#Scoopys Variety Mod (formerly LethalExtension)

1 messages · Page 3 of 1

rotund root
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so it seems fine(?)

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if i see any issues i'll uh

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be sure to let yall know

nova lake
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interesting

west gull
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still don't really understand how the interiors are chosen

rotund root
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from my understanding its a percent change, but im not an expert

west gull
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so 300 is about 50% you say? Does that mean on experimentation the factory rarity is like 300?

timber basin
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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

west gull
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Do we have any idea about the numbers?

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because I know that, but I can't really balance the rarity if I don't know the actual values

sick relic
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U updated ur game right?

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B.c it would just hang on loading seed

rotund root
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Naturally.

slow hemlock
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once LLL starts being used the numbers involved will be visable in console

sick relic
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And scp map let me load but

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Dont see the custom map

timber basin
west gull
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except march?

timber basin
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0-300 is the intended range of numbers, though it's possible to just ignore the cap

timber basin
west gull
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ok so march is always factory then

timber basin
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Yeah, it's the only moon that can't have the mansion on

west gull
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60 weight of the dungeon will put it was 60/360 or 1/6 of the time?

slow hemlock
timber basin
west gull
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yeah but the percent chances can be found with their rarity over the rarity pool times 100

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wish the wiki had a table

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I love tables

timber basin
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Yeah so it'd be something like 60/374 or some weird value like that

sick relic
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@nova lake so i got it working when i pull the lever and then it hangs on seed number

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And then i quit

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And rehost

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And somehow it works

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¯_(ツ)_/¯

nova lake
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just how i love my issues

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inconsistent

twilit moat
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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

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(speaking from trying with the scp dungeon but this is the same issue so)

slow hemlock
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@sick relic post log

timber basin
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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

fleet mural
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@west gull Automod thinks your message is spam haha

west gull
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I thought it was bc you can't say offense tbh

west gull
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ooo batby's mod is out

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I thought it was indev

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@slow hemlock I'm guessing the config for setting interior rarities is not out?

slow hemlock
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that will mostly be handled by the actual dungeon mods

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for now

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since you can set a rarity for everything you want to add

west gull
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oh huh, I was under the impression a big part of your mod was easy balancing for the interior weights

slow hemlock
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It is, but that can't be fully handled by my mod because it inherintly lacks the context of what your trying to do

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I will have some broader config options soon

hidden ridge
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is anyone experiencing some lag when playing in the dungeon

west gull
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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?

slow hemlock
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i dont understand

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oh

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lmao

west gull
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Because I'm thinking the issue is that the users won't know the names in code yeah?

slow hemlock
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no in the config youll just be able to do something like "PlanetName (Rarity: 000), PlanetName (Rarity: 000)," etc.

west gull
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Unlike in mc where dimensions and biomes have very to see names through commands like /locate

slow hemlock
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the terminal?

west gull
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Thats why I was saying it ay need to auto simplify to numbers and arrange in it an alphabetical order maybe?

slow hemlock
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i mean you can just read off the >moons list

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if that doesn't resolve it for people i can put it in the config dynamically maybe

slow hemlock
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when your ingame and you do >moons in the terminal

west gull
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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

slow hemlock
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OH

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i understand the issue now

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you misunderstand

west gull
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like is it just "factory" and "mansion" in code?

slow hemlock
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In LLL the dungeon controls how its injected

west gull
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I'm not understanding

west gull
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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

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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

slow hemlock
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to be honest I haven't considered a demand of tweaking vanilla dungeon flows

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ill get back to you on that

west gull
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LLL is your mod right?

slow hemlock
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Yes

west gull
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Is this outdated?

This Mod is Likely To Be Incompataible with LethalExpansion, Due To The inherit conflicts involved in changing the same systems.

slow hemlock
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no

west gull
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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

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wait lethalexpansion is different hhhh

granite flicker
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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

nova lake
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people were in the process of porting to LLL (including myself) but then v47 dropped lol

nova lake
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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

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batby just provides new ways to inject your mod in more complex ways than before

mighty tiger
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question, is it possible to make specific moons to be 100% guaranteed to be the dungeon?

nova lake
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it will be soon

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well never 100% technically like 99.9%

mighty tiger
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ah. like hand sanitizer

nova lake
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indeed

mighty tiger
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we just have to specify the moons in config right?

nova lake
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yep

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i mean you can technically do it right now

mighty tiger
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do we go by the names of the moon from within the terminal?

nova lake
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if you specify the moon you want and turn guarantee to true, but will stop it spawning on other moons

mighty tiger
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for instance, \"Castle_GroundsLevel,WateridgeLevel\"

nova lake
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i know for now some people have had issues trying to find the correct moon name

mighty tiger
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we're trying to do that but when we go into, say wateridge, we've gotten the regular factory

nova lake
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try without level

mighty tiger
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is there any place to find the correct moon name?

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will try now

nova lake
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not that im aware of, it's technically the 'internal' name

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if moon creators used a consistent name throughout it should be fine to use terminal name

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but i expect many didnt

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you may be able to find stuff in the moon mods specific thread on here

mighty tiger
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time to trial and error :)))

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alright, it did not work.

nova lake
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another thing that will be fixed with LLL

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should be alot easier to match moon names

mighty tiger
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what's LLL?

nova lake
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batbys mod

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about to update to v47 then i need to do some stuff probably then ill release

mighty tiger
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we just went to v48

fiery matrix
nova lake
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not sure

fiery matrix
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when testing WTO on it the error I got was a lethallib one so ¯_(ツ)_/¯

nova lake
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lethallib doesnt do a whole lot for my mod with LLL involved

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i mean it still does my scrap

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but LLL handles the dungeon gen stuff now

fiery matrix
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oh huh I figured LLL depended on lethallib

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neat

nova lake
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so fingers crossed it just works lol

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oh it does but it handles dungeon injection very differently

fiery matrix
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ahh right yeah I guess that does make sense

nova lake
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which is likely what broke with the new update

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at least in my mind as someone who hasnt really looked at it very closely yet

slow hemlock
mighty tiger
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so what is LLL?

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like is it a mod you can install on thunderstore?

slow hemlock
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#1193461151636398080

sick relic
nova lake
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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

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if you have a customised config you will need to change things but should be an easy switch

fleet linden
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oo nice but moons are still in LE so i cant use this yet i dont think ?

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maybe if i use LE core not sure

bronze prairie
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I'd imagine LLL and LE are super incompatible but I don't know shit

fleet linden
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i think so

nova lake
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they are

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LE moons will still be incompatible, some moons should be switching to LLL soon though

granite flicker
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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.

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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

slow hemlock
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do you have the bepinex log enabled?

granite flicker
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it's currently up yeah, no idea what to look for yet though

slow hemlock
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the LLL log will show you the dungeon selection data

granite flicker
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interesting, I have LLL installed with the mod manager but it doesn't appear to be logging anything

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for LLL I mean, all my other mods appear to log just fine

prisma copper
granite flicker
prisma copper
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I haven't tried it so idk just an idea

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Do you have a mod that reduces logging

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Or maybe how your bepinex config is configured to log

granite flicker
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I did a second ago but I've since turned it off to try and relog it but even then nothing

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I'll check Bepinex tho

granite flicker
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I can delete it though and relog in a second

prisma copper
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Yeah I don't think it's supposed to effect mods logs

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Unsure

nova lake
granite flicker
prisma copper
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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

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Different logging settings preset

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Idk why xd

prisma copper
# granite flicker nope

There is a bug in the mod manager if you disable and re enable mods too fast, that the mod gets permanently disabled

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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

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Alternatively just make a brand new profile to test

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And redownload

nova lake
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the way i set up configs you shouldnt need to however

granite flicker
nova lake
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damn

prisma copper
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You are on the latest update right? Didn't roll back?

nova lake
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yeah i would try catch that log that batby said

granite flicker
prisma copper
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Why'd I hear 48 was out

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Haven't checked

granite flicker
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my game does show v48 though I believe that's a mod correct?

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(MC)

prisma copper
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Oh yeah scoopy said on his modpage updated for 48 xd

timber basin
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no v48 is the latest version, from a couple hours ago

prisma copper
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Is it just a hot fix

nova lake
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yeah should be good for 48

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and yes

granite flicker
prisma copper
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Idk just set everything to max xd

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I thought bepinex logging didn't affect mods but unsure

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Could be another mod conflict? Did you try using the mod alone

granite flicker
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hmmm, I did just get the 0.6.1 hotfix while testing and now I can seem to generate it

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definitely no mod conflicts or errors, I guess it just didn't want to generate

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I'll try enabling cleanerlogs in a sec to make sure it's not conflicting

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huh, error seemed to resolve itself, weird

worldly lotus
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what exactly is this mod incompatible with? what should i keep my hands from when using this mod? for example scp dungeon...?

granite flicker
worldly lotus
slow hemlock
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LethalExtension Expansion*

worldly lotus
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oh right okay

granite flicker
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yeh sorry about that I confused the words

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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

maiden sand
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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.

prisma copper
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I believe neither is lethallevelloader

maiden sand
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it was working just fine right before the most recent update

prisma copper
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Really

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Probably breaks a lot even if you don't notice

prisma copper
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And that's incompatible

maiden sand
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mmh

nova lake
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Lethal level loader won't be compatible with LE

zenith vessel
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That's a bit close for a fire exit.

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And I guess mimics don't work very well with the dungeon, considering it has unique fire exit doors?

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Nevermind.

prisma copper
zenith vessel
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They don't work with custom interiors period.

prisma copper
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Yeyee

zenith vessel
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Still think fire exits should look like fire exits on the inside.

worldly lotus
granite flicker
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I don't mind mimics not spawning on the map since I'm pretty awful at differentiating them anyways lol

prisma copper
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A wooden door that says fire exit 😄

worldly lotus
prisma copper
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Can't you tell it's a fire exit

zenith vessel
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It does, just like it does in a mansion. It's not a dungeon that was never visited by a modern civilisation.

prisma copper
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Because the window is lit up

zenith vessel
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Why does it have modern scrap then?

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Why does it have a fire exit at all then? Who built it?

prisma copper
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Why is it on a moon?

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🤣

granite flicker
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Why do we use shovels if we have a spaceship?

worldly lotus
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Whats the sound behind the wall?

zenith vessel
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Point is, fire exits are consistent in base game.

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Main entrance having unique model inside is fine though, that's how mansion is too.

prisma copper
worldly lotus
timber basin
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I wanted to keep visual consistency with mine, custom fire exits are nice as visual flare

zenith vessel
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I understand that.

granite flicker
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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

zenith vessel
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It's just my vision.

granite flicker
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Since it can be configured to show up randomly

worldly lotus
prisma copper
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Could have unique torches beside the fire exits

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Oh

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You do xd

worldly lotus
prisma copper
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XD

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Seems fine then to me xd

zenith vessel
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Could you make fire exits match outside too then?

prisma copper
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The main entrance doesn't match outside

worldly lotus
zenith vessel
prisma copper
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Wut

zenith vessel
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They look the same on both sides.

prisma copper
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I think they're red outside

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?

zenith vessel
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I'm talking base game.

prisma copper
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Yeah I'm talking the mod

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The main entrance doesn't match

zenith vessel
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Yes, it doesn't match on base game interiors either.

prisma copper
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Doesn't it

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On regular facilities

zenith vessel
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Fire exits are 1:1 though.

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So I'm just wondering if there's a limitation for outside doors.

timber basin
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fire exits are built in as part of the moon not generated on the fly like dungeon fire exits

zenith vessel
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Cool.

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Thanks for clarifying.

prisma copper
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Everything outside is from the moon

zenith vessel
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Weird way to do it on the game's side.

granite flicker
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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

prisma copper
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They got one in the store called pro flashlight

zenith vessel
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Only real critique I have is stretched hand interaction icon.

prisma copper
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A torch with a short range glow that lasts forever would be cool to find tho

granite flicker
worldly lotus
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What exactly has been done to improve performance majorly (looking at the patch notes)?

prisma copper
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FPS has been set to higher value

slow hemlock
worldly lotus
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maybe also the reflection is a lil too much which might impact performance

slow hemlock
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@zenith vessel LLL changes fire exit spawning so it spawns the right amount in the dungeon based on how many are on the moon

zenith vessel
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Hm?

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What's that in relation to?

granite flicker
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Custom dungeon fire exit counts

worldly lotus
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or maybe #suggestion just add client side graphical config for the mod. so everyone can configure how they want if thats possible

slow hemlock
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However many EntranceTeleport components are on the moon decide how many spawn in dungeon

west gull
worldly lotus
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this mod had a rarity config before as well if thats what you mean

west gull
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Yeah but thats not very helpful for more than one mod that adds interiors and a seperate mod that controls all is great

static girder
slow hemlock
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I’d love to

zenith vessel
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LethalConfig is shaping up well.

west gull
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Oh wait I misread you haven’t coded that?

slow hemlock
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I can’t code that

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Theres inherently too many options for a string based config file

worldly lotus
zenith vessel
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Configure what exactly?

zenith vessel
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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.

worldly lotus
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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

zenith vessel
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Is it though?

worldly lotus
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ye. me and my friends tested this several times and a few of them really have insanely good pc specs

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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

zenith vessel
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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.

worldly lotus
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okay i thought that might somehow be possible in some way

zenith vessel
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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.

worldly lotus
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okay ._.

zenith vessel
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I don't think it's the assets though. The mod is like 10 megs.

worldly lotus
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"megs"?

zenith vessel
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megabytes

slow hemlock
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The dungeon is very poorly optimised. A majority of custom LC content will be until guides and standards develop

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A lot of people will be fairly newish to Unity and HDRP is the finnicky deep end

nova lake
zenith vessel
coarse plinth
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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?

nova lake
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They never really were, people seemed to constantly have issues, but will be compatible with moons on lethallevelloader

coarse plinth
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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

knotty harness
coarse plinth
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I mean on our side, me and 3 other friends which i gave the duplicate of my own config and files

coarse plinth
midnight ember
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Dungeon still generates on custom moons despite the setting saying vanilla

granite flicker
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I'd imagine we need to use LethalSDK at some point too, though not sure if we'd need the source files or not

coarse plinth
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We're also trying to make things work out over the LethalExpansion channel

runic solar
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is it possible to play with the Extension mod and with mimic mod _

gentle compass
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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.

rustic pendant
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Man the split between lethal expansion / core and the new LLL is stressing me out. Don’t know what to remove and use

crimson pilot
lone lodge
opaque void
crimson pilot
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i think interiors are more important than moons rn

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so bye bye LE

short swallow
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The core issue is you spend most of the day inside then outside

rustic pendant
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I got used to using lethal expansion for modifying scrap spawning and shit, what should I use? Lethal quantities?

lone lodge
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lethal expansion has really shitty UI anyway while

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configurablecompany

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has much better UX and UI

rustic pendant
chrome crater
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you can also try LethalUtilities if you need even more control over scrap spawning but its all config no UI

bronze prairie
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I thought LethalLevelLoader was going to replace the LethalLib dependency?

zenith vessel
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LL is for interiors and items.

bronze prairie
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Oh does LLL not have item support?

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Makes sense

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Oh lol LLL has LL as a dependency anyways

zenith vessel
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LLL is for moons.

bronze prairie
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And interiors

spring loom
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Hey scoopy how did you fix this? Is it related to what layer the dungeon tile is on?

shell jay
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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!

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is the index OOB error normal...?

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we've restarted the lobby, and it did it again!

crimson pilot
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yikes!

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looks more like its lethal level loader

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and not this mod specifically

shell jay
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youch! indeed. Weird...

lapis sierra
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@shell jay do you have the SCP dungeon mod installed?

shell jay
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yup!

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oh wow

lapis sierra
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that would be the issue then, needs to be updated still

shell jay
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thanks so much!! we didn't really like it anyway skull

crimson pilot
worldly lotus
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has the occurance of alpha walls in the pillar room been fixed yet?

nimble ferry
shell jay
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working!

crimson pilot
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disable it

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it hasnt been made to work with lethal level loader yet

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probably soon tho

nimble ferry
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oh that would be it then

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i did have both installed

midnight ember
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bracken seems to have a difficulty pathfinding in this dungeon as far as i can tell

strong gust
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lmao

languid nexus
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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

lapis sierra
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Pretty sure you can do that in the config with the latest version

strong gust
languid nexus
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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.

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So setting Scoopy to 300 gives it 300 chances too

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so roughly 50%

strong gust
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The analogy actually quite helps with my understanding of how it works now, so intend of any overrides it simply adds to the pool

sick relic
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Does the new scoop update with new dependency work with SCP dungeon?

maiden sand
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it works with scp dungeon

hybrid hare
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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

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So setting scoopys to 300 has between exactly 50% on march and 300/669 on titan

strong gust
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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

hybrid hare
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yep that's my understanding

slow hemlock
sick relic
maiden sand
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works just fine for me

sick relic
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R u using the update scoopy?

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Using LLL?

maiden sand
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yes

sick relic
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Can you enable force scp map

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And set to all

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And go to exp

maiden sand
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yes

sick relic
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B.c im getting this whenever i go to Expermental map when scp is forced to spawn on there

maiden sand
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idk man

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oh

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now its not working

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i restarted my game

lapis sierra
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the issue is with SCP's dungeon mod, it hasn't been updated, nothing to do with Scoopys, LLL or LE

coarse plinth
twilit moat
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LECore should work with LLL now

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If you find any issues let me know

coarse plinth
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@twilit moat Want me to test it out? or did you already push an update of LECore?

twilit moat
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already out

coarse plinth
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Trully heaven sent, thank you

sick relic
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With recent update ti LL

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Doesnt show error

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Doesnt load scp map

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Only show castle in the log

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Scp kinda work without LLL and scoopy

weary belfry
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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

coarse plinth
lapis sierra
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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

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so maybe that needs fixing

slow hemlock
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@lapis sierra what’s the matching results in the log?

weary belfry
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i would like the interior to only spawn on offense

west gull
#

wait batby, what prevents a mansion and factory rarity config like this? Just would fight other mods?

weary belfry
#

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

strong gust
#

Atlas Abyss is slated to eventually be on LLL, so I have that to look forward to as well

west gull
#

I assume it goes experimentation,assurance,vow,march etc like that

weary belfry
#

i put in list instead of vanilla

west gull
#

you may be adding spaces?

coarse plinth
slow hemlock
weary belfry
#

and in the CastleDungeonMoonlist i only have offense

west gull
slow hemlock
#

How would you want it presented?

weary belfry
#

tried a variety of other things

#

the paid listing works like normal

#

offense stays while list reverts to vanilla

west gull
#

hmm

#

oh I know why

#

Example: rend300,dine20,experimentation13

coarse plinth
#

shouldn't you add the chances of spawn in the string?

west gull
#

you need to have the rarity after

coarse plinth
#

that's what i thought but i remained silent for a moment lol

weary belfry
#

trying that rq

west gull
#

so like offense:100 if you want it to be like a about 24-25ish% chance of the castle spawning

weary belfry
#

i want it to only be on offense lol

coarse plinth
west gull
#

Its additive rarities, think like a raffle

dim jasper
#

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

west gull
#

there will be 300 tickets for the factory, somewhere between 2 and 20 for the mansion and 100 for the castle

coarse plinth
#

You're right

west gull
#

the percent spawn rate of a interior will be the rarity over total rarities times 100

slow hemlock
weary belfry
dim jasper
#

yeah im just having the same bug with it resetting to vanilla every time the game launches

coarse plinth
#

maybe try to set the config file as read-only?

west gull
#

May be a bug then

coarse plinth
#

not sure it will work but I had a similar problem of config file resetting on another game

west gull
#

I think the first thing to look at is if list is readable in the above setting

low summit
#

just incase

dim jasper
#

im on a fresh install so its not that

weary belfry
#

well im pretty sure i am editing the scoopyvarietymod config

low summit
#

im bout to do some testing myself

weary belfry
#

asi i type it in everytime osaka

coarse plinth
#

i'll do the same than yall, using the list and listing moons to see

dim jasper
#

if i force the file as read-only would that possibly cause desync for connecting players though?

west gull
#

@slow hemlock Could you help with this issue? the config doesn't seem to accept "list", is it written incorrectly?

weary belfry
#

i now did the caveman method of
offense300,experimentation0,rend0,march0,vow0,dine0,titan0,assurance0
and it still didnt work

dim jasper
#

i think in the actual config it doesnt have "list" as an acceptable value

#

oepning it up in txt at least

coarse plinth
#

"CastleDungeonMoons" value was changed when i started the game, it got back to 'vanilla' while i set it as 'list'

weary belfry
#

yup same happens to me

coarse plinth
#

Same as yall

dim jasper
weary belfry
#

yeah that might be the issue

midnight ember
#

i think this whole setting just doesnt work, mine was set on vanilla and the dungeon still spawned on LE moons

west gull
coarse plinth
#

The third line specifies that 'list' can be used, though

weary belfry
#

yeah

#

paid does work

crimson pilot
#

its wrong sadly

coarse plinth
#

yeah i know, just as all the other lines

west gull
#

@nova lake The "list" value for CastleDungeonMoons is not accepted

crimson pilot
#

maybe try titan

#

since

#

that seems

#

out of place

#

probably wont work tho

weary belfry
#

ill try still

coarse plinth
#

on my side i'll try to make a list directly on the CastleDungeonMoons, but unlikely to work

slow hemlock
west gull
#

We found the issue

west gull
crimson pilot
#

“list” just isnt a valid option in the config for this mod

#

🦖

weary belfry
coarse plinth
#

making a list directly inside CasteDungeonMoons didn't work neither

#

so we gotta wait now

weary belfry
#

seems like it

slow hemlock
#

Yeah this might be a ball for scoopy

weary belfry
#

also titan just reverts back to vanilla too

slow hemlock
#

the way configs work via txt format like this makes it very finnicky on the development side

weary belfry
#

yeah will just have to wait until it gets fixed tried basically everything now

radiant peak
#

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?

strong gust
#

🤨
First I've heard of that issue

radiant peak
#

Yeah I don't know why. When I disable this mod the names come back

slow hemlock
strong gust
#

Sounds like a pretty heavy-handed way to enforce that LethalLib/LLL doesn't play nicely with LE(base)

radiant peak
#

LECore?

#

Ah I found it no I don't\

strong gust
#

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

radiant peak
#

Ok I'll try and see if it'll fix it

strong gust
#

I use LECore and I see all of the modded maps even with Scoopy's enabled

#

Like so

radiant peak
#

Ok gonna launch and see if it's fixed

#

That worked thank you both so much!

strong gust
#

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

radiant peak
#

I'll check it out

coarse plinth
#

Ty for the heads up

timber basin
nova lake
#

Looks like the problem is I forgot to add list in the acceptable values for the config entry

#

Patching now rq

nova lake
#

okay patch is pushes

#

should solve list not working

granite flicker
#

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

rustic pendant
#

whats the new update? @nova lake

nova lake
#

just fixes list in config

#

small blunder on my part

knotty harness
#

How do i select specific moons for the dungeon to be on in config settings?

#

is it still MoonnameLevel

#

or has it changed?

nova lake
#

its changed, details are in the config file

tropic fog
#

hey what does LLL do for this mod now that its a dependency?

slow hemlock
#

LLL handles the loading of the dungeon itself, vs. previously being handled by LethalLib

tropic fog
#

gotcha

rustic pendant
#

i have vanilla in the config

#

and its still spawning on modded moons

cyan walrus
#

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.

slow hemlock
#

thats fine

dire cipher
#

bro, this mod works????

#

because i trying but don't working

cyan walrus
#

yep check your other mods

strong gust
#

Finally got it to work under the new config, did this:
list for CastleDungeonMoons
then I did Atlas Abyss300, for CastleDungeonMoons list

low summit
#

case sensitive?

strong gust
#

Got it to spawn on Atlas Abyss, and none on the vanilla maps just yet, gonna see how far I can

cyan walrus
low summit
#

I had atlas abyss300 and didn't see 3 days in a row but prolly just unlucky

strong gust
#

Unsure cause the terminal told me that atlas abyss300 worked but it didn't appear despite the guarantee

coarse plinth
#

@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

strong gust
#

Certainly, I'll make that my next destination

coarse plinth
#

Either with guarantee or no, it gets me hanging on seed gen

slow hemlock
#

can i see log?

coarse plinth
#

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

strong gust
#

I'm hanging too, hmm

cyan walrus
coarse plinth
#

Ah.

coarse plinth
coarse plinth
#

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

cyan walrus
#

yeah its working for me with vanilla settings on march

coarse plinth
#

Can you check if you get the Scoopy interiors Danny?

dire cipher
#

bro, not appears on monitor

cyan walrus
#

what settings u changed?

cyan walrus
dire cipher
#

how i spawn in?

cyan walrus
#

when u open a door u have a chance to see it

coarse plinth
#

@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

cyan walrus
#

if u want it to be guarantee, then look at the config file and change this setting to true

dire cipher
#

ok i try

coarse plinth
slow hemlock
#

heard chef, march fix is done just waiting on some other stuff

coarse plinth
#

Thank you very much for your dedication, very appreciated

steep egret
coarse plinth
steep egret
#

new version with new cfg

dire cipher
#

300 is value aways appears at open the door right?

coarse plinth
cyan walrus
steep egret
cyan walrus
dire cipher
#

inclued items custom right?

steep egret
cyan walrus
steep egret
cyan walrus
cyan walrus
steep egret
coarse plinth
#

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

steep egret
nova lake
steep egret
nova lake
#

config values have changed, see new description above config

steep egret
slow hemlock
#

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

keen ridge
#

Sorry if asked before but how do I know if modded moons will break with this mod, su h as infinite falling

slow hemlock
#

make sure your using LECore

steep egret
keen ridge
#

Ok thanks

slow hemlock
#

It's likely that LLL's dungeon injection system doesn't include dungeons that aren't from vanilla or LLL

coarse plinth
#

A space in the moon name isn't a problem right?

steep egret
keen ridge
#

These naming conventions get muddled quickly lol

slow hemlock
coarse plinth
#

Should the end of the list end with an "," or it isn't necessary neither

slow hemlock
#

Not sure about that one, more of a scoopy question

coarse plinth
#

on the example in the config there isn't a finishing "," so i guess it isnt necessary or mandatory

steep egret
#

i think i saw badham from scp say that he is not sure if that matter the ,

coarse plinth
#

Not sure if you were talking about this or another SCP mod earlier

steep egret
keen ridge
#

So maps that use LLL are compatible with this mod?

timber basin
#

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

coarse plinth
timber basin
#

those might break current SCP with LLL (not that it should really work to begin with)

coarse plinth
#

oh

keen ridge
#

Ah ok, its because on some custom maps it is random if I infinite fall at a entrance

#

That explains it

steep egret
timber basin
steep egret
keen ridge
#

When was this update to lecore

coarse plinth
keen ridge
#

This problem was a few days ago

coarse plinth
steep egret
coarse plinth
#

It should solve your issues

#

There was couple of Lethal Company update and it broke mods

keen ridge
#

So completely uninstall lethalexpansion?

coarse plinth
#

No you can keep it

#

Download the mod LethalExpansionCore, and install it

steep egret
#

its not that you "can" , its a dependency for LEC

coarse plinth
#

Didn't know it was dependent of it

steep egret
#

isnt it ?

keen ridge
#

Cheers, I will probably wait a few days. It seems the mods are being updated fast enough to all be compatible with each other

coarse plinth
#

I don't know i don't wanna say shit, so just keep both LE and LEC in anyway

coarse plinth
steep egret
coarse plinth
steep egret
#

nvm it is if you want modded moon so pretty much mandatory

coarse plinth
keen ridge
#

Thanks for this mod, love new dungeon environments

coarse plinth
#

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

coarse plinth
#

Okay haha

slow hemlock
#

LLL will handle that fine 😄

keen ridge
#

Are there any mods I should uninstall that I had previously or am I good to just install LECore and everything auto update

coarse plinth
#

:)

knotty harness
#

whats in the new scoopys update?

nova lake
nova lake
slow hemlock
#

stop

nova lake
#

watch him switch off dungen

#

to wfc

dire cipher
#

how i find the config of the mod, i can't remember

maiden raptor
#

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?

dire cipher
#

where i can find this

maiden raptor
hollow isle
#

Since you accept suggestions
Make an execution room with a little gilloutine or noose in the middle of the room

dire cipher
#

the config don t appears on folder, i launch the game

steep egret
nova lake
#

If you'd like to guarantee on a specific moon use experimentation9999 or similar

hollow isle
#

More of a question

steep egret
steep egret
nova lake
#

Yep don't need that anymore

nova lake
#

If you happen to need the dungeon 99.999% of the time instead of 99.99

steep egret
#

never too sure

dire cipher
#

somebody send the config archiver config of this mod

steep egret
maiden raptor
hybrid hare
#

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

nova lake
#

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

slow hemlock
#

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

knotty harness
#

for some reason when on march it guarantees the dungeon despite having it set to march0

slow hemlock
graceful whale
#

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

slow hemlock
#

can I see the log?

graceful whale
#

Layout showed up on both EGypt and Ducky

slow hemlock
#

Oh for LECore moons I have no clue how they are being handled

#

those configs probably wont be applied to them

graceful whale
#

Which is basically all modded moons atm

#

J/s lol

nova lake
#

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

steep egret
graceful whale
#

Mhm, cuz I know it was supposedly briefly fixed

slow hemlock
#

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

graceful whale
#

So would changing the setting to list theoretically fix it?

#

Instead of vanilla?

#

Cuz rn the setting is changing itself back

slow hemlock
#

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

graceful whale
#

Scoopyyyy Q_Q

nova lake
#

Pls send a pic of your config settings, it resetting is a sign the settings are invalid typically

graceful whale
#

Okay, I'll try deleting and regenning it first

#

This is what I have atm

nova lake
#

that config works fine for me

#

when i change vanilla to list ofc

#

your definitely on 0.6.2 of my mod?

graceful whale
#

Yeah I'm thinking the issue is that vanilla isn't properly working on only vanilla moons rn

nova lake
#

that wont cause your config to reset

graceful whale
#

Fair

#

That might have reset before the update rn

nova lake
#

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

graceful whale
#

Yeah, that happens a lot for me and idk why

#

But doesn't seem to cause any issues

nova lake
#

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)

hybrid hare
#

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

nova lake
#

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

slow hemlock
#

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

fleet linden
#

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

fleet linden
granite flicker
#

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

fleet linden
#

you are inputting it wrongly no ?

#

it would be 50 experimentation etc

#

you follow the terminal ingame

#

unless its been changed recently

granite flicker
#

no I'm referring to the ScoopysVarietyMod.cfg

fleet linden
#

yes i know

granite flicker
#

per the CastleDungeonMoonsList listing:

Moons and rarities should be provided as a comma seperated list in the following format: 'NameRarity' Example: rend300,dine20,experimentation13

fleet linden
#

oh

#

you are asking him to change how it works

#

its not an issue you have

granite flicker
#

oh does it just not work right now?

fleet linden
#

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

granite flicker
#

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

fleet linden
#

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

slow hemlock
fleet linden
#

was it changed Batby ?

#

or is it still like 13 Kast,

slow hemlock
#

no no

fleet linden
#

oh wait LE core dont even display them like that

#

so im not even sure now

slow hemlock
#

the numbers arson is using is rarity

#

with LLL you get to define rarity per listing

fleet linden
#

oh weights

slow hemlock
#

ye

fleet linden
#

why isnt there numbers

#

in my levels

#

hmmm

#

do i just type Kast instead then ?

#

for scoopy variety mod

slow hemlock
#

yeah if you want

#

i dont know if it will be used

#

but thats how it would work

fleet linden
#

yeah since before it was like 13 Kast,

#

or internal base game level names

#

like experimentationLevel or whatever

slow hemlock
#

internal ones don't have Level btw

fleet linden
#

oh rlly

#

it worked that way in the past

#

for me

#

before LLL was even out

slow hemlock
#

prob cuz it was using a contains check

#

these are all the internal PlanetNames

fleet linden
#

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

slow hemlock
#

that is not behind

#

your example doesn't match the question?

fleet linden
#

?

#

i mean like this

slow hemlock
#

yeah

fleet linden
#

i see it in the description now

#

sorry

slow hemlock
#

no no its chill just got confused becasue you said behind with the numbers in front haha

west gull
#

Does anyone know if this mod loads atm?

fleet linden
#

my bad

slow hemlock
granite flicker
fleet linden
west gull
#

I keep getting softlocked at the seed loading

fleet linden
#

prob some mod compatibility issue then

slow hemlock
#

have you updated everything?

west gull
#

Yes

slow hemlock
#

whats the log looking like?

west gull
#

uhh where log again?

#

I'm in the steam

slow hemlock
#

ideally best log is C:\Users\Batby.000\AppData\LocalLow\ZeekerssRBLX\Lethal Company

#

with your username instead ofc

west gull
#

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.

slow hemlock
#

player ye

#

nah those are vanilla lol

#

can chuck me the whole file

west gull
#

dw about the rogue company thing that mod doesn't exist anymore

#

wait this file is totally different?

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does it only show the lastest?

slow hemlock
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only the latest

fleet linden
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why dont you use the modloader r2modman or thunderstore app it will simplify your life 10x

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as it setup everything correctly for you and you can sync profile code with your friends

west gull
slow hemlock
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@west gull update LLL

west gull
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you just patched it?

granite flicker
west gull
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just got it again

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what does r2modman do?

fleet linden
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r2modman is a mod loader

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you also open the game through it

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it does not interact with ur steam files

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so ur normal steam files stays as vanilla

west gull
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I think this is the real one?

fleet linden
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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

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you can config them easier here as well

west gull
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I do that in thunderstore

fleet linden
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and you can easily make multiple profiles

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oh okay

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if you use thunderstore app already its fine

west gull
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I do not know what r2modman mod does, its just the edit configs but in the in game settings from my understanding?

fleet linden
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its same as thunderstore app

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just no ads

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loads faster etc

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no overwolf

west gull
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oh huh

fleet linden
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you can transfer your thunderstore app code to r2modman if you desire to switch

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and you can also play with thunderstore app clients while on r2modman client

west gull
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I probably will tbh

fleet linden
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👍

granite flicker
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yeah I was hesitant too but once I saw it had zero ads and could share codes with friends it's all I use

fleet linden
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thunderstore app can also share codes

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they are nearly identical clients

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but the other client is there to support overwolf so they can keep the thunderstore site up

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as its the sponsor

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this is a confusing name

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how would i input this lol

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ether - (downtown) ?

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experimentation50,offense50,vow50,assurance50,march50,rend100,dine100,titan150,kast350,

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i want to add it to my list

strong gust
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I'd try smth like Ether50 or something like that

fleet linden
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i mean it has all that things in the name

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let me just see if i can get it to work on that i guess

strong gust
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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

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I tried it with March first since I originally had an issue where it hanged until all the library mods updated

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I can make a test profile and see which keywords work for the sake of documentation

fleet linden
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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

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wtf

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i need to find out if its the level itself now

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the ether level

granite flicker
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Ether seems to be incredibly buggy for me too yeah

fleet linden
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like if i went back in and out

granite flicker
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also INCREDIBLY bad performance wise

fleet linden
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it would tp me to either fire exit or main enterance location

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my pc is rlly good but yeah i can tell it drops my fps a bit

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it was still over 100

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with 80 mods

strong gust
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Got it to work for Kast

fleet linden
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yeah works for me on kast too no issue

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i need to find out if the teleporting to fire exit location is related to map or mod

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as i dont want main enterance to send me wrong lol

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it was like rnging which to use

granite flicker
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pretty nuts

fleet linden
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seems like al evel gimick

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you have a better gpu than me i think

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i have 3090 gpu

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and i9 12900k cpu

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dont know anything about ryzen

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if you have crazy fps drops it could be ur mods

granite flicker
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it could be though I'm able to run every other map just fine

fleet linden
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check ur console for errors

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that usally causes fps drops

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20 fps is a bit extreme

granite flicker
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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

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I call this the ostrich strategy

slow hemlock
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@fleet linden LLL provides a fire exit assignment report in the log

fleet linden
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why did the level give me a warning message on the thumbnail when loading it up

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this map might have some custom gimmicks

fleet linden
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in this case it was prob the level

slow hemlock
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@nova lake @timber basin i dont know where to put this but were so fucking back

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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

fleet linden
granite flicker
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yeah definitely putting that map in the no no bin for now

fleet linden
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its not the levels fault

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that i was getting tped to fire exit in main enterance

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its mod related

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but could be due to inputting the name wrong in scoopy variety mod as it was so confusing

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i wont even use it on this moon

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not sure why they did it like this

granite flicker
slow hemlock
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you can look in the log and see

fleet linden
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ok

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but the log is changed

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i disabled the mods to test it

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its not the same log anymore

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but if i dont put the level on the list it cant spawn on it right

strong gust
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Ether - (Downtown)### works to spawn it
(Enter the spawn weight on the #)

fleet linden
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thats how i did it i think no ?

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well i didnt use capital

strong gust
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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

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I just threw it in hastily with my normal group pack lols

fleet linden
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try going in and out of the main enterance

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and see if it eventually sends you to fire exit

strong gust
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Where's the main entrance lol

fleet linden
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that is it

strong gust
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Oh

fleet linden
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xD

strong gust
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It consistently sends me between here and it seems a fire exit

slow hemlock
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i'd need a log

fleet linden
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send him log

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mine is outdated

strong gust
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Uh, how do I get that rq anywho, sorry for dumb question

fleet linden
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type log in settings

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then copy to clipboard

strong gust
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Gotcha, so I'll need to close my game first to yoink that then?

fleet linden
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no

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you can copy it with game open i think

strong gust
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Okay

fleet linden
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but close it to be safe i guess

west gull
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yeah just swapped everything to r2modman, didn't know it existed and yeah its probably better thanks

strong gust
timber basin
strong gust
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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