#Scoopys Variety Mod (formerly LethalExtension)
1 messages · Page 5 of 1
its not insanely brighter, but should be a bit better
added a couple torches to some of the rooms and stuff which should help a bit with navigation
yea, before it was still somewhat visible without a flashlight, but should be better now hopefuly
I'll have to check it out cuz I liked the brightness how it was but we'll see
yea I wanted more torches

the dungeon definitely still has 'dark patches' where its pitch black which are intentional (similar to vanilla) but this should hopefully result in less walking into walls
after playing a bit with friends i realised that shit was pretty damn dark lol
Oh BTW Scoopy, is the jump room being entirely impossible with more than like 20ish lbs intentional?
kind of
probably not 20
more like 40+ you should be dropping stuff and muling it over was my intention
Like the jump is insanely precise compared to the vanilla jumps in the factory layout rn, and if you find like a gold bar on the other side, good luck 
it does need some adjustment, it was mostly designed by eyeballing it and trial and error to what felt right lol, but another outcome of playing the map with friends is ive realised that jump is very unforgiving
because i was dying to it pretty often, and i made the damn map
I've had several friends basically team wipe to it, not even exaggerating 
yea
thats what happened
ill put it on my list to look at and likely adjust it with the next major update, just difficult to find that balance of being possible but not too easy
I totally get that
I wish we could use a ladder as a solution but it's not a practical solution since you would need two
And I'm not bringing a ladder every time just in case it shows up
a funny moment that happened with his mod and lethalthings, one my friends teleported into a locked jail cell and was stuck lol
That happened to my brother with an Inverse Teleporter 
scoopy quick question, yknow that new dungeon your makin, is it going to be a seperate mod, or apart of your variety mod?
the sewers one i think it was? i might be going mental tbh
lol
also do bullets still shoot through wooden doors or is this fixed now?
didnt realise i @ted scoopy lmao
same mod
will be disableable though, same as existing dungeon config
ah gotcha, cant wait for it tbh, looks really cool from the screenshot i saw
likely still an issue, for most cases the doors seem to block them (in my testing) but i havent changed anything regarding this so if it happens now i expect it still will
oh ok thx
while i got you here, quick question. since 300 is 50 percent, would 150 be 25?
get this question alot haha
i aint entirely sure how the percentages work with the mod, cuz i thought 300 was one hundred percent lmfao
till i saw someone say it wasnt
so basically dungeons are selected based on 'entries' in the 'pool'
by default vanilla dungeons will have the 'main' dungeon at 300 rarity and the secondary dungeon at 2-20 rarity
so when i say 300 is 50% thats because you have 300/~602 total entries, so theres approximately a 50% chance of the dungeon being selected
150 would make it 150/~452 so approx 1/3rd chance and so on
if you add another interior mod (say SCP) then its rarity will also affect the pool
so if you add scp with a rarity of 100 and mine with a rarity of 300, the chance mine spawns will be 300/~702
so like this?
ohhhh
so what would you say would be a good area to set the rarity in if you have the scp mod?
so the formula i guess would be (dungeon spawn rarity / 302 + dungeon spawn rarity)
for vanilla
well that would depend on what value you use for the scp mod
exact same as yours, wanted em equal lmao
so both are at 150
in that case both would have 25% chance and vanilla would have 50% for the main dungeon
ight, thats perfect then LMAO, thank you so much for explaining it to some dumbass online lol
+/- a few % due to the secondary dungeon (e.g. chance of getting mansion on non paid maps)
all good, i might update the config with a more clear rundown in future, especially as more interior mods become a thing
it would be better tbh, or make a separate config explaining it
thanks again though for explaining, really helped me out
Please Scoopy, I need the lockpicker door location fixed, the lockpicker community is in peril đ„ș
wait so I want scp and scoopy to both be 25%, and vanilla to be 50%. How would I adjust that?
I wonder if DoorBreach works with modded doors
Something I will have to test later
Probably not but who knows
ok thanks
embrace lockpicker mod, jail coilheads
I'm hoping the SCP layout adds containment room doors you can shut with the terminal
I'm locking peanut back in his room
I love terminal functions for ship dwellers, feels like Duskers
gtfocompany 
was 0.65 the new lighting update
is it only the scp one and this that are out atm for interiors
I'm having problems with instalation, when I download this mod as well as LethalLevelLoader. The list of moons doesn't appear, no enemies spawn, the dungeon doesn't work
does anyone know why this might be the case?
and now the scarlet devil mansion
oh?
and there is also an unreleased mod that is downloadable on this server
what is the unreleased mod
#1182523433221902376 message
can u send
ty
Yo, i CAN NOT for the life of me get this dungeon to spawn on Atlas Abyss, which is the ONLY moon i want it to spawn on. but NOMATER WHAT i put into the config, it does not spawn there. the only thing that seems to work is the vanilla option
lockpicker mod ?
Interesting, what does your config look like?
Cause it should be something like this:
CastleDungeonMoons should have "list"
CastleDungeonMoonsList should have something like "Atlas Abyss99999"
CastleDungeonGuaranteed should be "false"
The higher the number appended to the map, the more the chance (up to an arbitrarily high value)
Why should garanteed be false?
That's an older setup I did when guaranteed was overriding some of what I initially set above, I haven't quite tested with it set to true recently but the above that I mentioned puts it at basically a surefire chance to appear in Atlas Abyss exclusively
If you want more maps for the castle interior to spawn in, just add a comma, the name of the planet and the chance for it
Same rules apply, higher the number, higher the chance
As an aside it's actually kind of interesting how many folks have, or are interested in pairing Atlas Abyss and Scoopy's castle dungeon generation together đ€
Makes me wonder how many are gonna do the same with Aquatis & Hadal Labs
It doesn't work true\false "CastleDungeonGuaranteed = false" nothing works
^
I realize that the topic was discussed upstairs, but with my knowledge of English, that's all I could understand.
Well, cause it LOOKS like a moon that would have a dark n darker interior lmao
I'll need a sec then I'll look at my .cfg file rq
I just tested just to be extra sure and this is what .cfg I used to get the castle dungeon in my attempt for Atlas Abyss
And the specific mods I used at bare minimum to accomplish it, only Scoopy's mod has the config edited
scoopys + atlas abyss = based af new moon
If you're doing the final passes on the dungeon interior would you consider cleaning up footstep sounds? Sounds like we're a horse galloping along or wearing flip-flops especially on sprint, for example:
also curious to your thoughts on no hard lighting in the dungeon, vanilla uses it a lot to create safety zones you have to move away from to progress making the dark more impactful
See that's what I thought but with it not working on SCP I wasn't sure
Lockpicker enhanced, allows you to lock doors as well, so you can lock dead ends or use them to jail coilheads, jesters or other creatures, so that way it eats into the dungeon power level
Neat, I didn't knew that
I'm guessing there's some shader thing or material property we're missing that spraycans require, which we haven't figured out yet
I also pair it with mikestweaks to make it lighter, seriously the most fun i've had with an item
Good to know, hope u will continue having fun
does the paid-only setting work with modded moons?
based on this, probably yeh
doesnt look like it, strange
the modded setting also appears to be nonfunctional
tbh it might be a skill issue
just doing list worked fine
Yeah I mainly use list to generate it. Much more reliable now and I can clearly set the weight per moon
for titan
how do the values for mansion and facility work
are they both 300, and 300
I believe the default is 300 for all moons yes, with secondary facilities/ dungeons something like 20 or 40
oh I heard somewhere else that mansion was 70 on titan
It's probably something like that yeah. Much much smaller compared to the main dungeon
oh ok
does anyone know the best way to modify scrap and spawn values per moon
BalancedItems
been trying to make it only spawn in modded moons but how does the moon list work?
is it using the moon's internal names or namespace or? I'm very confused.
[Info :ScoopysVarietyMod] Custom Scrap Loaded Successfully
[Info :ScoopysVarietyMod] Unpacking Castle Dungeon Assets...
[Info :ScoopysVarietyMod] Initialising dungeon preferences...
[Error :ScoopysVarietyMod] Invalid moon list value!: atlasabyss
[Error :ScoopysVarietyMod] Invalid moon list value!: Wateridge
[Info :ScoopysVarietyMod] Initialised Successfully
[Info :LethalExpansion(core)] Registered moon '13-Kast' from 'Kast'
[Info :LethalExpansion(core)] Registered moon 'Oblivion' from 'Oblivion'
[Info :LethalExpansion(core)] Registered moon 'abandoned' from 'abandoned'
[Info :LethalExpansion(core)] Registered moon 'TestMoon' from 'TemplateMod'
[Info :LethalExpansion(core)] Registered moon 'Wateridge' from 'TemplateMod'
[Info :LethalExpansion(core)] Registered moon 'ChristmasVillage' from 'ChristmasVillage'
[Info :LethalExpansion(core)] Registered moon 'ChristmasVillageNoTime' from 'ChristmasVillage'
[Info :LethalExpansion(core)] Registered moon 'ether' from 'Ether'
[Info :LethalExpansion(core)] Registered moon 'Acidir' from 'Porcerin'
[Info :LethalExpansion(core)] Registered moon 'Infernis' from 'Infernis'
[Info :LethalExpansion(core)] Registered moon 'Crypt' from 'Crypt'
[Info :LethalExpansion(core)] Registered moon 'Taiga' from 'MinecraftTaigaMoon'
[Info :LethalExpansion(core)] Registered moon 'Aquatis' from 'Aquatis'
[Info :LethalExpansion(core)] Registered moon 'Orion' from 'Orion'
[Info :LethalExpansion(core)] Registered moon 'Duplictus' from 'duplictus'
[Info :LethalExpansion(core)] Registered moon 'Assal' from 'Assal'
[Info :LethalExpansion(core)] Registered moon 'Conviction' from 'Conviction'
[Info :LethalExpansion(core)] Registered moon 'atlasabyss' from 'Atlas Abyss'
[Info :LethalExpansion(core)] Registered moon 'secret labs' from 'secret labs'
tried that Atlas Abyss didn't work either :/
well you have to put a rarity
hmm.. okay
ah, so all this time I just missed to put the rarity value..
works now
but does it follows the moon names from the terminal? just wondering
Im not sure
alright, just gotta wait for the mod author's answer
after testing, this config seems to work
THx ill try it
is there a way to disable the door's collision while it's opening/closing?
it's actually so annoying getting pushed behind a door every time you try to open one
the doors in other interiors don't have collision while they're opening/closing
so it'd make sense for the doors here to do the same, especially due to how big they are compared to other ones from different interiors
they do
the vanilla doors are just too thin
so most of the time you just clip through them
im like 90% sure of this
if it's an unintended feature/bug, at least it's a good one
it actually lets me not get slapped in the face by every door in existence
is it still the case that this mod is not compatible with lethalexpansioncore?
or am i mixing things up and that was another mod?
i just played this mod with a moon that used LethalExpansionCore, and everything was fine
okay thx
If I recall it was multiplayer where the issues presented themselves, something about lethal expansion handling dungeon configs and client desync
anyone know if coomy dungeon layout is compatible with this and Lethal level Loader
Awesome, thanks for letting me know!
i shouldnt have any problems installing lethalexpansioncore right? its just a library after all
i need it for a mod that adds scrap
lethalexpansion is more than just a library. but ig thats the difference between lethalexpansion and lethalexpansioncore
Nah man, it aint work.
???
Got LECore in the pack too and all that?
LethalExpansion naturally doesn't have compatibility with LethalLib/LLL stuff
You'll want LethalExpansionCore to fix that
I know it sounds incredibly dumb but it is what it is
Cuz not everyone wants the modded moon capabilities of LethalExpansion, and LethalExpansionCore removes some of LethalExpansion's features
So you're sacrificing features for compatibility
What features?
If you do the manual install route, you can have LECore completely replace LethalExpansion
Im usin Thunder
All of LethalExpansion's config settings, such as time/scrap adjustment, etc
If you use a mod loader (e.g. r2modman/Thunderstore), you'll want to have both enabled
Basically, with LECore, you JUST get the ability to load modded moons
Which then makes the modded moons and interiors compatible
đ
But you will lose the entire "Mod settings" thing on the main menu that LethalExpansion adds
Without naming names, whichever of you just got automod'd should seriously reconsider how you name your emotes
Which I then just replaced with Advanced Company, personally

yeah worked like a charm
thanks kuzzo
ALso, iss there a way to get the SCP map to spawn the SCP dungeon? (I know this not the mod for it, but you know, maybe you know a thing or 2)
yeah, scpdungen has a config option for that
I haven't messed with it but you'll want to get the SCPDungeon and Secret Labs mod
And for the SCPDungeon mod config, add in Secret Labs in a similar fashion I imagine
I did
but on their page it says it doesnt work in multiplayer
which....doesnt make sense
lethalexpansioncore only OR lethalexpansioncore + lethalexpansion?
I got both
You can go LethalExpansionCore exclusively if you do manual install
r2modman/Thunderstore App will force you to have LethalExpansion to run most modded moons, so you'll need to have both LethalExpansion & LethalExpansionCore enabled
When you're booting up the game and mods are being loaded, LethalExpansionCore will disable LethalExpansion when it detects it by default, so you won't need to worry about both eating at resources on your system
well i wanted to install immersive scrap and it needed lethalexpansioncore. but not lethalexpansion.
i tried to avoid lethalexpansion as i didnt want it to mess with any mods i have like lll and lethallib
so i cant go wrong with having lethalexpansion with lethalexpansioncore?
Yeah it's fine to have both
also no problem for modded interiors like scp and scoopys variety mod?
LECore disables base LE so you can have it for dependencies afaik
Originally I would say that you'll want to choose LE or LethalLib/LLL stuff, but LECore's made it possible for both LECore & LethalLib/LLL to coexist
I've run Scoopy & Atlas Abyss in a multiplayer setting 2 days ago and it was working fine
you mean "LE & LethalLib/LLL to coexist"
afaik all dungeon mods run off LLL and are all cross-compatible
As for the whole modded moons with SCP Dungeon, I haven't personally tested it myself but I can imagine there's a realm of possibility you are able to try it in a multiplayer setting currently, similar to Scoopy's
I can't directly confirm it since I haven't tried it out myself, but I can vouch for Scoopy's
i can vouch for everything working well 
As for the dungeon map, is there a way to make this compatable with advanced Company? Cause i'd like to have certain moons have beter scrap generation, but it doesnt seem to affect any map that uses this generator
Advanced company seems to break just about anything, so unlikely
Bugs my friends and I have encountered multiple times.
-
Most everyone except for me phases through the floor and falls into the void. They can see the Castle, and we believe heavily that this mod is causing this specific error. We also had the Backrooms mod installed and initially thought it was that, however after disabling it (on all of our devices) they were still clipping through the floor. In one quota week, two of our three days were spent with them being rubber banded throughout the void. I don't have a video of this yet, but I'll bring up one tomorrow and link it back to this post.
-
Both maps are loaded at the same time. I was loaded on a normal factory, but all three of my friends were sent to the Castle. They were able to see me clip through walls and float, and the same was for me. With this picture, my friend was in the Castle and on solid ground; however I was on the catwalks, and she was floating in air with no consequence.
If I find any more I'll report them later. Tomorrow (or maybe in a few hours) I'll post the video of my friends clipping.
Using Lethal expansion?
Yes, is that what cases these types of bugs?
Yep, get LEcore
Is it Lethal Expansion Core Modules or just LEcore? Typing that into Thunderstore brings up no results.
I found it, thanks. I'll test this later with my friends.
Is funny how when AC tries to account for other modded stuff like items in shop (e.g. LethalThings) and adjusting scrap multipliers, it just says no
I just wanted a few things listed from LethalThings in the shop but the fucking thing wants to wrestle with an all-or-nothing approach
I wish advanced company was more configurable on what it adds
I wish the dev stayed true to his initial statement of that everything is gonna be configurable
and modular
I know its quite configurable already
but I mean like
turning off perks entirely for example
not that I would want to do that
You can turn each individual one off I think
idk if that gets rid of the perk menu tho
I disabled every one of them and now there's just a blank little console that just looks funny
yeah thats
thats what I thought
I just told my friend outright that it does nothing since I turned off the perk system
I MIGHT re-enable it in the future for my group but at a much smaller scale cause the maximum that you can do with it is just too much lol
I was hoping since there was a config file for each new system it adds, at the top you could just disable each one entirely
but nope
would probably help with compatibility too
it will probably come at a later date when that mod finishes development
Only thing I've cared about for AC is the new toys I can play around with and the weather incentives, that's really about it lol
is the guitar still buggy?
i havent seen anyone report it breaking in a while
either way it shouldnt cripple your game now since its 1 handed
How can we change the map occurrence rate because in 10 games, we encountered the castle 8 times?
Ancedotal but the guitar has been fully functional for me.
crawler is completely stuck on spawn
next to a coffin
this is the room
masked got stuck
update, the mask actually got out, but the thumper didnt
i should have removed that vent in the coffin room in the latest update
is that the most recentr version of my mod?
0.6.5
@nova lake
aware of it, working on it
weird issue if host dies they look "alive" to other players walking in place and cant be heard in death chat. anybody else having this happen or is it a mod incompatibility?
only happens in the dungeon interior as well none of the normal or even modded interiors do it
That's a new one for me. Haven't had it fortunately
what about holographicwings-lethalexpansion? how does that fit into this? does it work with LLL & lethallib?
can i install it without worrying about conflicts and compatibility issues? or is there anything known about problems concerning this?
oh sry there was a misunderstanding... it was titled like that and i thought its another variant
@nova lake
config
where
is weight host only or do the clients also have to sync it?
bepinex/config or just in configs if using r2modman
weight needs to be synced between all players or shit breaks
ty
ty
when I play with 4 people, with the coomfy dungeon mod, loot feels very scarce on the map. With 2 people it feels common
also I put the rarity to 75, and yet its still more common than the facility spawning
yea once I didnt send the config, and the castle dungeon and scp dungeon combined into 1 dungeon
Honestly I'd just skip Coomfy, the scaling is weird with players, you get absolutely overwhelmed with loot with 1-2 players and the dungeon feels massive with 3-4
With my group I curate my pack and have the fellas update to the latest code/file I provide, that way you don't get any conflicts with people not having mods or people using certain mods
actually the dungeon seemed quite smalle ven with 4 players
Ah it was eventually reduced further, I used it when it first came out for like a week, but when your moon lags that bad from a brackens then it's equal to the size of Titan
are you experiencing lag from brackens?
Any plans to add the apparasus?
Nah it was in Coomfy Dungeon before it's latest version
ah alr
I'm aware of the mod that really helps out with AI lag though
okay cool, i was gonna suggest that if you still did have problems
Trying to wrap my head around configs for this interior appearing on moons -- I see the default to vanilla, and the ability to indicate modded / all / list etc.; I've encountered modded moons that pull this interior even without adjusting this config, so presumably those mods give their own reference to it? When indicating a list, do you need to list via moon internal names e.g. 13-kast? Trying to figure out how to corral / curate appearances, love this mod though!
should I remove the coomfy dungeon mod then?
What's the internal ID for the dungeon interior?
Vanilla - Only vanilla moons will have the chance of having this interior
Modded - Only moons will have the chance of having this interior
All - All moons will have the chance of having this interior
List - Only moons that have their internal names listed in CastleDungeonMoonsList will have the chance of having this interior
Partly asking as someone wanted to try to see if this mod's in the mix and call for it from the map end of things, but neede dto know the ID for that
no need, the latest verssion of Coomfy Dungeon won't cause lag
like you only want specific moons to have this interior?
Sort of the other way around, there's a moon mod that would like to guarantee this interior if it sees it's available
I can adjust the spawn likelihood with local config it'd just be neat if they could call on it if they see it, since the moon is a perfect fit for the dungeon
sadly i can't help you with that
downloaded all these mods but i dont see the dungeon interior or the modded moon
am i missing another mod or something?
Are you doing everything manually?
Try switching to r2modman and retry
Too many fault points if you're doing it manually
yea
does r2modman run well for pcs?
or simple laptops?
Perfectly fine its kinda the goto for modding unity games
it runs better than bloatware thunderstore
Will handle all the busy work
Yeah thunderstore is a forprofit mod manager
r2modman is a personal project
safe to use?
just wanted to make sure, had my pc fixed recently\
I get if you're not tech savvy and unsure but if you post in general on any of the modding servers or thunderstore itself they'll reassure you
I could swear @slow hemlock is planning to implement this into LLL
Oooh
does "paid" moons config not work?
tried playing with friends on an egypt moon then everything started lagging really bad
im not sure
ive been playing single player with this and scp dungeon the past few days to test and i havent seen either yet
its like the moon wasnt loading properly
yea
it was wokring well when i played by myself
alright ill switch both to all and see if that works then, thanks
ive been testing regular maps but i havent gotten the dugeon interior
I can confirm I just got off a session where I was playing both on vanilla and modded moons and got both a reasonable amount of times, what's your weighting in the config?
not sure, testing a different moon rn
@nova lake have you ever thought about adding traps? that would definitely make this dungeon a lot more unique
The really neat thing to do would be to somehow make something that acts like the apparatus, but make it themed to the interior. Something like a magic book, or a crown in a throne room or something. Something that keeps the idea of the apparatus, a one of a kind item with high value that causes more monsters or some other problem when taken.
I would want it to be compatible with facility meltdown
I'd probably leave it to the creator of THAT mod to make it compatible with whatever apparatus-like would be created
I mean if they want it to be a crown or something then they can just retexture it, coding a whole new aparatus would be a lot
Anyone else using this mod notcing that this dungeon seems to take priority over SCP and the WWII bunker one? I have all three values set to 150 and I still only ever get the dungeon.
My solution to this will be to set it to specific moons for now.
yeah, this one acts a bit odd. even with scp facility effectively guaranteed on titan, this dungeon still seems to have a chance of appearing
I've had to set this one to 35 just to keep it from being the only one I ever get lol
ww2 bunker?
#1196710290457382953 message

noted ty
I really love this interior but did have similar situations where it was the prevalent one across long playthroughs; I wound up swapping over to the list mode and cherry-picking a few moons where it really fit (Atlas Abyss is a great candidate for instance.)
Slimes get stuck in doorways
i saw you fixed the barrels being a safe spot from thumpers
have centipedes getting stuck on top of a door been fixed as well?
Has anyone ever found the fire axe?
Both the axe and the Weezer Guitar have a rarity of 10 in my pack and Iâve found more than a dozen guitars and no axes
by default it's half as common as the guitar
Without changing rarity?
Or does it divide its rarity by 2 automatically so 20 is 10?
Hey scoopy
Apparently if you get on a barrel you're invincible
they cannot snippity snap you
in the cfg the default for guitar is 10 and fireaxe is 5
Iâve found the axe two or three times in the like two or three sessions Iâve had with the mod
Guitar once or twice
So seems like just luck then
iirc the axe only spawns on the paid moons
I saw it on Kast so at the very least it can spawn on modded moons
That would make sense
Havenât had a reason to go to the paid moons the last view times I played
Btw, does the min/max dungeon size effect the amount of scrap and its value? Like if 2 has 500 worth of scrap does 4 have 1000 or just 500 more spread out?
this interior mod has the best config settings frfr
I dont think so
it might
All should
Ultimately it could be pretty rad down the line once there's a number of alt interiors around that you can start to see some really cool thematic groupings for different moon styles to further give them their own aesthetic pizzazz when scavenging for car batteries to feed to the ocean at Gordian.
Yeah
My pack should have 5 interiors soonish then Iâm going to try to wait a week or two for new nods to release before updating it all again
I gotta wait and hope that batby adds the interior config for this mod for vanilla interiors as config for LLL
How does one guaranteed the dungeon spawn on modded moon
I know it's in config but idk how to find the right name like I put kast9999 and it didn't spawn
Try the internal map name, i.e. 13-kast9999 should do it iirc
Also make sure that your config is set to use the list instead of default
It varies from map to map, sometimes they'll include it in the mod description. Typically it's the name you see pulled up when you go to navigate to a map. It is unfortunately not always consistent because it depends on what the modder names them.
Also do I need the - for spaces
I went and checked and the config says it's just doing string matches, so I'm not sure why kast didn't work for you unless you didn't change the other option to list instead of vanilla
I'm pretty sure I had it on list
Here are my two settings as an example that has worked for me:CastleDungeonMoons = list CastleDungeonMoonsList = atlas abyss99999,aquatis150
if you only had 9999 it's theoretically possible it still pulled a regular facility map because there's 300 tickets for that
So put something stupid like 9999999
Don't need to go that far, but like 9999 is effectively 3% chance of a normal facility interior
99999 should be sufficient
Scoopy's I think has an upper and lower bound of what the map size can be that you can adjust, but I've yet to play around with that setting
yeah it seems to be a cap on the multipier of the planet, I am just hopeing if it caps at 1 that doesn't mean it has 2.35 times less scrap then other interiors on titan
lethal expansion mod has somthing for adjusting it but im scared to touch it but im gonna have to because i want the dungeon to be fair for 10 to 4 people
Something like coomfy dungeon but better because it seems bad
Unless I'm doing it wrong
Iâm having an issue where the castledungeonmoons config keeps switching to vanilla when I boot the game up
I don't know how the list works, I put two moons that I want to appear like this permanently and it doesn't work, what am I doing wrong?
maybe show an image
MeÂż
yes
try putting assurance and offense instead of ass and off
Otherwise it is fine?
yea
Should they appear permanently?
@crimson pilot ?
Change to the normal interior, it does not stay permanently :/ @west gull can you help me?
trying to figure out the list command?
Yes
I want it to be permanent in 2 moons
which two
I think the top is AssuranceLevel,OffenseLevel
What?
yes
No space, just a comma, capital first letter, full name followed by Level with a cap
Do I put offenselevel and assurance level?
this exactly
just put assurance99999,offense99999
Apparently works fine â€ïž
you shouldnt need level btw but its chill
Looking at the code, if "list" is used at all, both "CastleDungeonSpawnChance" and "CastleDungeonGuaranteed" are ignored. If you use the moon list, you need to add the chance to every moon you list
The text on CastleDungeonMoonsList says that if you provide a rarity it will override, but in actuality you NEED to provide the rarity or it won't work at all, at least if I'm reading the code right
did you save
Yea but when I start the game it reverts back
For some reason, i can't even get the interior to spawn when I do guaranteed. Does this have mod conflict with SCP: Facility?
Shouldn't have any conflicts; what do you have the config set up like?
So right now I have 3 mods that modify interior. SCP: Facility, Scoopys Variety, and CoomfyDungeon. I'll try disabling coomfy first then i'll get back to you
im having the same problem
coomfy did not fix for me
wtf man đŠ
what other interior mods do you have
they have it
im stumped then, i only know dependencies
What does your config file look like?
extension?
like impulsive lass
ye
so you have the old version of scoopyâs variety mod?
can you show your mods
and a picture of the config file
a screenshot is fine
only show the scoopy's variety mod config though
oh lol
yeah dawg thats not gonna work
why
too many 9's
aha
ok i just wanted to make sure it spawned
what use for space
a space
nothing?
ok bless
i think i got atlas cuz you said you put your cave on thr
its a nice map for it
Im not guaranteeing itll work now, because of how many mods you have
but it should
lots dont do much
yeah well I read like every other mod
Also don't know if it matters but it's capitalised while the description is all lower case
I think its fine if its capitalized although Im not completely sure
I think I used capital letters when I used this mod on vanilla moons
Hey Peeps, sorry if this is a double post (epic mod btw!!)
Getting some odd issues with lethal expansion, where custom maps dont load and terminal UI changes dont apply (like showing the Hazard level/price of travel to moons in the terminal)
- the terminal stuff is all i care about tbh
I have logs for this but unsure if they would help
Steps to Reproduce
Simply download these with r2modman:
https://thunderstore.io/c/lethal-company/p/HolographicWings/LethalExpansion/
https://thunderstore.io/c/lethal-company/p/scoopy/Scoopys_Variety_Mod/
Versions
BepInExPack v5.4.2100
LethalExpansion v1.3.19
HookGenPatcher v0.0.5
LethalLib v0.13.2
LethalLevelLoader v1.0.7
Scoopys_Variety_Mod v0.6.5
willl doo đ
hmm that didnt solve it
ah - it did the custom moons , but doesnt have the nice terminal tweeks that lethal expansion does
this is because it gets rid of bloat lethal expansion has
so it can work with LLL
yeah - i suppose the question is , why is scoopys incompatibile with lethel expansion proper
ah i get you
https://thunderstore.io/c/lethal-company/p/jockie/LethalExpansionCoreModules/ I dont know what this does but MAYBE it has the features normal lethal expansion has
awesome, thanks đ
I dont use it because I dont really care about the stuff Lethal Expansion adds
I do however like the modded moons other people have made
with lethal expansion
That is really fair - am pretty happy with this solution, thanks đ !
terrifying
im in hell right now
All the torches on the wall are making me wish I could take one. They look so equippable.
sewer update
dev going pre slow since ive been pretty busy, but coming together. still working out kinks with the water
hopefully will be releasing next update with a bunch of changes/improvements/new tiles for dungeon
Spicy 

actually amazing work, can't wait to explore it!
you should add a new tile for the dungeon with a funny cat picture hidden in a coffin
iirc there's a liquid mod that also adds a liquids framework other mods can use đ€
i think they mean the sewer water in the dungeon
Fairly minor but is this a thing that can get tagged?[Warning: BepInEx] Plugin [Scoopy's Variety Mod 0.6.4] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
just get the latest BepInEx from the git
Easier said than done when you have to get everyone else you play with to do the same
thats true but this warning can be ignored
thats why i prepack all the mods manually and send them to everybody
Wasn't the discussion getting a version from the git that wouldn't be on Thunderstore / r2modman? 
This is a pain in the absolute ass to do every time you want to play. Thunderstore / r2modman is way more convenient lol
I mean checking the Git repo I see the latest release is 5.4.22 so not sure why it's throwing that warning.
Yeahhh, not happening when I have 85 mods that are over 1gb total 
I feel this, sifting and making changes almost daily to my pack for the group, some mods work, some need tweaked, new ones get added, the cycle goes on and on
I will say that I've also got that warning and I can run everything perfectly fine
THAT, I don't have an answer for
yeh my pack is almost 4GB now lmao
And same
I just ignore the version warnings
I only deal with them if something breaks
its constantly being adjusted and changed daily
Same
its a headache
The joys of the constant content being made
my current modlist in r2modman is 1.25 GB
right lmao
lots of stuff in it though I honestly don't stray too far from vanilla
I'm gonna be at five modded interiors soon
mine is so big because of custom music/sounds etc
Family Guy funny moments do be large
lol true
I liked some of the audio mods but the library or API a lot of them are dependent on really mess with vanilla sounds, like the apparatus taken in your ship will sound like a microwave
I try to keep my modpack mostly serious with memes only being on fun things you don't have to interact with like the TV
But if you need a breather after nearly getting neck snapped by a Bracken, Family Guy is there
But largely same, I'm all for more QoL and content than silly stuff, Ufoporno will always be a TV classic inside joke tho

im actually trying to find a mod to change the price of the tv that will work with advanced company
doubt it matters for AC but i like things to work together nicely
There's a mod that adds the entire first season of spongebob for the TV too, that ones great
i seen one of those packs today lol
Oh dang, thanks!
as in this sewer dungeon will be released next update?
same
I always config, add and remove. But, eventually we will be able to create the perfect modpack after more testing
same, only memeish mod I have, is the prowler bracken. But that just makes the bracken way scarier
is there a reason these are invalid?
nvm
didnt realize the rarity value was required when doing listed
omg thatâs great
Idk if you are taking suggestions, but maybe something cool to add would be a drawbridge that can be opened or closed via the terminal or like a large metal gate
Ik you're working on a new layout tho so that's fair
Maybe it was asked alot here, but what does the value 0 to 300 mean exactly and does the 50% (300) only apply to vanilla moons?
itâs how many lottery tickets go into the draw
Wait are you making a sewer dungeon too?
More interiors just announced theirs yesterday
Yup, both are working on separate ones, though one is more of maintenance tunnels and one is more "locked in sewer" vibe so they'll both be unique enough hopefully
And really before touching any other interior ya gotta add more rooms to the castle, compared to the other modded interiors and the vanilla ones the castle has the least unique tiles
now to also channel psychic energies to an eventual multiple-interiors-generated-concurrently situation where you can walk into a facility and run down steps in the locker room to enter maintenance tunnels before descending into sewers and finding a dungeon at the end--whoops it's midnight the ship is leaving. But đ€€
Yeah I can count the unique room tiles on 2 hands, I would also implore you to add an apparatus somewhere in there, Frankensteinian tower room?
- Entrance hall
- Straight hallway
- T-Selection hallway
- Straight stairway tile
- Spiral stairway
- Cells
- Pub
- Graveyard
- Giant gap
- Column room
- Curved 4-way
- Church
So a dozen I counted so 3 hands
Side note, but I would add a lining to the corners of the halls to make the castle less perfectly rectangular
The standard hallways are just undetailed, the rectangle halls of the factory work as it has pipes
i could probably think of some interesting ideas for rooms
You could remedy the halls a bit by adding the existing details to rooms like the pots and maybe some other castle things, piles of bones, wooden torture chairs, Iron Maiden, possibly some torn banners
a stately marble bust of a hoarding bug with a powdered wig
Hallway that leads into and out of a circle room with a ankle high well in the center (or deeper if you want a pit)
Suits of rusty armor along the walls. Catacomb room.
alright only way i could think of making the concept actually look decent was with minecraft
I announced mine about a week ago...
so yeah here it is
That's genuinely a fantastic way to prototype my man! Anything you feel comfortable in for something like this is more than enough
good job
it conveys your suggestion perfectly
Also, next update is also coming with a bunch of stuff for the dungeon, but I'll add whatever I want in whatever order I want lol
yeah, sort of a room with 2 rooms in it? one's a hallway on an upper floor, and the other one's a sort of larger room on a lower floor. If the player can't access the way up through another room, like one with stairs, they could use an extendable ladder to reach through one of the windows
another dungeon room idea, this time it's a bar + wine cellar
there's a trapdoor behind the counter that leads down to the wine cellar via ladder
How do creatures interact with ladders in the facility?
I love this method of visualization
Genuinely tho, very creative way of showing off ideas
I can see it in LC just from the screenshot
I imagine they'd get stuck/ ladder camp you
Can you imagine going down there, there's no door in the cellar, you turn around and a Coilhead drops down the ladder
Or hearing a spider above you
Bracken should be able to use ladders lol
blob slops down and it just plays the sound clip from that video with the python opening the door and plapping on the floor
But going down, for extra creepy factor, it should go UPSIDE DOWN
That's outside the scope of this mod probably, or at least not worth suggesting
Jester will use ladders Jester doesn't care
Yeah def outside of the scope of this mod but would be dope nonetheless
Honestly a ladder indoors in general is hard to implement but it's a cool idea
Maybe instead of a ladder it's got like an openable set of doors on the floor, like an outdoor cellar would have
With a set of stairs
i should do this aswell
A cellar door sounds more doable than a ladder to let monsters traverse around a bit easier
how'd you get it to be transparent?
I imagine by just not making certain walls
i just use the select tool to select the background and delete it
also, made a new room concept
oh you mean that transparent
this time the room's a bit destroyed
the end of the hallway is blocked off by debris, but one part of the wall's also destroyed, possibly leading into another room
there will be some ladders in the sewer levels
though there is indeed the issue with enemies not being able to use them obvs
at this stage i am just getting around that with level design
Valid, I'm not gonna complain about ways to get away from enemies temporarily, just don't want areas where enemies are entirely stuck
I'm sure if enough mods start using ladders inside, someone will make a mod
yeah definitely what im going for when i use it in sewer
like you can use the ladder to get above the enemy for a bit, but you're gonna have to come down eventually or find another way out
kind of breaks jack in the boxes a bit bit fuck those ops anyway
navmesh links should just like work here i think
you reckon?
it will look a bit jank but enemies move over gaps anyway so
dogs and giants work with em
oh sick
i might try that
everybody a gangsta till the dog start climbing the ladder after you
I've noticed on Mansion that when a Jester can't pathfind to you it just goes to the front entrance
So like

so is sewer coming iut next update?
link.
Most likely
#1196710290457382953
nice
thx
I'm stealing that barrel + tripwire setup for a wine cellar design for my home when I build something in a 1.21 session, thank you
np lol
are u making a minecraft dungeon?
no i just made concepts for dungeon rooms using minecraft
oh ok
does anyone know where the scarlet mansion channel thingy me bob is
You mean this thread?
https://discord.com/channels/1168655651455639582/1195583267546595389
yes thx
so currently whats every interior mod thats playable, scoopy castle, scp, bunker, scarlet mansion, oobl?
Ik hadal labs, both sewers interiors are in devolopment
I believe you listed at least all of the current ones, despite the LC Offices one is released it's, not really at a sort of playable-esq state like the other released ones
ooo, could u link the lc office
also i forgot to mention that egpyt is in devolopment as well
Here's all the ones to my knowledge:
Released (But still possibly subject to edits and/or not fully done):
- Castle Dungeon (Scoopy)
- Sewer (Scoopy)
- SCP Facility (Badham)
- Scarlet Devil Mansion (Lady)
- Ooblterra (Skull & Co.)*
- WW Bunker (Major & Skiz)
- LC Offices (Piggy)
- MC Stronghold (HardyBros)
- Pools (Fred)
- Mental Hospital (Dantor)
NOTE: Ooblterra is currently only accessible via their Github page, which is linked here:
#1182523433221902376 message
Unreleased, but still developing:
- Sewer (Major & Skiz)
- Hadal Labs (Buckaroo & Rhen)
- E Gypt Crypt (Kay)
Proposed/Unknown Progress:
- Mines (Smxrez)
- Assembly Factory (Suggested to MegaPiggy*)
- LSD Dream Emulator (Akira)
- Spooky's Jumpscare Mansion (Noosh, originally suggested by Nikki)
- Abandoned Urban Buildings (Sage)
- Abandon Train Subway (Hi)
- Xenomorph Nest (Slovinsqui)
- Hospital (FRANK)
- [More Moons Secret theme] (Batby)
- Apeture Labs (Sluggy)
NOTE: Yes, there is a Piggy and a MegaPiggy separate entry as they are two different people
more moons has one
o
#1184848349619310652 eventually
ohh tyty
Before I forget, here you go:
https://thunderstore.io/c/lethal-company/p/Piggy/LC_Office/
ty ty
these needs to get pinned somewhere
Ooblterra i cant find on thunderstore
it's in beta on github
this would be perfect for orion
As Skel mentioned, it's only available via Github, can be accessed thru their thread (check thread's pins for it):
https://discord.com/channels/1168655651455639582/1182523433221902376
Question, is there a way I can make more scrap drop whenever this interior spawns!!!
(this is a very dark map so I feel like giving players more loot because of that would be interesting)
If I need to make my own mod to do so I can try
I tried to put abyss as the moon that the dungeon will spawn, but it did not saved the config, did I do something wrong ?
did list then i wrote the internal moon name like i found on the mod page.
try just abyss
ik its weird :P
Never heard of oobterra and LC offices
Thanks for telling me
i got 335 MB how the hell yall got 4 GB
this is 2x more than the manor
and same as the facility
apparatus is not themeatically fitting at all tho
most of the enemies aren't thematically fitting
scrap too
if he has too he can try to make it use a different appearance? like a yellow crystal?
enemies seems to have a hard time pathing in the dungeon and they can't open doors
Appreciate being included in there, though I have to say that right now @steep spruce is making more progress on Spooky's than I am, I'm just assisting atm! Decided to team up rather than make two separate ones


I can't wait to see a SJM tileset, that's gonna be great
hopefully i will be writing a guide on how to do it at the same too. thats the goal anwyay
if i end up needing to fiddle and troubleshoot too much that messes that all up though

Are there really no sci-fi interiors being worked on atm? (Not like Ooblterra which seems to be more planetary, but like, spaceship interiors)
custom sounds, music, tv, cosmetics
Anyone know the answer to this?
Only thing I can imagine would be to limit the spawn to specific moons, make it guaranteed (or not minding increasing the scrap amount when the interior doesnt spawn) and using LethalQuantities to increase the scrap amount only on those specific moons
thought as much :/ I'll definitely think about it.
spiders especially
So for the list anyone know what number I should put to make it a 50%?
Pretty sure it's set to 300 weight by default which is 50%
fyi if you add other interiors to the mix the chance will go slightly down!
Good to know
can i put unpaid to get the moons from experiment to march?
I don't believe so, you'd need to use the list string
List string isnât bad :P
It's not, just saying 
so i just need to put list on this one
and the next one just do every moon name but with a 1-300 as the range?
yeah
so experimentation10,assurance50,vow50,offense100,march100 would work for example
^ This
Though you might want more than that, just an example
i'll probably just do 200 for all of them
Valid, so it's about a 33% chance, give or take
actually no
wait
40%
approx
Was about to say, 40% sounds about more accurate
since we don't know the exact internal values, 300 is just an approximate
I bad mathed 
alright ty
don't all vanilla moons have their main interiors weights set to 300?
i thought it was like that, and a secondary interior's weight would be set to 69
it varies by moon
i think that's what titan does anyways
Yeah from my understanding it's not exactly the same for every moon
its mostly 300, 20
here's the values for all the vanilla moons. Note id = 0 is the facility and id = 1 is the mansion
I put the moon name in the alt text but it's not even showing up. lol, either way it's in the order they're listed in the terminal
march being empty is I think because it has to do something special for its 3 fire exits
Honestly, this interior is almost exactly what I had imagined for the 'fantasy lethal company' game I wanted to make but then discovered is far too large for a newbie like me
@nova lake I had such a fun time running around in the dungeon, it was such a magical experience đ
March has the dungeon flow assigned manually in the scene
go figure
it was a fun thing to figure out
The dungeon is really intimidating tbh.
Like, maybe I'm just numb to the factory layout but the dungeon is rly creepy
It starts that way, but you get used to it
there is an invisible box in the column room
thats funny
Was loaded into a custom moon , E_Gypt_Moon
i dont have the logs for it sadly as it was done many hours ago
issue with entity detecting user. mobs would not realize i was there if i didnt physically move after entering
not sure what the snare flea was doin either
yea centipedes seem to be friendly on this map. they don't do anything and often get stuck forever (especially often right at the entrance for some reason)
Had a spider that did his web all in one place, like if it wasnât able to hold it any longer and did an opsie.
no
Great, now I need to turn on arachnophobia mode...
now i need to turn it off đ
Get away from Charlotte!
I have run into this many times. I posted a picture of it (which probably wasn't very helpful) about a week and a half ago.
this map is so good, i just finished playing the original amnesia game a little while ago so all i can think of is Amnesia while in this dungeon
can someone help me fix the config, I want to spawn only on Atlas Abyss, so I make only spawn on that planet and change dun gen to true, but then it defaults back to vanilla once I start to game and makes it spawn on all maps
Hello, @mental jungle, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
does your config look like this
Hello! Love the interior, will there every be support for spray paint? It's tough to navigate, which is what makes it so good, but I really want to use the spraypaint to help remember where to go
I was able to fix it thanks
can this video get 3 likes for this poor thing
Man
First they can't figure out doors
Now they're clipping through doors
Next they'll be wandering outside!
you bet they will
The bracken is fecking terrifying in that mod
Wish it was in this discord so I could talk about it in a relevant forum
@nova lake how did you make a config work like this, I need to use it like multiple times for my mod
Like how does it recognize the moon name as a string and then slap the number after it?
I'm trying to do a mod for changing all sorts of setting and kinda speed run did the config and need to see your code but no github moment
main + fire almost on top of each other
kinda funny lol
this happends with the base game interiors too I just thought id share it because its such a rare thing
I'm noticing slimes and thumpers seem to really get stuck in this map. Specifically the really heavily furnished rooms.
Well... thumpers are called out for being really bad at turning...
The slime also gets stuck in open doorways for some reason
i saw a couple ais getting stuck in benches
I've got something pretty similar in my github page for SCP
thank you, I'll check it out
that doesn't include snare fleas and i think they're also canonically allergic to sunlight
Thunderstore shows decompiled code
the decompiled code is kinda ass tbf
much nicer to have comments, properly named stuff, etc
gracias, this is the config format I couldn't figure out
configMinScrap = ((MoonScrapConfig)this).Config.Bind<string>("Moon Scrap", "MinScrap", (string)null, new ConfigDescription("Minimum amount of scrap to spawn on the moon", (AcceptableValueBase)null, Array.Empty<object>()));
that should be an int
and probably not initialised to null, or make sure you have a condition that checks for null and if it is null do nothing
yeah it shouldn't do anything if not changed
yo what mod adds all the stuff in the bottom right?
Are config sync by host?
hi is there a reason why on rend (not sure about the other higher tier moon maps) everyone but the host is phasing thru the floor upon entering the dungeon interior?
It was working fine on our modded maps and on maps such as Vow and march
do you have lethalexpansion? and are your configs synced?
yes we all have lethalexpansion and yes configs are synced
i think i have heard that lethalexpansion can sometimes cause that, maybe try getting lethalexpansioncore if you don't have it already
we do have lethalexpansioncore as well :\
well hopefully the mod creator could give their input đ but until now its bye bye the dung for now
I love the tiles in this interior but I feel like itâs way too dark as in inverse teleport fan
Would it be possible to brighten up this interior just a bit? It being so dark made my friends request I disable it
Advanced company
youll want lethalexpansioncore only
Thanks for clearing this up as I had the same issue as @royal tinsel.
For some mods that still require LethalExpansion as a dependency is there a way you know of to remove the requirement and just use LethalExpansionCore and Modules? For example, The PeterGriffinHouse moon mod lists both Expansion and ExpansionCore as dependencies so they both end up getting downloaded.
uninstall LE individually after installing those
Perfect. Thanks so much!
Just wondering but how do you get to that screen?
For me the only option is uninstall which would uninstall all the mods
update your r2modman
Just wondering is there a way to make r2modman look more like thunderstore?
That did fix it tho
i love how r2modman tells you it will automatically update and then it just doesnt
Hello! Love the interior, will there every be support for spray paint? It doesn't show on the walls
if you are using Lethal Expansion, you need to get the Lethal Expansion Core to support modded interiors.
Most custom moons use Lethal Expansion, so that's probably the issue
hi @nova lake can something like that work ? "all,Secret Labs@9999"
If your talking about the list than I donât think so
talking about castleDungeonMoons or CastleDungeonMoonsList, maybe use "all" in castleDungeonMoons and then "Rend9999" for CastleDungeonMoonsList ?
those are different options
if you want it to be on every moon and 9999 on secret labs you would need to have list and type them all out
yea i know that, but i was wondering if a feature like this exist to avoid typing everything, but badham told me that it will get implemented later
and an exlucsion list would also be neat @nova lake
anyone not on the list is an exclusion?
i mean using "all" then exclude secret labs for example
so we had some bad generation, it was impossible to go from fire entrance to main entrance because of the wall separating l0 and k9. The seed was 100489527 on Dine, our pack code is 018d2f9f-7da9-34dc-0dc1-00a3ec26644d
unless if we're blind, there was no door connecting these two rooms
?
you're right, should've had flashlights
Would it be possible to make the dungeon slightly brighter? its way too dark without tools
Just bring tools
Sarcasm, the best tool
just open your eyes lulw
nah but fr i do agree, was testing stuff and got the dungeon, and it was just pure black
Sorry bro, spider glued me eyes shut after i 360 no scoped ur dad B)
Do you have diversity?
lol
We dont have Diversity and still have the pure black bubble making the larger rooms difficult to navigate
does that mess with something\
it shouldnt if you turn off true darkness in config
Honestly prefer the darkness. Makes it more challenging & scarier
Likewise
I like the darkness, perfectly as is. I can still sort of see the room and it adds a very creepy feel, plus flashlights become more useful there
YO ima be real, im like 90% sure the Axe spawns are busted. As in...it DOESNT spawn anymore... I have the axe set to 300% spawn rate, and the plenet scrap spawns set to 1000%, littering the place with scrap (and yes it works with other modded scrap mods), But i have been wantering through this dungeon, scowering through multiple piles of loot and i have not found a SINGLE axe. Found a few guitars though (which are only at 10 still).
Not sure whats up
Gone to multiple other moons and done the same thing, nothing.
I also tested this in an environment of this mod and Advanced COmpany and nothing else (besides their dependancies)
I used the lgu better scanner "scan scrap" command and seen fire axe once or twice
But never seen it in person
Spawns in the floor maybe?
@nova lake
Saw it twice in person a few updates ago, but i have no idea when that was now
Honestly maybe
No, I have scan through walls, and ive scanned things through the floor
Hm
If you have better scanner and walkie gps you can go to the specific coords the terminal says they are
only displays the top 5 bost valuable items, which the fireaxe is not coming up
I had one show up a time or two but my save is reset
Are you on a paid moon?
a while back i played and tried using spray paint on the walls and it didn't really work too well, is that fixed or is that still being worked on/ planned to be fixed/ intentional
Did all my test on free moons
(even though I found one forever ago on the SCP map)
I was told itâs only on paid moons
I was told it was only on free moons
but I'll check
though...it would be a bit cooler if it could spawn....you know....anywhere?
Or in a moon of our choice? Or even anwyere that the interior itself spawns?
Yeah, they sure do... which kinda sucks because we NEVER use vanilla paid moons (why would you if you have modded moons)
Pretty sure you can config that
Wait no, I'm thinking of the actual dungeon layout
nvm
Coming Soon(TM)
im hyped
(Soon may or may not mean sometime in the distant future)
while on 10-EGypt i got this dungeon and upon entering the fire exit i fell out of the map. does anybody know what causes this? i only have like 40 mods
entering
Just scolling a bit, Did this mod change so it now has multiple interiors? Or still only the Darker & Darker like interior?
still just the one, working on the second
I'm excited to see what you come up with
@native abyss Fire exit looks like this
yeah ive seen those before and ive walked up to some
didnt have an option to enter however
Odd, are you using the latest version of LLL, Scoopy's and was this on a custom moon or vanilla?
Advanced COmpany just pushed an update that allows you to configure ALOT. Including what items spawn where:
For example
Yippie
Advanced company feels like itâs doing too much at once
Yeah....
Could easily be seperate mods
I like LGU stuff and AC kinda walks all over that
I donât use either because I feel like having strong equipment kinda defeats the point of the game
Also on the topic of the thread we are in I find it funny how this dungeon and the more interiors bunkers are like complete opposites
The dungeon is cramped with no lights
The bunker is filled with lights and big hallways
fr lmao
I'm in solo so strong equipment is necessary to progress
Just need my shovel, handy lockpicker and if possible me jetpack. Torch I feel is mandatory reserved slot
fr
Ikr



