm, I did just get the 0.6.1 hotfix while testing and now I can seem to generate it

definitely no mod conflicts or errors, I guess it just didn't want to generate
I'll try enabling cleanerlogs in a sec to make sure it's not conflicting
huh, error seemed to resolve itself, weird
what exactly is this mod incompatible with? what should i keep my hands from when using this mod? for example scp dungeon...?
SCP dungeon worked perfectly fine with it in v45, once they're both updated they should work fine.
as far as I know LethalExpansion is the only major incompatibility since this needs LethalLevelLoader and LLL conflicts with LE's dungeon and moon generation
i thought lethalextension was the name of this mod before.. once i installed scoopys variety mod i got rid of lethalextension
LethalExtension Expansion*
oh right okay
yeh sorry about that I confused the words
I'll keep testing it but I think it should be fine now. If my mod setup works then the majority of people should be fine
hey, i just did some testing. i dont know if this is known yet, but either lethallevelloader or your variety mod is causing issues with lethalexpansion custom moons, it's making it so you cant see the moons in the moon list.
This isn't compatible with lethal expansion
I believe neither is lethallevelloader
it was working just fine right before the most recent update
Well it's probably because lethal level loader was just added as a dependency this update
And that's incompatible
mmh
Lethal level loader won't be compatible with LE
That's a bit close for a fire exit.
And I guess mimics don't work very well with the dungeon, considering it has unique fire exit doors?
Nevermind.
Dont think they spawn at all?
They don't work with custom interiors period.
Yeyee
Still think fire exits should look like fire exits on the inside.
It still has to fit the castle-like theme
A red facility door saying FIRE EXIT doesnt really fit
I don't mind mimics not spawning on the map since I'm pretty awful at differentiating them anyways lol
A wooden door that says fire exit 😄
right
Can't you tell it's a fire exit
It does, just like it does in a mansion. It's not a dungeon that was never visited by a modern civilisation.
Because the window is lit up
Why does it have modern scrap then?
Why does it have a fire exit at all then? Who built it?
Why do we use shovels if we have a spaceship?
Whats the sound behind the wall?
Point is, fire exits are consistent in base game.
Main entrance having unique model inside is fine though, that's how mansion is too.
Why do we live
Just hit them lol.
I actually like the blue torches
Once you know its supposed to be a fire exit its pretty clear
I wanted to keep visual consistency with mine, custom fire exits are nice as visual flare
I understand that.
I feel like an area that's a bit harder to navigate but offers safe fire exits as opposed to the factory is fair imho
It's just my vision.
Since it can be configured to show up randomly
thats fine
it does xD
Could you make fire exits match outside too then?
The main entrance doesn't match outside
no. you would have to make exterior custom maps.
Fire exits do though.
Wut
They look the same on both sides.
I'm talking base game.
Yes, it doesn't match on base game interiors either.
Fire exits are 1:1 though.
So I'm just wondering if there's a limitation for outside doors.
fire exits are built in as part of the moon not generated on the fly like dungeon fire exits
Everything outside is from the moon
Weird way to do it on the game's side.
The only critique I have is that there's no way to light torches inside/ change the lighting similar to the power box. Maybe a torch to find/ carry and that could improve lighting could help
They got one in the store called pro flashlight
Only real critique I have is stretched hand interaction icon.
A torch with a short range glow that lasts forever would be cool to find tho
True but battery can only last so long and these halls are long and really dark. Ascrap or something like that could go a long way to help
What exactly has been done to improve performance majorly (looking at the patch notes)?
FPS has been set to higher value
The torches had some super high shadow distance settings hidden in the hdlightdata, aswell as some duplicate meshes on some props
maybe also the reflection is a lil too much which might impact performance
@zenith vessel LLL changes fire exit spawning so it spawns the right amount in the dungeon based on how many are on the moon
Custom dungeon fire exit counts
or maybe #suggestion just add client side graphical config for the mod. so everyone can configure how they want if thats possible
na
However many EntranceTeleport components are on the moon decide how many spawn in dungeon
Ooo does this mean the rarities for interiors have a central config?? 
this mod had a rarity config before as well if thats what you mean
Yeah but thats not very helpful for more than one mod that adds interiors and a seperate mod that controls all is great
its a game issue afaik
Without depending on a solid ingame config editor api it’s just not reasonably viable to consolidate all dungeon settings into a single core mod
I’d love to
LethalConfig is shaping up well.
Thank you
Oh wait I misread you haven’t coded that?
I can’t code that
Theres inherently too many options for a string based config file
@slow hemlock what do you think?
Configure what exactly?
It was toned down in last version, and it's not a reflection really. It's gloss, which doesn't really affect performance.
Either way, I don't see why a specific dungeon needs graphical options. Not to mention some of the stuff not being swappable at runtime.
I just thought because the dungeon is pretty sophisticated in terms of objects, meshes, maps, textures etc
it might not run good enough for everyone. so the option would be cool
Is it though?
ye. me and my friends tested this several times and a few of them really have insanely good pc specs
we also noticed that when you look in the direction where the dungeon continues its much lower fps than when you look in a dead end direction
Whatever affects that, you won't be able to change that without affecting the whole game. It's not like you can lower model quality or texture quality for just this dungeon through a config.
okay i thought that might somehow be possible in some way
Even if that's possible, you'd have stutter on entering/exiting the dungeon due to all the settings changing. Either way it's better to work on optimising the mod itself if it's an actual issue, than adding options like that.
okay ._.
I don't think it's the assets though. The mod is like 10 megs.
"megs"?
megabytes
Nah
The dungeon is very poorly optimised. A majority of custom LC content will be until guides and standards develop
A lot of people will be fairly newish to Unity and HDRP is the finnicky deep end
this should be improved in the latest update
I see. Either way, it's not something that can be easily rectified with configs without affecting a lot of other stuff.
Ahhh sucks to see modded interiors are not compatible anymore with modded moons, it was such a great combo
Any chance to see this fixed or it is definitely out of reach?
They never really were, people seemed to constantly have issues, but will be compatible with moons on lethallevelloader
Really..? We've been using Aquatis, Infernis and Orion modded maps, and ScoopyVariety + SCPDungeonGeneration for like 3 days and nothing game breaking happened, only the first time we loaded SCP interiors we had to restart but then nothing
My march breaks with the scp map, seed wont load.
Yes, right now since the last Lethal update, but before this update everything was clean
I mean on our side, me and 3 other friends which i gave the duplicate of my own config and files
Regarding LethalLevelLoader, who needs to make the .lethalbundle? The map modders or it can be done from their mod directly like converting the mod into a lethalbundle?
Dungeon still generates on custom moons despite the setting saying vanilla
I'm also curious about this. If we can simply convert .lem files that come with custom moons into LLL compatible ones I'd love to give it a try
I'd imagine we need to use LethalSDK at some point too, though not sure if we'd need the source files or not
We're also trying to make things work out over the LethalExpansion channel
is it possible to play with the Extension mod and with mimic mod _
I tried to edit the config manually for 'CastleDungeonMoons =' from 'vanilla' to 'list' (bcus I want it to spawn only on offense & march) but, after running game , it keep revert back to 'vanilla' again.
Man the split between lethal expansion / core and the new LLL is stressing me out. Don’t know what to remove and use
is it a requirement or can we disable it
For now I keep using expansion and disabled LLL and scoopys. But expansion is gonna fly out once moons are made with LLL
The core issue is you spend most of the day inside then outside
Yeah for sure
I got used to using lethal expansion for modifying scrap spawning and shit, what should I use? Lethal quantities?
lethalvariables
lethal expansion has really shitty UI anyway while
configurablecompany
has much better UX and UI
Much better than lethal quantities?
yes imo
you can also try LethalUtilities if you need even more control over scrap spawning but its all config no UI
I thought LethalLevelLoader was going to replace the LethalLib dependency?
LL is for interiors and items.
Oh does LLL not have item support?
Makes sense
Oh lol LLL has LL as a dependency anyways
LLL is for moons.
And interiors
Hey scoopy how did you fix this? Is it related to what layer the dungeon tile is on?
Hi!! I'm having trouble, the game is softlocked here and i'm afraid the mod has a part of fault. Here is the log!
is the index OOB error normal...?
we've restarted the lobby, and it did it again!
youch! indeed. Weird...
@shell jay do you have the SCP dungeon mod installed?
that would be the issue then, needs to be updated still
thanks so much!! we didn't really like it anyway 
yiiikkeeess!!!!!!!!!!!
has the occurance of alpha walls in the pillar room been fixed yet?
yep having the same issue and i've isolated it to either this mod or LethalLevelLoader probably just gonna have to iron out some bugs
working!
if you have the scp interior installed too
disable it
it hasnt been made to work with lethal level loader yet
probably soon tho
bracken seems to have a difficulty pathfinding in this dungeon as far as i can tell
and can apparently go through metal bars
lmao
Is it possible to have different rarity on specific moons? Like I want Titan to be a 30% chance, but I want Rend to be a 70% chance as an example
Pretty sure you can do that in the config with the latest version
In the config, you can set the whitelisted moons with chances like so: rend50, dine150
(Should be noted that 300 is like a 50% chance I think, at least from what it's said originally, unsure if that % can go higher)
IT's a drawing from a hat. 300 represents the number of entries onto the hat. The default interior is usually set to 300 in vanilla, with the alternate options being around 20. So 20 chances for the alt, and 300 chances for the primary.
So setting Scoopy to 300 gives it 300 chances too
so roughly 50%
The analogy actually quite helps with my understanding of how it works now, so intend of any overrides it simply adds to the pool
Does the new scoop update with new dependency work with SCP dungeon?
it works with scp dungeon
I think default interior is always set to 300 in vanilla. I was trying to work out the probabilities yesterday and came up with something for secondary interiors like
experimentation- 1, ass/vow- 3, offense- 4, march- 0, rend- 5, dine- 7, titan- 69
So setting scoopys to 300 has between exactly 50% on march and 300/669 on titan
So by that logic on something like March, it'd be a ~33.3% chance for Scoopy's if it's at 300, and you proceed to install SCP and set it to 300 too
yep that's my understanding
The mod authors will have to change their level to use the vanilla components and such rather than the LethalExpansion ones
Not working atm and scp dungeon doesnt load
works just fine for me
yes
yes
B.c im getting this whenever i go to Expermental map when scp is forced to spawn on there
the issue is with SCP's dungeon mod, it hasn't been updated, nothing to do with Scoopys, LLL or LE
Well let's hope map modders do really cares about reworking their maps without additionnal components, I know for sure that I wouldn't bother if I was a map modder, but well, i'm not one anyway 🤷♂️
@twilit moat Want me to test it out? or did you already push an update of LECore?
already out
Trully heaven sent, thank you
With recent update ti LL
Doesnt show error
Doesnt load scp map
Only show castle in the log
Scp kinda work without LLL and scoopy
hi im very confused as im trying to have only one single moon spawn the castle interior and the list option just isnt working in the config
I can confirm, Aquatis (modded map) have Scoopy interiors spawned, amazing!
there might be something wrong with the moon list config because it's Vanilla by default but it still spawns in custom moons for me
so maybe that needs fixing
@lapis sierra what’s the matching results in the log?
alright so the paid setting is working however not the list setting
i would like the interior to only spawn on offense
wait batby, what prevents a mansion and factory rarity config like this? Just would fight other mods?
but cant seem to get it to work
im having issues with this specifically everytime i set it to list it just reverts back to the vanilla setting
Question is how does it feel in a multiplayer setting, I'm looking to possibly have Scoopy's for Atlas Abyss or in the future Hadal Labs with Aquatis . < .
Atlas Abyss is slated to eventually be on LLL, so I have that to look forward to as well
how are you typing it exactly?
I assume it goes experimentation,assurance,vow,march etc like that
i put in list instead of vanilla
you may be adding spaces?
That's effectively the question, but before all the mess and the v47 version of Lethal, it was working all fine for me and my friends for couple days straight
Nothing as of now, seemed abit out of the dungeons intended control to remove other things rather than add but if theres demand for it I’m open for additions and changes
and in the CastleDungeonMoonlist i only have offense
well you can always have those be an lll config 
How would you want it presented?
this is how im trying currently
tried a variety of other things
the paid listing works like normal
offense stays while list reverts to vanilla
shouldn't you add the chances of spawn in the string?
you need to have the rarity after
that's what i thought but i remained silent for a moment lol
trying that rq
so like offense:100 if you want it to be like a about 24-25ish% chance of the castle spawning
i want it to only be on offense lol
more like 33% if i can be exact 🤓 lol
23.70-24.88%
Its additive rarities, think like a raffle
do modded moons have to use the internal name or the in-game name now? its just resetting to vanilla when i do the list thing too for those
there will be 300 tickets for the factory, somewhere between 2 and 20 for the mansion and 100 for the castle
You're right
the percent spawn rate of a interior will be the rarity over total rarities times 100
It’s a string.Contains() check so short of a typo whatever you give it should work
still didnt work 
yeah im just having the same bug with it resetting to vanilla every time the game launches
maybe try to set the config file as read-only?
May be a bug then
not sure it will work but I had a similar problem of config file resetting on another game
I think the first thing to look at is if list is readable in the above setting
I had that happen to me but it turned out I wasnt editing the scoopyvarietymod config but the old lethal extension one
just incase
im on a fresh install so its not that
well im pretty sure i am editing the scoopyvarietymod config
im bout to do some testing myself
asi i type it in everytime 
i'll do the same than yall, using the list and listing moons to see
if i force the file as read-only would that possibly cause desync for connecting players though?
@slow hemlock Could you help with this issue? the config doesn't seem to accept "list", is it written incorrectly?
i now did the caveman method of
offense300,experimentation0,rend0,march0,vow0,dine0,titan0,assurance0
and it still didnt work
i think in the actual config it doesnt have "list" as an acceptable value
oepning it up in txt at least
"CastleDungeonMoons" value was changed when i started the game, it got back to 'vanilla' while i set it as 'list'
yup same happens to me
Same as yall
yeah that might be the issue
i think this whole setting just doesnt work, mine was set on vanilla and the dungeon still spawned on LE moons
yeah ok so list isn't an imput
The third line specifies that 'list' can be used, though
doesnt really matter what the third line says
its wrong sadly
yeah i know, just as all the other lines
@nova lake The "list" value for CastleDungeonMoons is not accepted
ill try still
on my side i'll try to make a list directly on the CastleDungeonMoons, but unlikely to work
If the config itself is resetting to a default that probably means it's on Scoopys end but let me take a look
We found the issue
they figured it out
^
nope that sadly isnt it either
making a list directly inside CasteDungeonMoons didn't work neither
so we gotta wait now
seems like it
Yeah this might be a ball for scoopy
also titan just reverts back to vanilla too
the way configs work via txt format like this makes it very finnicky on the development side
yeah will just have to wait until it gets fixed tried basically everything now
So I'm unsure if it's been asked but I'm having an issue where this mod takes modded moon names off the terminal but I can still go there I just can't see the names any ideas why?
🤨
First I've heard of that issue
Yeah I don't know why. When I disable this mod the names come back
do you have LECore
Sounds like a pretty heavy-handed way to enforce that LethalLib/LLL doesn't play nicely with LE(base)
tl;dr it's LE but with the bloat disabled
It also fixes some of the inherit bugs found in LE maps (such as indoor lightning strikes and monsters only focusing the host) and seemingly some of the LE incompatibilities
Ok I'll try and see if it'll fix it
No problem, only thing is rn is gotta wait for that hotfix to the moon whitelist in the config cause it's a lil borked rn
Also Atlas Abyss + Scoopy's actually works pretty well visually
I'll check it out
You actually convinced me, i'll add it to my friends modpack :)
Ty for the heads up
looking at the decompiled code, scoopy mighta did a typo here (logical AND instead of boolean AND, though i don't know how c# would handle it)
}
else if ((configCastleMoons.Value.ToLowerInvariant() == "list") & (configCastleMoonsList.Value != null))
{
Looks like the problem is I forgot to add list in the acceptable values for the config entry
Patching now rq
Can you explain how to get LECore to work with scoopy's? Getting the same issue ArchNickel ran into with modded moons being invisible but I can travel to them
I have LE + LECore (disables LE=true) + Infernis and the moon doesn't show up in the terminal and doesn't load scoopy's dungeon even with "all" moons set
whats the new update? @nova lake
How do i select specific moons for the dungeon to be on in config settings?
is it still MoonnameLevel
or has it changed?
its changed, details are in the config file
hey what does LLL do for this mod now that its a dependency?
LLL handles the loading of the dungeon itself, vs. previously being handled by LethalLib
gotcha
When adding only the mods necessary for this mod to work im getting this error and not sure if I should be worried or not.
thats fine
yep check your other mods
Finally got it to work under the new config, did this:
list for CastleDungeonMoons
then I did Atlas Abyss300, for CastleDungeonMoons list
case sensitive?
Got it to spawn on Atlas Abyss, and none on the vanilla maps just yet, gonna see how far I can
the config file also has a guarantee setting u can turn on to check if its working
I had atlas abyss300 and didn't see 3 days in a row but prolly just unlucky
Unsure cause the terminal told me that atlas abyss300 worked but it didn't appear despite the guarantee
@strong gust Could you try to land on March, just to test something
I can't seem to land on March, it just hangs on seed generation
Certainly, I'll make that my next destination
Either with guarantee or no, it gets me hanging on seed gen
can i see log?
This is the error on the log
I can land on Aquatis (Modded moon) though, but i did not get Scoopy interior yet again
I'm just waiting on Violet to confirm that they can land there, and if they can i'll refresh the config file once again and retry
I'm hanging too, hmm
u need another mod thats called lethal level loader
Ah.
Already got it
Violet is also hanging on March, @slow hemlock
As we have different configs
i'll try vanilla setting on config and see if I can land on March
@slow hemlock I can land on March with "vanilla" config set
yeah its working for me with vanilla settings on march
Can you check if you get the Scoopy interiors Danny?
bro, not appears on monitor
what settings u changed?
this is a dungeon not a moon
how i spawn in?
when u open a door u have a chance to see it
@slow hemlock Updating you, with Vanilla setting set, I can land on march and i get the scoopy interior
When i set the "list" setting, March cannot be landed at all, either if it is set as a valid moon for Scoopy interior or not
if u want it to be guarantee, then look at the config file and change this setting to true
@dire cipher
ok i try
The user Violet also cannot land on March while they do not have March on their "list", so even when using another config list it blocks it
heard chef, march fix is done just waiting on some other stuff
Thank you very much for your dedication, very appreciated
do you know why when you set manually a moon for scoopy to spawn, when you start the game it revert to "vanilla" automatically, therefore making scp never spawn sisnce there is a conflict in spawn chance with LLL
When did you download Scoopy mod interior? This seems like a previous version issue
new version with new cfg
300 is value aways appears at open the door right?
Weird enough
no its a 50% chance
around 50% on a map with one layout possible
the flag i showed u is the guarantee
inclued items custom right?
its around 33% for a map like dine for exemple (manor, factory, scoopy)
the custom items have its own chances u can configure
do you know why when you set manually a moon for scoopy to spawn, when you start the game it revert to "vanilla" automatically, therefore making scp never spawn sisnce there is a conflict in spawn chance with LLL
u made sure u saved the file before u launched the game?
also havent tested with scp yet
i did it 3 times bruv
I don't know why but your issue was something happening on the previous version of Scoopy, are you sure you got the version 0.6.2? One uploaded 2 hours ago
If you got the latest one, well sadly I think you'll have to try your luck waiting for the next update that shouldn't take very long to come i think
yea i deleted the cfg and reinstalled the mod but idk
send a screenshot of your config values before you open the game
its literraly just ExperimentationLevel but i could send one if needed, was working earlier tho
config values have changed, see new description above config
i forgot about the "list" update gonna try that, btw since you are here, any way to find internal names of modded moons if they are not provided?
the names in the terminal should work fine
the way the actual check works is it's
if (currentLevel.PlanetName.Contains(nameFromTheConfig) so it's not a direct comparison
Sorry if asked before but how do I know if modded moons will break with this mod, su h as infinite falling
make sure your using LECore
aight im dumb its working now, any idea why i can't get scp lab to spawn on any moons whatever the setting i use? like even with fondation guaranted on true and specified moon or all its not spwaning like ever
Ok thanks
It's likely that LLL's dungeon injection system doesn't include dungeons that aren't from vanilla or LLL
A space in the moon name isn't a problem right?
i swear that 2 houres ago it was spawning, with LLL installed and LECore
These naming conventions get muddled quickly lol
shouldn't be, let me know if iti s
Should the end of the list end with an "," or it isn't necessary neither
Not sure about that one, more of a scoopy question
on the example in the config there isn't a finishing "," so i guess it isnt necessary or mandatory
i think i saw badham from scp say that he is not sure if that matter the ,
Alright, thanks then, by the way at the moment SCPFoundationDungeon isn't compatible with all this stuff (LECore, LLL, etc.) just gotta wait for Badham to update
Not sure if you were talking about this or another SCP mod earlier
yeeea i know but i swear like 2 houres ago it sapwned multiple times
So maps that use LLL are compatible with this mod?
there's some backend changes happening to LLL that won't affect scoopys but are for patching up compat with scp which hasn't been committed yet
It's possible though, I managed to play with Modded interiors and modded moons together working well for days before Lethal v47 and it apparently surprised modders here
those might break current SCP with LLL (not that it should really work to begin with)
oh
Ah ok, its because on some custom maps it is random if I infinite fall at a entrance
That explains it
are you planning to update scp ?
working on it with batby
it was happening before LEcore made an update, now its good everywhere
When was this update to lecore
You both are amazing, thanks you very much
This problem was a few days ago
LethalExpansionCore should be used instead of LethalExpansion now
also i have a working version with both modded interiors working on modded moons if u want but its using V.45
You can load LethalExpansionCore with LethalExpansion loaded without issue, LECore will load first
It should solve your issues
There was couple of Lethal Company update and it broke mods
So completely uninstall lethalexpansion?
its not that you "can" , its a dependency for LEC
Didn't know it was dependent of it
isnt it ?
wont matter either way
Cheers, I will probably wait a few days. It seems the mods are being updated fast enough to all be compatible with each other
I don't know i don't wanna say shit, so just keep both LE and LEC in anyway
Yes that's the best thing to do
you are right its not a dependency anymore so idk the best moove
Thanks very much Scoopy
nvm it is if you want modded moon so pretty much mandatory
Joakim told me to add it on top of LE anyway
Thanks for this mod, love new dungeon environments
So i'm following what the modder tells, hah
I feel like it's gonna be a mess when Zeekerss will decide to add new types of interiors, all the mods will probably break down again 😬
If he ever decides to tho
nope
Okay haha
LLL will handle that fine 😄
Are there any mods I should uninstall that I had previously or am I good to just install LECore and everything auto update
:)
whats in the new scoopys update?
assuming zeekerss doesnt change a bunch of stuff lol
stop
how i find the config of the mod, i can't remember
Hi, lil help please.
when I make config like this
CastleDungeonMoons = list
CastleDungeonMoonsList = experimentation100
CastleDungeonGuaranteed = true
Castle dungeon is not guaranteed, I don't know if it even will appear
But when I make
CastleDungeonMoons = vanilla
CastleDungeonMoonsList =
CastleDungeonGuaranteed = true
It appears normally every time. So what am I doing wrong?
where i can find this
r2modman -> config editor -> BepInEx\config\ScoopysVarietyMod.cfg
Since you accept suggestions
Make an execution room with a little gilloutine or noose in the middle of the room
the config don t appears on folder, i launch the game
if you are using a mod launcher, just click out of config then reclic config, it has to "load" again
@maiden raptor castledungeonlist rarities override other rarities, including guaranteed values
If you'd like to guarantee on a specific moon use experimentation9999 or similar
Already on my list lol
Knew it lol
Are you planning on making any other dungeons?
More of a question
didnt know u can go up to 9999
got it. thnx
so the "MoonnameLevel" format isn't needed anywhere now
Yep don't need that anymore
I believe i capped it at 99999
If you happen to need the dungeon 99.999% of the time instead of 99.99
never too sure
somebody send the config archiver config of this mod
just to be clear, that mean that 3333 is 33.33 % of spawn ? lets say on top of that u use 33% for scp and 33% for vanilla interior = 100 right? around this value
So I still have 0.001 chance of not getting castle dungeon? Unacceptable!
Setting it at 99999 only gives you castle 99.70% of the time at best 😢 Someone make a mod that lets you go up to 2.147 billion
The value is like number of entries. Vanilla moons typically have their primary moon at 300, and secondary at 2-20. So if you set it to 300, you have approx a 300/620 chance of it spawning
But if you set to a very high number like 99999 you have a 99999/100319ish chance, which is approx 100%
So it's never guaranteed but highly likely
pushed it back to next update so scp can update sooner than later but LLL is going to have a config option to scale down vanilla dungeons if a custom dungeon has chance of spawning
which i think people will like
for some reason when on march it guarantees the dungeon despite having it set to march0
so if castleflow can spawn on the currentlevel and you have the config float set to 0.5f every vanilla flow that can spawn will have their rarity halved
So this is still showing up on modded moons despite being set to vanilla, and the config appears to be resetting itself back to vanilla
Yeah and seems to be showing up every time for some reason o.o
can I see the log?
Oh for LECore moons I have no clue how they are being handled
those configs probably wont be applied to them
just uploaded a new version using newest lethalleveloader and lethallib
hopefully fixes issues with march
no other changes
also if anyone is having config issues pls send a screenshot/copy paste of your config settings
It was applying on v45 tho, would bé cool if you guys could find a way to make it work and auto find internal Moon level name also, would be sick
Mhm, cuz I know it was supposedly briefly fixed
the issue is i don't know what custom moons are in the context of what LE puts in
on my side they are all vanilla moons
So would changing the setting to list theoretically fix it?
Instead of vanilla?
Cuz rn the setting is changing itself back
config resetting itself is a scoopy thing
next update i can maybe slide in a little thing to try and treat le moons less like vanilla
Scoopyyyy Q_Q
Pls send a pic of your config settings, it resetting is a sign the settings are invalid typically
that config works fine for me
when i change vanilla to list ofc
your definitely on 0.6.2 of my mod?
Yeah I'm thinking the issue is that vanilla isn't properly working on only vanilla moons rn
that wont cause your config to reset
seperate issue, related to lecore/lethallevelloader
[Warning: BepInEx] Plugin [MoreMoneyStart 2.1.0] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Warning: BepInEx] Plugin [AdditionalSuits 1.1.3] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Warning: BepInEx] Plugin [ColourfulFlashlights 2.2.0] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Warning: BepInEx] Plugin [LetMeLookDown 1.0.1] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Warning: BepInEx] Plugin [Unlimited Sell 1.0.0] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Warning: BepInEx] Plugin [MoreEmotes-Sligili 1.2.2] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Warning: BepInEx] Plugin [KindTeleporters 1.0.2] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Warning: BepInEx] Plugin [Route Random 1.2.1] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Warning: BepInEx] Plugin [Backrooms 0.1.3] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Warning: BepInEx] Plugin [Scoopy's Variety Mod 0.6.2] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
this from your log is interesting however
considering there is no bepinex 5.4.22.0 im aware of, and my mod definitely targets 5.4.21.0
yeah not sure whats going on otherwise
works for me on my local install which is just my mod + dependencies + unitybrowser and lethalcompanydev (you dont need these two though)
Took me 7 tries and I recorded my alt+tab because I'm dumb but it worked for me (solo, online, aquatis with LECore)
Whether it breaks things in multiplayer is another story though
nvm I think I misunderstood the problem. Guess list + (vanilla moon names) would be a workaround for now
Yeah to get vanilla moons at the moment that's your best bet if you have lecore
If the dungeon still spawns on Lecore moons after you do that then I'm even more confused than I currently am
a proper config pass is fairly high on my todo list which will make this a lot better but figure rn time better spent on moon stuff
LEcore works very well for me with this mod
havent noticed any issues
i had it set to all and guranteed
with 2 clients
both clients had no problems would die to ais etc
no error in logs either
happens for me as well
I might be crazy, but does typing in one incorrect moon name in the list field cause the rest to not load at all?
I'm also curious if we need to seperate each with a space after each comma, since using the value
experimentation50,offense50,vow50,assurance50,atlasabyss300
doesn't appear to generate the dungeon at all on any the selected moons even with guarantee=true
you are inputting it wrongly no ?
it would be 50 experimentation etc
you follow the terminal ingame
unless its been changed recently
no I'm referring to the ScoopysVarietyMod.cfg
yes i know
per the CastleDungeonMoonsList listing:
Moons and rarities should be provided as a comma seperated list in the following format: 'NameRarity' Example: rend300,dine20,experimentation13
oh does it just not work right now?
since the way we would do it was e.g 13 Kast,
no it does
if you set all it works for me on all moons for example
even modded once
yeah I've gotten it to appear with all moons just fine, was just trying to specify it on certain moons and using gaurantee to test
since a dungeon on offense would feel weird
yeah to do it manually on each level its like the example i posted
and i think the base level you need to do the internal names
i think atleast unless it was changed ive only tried it on all for now
the answer to this specific question is no
no no
oh weights
ye
why isnt there numbers
in my levels
hmmm
do i just type Kast instead then ?
for scoopy variety mod
yeah since before it was like 13 Kast,
or internal base game level names
like experimentationLevel or whatever
internal ones don't have Level btw
is there config stuff to LLL as well
since you can set weights for spawn rarity
putting Kast worked fine thanks!
wait so does putting a number behind the level adjust its weight to spawn @slow hemlock in scoopy variety mod ?
atlasabyss300
like this
or do i have to do it somewhere else
yeah
no no its chill just got confused becasue you said behind with the numbers in front haha
Does anyone know if this mod loads atm?
my bad
it does
it does
works perfectly for me
I keep getting softlocked at the seed loading
prob some mod compatibility issue then
have you updated everything?
Yes
whats the log looking like?
ideally best log is C:\Users\Batby.000\AppData\LocalLow\ZeekerssRBLX\Lethal Company
with your username instead ofc
I do not have locallow
oh there we go it auto skips a few pages when you put in %appdata%
which log? I have about 20
player?
my guess would be these repeated lines?
"CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.
"CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.
"CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.
"CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.
"CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.
okie
dw about the rogue company thing that mod doesn't exist anymore
wait this file is totally different?
does it only show the lastest?
only the latest
why dont you use the modloader r2modman or thunderstore app it will simplify your life 10x
as it setup everything correctly for you and you can sync profile code with your friends
I use thunderstore, just not to play it
@west gull update LLL
you just patched it?
yeah r2modman and play modded is an actual godsend
r2modman is a mod loader
you also open the game through it
it does not interact with ur steam files
so ur normal steam files stays as vanilla
but you can just click this button on any mod on thunderstore site if you have any of the loaders and it will install the mods for you correctly
you can config them easier here as well
I do that in thunderstore
and you can easily make multiple profiles
oh okay
if you use thunderstore app already its fine
I do not know what r2modman mod does, its just the edit configs but in the in game settings from my understanding?
oh huh
you can transfer your thunderstore app code to r2modman if you desire to switch
and you can also play with thunderstore app clients while on r2modman client
I probably will tbh
👍
yeah I was hesitant too but once I saw it had zero ads and could share codes with friends it's all I use
thunderstore app can also share codes
they are nearly identical clients
but the other client is there to support overwolf so they can keep the thunderstore site up
as its the sponsor
this is a confusing name
how would i input this lol
ether - (downtown) ?
experimentation50,offense50,vow50,assurance50,march50,rend100,dine100,titan150,kast350,
i want to add it to my list
I'd try smth like Ether50 or something like that
i mean it has all that things in the name
let me just see if i can get it to work on that i guess
I did this for Atlas Abyss and it basically guaranteed it for me
It didn't interfere with vanilla maps or any of my other 3 modded maps
I tried it with March first since I originally had an issue where it hanged until all the library mods updated
I can make a test profile and see which keywords work for the sake of documentation
hmnm it didnt work and also when i went into the main enterance its like rnging if it wants to send me to main enterance or fire exit on the level it didnt work on
wtf
i need to find out if its the level itself now
the ether level
Ether seems to be incredibly buggy for me too yeah
like if i went back in and out
also INCREDIBLY bad performance wise
it would tp me to either fire exit or main enterance location
my pc is rlly good but yeah i can tell it drops my fps a bit
it was still over 100
with 80 mods
Got it to work for Kast
yeah works for me on kast too no issue
i need to find out if the teleporting to fire exit location is related to map or mod
as i dont want main enterance to send me wrong lol
it was like rnging which to use
I'm rocking a 4070ti and ryzen5800x but get around 20fps on that map
pretty nuts
seems like al evel gimick
you have a better gpu than me i think
i have 3090 gpu
and i9 12900k cpu
dont know anything about ryzen
if you have crazy fps drops it could be ur mods
it could be though I'm able to run every other map just fine
it could be, though I'm not really sweating it since I don't plan on running Ether and all the other maps run just fine
I call this the ostrich strategy

@fleet linden LLL provides a fire exit assignment report in the log
why did the level give me a warning message on the thumbnail when loading it up
this map might have some custom gimmicks
oh okay
in this case it was prob the level
@nova lake @timber basin i dont know where to put this but were so fucking back
code
private void Awake()
{
ExtendedDungeonConfig castleDungeonConfig = new ExtendedDungeonConfig();
castleDungeonConfig.BindConfigs(this, "Castle Dungeon");
ExtendedDungeonConfig scpDungeonConfig = new ExtendedDungeonConfig();
scpDungeonConfig.BindConfigs(this, "SCP Dungeon");
}
}
public class ExtendedDungeonConfig
{
public ConfigEntry<string> dynamicLevelTagsList;
public ConfigEntry<int> dynamicRoutePricesList;
public ConfigEntry<int> defaultDungeonRarity;
public void BindConfigs(BaseUnityPlugin plugin, string dungeonName)
{
dynamicLevelTagsList = plugin.Config.Bind(dungeonName + " - General", "Dynamic Level Tags List", "PlanetName: March Rarity: 50", new ConfigDescription("The Dynamic Level Tags List For This Mod"));
defaultDungeonRarity = plugin.Config.Bind(dungeonName + " - General", "Default Dungeon Rarity", 100, new ConfigDescription("The default rarity of the dungeon.", new AcceptableValueRange<int>(0, 300)));
}
}
bepinex config result
[Castle Dungeon - General]
## The Dynamic Level Tags List For This Mod
# Setting type: String
# Default value: PlanetName: March Rarity: 50
Dynamic Level Tags List = PlanetName: March Rarity: 50
## The default rarity of the dungeon.
# Setting type: Int32
# Default value: 100
# Acceptable value range: From 0 to 300
Default Dungeon Rarity = 100
[SCP Dungeon - General]
## The Dynamic Level Tags List For This Mod
# Setting type: String
# Default value: PlanetName: March Rarity: 50
Dynamic Level Tags List = PlanetName: March Rarity: 50
## The default rarity of the dungeon.
# Setting type: Int32
# Default value: 100
# Acceptable value range: From 0 to 300
Default Dungeon Rarity = 100
this means we can use that little class container to standandize every dungeon config from my end
the driving train dropped my fps by 30 for a few seconds

yeah definitely putting that map in the no no bin for now
its not the levels fault
that i was getting tped to fire exit in main enterance
its mod related
but could be due to inputting the name wrong in scoopy variety mod as it was so confusing
i wont even use it on this moon
not sure why they did it like this
I assume he's going to add different landing zones in the future?
you can look in the log and see
ok
but the log is changed
i disabled the mods to test it
its not the same log anymore
but if i dont put the level on the list it cant spawn on it right
Ether - (Downtown)### works to spawn it
(Enter the spawn weight on the #)
I don't think it's case sensitive but I put it exactly as-is just to be safe, and it turns out to consistently work
Cause here it is in action
I just threw it in hastily with my normal group pack lols
try going in and out of the main enterance
and see if it eventually sends you to fire exit
Where's the main entrance lol
that is it
Oh
xD
It consistently sends me between here and it seems a fire exit
i'd need a log
Uh, how do I get that rq anywho, sorry for dumb question
Gotcha, so I'll need to close my game first to yoink that then?
Okay
but close it to be safe i guess
yeah just swapped everything to r2modman, didn't know it existed and yeah its probably better thanks
Just closed my game, does this hopefully work?
nice, so all the dungeon generation config related stuff can just be passed off to LLL when that's done?
I'm thinking what they did for the Ether map is they did this:
They had a main entrance but removed the ability to interact with it
They set up a different spot that looks like a main entrance, but is actually a fire exit