#Scoopys Variety Mod (formerly LethalExtension)

1 messages · Page 4 of 1

strong gust
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That or the main entrance is actually somewhere else but I have no clue where

slow hemlock
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Yeah you’ll just have to do those 2 lines then you can pull the data from it

strong gust
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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

hallow totem
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Is there a way to get this dungeon to spawn on custom moons?

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I’m pretty new to modding and don’t really know how to config mods

strong gust
hallow totem
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Thx!

strong gust
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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

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Just for reference, I did this to spawn Scoopy's interior map for the outdoor mod map "Atlas Abyss"

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I recommend you also install LethalExpansionCore as that can help avoid incompatibility issues that's common between LethalLib/LLL and LethalExpansion maps

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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
fleet linden
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if you even have 1 typo at all it breaks all of it i think

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so you need to test 1 level at a time

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if you dont want to struggle making it work propperly

nova lake
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typos shouldnt break things

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@slow hemlock maybe can confirm

fleet linden
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well it 100% did

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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

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i removed all

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and only put Kast and it worked

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maybe its because of the last ,

nova lake
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too many 9s there boss

fleet linden
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in Castle Grounds

nova lake
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on kast

fleet linden
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that works in the other one ?

slow hemlock
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typos won't break my side of things

fleet linden
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i copy pasted it over

slow hemlock
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i do need to add some extra conditions to ensure all names are being matched correctly

fleet linden
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this worked for me

nova lake
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remove 1 9 and kast should work

fleet linden
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wait i changed the 9s

nova lake
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max rarity is 99999

fleet linden
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but i had 9s

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oh okay

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but i was testing Kast with 300

nova lake
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arbitrary value that i set tbh i should communicate it better

fleet linden
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long before i put 99999 btw

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so it def didnt work

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maybe its because i had a , in the last entry

nova lake
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that shouldnt affect it

fleet linden
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no idea why it didnt work then

nova lake
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if you can remove a 9 and try it and send console log output

fleet linden
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ok

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putting back the one that didnt work

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but removed the 9s

nova lake
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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

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just set rarity to like 9999 to be safe

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that should guarantee but run no risk of being invalid

fleet linden
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instead of using 9999 can you make a different thing to type

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as people will legit just spam 9999

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what about -1

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or +1

nova lake
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i actually just realised 99999 wont work because i did > not >= hahahaha

fleet linden
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hm

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so what do i put

nova lake
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9999

fleet linden
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if this works i will be mega confused

nova lake
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99998 would be the max because of my goof

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will hotfix that though

fleet linden
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because ive been doing tests for so long and it only worked after i remade config with only Kast and rend

nova lake
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nevermind i cant read my own code i did do it right

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and 99999 would be valid

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but ill add a note in the config description to state that 99999 is the max

fleet linden
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i dont think using 9s is the best idea

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i feel like something easier could be done

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to set to highest posible

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like an alias symbol

nova lake
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its a limitation of how the game implements rarities

fleet linden
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ah okay

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and you cant make like if value -1 = 9999 ?

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just something thats easier to type for people who will struggle

nova lake
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i could do something like that but might also be confusing

timber basin
fleet linden
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wtf it worked scoopy

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i give up

nova lake
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i just mean because its designed as a draw from a hat system

fleet linden
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why did it not work before then

nova lake
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the limitation on values is arbitrary by me, i could remove it though

fleet linden
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i only had value at 300

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and kept trying over and over

nova lake
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could have got unlucky lol

fleet linden
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max unlucky

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good to know it works

nova lake
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i think ill remove the limit on rarity values for future

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that way if people spam 9s or whatever no chance of this happening, my implementation was pretty unclear

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just dont put values above max int32 value (2,147,483,648) 🙂

fleet linden
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ahhhhh

potent drum
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okey scoopy

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i have problem with your mod

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Scoopys Variety Mod

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how to set spawning interior

nova lake
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bepinex/config/scoopysvarietymod

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spawns by default with 50% chance on all vanilla moons

potent drum
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yes, but this file is not creating

nova lake
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have you run the game with the mod installed?

potent drum
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yes

nova lake
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send a screenshot of your bepinex/config folder pls

potent drum
nova lake
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thats very odd

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did you install it correct? can you send another pic of your plugins folder

potent drum
nova lake
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looks like you have it installed twice

potent drum
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yes

nova lake
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i suspect that is the problem

potent drum
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so i should delete folder ScoopyVarietyMod or delete ScoopysVarietyMod.ddl + scoopyvarietymod in plugins

nova lake
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either should work, probably the ones in plugins

potent drum
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but on the first i have only folder with your mod

nova lake
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oh

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i found the problem

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you need to download the dependencies

potent drum
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version?

nova lake
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listed on the mod page

potent drum
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that is dependecies

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this 4 mod?

nova lake
potent drum
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okok

nova lake
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that should fix it

potent drum
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i checking

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okey

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it's work

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but now where i can change spawing

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you know in %

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but now i didn't have list of moons

potent drum
nova lake
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ive never seen that issue

tropic fog
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Neither have i

potent drum
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wait i trying fix it

potent drum
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when i installed all of these 4 dependecies

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okey i clear all from plugins

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now it's work

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but i set

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and this dungeon not working

zenith vessel
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Use a mod manager.

fleet linden
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Fr

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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

zenith vessel
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Most importantly it keeps mods out of the game's folder.

potent drum
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okey but r2modman working on steam

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i have crack

zenith vessel
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You're on your own then.

potent drum
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i think problem is with version of lethal

static girder
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for sure i can't get the guaranteed castle dungeon option to work rn

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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 😦

crimson pilot
nova lake
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use abyss9999

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ill make config more clear next version

nova lake
# potent drum but i set

that is setting rarity to 13 on experimentation giving the dungeon approx 13/333 chance of spawning

fleet linden
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he cant open the door @nova lake

rustic pendant
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Pretty sure a lot of the mobs can’t open the doors

coarse plinth
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Bracken, Hoarding Bug, Thumper, Jester and Coil head are the mobs i can think of that are able to open/break doors

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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

rustic pendant
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This dungeon

coarse plinth
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Well i mean why would it change from vanilla? they're still doors

rustic pendant
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🤷‍♂️

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I just know it doesn’t work

coarse plinth
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But alright i misunderstood you my bad

rustic pendant
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No problem

coarse plinth
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I've already seen a Bracken go through a door way on Scoopy some days ago tho, but that was before v47 of Lethal

rustic pendant
zenith vessel
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Probably same reason DoorFix makes some enemies have hard time opening doors.

coarse plinth
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I'll try to get a notice and take notes of mobs that ache with doors on Scoopy

rustic pendant
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though that’s a mod

midnight ember
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overall bracken is pretty stupid on this dungeon

coarse plinth
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⬆️ bracken heard that and will crunch you quick on your next mission 🦖

midnight ember
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he already does cause he cant pathfind and always ends up camping hallways 😢

blazing maple
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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.

midnight ember
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are you sure its the internal name? also might be case sensitive like scpdungeon

blazing maple
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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

crimson pilot
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lethal expansion is incompatible with lethal level loader (any interior mods themselves too)

opaque void
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gotta switch to lethal expansion core for that

crimson pilot
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I dont use it tho

opaque void
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yeah it doesnt but theres a mod that you can add which has wateridge by itself

crimson pilot
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atlas abyss is a better castle map anyways tho

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just download that..

midnight ember
midnight ember
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how is it incompatible?

crimson pilot
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interiors dont work

midnight ember
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they work fine

blazing maple
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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

crimson pilot
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are you using core?

midnight ember
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yes

crimson pilot
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yeah thats not what Im talking about at all

midnight ember
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ah ok

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well you can get waterridge as a standalone map cant you?

crimson pilot
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probably

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other dude said so

strong gust
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I haven't seen any way to get Wateridge standalone, I don't think it was ever posted unlike Christmas Village

midnight ember
opaque void
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I'm pretty sure I've seen it

midnight ember
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i can vouch for secret labs working perfectly with both interior mods

opaque void
midnight ember
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the other moons should too

strong gust
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Ah that makes sense, I never actively searched that out cause base Wateridge from LE didn't quite catch my interest

opaque void
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yeah same I'm not using it either, just in case that dude wants it

midnight ember
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as long the map has 1 fire exit everything should be fine

coarse plinth
strong gust
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Good to note for the future for those hesitant on adding LECore, believing they'd lose access to Wateridge

coarse plinth
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I mean it's not such a big deal.. the mapping on Wateridge is... well.. minimal

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no offense tho

midnight ember
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yeah its kinda small

coarse plinth
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I'll think about re-adding Wateridge when there's some more detail in it though

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I'm using Atlas Abyss instead as replacement to keep the same amount of moons

opaque void
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I think with LLL we'll see a ton of awesome new moons and interiors

blazing maple
midnight ember
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LECore disables it on boot

crimson pilot
coarse plinth
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Keep it on top of LECore

crimson pilot
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you just need to install lecore

crimson pilot
midnight ember
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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)

strong gust
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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

midnight ember
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yeah, the mod managers would really hate to see you make choices by yourself

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i think you can also edit the mod files to remove dependencies

crimson pilot
strong gust
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LECore will disable LE when the game's loading up mods from starting the game soo

midnight ember
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turns out if you download mods dependent on something you turned off it wont turn it on automatically

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but when deleting it everything goes into the bin lmao

coarse plinth
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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

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True that this dependency is a bit strange, but, it works great anyway 🤷‍♂️

midnight ember
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its just how thunderstore handles things

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nothing you can do abt

coarse plinth
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I'm not using mod managers anyway

crimson pilot
blazing maple
crimson pilot
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and since Lethal Expansion Core is a different mod

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it doesnt know that it has the same stuff

strong gust
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I use r2modman cause I also use it for messing around with Risk of Rain 2 mods

coarse plinth
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I mean half the mods I used didn't, but that doesnt represent half the mods available, my bad

zenith vessel
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Why would you need installation description? You press install with MM and it downloads and enables everything for you.

coarse plinth
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Because i do not want to use mod managers 🤷‍♂️ simple

strong gust
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They're doing manual installations

zenith vessel
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Cringe.

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No point in manual installs.

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Like 0.

coarse plinth
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Okay

zenith vessel
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Enjoy wasting time. 🤷‍♂️

coarse plinth
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Thank you

strong gust
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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

zenith vessel
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Well, I'm not talking about modding in general. Different games have different approaches.

coarse plinth
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Well i just handle my friends my whole BepInEx folder, so they got the same mods, same files and same config hah

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I found it easier but i get what you mean

zenith vessel
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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.

coarse plinth
coarse plinth
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Mhh I don't see why

mental jungle
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my grandma could probably figuire out how to use a mod manager

coarse plinth
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I'm comfortable making it manual that's it it's not a question of simple or complicated haha

mental jungle
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and config

coarse plinth
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I already know that

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I know what is a mod manager

blazing maple
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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

silver stirrup
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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

midnight ember
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some people cant sleep at night knowing that someone somewhere doesnt use mod managers LMAO

zenith vessel
zenith vessel
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You want to make it harder for yourself and others for no reason? Enjoy it on your own.

mental jungle
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new minority, "manual installation of mods users"

strong gust
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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?

mental jungle
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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

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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

coarse plinth
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You two guys are just spreading pure negativity out here, I said nothing wrong about mod manager or any user using it

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Why are you like almost trashtalking manual installation, lol

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Damn

crimson pilot
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manual install is pretty inconvinent for large groups to be fair

coarse plinth
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Well good thing i'm playing with three friends used to minecraft modding

zenith vessel
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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.

midnight ember
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ok it says its supposed to just be the name but worth checking

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if it doesnt work

mental jungle
midnight ember
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i know that scpdungeon requires you to do that and is also case sensitive, but cant really vouch for Scoopy's being the same

zenith vessel
mental jungle
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try doing all, and see if any spawn first

mental jungle
blazing maple
mental jungle
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I see

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the numbers are for moons rarity only

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just do the names for it to spawn on the planet

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for example

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titan,rend,offense

crimson pilot
proper raptor
# zenith vessel No point in manual installs.

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.

proper raptor
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This is a surprisingly common debate for how fundamentally stupid it is.

royal narwhal
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i agree

crimson pilot
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oh

proper raptor
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He’s already gone.

blazing maple
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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.

zenith vessel
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Manual installation doesn't provide any "higher fidelity" in LC.

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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.

proper raptor
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🤷‍♀️

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You seem to think it’s way more complex than it is.

zenith vessel
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Another one.

proper raptor
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You also get direct access to config files when manually installing.

crimson pilot
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the last time I checked he was still here

zenith vessel
proper raptor
zenith vessel
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Keep showing how much you know please. This is hilarious coming from a mod.

midnight ember
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mmmmmm my glorified archive unpackers... mmmm

proper raptor
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Lmao

proper raptor
zenith vessel
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It doesn't put any files in the game folder. Keep going.

proper raptor
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I’m creature tbh

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You can launch the game directly from steam and/or desktop shortcuts when manually installing mods.

blazing maple
proper raptor
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Instead of having to go through r2.

zenith vessel
proper raptor
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Now that’s interesting

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I’d actually like to know how to do that

zenith vessel
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In Help.

proper raptor
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Neat

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Though I feel like we’re getting a little off track

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Calling for someone to be excluded from support because they prefer manual installation is not acceptable

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I prefer using r2 personally

zenith vessel
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It's just my opinion. I have no power here.

proper raptor
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You have the power to say the words the say :)

zenith vessel
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Not going to run around pointing fingers at manual install users everywhere they go. That's an even bigger waste of time.

proper raptor
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The reason Im here is that users were getting uncomfortable with how you were talking to them about their manual installations.

zenith vessel
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Didn't know there was more than one.

proper raptor
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There was.

mental jungle
zenith vessel
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Damn. I'm getting popular.

proper raptor
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I wouldn’t test the mantra that “any publicity is good publicity”

zenith vessel
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I was wondering when you'd get to the point.

proper raptor
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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.

zenith vessel
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I voiced my opinion and moved on. I can't control others continuing the discussion.

proper raptor
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If I get a report again about this it won’t be a verbal warning.

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End of story

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Have a good one!

zenith vessel
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Sorry for derailing a thread.

silver stirrup
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Has anyone experienced turrets firing through walls? It's been a while since I last tested, not sure if that was fixed or not

strong gust
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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

blazing maple
strong gust
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Which maps are you trying to add for this for the sake of testing

blazing maple
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Orion by sfDesat
Aquatis by sfDesat
Atlas_Abyss by Zingar

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vanilla maps worked as long as i didnt try to use the "list" function

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Tried "list" with vanilla maps and modded maps 1 at a time. And "modded" with those maps installed

strong gust
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For Atlas Abyss, I tried it like this and got it to work:
Atlas Abyss99999,

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I'll see if I can do all 3 in the list cause I've yet to try it out with those 2 maps

blazing maple
strong gust
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Yeah

blazing maple
# strong gust 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

west gull
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AtlasAbyss99999? Abyss99999? Atlas99999?

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Not sure the name of it in code

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the string scanning may only recognize one word moon names atm

brave lodge
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Atlas Abyss99999 with list works for me

blazing maple
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I just did a clean sweep of all mods and configs and got Aquatis99999 to work

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I have no idea what caused the conflict but it still works after downloading all the same mods back

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Im probably going delusional for trying to get this to work for the past 7h

strong gust
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This worked for me to guarantee it on all modded you listed:
list
Atlas Abyss99999, Orion99999, Aquatis99999

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Orion did hang for me for a lil bit but I suspect that's because it has a huge interior

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Interior size 2.4

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That's bigger than Titan, no wonder

blazing maple
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Thank you helping me out.

strong gust
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No problemo

blazing maple
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1 quick question! do you know if the 99999 represent the probability for the dungeon to spawn? 0 = 0% 99999 = 100%

crimson pilot
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so basically 100%

strong gust
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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

static girder
mint folio
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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

blazing maple
mint folio
tardy flame
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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.

mint folio
weak stratus
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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

strong gust
tardy flame
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ah

strong gust
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And enemy pathing is pretty fickle with the map atm

strong gust
crimson pilot
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there are only guitars, and cats, spawning in both interior mods (which are set only to modded moons)

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Im going insane

bronze prairie
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All you need tbh

strong gust
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Hm, it sounds like that might be a bug with the most recent update with LECore

crimson pilot
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me and my friend turned a corner

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guitar

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turned another corner

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guitar

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it was mostly guitars

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and we didnt know what was happening

sullen crescent
#

I'm getting only guitars if i'm playing on a custom moon

crimson pilot
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yes

sullen crescent
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Yea I don't think Scoopy's is compatible with modded moons

crimson pilot
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i dont think its scoopys

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since I also saw cats

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from needycats

midnight ember
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i had everything littered with fumos

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i think its scoopys

sullen crescent
crimson pilot
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how would it be scoopys

midnight ember
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but ig needs double checking with a normal interior

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just to be sure

crimson pilot
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it most definitely isnt scoopys

sullen crescent
#

i'm only getting this problem with scoopys enabled and on a modded moon

crimson pilot
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maybe its scoopys

midnight ember
sullen crescent
#

I reported in the bug report thingy already, don't wanna flood everything

midnight ember
sullen crescent
#

Guess I gotta choose between modded moons or scoopys

slow hemlock
#

you shouldnt have to

midnight ember
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just turn off scoopys on modded for the time being

slow hemlock
#

i think certain scrap mods need to be updated

sullen crescent
#

i still get guitars all over the place on any custom moon

sullen crescent
crimson pilot
#

I really dont think its scoopys

#

it just doesnt make sense

#

although Im not gonna test..

#

Im LAZY

slow hemlock
#

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

midnight ember
#

yk there's kinda a way to find that out

#

imma load up scp dungeon

crimson pilot
#

it also happened in the scp dungeon for me

#

cats and guitars

midnight ember
#

yeahhhhhhhh

#

not scoopys

#

def

#

having the same thing here

crimson pilot
#

Well

sullen crescent
#

so it's a custom dungeon thing then.........

midnight ember
#

that or LE

sullen crescent
#

yeah

sullen crescent
midnight ember
#

yeah

#

it was moved to LLL like today or yesterday

#

cant remember

#

so all good

#

(except for the scrap)

sullen crescent
#

okay, so modded dungeons just have trouble with modded moons rn

midnight ember
#

that means i killed fumo mod for no reason huh

#

damn

#

just thought "damn thats a lot of fumo" and got rid of it...

mint folio
#

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

midnight ember
#

i think all would work

#

they both have a weight setting

mint folio
#

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

midnight ember
#

its just modded moons

#

everything i see is modded scrap

sullen crescent
#

it's bigger than we thought...........

mint folio
#

its spreading

#

nowhere is safe from the C A T S

crimson pilot
#

i see all scrap (vanilla included) on facility dungeons atleast

#

havent been to a mansion/library

sullen crescent
crimson pilot
midnight ember
crimson pilot
#

ignore..

mint folio
#

whats the tape from, ive seen it a few times

midnight ember
#

got me scared for a second haha

#

yeah no idea honestly

mint folio
#

it just appeared

#

i looked in configs for a lot of scrap mods i got, not a single one mentions tape

crimson pilot
#

idk

mint folio
#

so would this put the dungeon in modded moons as well,

crimson pilot
#

yes

mint folio
#

thank god

static girder
mint folio
uneven walrus
#

Did this mod fix being able to spawn on march?

empty coral
#

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?

fleet linden
granite flicker
#

to have the dungeon appear about 99.9% of the time on Hydro

strong gust
#

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

slow hemlock
#

yup, fixed in patch coming today

#

my previous march fix had the "adding march" one if statement too deep

strong gust
#

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)

noble epoch
#

how do i get this dungeon to spawn only on atlas abyss

#

?

strong gust
#

Also download LethalExpansionCore to help with compatibility between the two

noble epoch
#

i have "atlas abyss" on castledungeonmoons, but its spawning on every map

strong gust
#

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

noble epoch
#

i think i did it thank u

strong gust
#

Yeah give it a shot then and tell me if it works

noble epoch
#

for the scp dungeon its the same? or its working just as usual

strong gust
#

I haven't messed with the SCP one so unsure

noble epoch
#

setting it to guaranteed and "secret labs" on the moons list

strong gust
#

But I imagine it is similar

#

Try something like:
list
Secret Labs99999,
false

noble epoch
#

yap cant fix the scp one

strong gust
#

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

midnight ember
#

Secret Labs works rn

#

Case sensitive due to a bug

#

Will get patched in the next update

noble epoch
#

yap just found it on the mod post

#

thats a strange bug

#

but thank u everyone

static girder
#

i tried Astral Abyss9999 and it didn't generate your dungeon

#

but Astral Abyss300 worked

strong gust
#

Astral Abyss?

steep egret
#

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)

timber basin
#

The ability to tweak base moon odds would be a pretty nifty feature, if batby is able to get around to it

slow hemlock
#

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

steep egret
steep egret
steep egret
#

and still being able to spawn scp with FoundationRarity on every modded moons without ahving their names

slow hemlock
#

you can add rarity per level

#

or rarity if its custom

steep egret
slow hemlock
steep egret
slow hemlock
#

LLL supports the ability to config the dungeon so if the currentlevel is a custom level, use x rarity

steep egret
slow hemlock
#

no

#

if (currentLevel.isCustom)
currentLevel.possibledungeons(SCPDungeon, [raritry of your choice])

timber basin
#

It's a feature of LLL but I don't think either of us have it as a config option yet

slow hemlock
#

and i don't think any of the current moons would work

#

but it is a thing

steep egret
steep egret
slow hemlock
#

you can also do it based on map specific level tags and the price of the level

steep egret
slow hemlock
#

i didn't remove anything

steep egret
#

no i mean are you planning to remove it

#

cause rn it spawn when LLL is enable

slow hemlock
#

lecore manages to slide moons into my system, they may be damaged in shipping

steep egret
#

but map is buggy, not finished

slow hemlock
#

i have no idea what integrity is

#

quotable

steep egret
slow hemlock
#

you'd have to talk to whoever is causing that to happen

#

its not me

steep egret
slow hemlock
#

show me scr and log in #1193461151636398080

nova lake
#

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

steep egret
steep egret
static girder
#

lol

#

im tired

#

got 4 hrs of sleep

#

i did get it working btw

#

sorry :<

#

well i got it to work once

#

still testing

strong gust
#

All gud

nova lake
thorny rivet
#

im just now learning about the config menu, but is this how you set the dungeon rates for the indoor facilities?

slow hemlock
#

like the vanilla ones?

thorny rivet
#

its both vanilla & modded

slow hemlock
#

wym

#

which indoor facilities

thorny rivet
#

as in is that how you set the dungeon's rarity for that specific map

slow hemlock
#

yes

thorny rivet
#

ty

tame karma
#

is there a way to set my config to just guarantee the dungeon/castle on dine only?

slow hemlock
#

dine9999 should get it pretty close to guranteed

tame karma
#

with this config im still not getting the layout on dine

nova lake
#

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

uneven walrus
#

Any hints on new interior theme?

sleek sun
#

How much damage does a fire axe deal

nova lake
nova lake
midnight ember
#

does anyone know by any chance if LLL dungeons support multiple fire exists already? 👉👈
Or at least Scoopy's

slow hemlock
#

yeah

midnight ember
#

or is that just a map problem?

floral bloom
#

Brotha is in the end ‼️

graceful whale
#

B1adeWo1f fell out of the world

crimson pilot
#

seems like a map problem

graceful whale
#

Jokes aside, probably the map's fault, but hard to say for sure, I haven't had that issue on any maps

nova lake
midnight ember
#

LECore

nova lake
#

does look like a map issue to me, you fell through after being teleported

midnight ember
nova lake
#

does it happen with vanilla interiors on that map?

midnight ember
#

mmmm, i'll check

nova lake
#

i expect it will but good to be sure

graceful whale
nova lake
#

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

proper bone
sullen crescent
#

sewers like dungeon?

#

goes hard

nova lake
#

indeed

#

more in style of vanilla dungeons

silver stirrup
#

We love surfing sewers

#

Will this be packaged with Scoopy's Variety Mod?

nova lake
#

yep

#

all my dungeons will be packaged in the mod, and players can enable/disable whichever ones they like using config

midnight ember
#

this looks sick

silver stirrup
#

Absolute legend, I love the dungeon, can't wait to see how this progresses

zenith vessel
#

Could an option to make fire exits look like regular ones in Dungeon be possible Scoopy?

nova lake
#

possible, i imagine so, but i have no plans to

#

would be kind of a pain to get working

#

maybe in future

graceful whale
# nova lake

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

nova lake
#

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

graceful whale
#

Manholes within manholes

nova lake
#

its manholes all the way down

graceful whale
#

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)

sullen crescent
prisma copper
midnight ember
#

but im checking vanilla dungeons still

#

yeah, i can even jump off it and not die lol

#

sorry for confusion

steep egret
graceful whale
#

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

mental jungle
#

new scoopy sewer dungeon, and hadal labnatories interior hell yea

#

+scp+castle+mainfacility+mansion

floral bloom
#

+mine whenever I get off my ass and make it thebird

graceful whale
#

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

fiery matrix
silver stirrup
floral bloom
#

I have some room ideas written down and a few reference images

graceful whale
#

Minecraft interior wen

floral bloom
#

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

nimble ferry
#

seeing all the custom interiors is gonna give so much variety to maps dude it's sick

crimson pilot
#

egypt has a custom interior?

nimble ferry
#

not yet but the dev is working on it

graceful whale
#

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

crimson pilot
sleek sun
uneven walrus
#

Would this be the first dungeon with a ladder indoors? Sewer system is a great idea

floral bloom
#

How would the ai deal with it

midnight ember
#

i know that outside monsters can climb ladders

#

so uhh probably not a big problem

#

inside monsters* tested with lethal escape

uneven walrus
#

Masked enemies just zip up and down ladders like freaks so maybe like that

weak violet
#

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.

crimson pilot
weak violet
#

I'll try

#

thank you

fleet linden
#

spider can be stuck between this

#

also some glitchy terrain

west gull
midnight ember
#

yeah

#

sadly that map is kinda unfinished

fleet linden
#

looks like a map issue

knotty harness
#

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

timber basin
#

Assuming the given dungeon is the only addition

willow zealot
#

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?

steep egret
timber basin
#

100 + 100 + 300 == 500
100 / 500 == 0.2 (20%)

#

(not accounting for the tiny odds of alt layout)

strong gust
# willow zealot I cant get the dungeon layout on atlas abyss. i tried using list and modded on t...

Try this:

  1. Download LethalExpansionCore
  2. 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

willow zealot
#

all my friends have to do it aswell?

steep egret
rustic pendant
#

For some reason

slow hemlock
#

imagine lottery tickets @rustic pendant

#

each number is a ticket in the selection

knotty harness
#

would having a moons at for example "assurance0" make it guaranteed? I did this and it ALWAYS spawns on that map

slow hemlock
#

this is how dungen rarity works

timber basin
mental jungle
mental jungle
mental jungle
fiery matrix
#

private beta rn you can access it via the thread

mental jungle
fiery matrix
#

check my bio :)

mental jungle
mental jungle
fiery matrix
#

just that its not on thunderstore yet

#

I guess public beta is more accurate

rustic pendant
slow hemlock
#

each 1 is a ticket

empty coral
#

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.

granite flicker
#

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!

graceful whale
#

Same, been playing with several and everything works mostly without a hitch, other than occasional individual mod issues I can report

nova lake
#

great to hear

#

cant take credit for that personally though, all credit to LE + LECore + LLL devs

timber basin
#

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

graceful whale
granite flicker
#

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

slow hemlock
#

lmaoo what

#

@nova lake

granite flicker
#

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

midnight ember
#

The paint stream looks like it's betterspraypaint

granite flicker
timber basin
#

if scoopy accidentally figured out what the deal with spraypaint was that'd be cool

midnight ember
#

interesting

granite flicker
#

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

timber basin
#

lack of shine is just that the materials don't have the metallic or smoothness upped

granite flicker
nova lake
#

might do some testing and try figure it out

#

why does it not work on random parts of the floor 😭

granite flicker
#

yeah I have zero clue either lol

#

I can post my r2modman profile if you'd like to test with it

nova lake
#

all good i can prob just test with just mine

granite flicker
#

np, just glad it's appearing at all

#

since holy hell do I suck at navigating the dungeon lol

nimble ferry
#

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 😅

bronze prairie
#

yeah its mostly fine

#

you have to have LECore though if you use LLL

#

without it then it flat out does not work

nimble ferry
#

oh sweet

#

yeah i plan on using core

bronze prairie
#

got the dungeon multiple times on aquatis and faced no issues

nimble ferry
#

hell yeah that's actually great

crimson pilot
bronze prairie
#

scoopys automatically got it for me

#

i didnt have to put in anything

crimson pilot
#

so it isnt in the config?

bronze prairie
#

idk

#

i literally just downloaded aquatis and scoopys and it worked on its own

#

i didnt touch any configs

#

it just works

crimson pilot
#

well I just downloaded it and orion so Ill find out soon

bronze prairie
#

its still weighted i believe

#

wait

#

im looking at the config

#

its only set to spawn on vanilla moons by default lol

crimson pilot
#

🪬

bronze prairie
#

maybe some weird crossing of wires between LEC and LLL caused it to spawn?

granite flicker
#

I believe Scoopys is allowed on all moons by default isn't it?

#

could be wrong though

crystal canyon
#

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

midnight ember
#

centipedes are a bit brain dead on this map

static girder
granite flicker
static girder
#

just inconsistencies with how models are set up ig

#

its cool that it works on scoopys map

granite flicker
static girder
#

in order to know you need to know unity and know the game internally

nova lake
nova lake
midnight ember
#

yaeh idk, maybe some pathfinding issues with the doors, i've also seen brackens get really stupid on custom dungeons

nova lake
#

Spiders and centipedes seem to be the main issue on mine

#

Brackens can also act a bit odd though

midnight ember
#

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

graceful whale
#

Yeah it seems corners upset quite a few enemies with this mod. I've seen Bracken, Lootbugs, and Snare Fleas all get completely stuck

nova lake
midnight ember
#

yeah, that also

fiery matrix
#

I've had bracken be unable to retreat and lag tf out in vanilla lmao

midnight ember
#

oh yeah i can see that happening

nova lake
#

This is also true

graceful whale
#

True KEK

midnight ember
#

probably just bracken ai

#

cause i cant say it happens consistently

graceful whale
#

Bracken not smart

#

Bracken says "it's neck snapping time"

nova lake
#

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

graceful whale
#

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 AAAA

nova lake
#

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

graceful whale
#

I mean it makes sense, when the basics are simple it's hard to innovate

#

What you got so far

#

I gots ideas

nova lake
#

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

granite flicker
#

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

graceful whale
#

Do you have any rooms of this nature yet, with a gap in the middle and two walkways?

granite flicker
#

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

midnight ember
#

oh yeah we need more gaps my fav activity on the current layout is falling to my death

graceful whale
#

You wouldn't fall to your death, you'd drown

#

There's a difference

granite flicker
#

yeah deep enough to drown but not enough to die from fall damage sounds hilarious lol

midnight ember
#

def buying advcomps' flippers for that one

graceful whale
#

Oh 100% which is why I want more water stuff, to make the slippers more useful

#

but I understand I'm biased

midnight ember
#

yeah

#

and lgu i htink has diving kit

granite flicker
#

honestly ripping a page out of half life and just using giant empty pipes to connect areas could work

graceful whale
#

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

granite flicker
#

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||

graceful whale
#

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

granite flicker
#

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

silver stirrup
#

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

granite flicker
#

nvm then lol

graceful whale
#

Look, Brackens swimming is fine

silver stirrup
#

As for water elements inside dungeon generation, Batby has something working for Hadal Lab

#1191943294612156436 message

granite flicker
#

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

graceful whale
#

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

midnight ember
#

nope

static girder
#

completely fixes brakken fuckery for me

#

to the point of being able to generate 12x size maps on titan

#

with no stutters

graceful whale
#

I've heard good things about that mod

#

Will probs have to add it

granite flicker
#

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

graceful whale
#

Electric water sounds awful

#

Do it

granite flicker
#

yeah even here I can already see a sort of hallway cell that could link two rooms but still incorporate slopes/ curves

neon narwhal
#

A new interior being made?

granite flicker
#

just planning for now since Scoopy's still busy with the main dungeon

graceful whale
#

I think we broke Scoopy with new ideas

#

He done died and left

neon narwhal
#

I mean a underwater interior is already being made

granite flicker
#

yeah sorry if this came off the wrong way scoopy, just a really neat idea

graceful whale
#

Jokes aside I think he's fine, scoopy seems like the type to enjoy ideas and community feedback

neon narwhal
#

See

#

@granite flicker

granite flicker
zenith vessel
#

Hadal

graceful whale
#

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

granite flicker
#

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

tacit matrix
#

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

sleek sun
#

Anyone else have lethal level loader and by extension lethal lib put you in a green/black screen when loading into the lobby?

mint folio
sleek sun
#

Oh

lapis sierra
#

downgrade lethallib to 0.11.2, 0.12 is broken atm

mint folio
#

workin fine for me, strange

sleek sun
#

yea thats whati did

mint folio
#

usually only time i get the black/green screen is when a mod conflicts

mint folio
graceful whale
#

Yeah Snare fleas just don't seem to be able to figure out where the heck to go lmao

zenith vessel
#

They get stuck even in vanilla interiors.

graceful whale
#

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

mint folio
#

the ai doesnt know how to deal with new dungeons ig

graceful whale
#

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

west gull
#

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

empty coral
#

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?

graceful whale
#

You'll have to write each moon in the list, unfortunately

granite flicker
west gull
#

Your picker?

neon musk
#

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

mint folio
#

you gotta get rid of lethal expansion, and put lethal expansion core in

lapis sierra
#

don't need to get rid of LE, can run both at the same time and LEC will disable LE internally

graceful whale
#

^

lapis sierra
#

you'll probably need to keep LE around if using a modmanager due to dependencies

neon musk
#

i never downloaded lethal expansion

lapis sierra
#

modded moons need lethal expansion (and if you get that, get core too)

#

only egypt has been ported to LLL

neon musk
#

and it works with the new version of lethal?

lapis sierra
#

what does? either way everything should work if you get the latest versions

neon musk
#

alr, running lethal now

slow hemlock
#

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 😄

neon musk
#

hmm thats so odd

#

the modded moons arent showing

lapis sierra
#

what mods do you have installed? 🤔

neon musk
#

rolling giant, more company, more suits, bepln, lethallib, scoopys variety, lethal expansion & core, lethal level loader

graceful whale
#

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

lapis sierra
#

I believe you got everything needed for custom moons so, not entirely sure

#

assuming everything is up to date

neon musk
#

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?

lapis sierra
#

that should get you the latest versions, just keep in mind they could've updated again, unless you got them all just now

neon musk
#

got them a few minutes ago

lapis sierra
#

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 😛

neon musk
#

wait so the interior mod doesnt work on the default maps?

crimson pilot
#

it does

lapis sierra
#

it does

#

but you mentioned not seeing modded moons in terminal

neon musk
#

yea i didnt get any maps

#

but wouldnt it show on the default maps as well?>

lapis sierra
#

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

slow hemlock
#

i wanted to do like

#

little strums

nova lake
#

Also idk why that's happening lol

#

Oh wait that's what you mean

slow hemlock
#

yeee like

#

oninteractionkeydown
playguitarnoise

oninteractionkeyup
stoguitarnoise

west gull
#

scoopy did you let the hoarding bug pick up the weezer guitar yet?

lunar plover
#

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.

strong gust
#

Default settings is:
300 chance
vanilla moons

boreal anvil
#

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

timber basin
lunar swallow
#

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

silver stirrup
#

Oh yeah, last I had this dungeon spawn I was able to use the spraypaint! Not sure what was changed but it was working

thorny rivet
#

Setting 300 is 50%

#

So setting 600+ (just put 999) is in theory a 100% chance

timber basin
graceful whale
#

I see where you got the initial logic, though, if 300 is 50%, 600 must be double that KEK Not quite how it works

lunar swallow
nova lake
#

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

nova lake
#

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