#Scoopys Variety Mod (formerly LethalExtension)
1 messages · Page 4 of 1
Yeah you’ll just have to do those 2 lines then you can pull the data from it
I'm somewhat betting they did some model fuckery so the actual main looks like a fire exit from the outside and vice-versa, it's also one of the only LE maps I've seen that actually added a fake scan node (ie the fakeout main entrance) and adds flavor text to the scan nodes
Is there a way to get this dungeon to spawn on custom moons?
I’m pretty new to modding and don’t really know how to config mods
Add the name of the moon as it appears in the catalogue in the config,
If you use Thunderstore App/r2modman, there's a dedicated spot that you can edit configs easily (run the game once with the mods enabled to generate the config file, then close the game)
Thx!
I recommend using a mod manager like r2modman cause it makes it easier to manage mods, edit configs, and sync mod profiles with as simple as a code you can easily send to a friend
Just for reference, I did this to spawn Scoopy's interior map for the outdoor mod map "Atlas Abyss"
I recommend you also install LethalExpansionCore as that can help avoid incompatibility issues that's common between LethalLib/LLL and LethalExpansion maps
LethalExpansionCore also counters some of the reported bugs with LE maps such as:
- Indoor Enemies (such as Coils) not focusing on players that are not the host
- Lightning striking indoors
if you even have 1 typo at all it breaks all of it i think
so you need to test 1 level at a time
if you dont want to struggle making it work propperly
well it 100% did
Experimentation50,Offense50,Vow50,Assurance50,March50,Rend100,Dine100,Titan150,Kast999999,Taiga200,Aquatis150,Orion60,Bikini Bottom80,Auralis150,Castle Grounds150, this was my list i couldnt get it to work in Kast
i removed all
and only put Kast and it worked
maybe its because of the last ,
too many 9s there boss
in Castle Grounds
on kast
that works in the other one ?
typos won't break my side of things
i copy pasted it over
i do need to add some extra conditions to ensure all names are being matched correctly
this worked for me
remove 1 9 and kast should work
wait i changed the 9s
max rarity is 99999
arbitrary value that i set tbh i should communicate it better
long before i put 99999 btw
so it def didnt work
maybe its because i had a , in the last entry
that shouldnt affect it
no idea why it didnt work then
if you can remove a 9 and try it and send console log output
there will be two logs we can use to debug, one when the game starts to see if it registered the dungeon correctly, and one when the dungeon loads to see whether the dungeon flow was found
just set rarity to like 9999 to be safe
that should guarantee but run no risk of being invalid
instead of using 9999 can you make a different thing to type
as people will legit just spam 9999
what about -1
or +1
i actually just realised 99999 wont work because i did > not >= hahahaha
9999
if this works i will be mega confused
because ive been doing tests for so long and it only worked after i remade config with only Kast and rend
nevermind i cant read my own code i did do it right
and 99999 would be valid
but ill add a note in the config description to state that 99999 is the max
i dont think using 9s is the best idea
i feel like something easier could be done
to set to highest posible
like an alias symbol
its a limitation of how the game implements rarities
ah okay
and you cant make like if value -1 = 9999 ?
just something thats easier to type for people who will struggle
i could do something like that but might also be confusing
I don't think there's any actual limitation (besides the int limit)
i just mean because its designed as a draw from a hat system
why did it not work before then
the limitation on values is arbitrary by me, i could remove it though
could have got unlucky lol
i think ill remove the limit on rarity values for future
that way if people spam 9s or whatever no chance of this happening, my implementation was pretty unclear
just dont put values above max int32 value (2,147,483,648) 🙂
ahhhhh
okey scoopy
i have problem with your mod
Scoopys Variety Mod
how to set spawning interior
bepinex/config/scoopysvarietymod
spawns by default with 50% chance on all vanilla moons
yes, but this file is not creating
have you run the game with the mod installed?
yes
send a screenshot of your bepinex/config folder pls
thats very odd
did you install it correct? can you send another pic of your plugins folder
looks like you have it installed twice
yes
i suspect that is the problem
so i should delete folder ScoopyVarietyMod or delete ScoopysVarietyMod.ddl + scoopyvarietymod in plugins
either should work, probably the ones in plugins
but on the first i have only folder with your mod
version?
listed on the mod page
okok
that should fix it
i checking
okey
it's work
but now where i can change spawing
you know in %
but now i didn't have list of moons
it's not work
ive never seen that issue
Neither have i
wait i trying fix it
some bugged is with that
when i installed all of these 4 dependecies
okey i clear all from plugins
now it's work
but i set
and this dungeon not working
Use a mod manager.
Fr
Download r2modman on the thunderstore page its pinned auto setup game installs mods for you correctly easier config, shareable profile codes to give friends to have identical profile in seconds
Most importantly it keeps mods out of the game's folder.
You're on your own then.
i think problem is with version of lethal
for sure i can't get the guaranteed castle dungeon option to work rn
its fine if i do atlas abyss300 it spawns sometimes but i want it to spawn every time and the guaranteed bool thingy isnt workin 😦
rule 8 dude
'Rarity values will override the default rarity value provided in CastleDungeonSpawnChance and will override CastleDungeonGuaranteed'
use abyss9999
ill make config more clear next version
that is setting rarity to 13 on experimentation giving the dungeon approx 13/333 chance of spawning
he cant open the door @nova lake
Pretty sure a lot of the mobs can’t open the doors
Hoarding bugs can do it in vanilla, and that's quite the opposite a lot of mobs can do it
Bracken, Hoarding Bug, Thumper, Jester and Coil head are the mobs i can think of that are able to open/break doors
Thumper and Coil head might be the ones to break the doors but i'm not sure, i just know that doors aren't much of an obstacle for them
I’m talking about in this mod
This dungeon
Well i mean why would it change from vanilla? they're still doors
But alright i misunderstood you my bad
No problem
I've already seen a Bracken go through a door way on Scoopy some days ago tho, but that was before v47 of Lethal
Some things I’ve seen that I can recall on the top of my head. Coil heads, spiders, hoarding bugs, can not open doors on scoopys
Probably same reason DoorFix makes some enemies have hard time opening doors.
I'll try to get a notice and take notes of mobs that ache with doors on Scoopy
I know the rolling giant also can not open doors on this dungeon
though that’s a mod
bracken can but he sometimes just passes through the bars instead
overall bracken is pretty stupid on this dungeon
⬆️ bracken heard that and will crunch you quick on your next mission 🦖
he already does cause he cant pathfind and always ends up camping hallways 😢
Hi, dungeon generation doesnt work with "wateridge" moon, i think its included in LethalExpansion mod. I have CastleDungeonMoons set on list, CastleDungeonMoonsList wateridge99999 or 300. Also have the same problem as Strzelec PL that list of moons doesnt show up ingame.
are you sure its the internal name? also might be case sensitive like scpdungeon
Just tried it on vanilla moons and it doenst work. Wateridge is ingame name for the moon but i cant seem to find a file to confirm the internal name, its maybe "oldseaport" cus thats the only filename that could be wateridge
lethal expansion is incompatible with lethal level loader (any interior mods themselves too)
gotta switch to lethal expansion core for that
which Im pretty sure doesnt have waterridge
I dont use it tho
yeah it doesnt but theres a mod that you can add which has wateridge by itself
you can check in logs for the name that is loaded
huh?
how is it incompatible?
interiors dont work
they work fine
oh ok, do you have any idea if Orion and Aquatis would still work theyre dependant with LethalExpansion? dont mind giving up wateridge for this mod to work
are you using core?
yes
yeah thats not what Im talking about at all
I haven't seen any way to get Wateridge standalone, I don't think it was ever posted unlike Christmas Village
they should if you just use core
I'm pretty sure I've seen it
i can vouch for secret labs working perfectly with both interior mods
the other moons should too
Ah that makes sense, I never actively searched that out cause base Wateridge from LE didn't quite catch my interest
yeah same I'm not using it either, just in case that dude wants it
as long the map has 1 fire exit everything should be fine
Aquatis works perfectly with LECore
Good to note for the future for those hesitant on adding LECore, believing they'd lose access to Wateridge
I mean it's not such a big deal.. the mapping on Wateridge is... well.. minimal
no offense tho
yeah its kinda small
I'll think about re-adding Wateridge when there's some more detail in it though
I'm using Atlas Abyss instead as replacement to keep the same amount of moons
I think with LLL we'll see a ton of awesome new moons and interiors
If i unninstall LE it unninstalls both maps im using r2modman for the mods. if i try to reinstall it forces me to download LE
dont uninstall it
Do not uninstall LE
LECore disables it on boot
you dont need to uninstall le
Keep it on top of LECore
you just need to install lecore
and some of the LE moons will be ported to LLL once it is more documented
if for some reason you want LE disabled you can turn it off and then download the moons (no reason to do that but thought i'd mention it)
Ye it's okay to have both LE and LECore, if you use either of the mod managers you'll need to keep LE on anyway cause of how they handle dependencies
yeah, the mod managers would really hate to see you make choices by yourself
i think you can also edit the mod files to remove dependencies
I think its just trying to be helpful to the.. less intelligent users
LECore will disable LE when the game's loading up mods from starting the game soo
true, but it failed in the DUMBEST moment possible for me
i got LE back in the day, got a lot of desyncs and decided to disable it for the time being
then i got a couple of mods that had it as a dependency, was wondering why tf are all of them not working
turns out if you download mods dependent on something you turned off it wont turn it on automatically
but when deleting it everything goes into the bin lmao
When i was making some debug and fix with Jockie, they told me to add LECore on top of LE when i asked if i needed to remove LE, so I think it's expected for LE and LECore to stick together, at least for now
True that this dependency is a bit strange, but, it works great anyway 🤷♂️
I'm not using mod managers anyway
its because if a mod creator says a mod depends on Lethal Expansion, the mod manager will force you to also have that mod installed
Should have read the mod description😅 well doesnt matter im using a differend profile to test mods so shoulndt reset my settings
and since Lethal Expansion Core is a different mod
it doesnt know that it has the same stuff
I use r2modman cause I also use it for messing around with Risk of Rain 2 mods
Yup that's important, even though half the modders doesn't add any kind of Installation description
I mean half the mods I used didn't, but that doesnt represent half the mods available, my bad
Why would you need installation description? You press install with MM and it downloads and enables everything for you.
Because i do not want to use mod managers 🤷♂️ simple
They're doing manual installations
Okay
Enjoy wasting time. 🤷♂️
Thank you
I didn't mind manual at first when I was newer to modding, but the more mods you add, the more people you try to incorporate in your modded group, and the more configurations that are available for a particular mod, manual starts to become more and more of a nightmare
Well, I'm not talking about modding in general. Different games have different approaches.
Well i just handle my friends my whole BepInEx folder, so they got the same mods, same files and same config hah
I found it easier but i get what you mean
In case of LC using a mod manager is the best approach. Anything else is either for pirated copies or someone just being stubborn. Simple as.
Got a point but i'm used to install mods the way it used to be back in 2015 with Minecraft, same as ArmA 3 and DayZ, that's why I keep it manual, i've never transitioned either way
then its time to start
Mhh I don't see why
my grandma could probably figuire out how to use a mod manager
I'm comfortable making it manual that's it it's not a question of simple or complicated haha
its just better, multiple profiles. Way easier to install mods, and share mods. Easier to update.
and config
Still not generating the dungeon tho! Its probably some obivous mistake that i cant figure out. ill put a screenshot of the mods im using if there is any known conflicts
The only problem with manual mod handling is updates, in the case of LC a lot of mods are being updated frequently with fixes and new versions, something like R2modman or thunderstore's app really helps with that
some people cant sleep at night knowing that someone somewhere doesnt use mod managers LMAO
Fr
No, I just think those people should be denied support straight up.
facts
You want to make it harder for yourself and others for no reason? Enjoy it on your own.
new minority, "manual installation of mods users"
I always more recommend the use of a mod manager cause of the streamlined process and can be more of a headache to troubleshoot
But I will say, if it ain't broke, then don't fix it. Why add in something to "fix" a problem that doesn't even exist in the first place?
Its ok if you never really heard of a mod manager or knew about one, but if you know its better, and still refuse. Than your straight being annoying
like having that one friend in the group, who you want to send a modpack to but they manual install because there to stubborn to use a modmanager, is just way to annoying. You have to manually send the indivudiual mods and configs. More work on both parts
You two guys are just spreading pure negativity out here, I said nothing wrong about mod manager or any user using it
Why are you like almost trashtalking manual installation, lol
Damn
manual install is pretty inconvinent for large groups to be fair
Well good thing i'm playing with three friends used to minecraft modding
Because 95% of the time people with issues on manual installs are either pirates or have issues because they are doing manual installs in the first place.
isnt it supposed to be moonlevel intead? like assurancelevel
ok it says its supposed to just be the name but worth checking
if it doesnt work
Ill try
the "im used to manual installations" sounds pretty cringe
i know that scpdungeon requires you to do that and is also case sensitive, but cant really vouch for Scoopy's being the same
I don't know what you're trying to say. They have the game.
no I think its because u dont need the numbers
try doing all, and see if any spawn first
actually nvm u do, yea just try all, paid, or unpaid. Or
Trying rn
oh wait bro
I see
the numbers are for moons rarity only
just do the names for it to spawn on the planet
for example
titan,rend,offense
you type the moon name and then put a number for its rarity
Some people are uncomfortable with a program modifying their game files for them. Some people like the higher fidelity that manual installations offer. Some people like the convenience of not having to use a third party when testing their mods. There are plenty of reasons to use manual installations.
Just because you don’t know how to manually install things doesn’t mean that it’s a useless process.
yeah i am
This is a surprisingly common debate for how fundamentally stupid it is.
i agree
He’s already gone.
Ok, works perfectly when CastleDungeonSpawnChance "9999" and CastleDungeonMoons "all". Gonna try CastleDungeonSpawnChance "9999", CastleDungeonMoons "list" and CastleDungeonMoonsList "Experimentation, Atlas_Abyss, Vow" to see if the "list" function works and if it works on modded maps.
r2 doesn't modify any game files.
Manual installation doesn't provide any "higher fidelity" in LC.
Just because you don’t know how to manually install things doesn’t mean that it’s a useless process.
Thanks for assuming something out of nothing.
Another one.
You also get direct access to config files when manually installing.
yeah I saw, sorry
the last time I checked he was still here
You have with r2 too.
I think this one was a justified asseration, friend.
Keep showing how much you know please. This is hilarious coming from a mod.
mmmmmm my glorified archive unpackers... mmmm
Lmao
Sorry, “modifying files that happen to be in the game folder.”
It doesn't put any files in the game folder. Keep going.
I’m creature tbh
You can launch the game directly from steam and/or desktop shortcuts when manually installing mods.
Rarity? so like how rare it is to spawn the dungeon? Any ideas on how to make it so for example Atlas_Abyss has 100% dungeon, Experimentation has 25% and Vow has 15%
Instead of having to go through r2.
You can do that with r2 too. Continue.
In Help.
Neat
Though I feel like we’re getting a little off track
Calling for someone to be excluded from support because they prefer manual installation is not acceptable
I prefer using r2 personally
It's just my opinion. I have no power here.
You have the power to say the words the say :)
Not going to run around pointing fingers at manual install users everywhere they go. That's an even bigger waste of time.
The reason Im here is that users were getting uncomfortable with how you were talking to them about their manual installations.
Didn't know there was more than one.
There was.
im getting uncomfortable with manual users here actually
(its a joke)
Damn. I'm getting popular.
I wouldn’t test the mantra that “any publicity is good publicity”
I was wondering when you'd get to the point.
No, I just think those people should be denied support straight up.
You want to make it harder for yourself and others for no reason? Enjoy it on your own.
The point is saying things like this to people needing assistance isn’t acceptable.
I voiced my opinion and moved on. I can't control others continuing the discussion.
If I get a report again about this it won’t be a verbal warning.
End of story
Have a good one!
Sorry for derailing a thread.
Has anyone experienced turrets firing through walls? It's been a while since I last tested, not sure if that was fixed or not
There was at least a recent patch to fix that said issue for spiral staircases, unsure of some of the other map geometry however if they're able to block
Looks like the "list" function doesnt work at all, neither does "modded" with CastleDungeonGuaranteed "true" or setting CastleDungeonSpawnChance to 300 or 9999
Which maps are you trying to add for this for the sake of testing
Orion by sfDesat
Aquatis by sfDesat
Atlas_Abyss by Zingar
vanilla maps worked as long as i didnt try to use the "list" function
Tried "list" with vanilla maps and modded maps 1 at a time. And "modded" with those maps installed
For Atlas Abyss, I tried it like this and got it to work:
Atlas Abyss99999,
I'll see if I can do all 3 in the list cause I've yet to try it out with those 2 maps
did you do "list" then Atlas Abyss99999
Yeah
Strange, i tried a couple variatons of Atlas Abyss99999 (atlas_abyss, Atlas_Abyss, atlas abyss) and so on. Tried it with list and just modded without typing in Atlas Abyss
AtlasAbyss99999? Abyss99999? Atlas99999?
Not sure the name of it in code
the string scanning may only recognize one word moon names atm
Atlas Abyss99999 with list works for me
I just did a clean sweep of all mods and configs and got Aquatis99999 to work
I have no idea what caused the conflict but it still works after downloading all the same mods back
Im probably going delusional for trying to get this to work for the past 7h
This worked for me to guarantee it on all modded you listed:
list
Atlas Abyss99999, Orion99999, Aquatis99999
Orion did hang for me for a lil bit but I suspect that's because it has a huge interior
Interior size 2.4
That's bigger than Titan, no wonder
Thank you helping me out.
No problemo
1 quick question! do you know if the 99999 represent the probability for the dungeon to spawn? 0 = 0% 99999 = 100%
supposedly 99999 is 99.999%
so basically 100%
Ye for Orion's case, 300 is for mansion and prob 0 for complex
So setting Orion99999 on Scoopy's will give you a:
99999/100299 chance for it to be Scoopy's
alright
is there a work around for the custom moons not showing due to lethallevelloader? and to make the dungeon appear in custom moons. because i wanna add this mod along with scpdungeon to modded moons lmao, love the dungeon a lot, really cool to treverse in
My problem with custom moons not showing was that i had LethalExpansion, change it to LethalExpansionCore. You can add Scoopys to custom moons but idk if u can add both scoopys and scpdungeon on the same moon. But hopefully someone with more knowledge than me can answer you, im still trying to figure this out myself.
but what about moons like orion? it wont install without lethal expansion, so is there a way to bypass it so expansion core works instead?
i can't use my Spraypaint in the dungeon, like i can spray but it won't stick to walls or floors. not a huge dealbreaker, but Spraypaint is one of my main items so just putting it out there.
like, if i uninstall base expansion, it forcibly uninstalls the moons, so is there a way for it to keep the moons?
i haven’t checked if anyone else has reported it but spiders are quite buggy and usually spin in circles by the vent they came out of
Mod description page does list this as one of the current issues with the map
ah
And enemy pathing is pretty fickle with the map atm
If you use a mod loader (ex Thunderstore App/r2modman) it'll force you to have LethalExpansion since it's listed as a dependency
For the case of the mod loaders, you'll have to have both active on your profile for it to work. When the mods are loading in thru BepInEx, LECore will disable LE, so you won't need to worry about both running and bogging down your system
thank you sm, imma try this rn
there are only guitars, and cats, spawning in both interior mods (which are set only to modded moons)
Im going insane
All you need tbh
Hm, it sounds like that might be a bug with the most recent update with LECore
it was hilarious tho
me and my friend turned a corner
guitar
turned another corner
guitar
it was mostly guitars
and we didnt know what was happening

Were you playing on a custom moon?
I'm getting only guitars if i'm playing on a custom moon
yes
Yea I don't think Scoopy's is compatible with modded moons
were you on a modded moon too?
how would it be scoopys
yeah
but ig needs double checking with a normal interior
just to be sure
it most definitely isnt scoopys
i've been playtesting it today
i'm only getting this problem with scoopys enabled and on a modded moon
maybe its scoopys
well ig you could also report that to https://discord.com/channels/1168655651455639582/1193705132081291275 as well
I reported in the bug report thingy already, don't wanna flood everything
yeah, same thing happens for me..
Guess I gotta choose between modded moons or scoopys
you shouldnt have to
just turn off scoopys on modded for the time being
i think certain scrap mods need to be updated
setting the rarity of the weezer guitar to 0 in the config file doesn't do anything
i still get guitars all over the place on any custom moon
wdym?
I really dont think its scoopys
it just doesnt make sense
although Im not gonna test..
Im LAZY
it should be working fine based on other reports, but i think Joakim (LEC) mentioned theirs a scrap issue resolved in the next update, aswell as lethallib related scrap mods needing a small update for v47
so it's a custom dungeon thing then.........
that or LE
yeah
scp dungeon on a modded moon ?
yeah
it was moved to LLL like today or yesterday
cant remember
so all good
(except for the scrap)
okay, so modded dungeons just have trouble with modded moons rn
that means i killed fumo mod for no reason huh
damn
just thought "damn thats a lot of fumo" and got rid of it...
quick question, say i want scp dungeon and scoopys on custom moons, should i set the config to "all" for it to have a chance for all of em. or do i gotta do it manually, including the percent chance
thank you, ive been eating away at 50+ mods/configs for a modpack
it
is
p a i n
so thank god i dont gotta set a percentage chance for each one individually
nvm
its just modded moons
everything i see is modded scrap
it's bigger than we thought...........
i see all scrap (vanilla included) on facility dungeons atleast
havent been to a mansion/library
wait, isn't tape a vanilla scrap?
no
on modded moons?
whats the tape from, ive seen it a few times
it just appeared
i looked in configs for a lot of scrap mods i got, not a single one mentions tape
idk
so would this put the dungeon in modded moons as well,
yes
thank god
lethal expansion
the tape has been located, thank you. i may rest easily
Did this mod fix being able to spawn on march?
Quick question for anybody in here, if they know. Are the custom moon names that get output in the logs by LE Core the right ones to use in the config? If not, is there an easy way to get a list of the internal names?
You can i played hrs with both working with 8-10 people
For Scoopy's mod the names in left quotations worked for me when setting a custom list. For instance I used "Hydro99999" in the list field as opposed to "Icebound Planet Mod99999"
to have the dungeon appear about 99.9% of the time on Hydro
Hm, March still seems to sometimes hang when it comes to LECore + Scoopy's, even with March tagged as a planet to not have the modded dungen
It should be noted on my log, one run March did successfully go thru, the second didn't
yup, fixed in patch coming today
my previous march fix had the "adding march" one if statement too deep
Ah gotcha
At first I thought it was cause I reverted my LECore to 1.3.10 (to avoid the problems some folks were reporting about it being ONLY modded scrap)
#1189848033110798346 message
Also download LethalExpansionCore to help with compatibility between the two
i have it
i have "atlas abyss" on castledungeonmoons, but its spawning on every map
I linked a post from yesterday(?) that SHOULD only give you castle dungeon on Atlas Abyss
If CastleDungeonGuaranteed is set to true, set it to false
i think i did it thank u
i copied that settings
Yeah give it a shot then and tell me if it works
yap, it was on true
for the scp dungeon its the same? or its working just as usual
I haven't messed with the SCP one so unsure
setting it to guaranteed and "secret labs" on the moons list
its working thank uuu! now im trying the sco dungeon
yap cant fix the scp one
Again I haven't messed with the SCP one so unsure of how the semantics are, but I imagine some variation of Secret Labs or secretlabs might be the trick
Secret Labs works rn
Case sensitive due to a bug
Will get patched in the next update
scoopy im also having a really hard time getting your dungeon to spawn 100% of the time in one place
i tried Astral Abyss9999 and it didn't generate your dungeon
but Astral Abyss300 worked
Astral Abyss?
yo quick question, its not possible to use all for CastleDungeonMoons but then add like experimentation0 to exclude some map to spawn the dungeon right?
cause rn most of the modded moons don't provide internal names, so it suck that if you want to specify spawn chance PER planet, you have to disable it totally from moons that you dont have the names (by using list in CastleDungeonMoons)
The ability to tweak base moon odds would be a pretty nifty feature, if batby is able to get around to it
in the todo
i'll also have a float in LLL that lets you scale down vanilla dungeon odds if a custom dungeon has a chance
so on vanilla levels it's unchanged but on levels where you can get a custom dungeon all the vanilla ones have less chance
i find that its cool to still be able to have chance for custom dungeon AND vanilla, it makes it more refreshing and always unpredictible
and i wasnt talking specifically about vanilla moons, but like lets say i want to be able to spawn SCP interiors on every modded moons (especially the ones that i don't have their internal names) but also still be able to say that it will spawn 100% on scp factory, AND 0% percent on Peach castle for exemple
yeah LLL supports that
and still being able to spawn scp with FoundationRarity on every modded moons without ahving their names
yea but you haveto know the moons names thats the whole point
.
i think i dont get this
LLL supports the ability to config the dungeon so if the currentlevel is a custom level, use x rarity
yea but x is the name of the moon right?
no
if (currentLevel.isCustom)
currentLevel.possibledungeons(SCPDungeon, [raritry of your choice])
It's a feature of LLL but I don't think either of us have it as a config option yet
oh so you will be able to do this and use a global sspawn chance for modded moons, AND also at the same time use FoundationMoonsList with like "Secret lab9999, experimentation0" ?
yup 😄
thats all iam asking for, you guys make insane work btw
you can also do it based on map specific level tags and the price of the level
btw since i got you, is it planned to remove the "integrity" moon from the list?
i didn't remove anything
lecore manages to slide moons into my system, they may be damaged in shipping
but map is buggy, not finished
its a moon (unplayable) which spawn on your moon list ingame if you have LLL enabled
i mean its only happening if LLL is enable, whithout any other mods
show me scr and log in #1193461151636398080
regarding config stuff, remember its not possible to have individual config options that cater to every possible scenario, or the config would be 300 lines long and ridiculously complex. when designing config stuff i need to balance complexity and bloat while also keeping functionality
the functionality you described can be achieved with the current config, but right now it is hard to match moon names. fortunately is sounds like the next version of LLL will make matching custom moon names much more forgiving
will do
nvm i find the culprit, the only one i forgot to disable it was generic moon mod my bad. Btw who should i ask for to remove the "Test moon" which get added if you use LoadDefaultBundles on LECore (which add waterridge), should i ask joakim ?
atlas
lol
im tired
got 4 hrs of sleep
i did get it working btw
sorry :<
well i got it to work once
still testing
All gud
whoever develops LECore is probably your best bet
im just now learning about the config menu, but is this how you set the dungeon rates for the indoor facilities?
like the vanilla ones?
its both vanilla & modded
as in is that how you set the dungeon's rarity for that specific map
yes
ty
is there a way to set my config to just guarantee the dungeon/castle on dine only?
dine9999 should get it pretty close to guranteed
with this config im still not getting the layout on dine
new update just dropped, just updating dependency of LLL
this should fix an issue on march and make finding planets using list names way easier
see below (via batby)
this should make guessing moon names more consistent
last few updates have been small, mostly batby fixing stuff. i am working on new rooms however and making progress on a new interior
Any hints on new interior theme?
How much damage does a fire axe deal
4x shovel, a fuckload
might post a preview later tonight, still early stages though
does anyone know by any chance if LLL dungeons support multiple fire exists already? 👉👈
Or at least Scoopy's
yeah
Brotha is in the end ‼️
B1adeWo1f fell out of the world
seems like a map problem
Jokes aside, probably the map's fault, but hard to say for sure, I haven't had that issue on any maps
use LethalExpansion or LECore?
LECore
does look like a map issue to me, you fell through after being teleported
yeah, i reported this on the dev's github
does it happen with vanilla interiors on that map?
mmmm, i'll check
i expect it will but good to be sure

new dungeon 👀
veeeery early stages (as in i loaded in to it for the first time like 3hrs ago)
but keen to grind it out a bit on the weekend
yep
all my dungeons will be packaged in the mod, and players can enable/disable whichever ones they like using config
Absolute legend, I love the dungeon, can't wait to see how this progresses
Could an option to make fire exits look like regular ones in Dungeon be possible Scoopy?
possible, i imagine so, but i have no plans to
would be kind of a pain to get working
maybe in future
This looks absolutely fuckin PERFECT for Aquatis, not sure how familiar you are with any of the modded moons but Aquatis literally has a built-into-the-floor entrance that feels like a sewer grate
currently this dungeon leads to a room with a manhole in it lol
so may not fit that well hahaha
but the vibe would definitely be a good fit
its manholes all the way down
Looks dope though, definitely exciting
Modded interiors are def lacking atm
(Not, like, the existing ones, moreso the number)
(To be clear, love the work that's been done <3)
Speaking of Aquatis, are you also experiencing the bug that makes it so it stops raining on the map whenever you enter and exit the dungeon?
must be the map cause it even has outside spots from which you cant get out 
but im checking vanilla dungeons still
yeah, i can even jump off it and not die lol
sorry for confusion
what about an exclusion list ?
I typically avoid weather so I can't say for sure, I don't remember encountering it
But that's not to say it isn't a bug lol
Ironically Rainy weather is probably the weather I avoid most, because it gives very little extra money with the mod I use for that, and my boyfriend has a tendency to find every pile of quicksand on the map
new scoopy sewer dungeon, and hadal labnatories interior hell yea
+scp+castle+mainfacility+mansion
+mine whenever I get off my ass and make it 
I wish I knew how to make modded interiors and wasn't a complete noob at coding
I'd make a Spooky's Jumpscare Mansion interior
- Oobl Laboratory :)
What's your ideas? These threads are all very exciting to watch grow
Mine/Cave
I have some room ideas written down and a few reference images
Minecraft interior wen
I hope nobody else is doing this
Would suck to have 2 people make the same interior lol

Would idea dump here but don’t wanna flood
i think the egypt moon dev said he'd look into letting his custom interior also spawn on other moons
seeing all the custom interiors is gonna give so much variety to maps dude it's sick
egypt has a custom interior?
not yet but the dev is working on it
Hrm
EGypt needs to work on its moon first, its cool conceptually but not fun to play atm lol
Lots of geometry that you can get stuck on, and a crazy long trek to the entrance
Aquatos - Sewer
Ratchet & Clank 3 (Up Your Arsenal) OST
Music by: David Bergeaud
Dang thats alot, anyway to config that to be 2x or nah? I'd like for it to be better than shovel but not a 2 shot on everything 💀
Would this be the first dungeon with a ladder indoors? Sewer system is a great idea
How would the ai deal with it
i know that outside monsters can climb ladders
so uhh probably not a big problem
inside monsters* tested with lethal escape
Masked enemies just zip up and down ladders like freaks so maybe like that
hello idk if someone can help me please, my goal is to set scoopy's dungeon to spawn only in the atlas abyss moon 100% of the times, but whenever I set CastleDungeonMoons to "list" it just overrides the value and uses the "vanilla" value. Has someone else had this problem or knows how to make it spawn only on modded moons? If also tried putting "modded" but it doesnt seem to work, always ends up using the vanilla moons. All mods are updated.
try doing this exact configuration
are you in the fucking end dragon fight???
looks like a map issue
Whats the correct config to only have the map spawn on offense,assurance, and experimentation at 20% for each? No matter what I do the map spawns very weirdly on every map.
Im trying to have this on 3 of the moons and the scp mod on 3 others
A weight of 75 should be about right for a roughly 20% chance
Assuming the given dungeon is the only addition
I cant get the dungeon layout on atlas abyss. i tried using list and modded on the config file but nothing. Do u guys know how to get it?
so for a map that only have 1 vanilla layout, if i want 20% scoopy 20% scp i shuould use around 150 for both?
No you'll want to use 100
100 + 100 + 300 == 500
100 / 500 == 0.2 (20%)
(not accounting for the tiny odds of alt layout)
Try this:
- Download LethalExpansionCore
- Edit Scoopy's for the following parameters:
CastleDungeonMoons should have "list"
CastleDungeonMoonsList should have something like "Atlas Abyss99999"
CastleDungeonGuaranteed should be "false"
For CastleDungeonMoonsList, this is to effectively guaranteed to appear on this moon, if you also want chances for its default layout (Complex), then lower the number to your preference
Use commas if you want to add more moons to the list
all my friends have to do it aswell?
im curious about what is the equation if you add the alt layout in the calcul
I can’t wrap my head around this
For some reason
would having a moons at for example "assurance0" make it guaranteed? I did this and it ALWAYS spawns on that map
not for vanilla ones yet, coming soon
this is how dungen rarity works
Depends on moon since it's different for each, but it usually won't significantly affect the result except for Titan as it uses a not insignificant value for the mansion weight
wait egpyt has a custom interior?
oh wait nvm
oo is that out?
private beta rn you can access it via the thread
oh nice, is it in this mod releases forum? Also is there images and stuff/
check my bio :)
ty
how is it private beta if everyone can accsess it from the thread XD
each 100 is a ticket?
each 1 is a ticket
I like the marble analogy.
A weight of 100 means putting 100 marbles into a box. If ItemA has a weight of 20, and ItemB has a weight of 50, then it's like putting in 20 marbles for ItemA, and 50 marbles for ItemB, then picking a random marble out of the box.
Just reporting in that I was playing multiplayer with Scoopy's+SCP+LE+LECore+8 Custom Moons and all mods play together without issues, honestly can't wait to see what new dungeons the community makes for this moving forward!
Even with my 114 mod setup the game runs without issues!
Same, been playing with several and everything works mostly without a hitch, other than occasional individual mod issues I can report
great to hear
cant take credit for that personally though, all credit to LE + LECore + LLL devs
Yeah great to see the library devs making sure everything is working together, even if it was a bit rocky at first when switching over

just double checking but did Scoopy adjust anything with the mod recently? Spraypaint appears to work in the dungeon now on about 90% of surfaces though I don't see any notes in the changelog about it
Curious if it's a LLL change that allowed the assets to have paint appear now
yeah not sure what changed at all but I'm able to use the spraycan in the scoopy dungeon. SCP dungeon still appears unaffected though sadly
I have around 100+ mods running so maybe one of them is having an interaction, though I sincerely doubt it
The paint stream looks like it's betterspraypaint
it is, though I was testing with that same mod on a few days ago and I couldn't use the paint there but now it appears to be working
if scoopy accidentally figured out what the deal with spraypaint was that'd be cool
interesting
I do wonder if the assets Scoopy's using have an already built in adjustment layer to them that LLL maybe enabled recently that the SCP assets might not have?
Since I've noticed the SCP assets aren't as "reflective" or "shiny" as Scoopy's, which could be the post processing adjusting another layer
I dunno lol
lack of shine is just that the materials don't have the metallic or smoothness upped

nah boss no fkn clue why its randomly working lol
might do some testing and try figure it out
why does it not work on random parts of the floor 😭
yeah I have zero clue either lol
I can post my r2modman profile if you'd like to test with it
all good i can prob just test with just mine

np, just glad it's appearing at all
since holy hell do I suck at navigating the dungeon lol
wait am i good if install mods that use LE (while using LECore) and LLL? i was operating with the fact that they are kinda incompatible 😅
yeah its mostly fine
you have to have LECore though if you use LLL
without it then it flat out does not work
got the dungeon multiple times on aquatis and faced no issues
hell yeah that's actually great
probably gonna download aquatis and just so i dont have to restart the game once or twice, what do I put it as in the config for scoopys
so it isnt in the config?
idk
i literally just downloaded aquatis and scoopys and it worked on its own
i didnt touch any configs
it just works
well I just downloaded it and orion so Ill find out soon
its still weighted i believe
wait
im looking at the config
its only set to spawn on vanilla moons by default lol
🪬
maybe some weird crossing of wires between LEC and LLL caused it to spawn?
I believe Scoopys is allowed on all moons by default isn't it?
could be wrong though
Hi Scoopy and folks. Trying to set together a new Mod for a dungeon. Using LethalLib and LLL, and seems my Plugin code is fine, just that the actual Assets in the AssetBundle are not. Curious what you did to set those up. Getting an error on Index out of range, granted might be anywhere at this point. Suspecting its something to do with Dungeon Depth
centipedes are a bit brain dead on this map
i noticed this behavior with spraypaint in vanilla.
interesting, wonder what's causing it then
just inconsistencies with how models are set up ig
its cool that it works on scoopys map
I mean I'm not complaining, I think figuring out the root cause for it would be good to make all future dungeons work with paint right out of the box
someone mentioned an adjustment layer maybe that's it but idk
in order to know you need to know unity and know the game internally
DM me with more details and I can tru help
Yeah honestly idk what causes this lol, I might have to install that spectate enemy mod and try debug
yaeh idk, maybe some pathfinding issues with the doors, i've also seen brackens get really stupid on custom dungeons
Spiders and centipedes seem to be the main issue on mine
Brackens can also act a bit odd though
like, on your interior bracken likes to just camp hallways sometimes because he cant retreat for some reason. lagged out the game for me one time even
Yeah it seems corners upset quite a few enemies with this mod. I've seen Bracken, Lootbugs, and Snare Fleas all get completely stuck
Yeah in my personal experience brackens also have problems in scp
yeah, that also
I've had bracken be unable to retreat and lag tf out in vanilla lmao
oh yeah i can see that happening
This is also true
True 
I think vanilla maps don't have the issue just from brute force fixes and rigorous testing
At least I would guess that's the case
But maybe I'm missing something obvious
I think I can fix snare fleas a bit with more ai nodes though
Mhm, and at this point it's rare enough in base game that people don't notice. But when you play a mod, people are often looking for bugs
And I don't mean Snare fleas

Anyways Scoopy release sewer layout yesterday pls and ty 
Honestly I'm having alot more issues designing this one despite the layout being relatively simple
Trying to find ways to keep it simple and sewery but not boring
I've got some ideas I'll be working in all tommorow though
I mean it makes sense, when the basics are simple it's hard to innovate
What you got so far
I gots ideas
Right now the map has 3 distinct sub layouts which make up 3 sections of the map
First section is very generic sewery, second is like walking through actual piping, and third will be more unique rooms
And you transition between sections, hopefully makes navigation a bit more intuitive
I feel like a new dungeon would ideally give new ways of gaining ground/ mapping out the area to differentiate itself
not sure what assets you're using but I imagine a sewer could use a lot of slopes to connect areas rather than stairs
Do you have any rooms of this nature yet, with a gap in the middle and two walkways?
big halls with small tunnels connecting could be neat with small service areas for generators, and slopes/ drains could helps us get to higher/ lower areas
oh yeah we need more gaps my fav activity on the current layout is falling to my death
yeah deep enough to drown but not enough to die from fall damage sounds hilarious lol
def buying advcomps' flippers for that one
Oh 100% which is why I want more water stuff, to make the slippers more useful
but I understand I'm biased
honestly ripping a page out of half life and just using giant empty pipes to connect areas could work
This is a good representative of how I kinda imagine parts of the sewer
Not the whole thing, obviously, but having flooded areas like this would be dope
mines generating in the watery bits could prove super deadly too. I play with a mod that generates mines outside the facility and suddenly flooded areas get a lot more tense when we can hear but not see the mines
connecting halls like this could work too, there's a lot of variety to water treatment oddly enough
water tank rooms would be neat claustrophobic areas too ||half life and left 4 dead have amazing level design||
God that water tank room makes me think of the talking lizard rooms in SCP
Eventually it'd be cool to see some sort of item similar to the apparatus that effectively begins flooding the interior
that sounds like programming hell but would help differentiate it
hell, just have some cells be already underwater/ flooded and now we have to manage oxygen when grabbing loot
no idea how the creatures interact with that though since I doubt Zeekers wanted them anywhere near water
I'm 100% sure they aren't affected at all, all outside monsters aren't, they just exist as if the water was not there
nvm then lol
Look, Brackens swimming is fine
As for water elements inside dungeon generation, Batby has something working for Hadal Lab
#1191943294612156436 message
focusing on the theme of water should be the focus though, aquatic flip on the regular facility though incorporating more slopes since stairs might not translate well with the flow of water
Besides, you can't tell me it wouldn't be hilarious to dive into a flooded room and find a Lootbug just chillin
Not like mines and turrets effect enemies, wouldn't surprise me that they can't drown either lol
nope
yeah that pathfindingfix mod should help
completely fixes brakken fuckery for me
to the point of being able to generate 12x size maps on titan
with no stutters
honestly yeah this article could be a good reference for what could work in a sewer level too
https://andrewyoderdesign.blog/2019/07/27/the-good-sewer-level-reference-dump/
TitanFall 2's especially some sections could work if shrunk down/ walled in just to differntiate some sections
Wolfenstein has some bangers too tho
we'd also be fools to not use the most absolute banger sewer level design from Crash 2 as well
Crash 2 already sort of segmented each water/ pipe area so it could translate pretty well and even incorporated electric water as a hazard
yeah even here I can already see a sort of hallway cell that could link two rooms but still incorporate slopes/ curves
A new interior being made?
just planning for now since Scoopy's still busy with the main dungeon
I mean a underwater interior is already being made
yeah sorry if this came off the wrong way scoopy, just a really neat idea
Jokes aside I think he's fine, scoopy seems like the type to enjoy ideas and community feedback
what's this one called? would love to follow its development!
Hadal
Hadal seems neat but so far to me the sewer layout seems more in-line with other layouts, an underwater layout seems hard to do unless there's a dedicated underwater map
I like the gimmick of being able to see everything at once but the dungeon being more claustrophobic. Having to map out a route while seeing a bracken down in one section would be enough of a reason to still make a sewer area still a good way to make them unique from each other
since sewers could be more open but incorporate water in its own way
hey i get weird bug generate seed.
when you get always going down and dow n and very down you get teleporter to Main Entrance
Anyone else have lethal level loader and by extension lethal lib put you in a green/black screen when loading into the lobby?
its conflicting with another mod
Oh
downgrade lethallib to 0.11.2, 0.12 is broken atm
workin fine for me, strange
yea thats whati did
usually only time i get the black/green screen is when a mod conflicts
your right, just tried it again and now its doin the screen lmao
Yeah Snare fleas just don't seem to be able to figure out where the heck to go lmao
They get stuck even in vanilla interiors.
True, but I notice it a lot less in vanilla, whereas I constantly see snare fleas running in place with Scoopy's
Possibly SCP too but I don't see SCP as often since it's not as configurable yet
its the navigation of the flea it looks like
the ai doesnt know how to deal with new dungeons ig
If I had to guess (as someone who isnt' doing the coding), I'd imagine it's struggling to find a valid spot to hang from
Haven't tested in the most recent build but does the locksmith upgrade from lategame upgrades work in here? It didn't work a week ago
Quick question, if I wanted to add this to all maps at a low chance like 20, then override with a high chance on specific moons using CastleDungeonMoonsList, I have to write out every moon in the list, don't I? Or is there somewhow a way to use the "all" and "list" settings at the same time?
You'll have to write each moon in the list, unfortunately
It does. I tested it a few days ago and it worked fine, though my lockpicker* did fall on the other side of the locked door nearly trapping me, but it clipped just enough through the wall
Your picker?
i downloaded scoopys mod and its dependencies (lethallevelloader & lethallib) but the modded moons arent appearing on terminal, when i downloaded the mods i just dragged and dropped, not sure whats going on
because lethallevelloader dont work with lethal expansion
you gotta get rid of lethal expansion, and put lethal expansion core in
don't need to get rid of LE, can run both at the same time and LEC will disable LE internally
^
you'll probably need to keep LE around if using a modmanager due to dependencies
i never downloaded lethal expansion
modded moons need lethal expansion (and if you get that, get core too)
only egypt has been ported to LLL
and it works with the new version of lethal?
what does? either way everything should work if you get the latest versions
alr, running lethal now
did a modded playtest last night with my friends
i am humbly asking for the guitar to stop playing audio if the interact key is released 😄
what mods do you have installed? 🤔
rolling giant, more company, more suits, bepln, lethallib, scoopys variety, lethal expansion & core, lethal level loader
I heard the latest update of something broke Rolling Giant
Through the grapevine
Try disabling that, might not work but it's what I've heard
I believe you got everything needed for custom moons so, not entirely sure
assuming everything is up to date
for scoopys, lethal level loader, lethal expansion & core, i didnt look for a specific version i did manual download instead, could that be the problem?
that should get you the latest versions, just keep in mind they could've updated again, unless you got them all just now
got them a few minutes ago
wait I just realized, did you actually install any modded moon?
cause scoopys is an interior mod, not a moon, so
you'd need a custom moon to see them in the terminal in the first place 😛
wait so the interior mod doesnt work on the default maps?
it does
yeah, you'd need to get some first, they should show up then, modded interiors show up everywhere by default, random chance
well scoopys at least, I think scp dungeon is only on titan by default, but either way you can edit their configs to your liking and change which moons they spawn in
I'd suggest opening up the config file for scoopys dungeon to get an idea
Never
scoopy did you let the hoarding bug pick up the weezer guitar yet?
Hi I just attempted to use your mod for the first time and encountered a bug. Every moon we went to had that dungeon. I assumed it was just a chance to change the dungeon or am I wrong? Also every main entrance had several enemies in the first room immediately upon entering.
NVM I'm an idiot and didn't look in the configs. Though I do think it defaulting to 300 (50% chance) is kind of high. Now I'm just wondering if everyone I play with would need to change the config to make them spawn less often.
Default settings is:
300 chance
vanilla moons
I can't for the life of me get the config to generate. Is there a known mod incompatibility?
I get a warning stating Scoopy targets the wrong version of Bepinex 5.4.22 vs 5.4.21. The latest BepInEx download from thunderstore is version mismatched
Also an error
Could not load file or assembly 'LethalLevelLoader, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
I resolved it. I simply uninstalled and reinstalled mod and dependencies
currently everyone needs to have an identical config
Maow (´・ω・`)
What are the settings me need to set to have only 2 moons to spawn this kind of dungeon? This is what me have setup so far and still not working. (The old version was working before)
CastleDungeonGuaranteed - Enabled
CastleDungeonMoons - List
CastleDungeonMoonList - dine100,aquatis100
CastleDungeonSpawnChance - 100
This version is 0.6.4
Oh yeah, last I had this dungeon spawn I was able to use the spraypaint! Not sure what was changed but it was working
In config setting 100 is only like a 15 or so percent chance
Setting 300 is 50%
So setting 600+ (just put 999) is in theory a 100% chance
600 would be ~67% chance
Mm, not quite
The reason 300 is about 50% is because the "vanilla Dungeon weight" is also around 300
Increasing to 600 would make it about a 67% chance (600/900), 999 a 75-80% chance (999/1299). Once you do like 9999 though, the chance becomes minimal
I see where you got the initial logic, though, if 300 is 50%, 600 must be double that
Not quite how it works
Even setting the guaranteed is enabled, me have to crank the chance to 999 to get 100%?
no guarantee will basically guarantee
i say basically because it just sets the value to 99999
but keep in mind moons in moonslist override the default rarity
https://thunderstore.io/c/lethal-company/p/scoopy/Scoopys_Variety_Mod/ small patch, just changing the lighting a bit to make things brighter, and removed a couple troublesome vents to make monsters bug out less often
currently working on finalising the dungeon interior with a few new tilesets, bug fixes and visual changes, and continuing early stages of development for the second interior
also added a kofi link to my page since some people had DMd me about how to support the mod. entirely optional, of course, but for those who reached out and asked or otherwise want to throw me a few bucks, there you go lol

