#Scoopys Variety Mod (formerly LethalExtension)
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i wish i could forget
It’s so funny to randomly just hear it play through the walls
🙂
And then you have SCP which is simultaneously big but still cramped, yet fully lit everywhere lol
for me at least it's precaution about performance, given every light is dynamic I don't want to overdo them
lights are always the plight of mods in games - alot of people new to gamedev or modding really dont know how expensive lighting is
and since LC uses HDRP we're double fucked with lighting
Will adjust the weights for lights see if that helps
if you have multiple lights in a room try to have only one thats the primary shadow caster
or as few as possible
@nova lake did you have a reliable way to test light values in editor or did you just mess around with the unity inspector tool thiny
I would normally just change things in unity and try it in game
Could also use unityexplorer lc mod
yee gotcha
how close are we to the sewer dungeon 👀
atleast 1
1 week/
3, take it or leave it
nah its looking more like 15
It could, but then you have to get every single mod dev to discuss how to fix the eight billion incompatibilities instead of having the one guy handle it cuz he knows his code and knows what's breaking. Shrug, I am really glad for what AdvancedCompany has done, and basically every feature in it is disable-able if you don't like it
Advanced company is the most boring mod since its pretty much just a cheat disguised as a mod
Does not do much to enhance the gameplay
I'm sorry what? A cheat disguised as a mod? Lmao
Idk how you even got that but okay lol
I'm not even gonna ask you to explain cuz that's just wild to me and I am too tired for it, it's 3am
dungeon has positions with an item group
then game finds them all and puts a scrap from that group onto
same thing happened to me yesterday lmao
What is bro waffling about
It makes the game way too easy whats so hard to understand lol
Tried it out for a week and it just feels in the way
is there any hope that lockpickers being unretrievable from dropping inside of walls/out of bounds after being used on a big wooden dungeon door will get a fix sometime soon? I love this interior theme, just a shame it swallows any lockpickers I use in it 😭
Fellow lockpicker enjoyer I feel your pain, the void hungers for our trusty lockpickers, Scoopy needs to update the positioning for the doors so they don't go under the map 😢
This mod isn't compatible with mimics yet, is it?
the door ones that eat you? no they use an entirely seperate model
as far as I know I think the only interior mod that incorporates them might be the MoreInteriors mod?
don't quote me on that though I just see the regular fire exits
im pretty sure the mimics creator said it wont work on modded interiors
Damn. I figured as much 😂 can you imagine running up on a normal fire exit in this dungeon?
interesting, welp there ya go lol
That sucks, but completely understandable
any pog artists want to make some art to go on banners in the dungeon
i was thinking like a tentacle to go with the eldritch horror theme of the game
My artist skills go no further than microsoft paint, so if you want scuffed art i'll try something
what style are you looking for? pixelart style? Sharp illustrations?
i.e. sort of like how red hook designs theirs?
yeah something like that would be good
idk i dont have anything too specific in mind. probably not pixel art. sort of like a simplistic sigil style design
Keep it on a similar art style that the dungeon uses
insert image of pastel pink cookie in Dracula's dungeon
not sure how that would translate to 2d art
tried recreatin a vector version of these but then I realized I'm garbage at graphic design lol
just some banners in minecraft that feel pretty ominous/ tendrilly
Then disable all the shit that makes it feel too easy? Lol
The mod is highly configurable
While still at its base level able to replace multiple other mods while having better implementation
i have been thinking of adding it to my main pack but I will have to remove and reconfiguire so many damn mdso
im happy iwth what I have rn
my only beef with advancedcompany is it fuckin with the terminal
may not be a problem once I finally port to LLL, but
It no longer fucks with the terminal at all :3
It literally doesn't anymore
They moved all their code to their own Portable Terminal
Hasn't for a while
All you gotta do is press X and you can pull up everything you need from AdvancedCompany
Yuuup
PotatoePet is amazing at ensuring compatibility and figuring out issues
And will almost always fix it if it can be fixed on his end
yeah no that's really cool of them to do
Yeah they were trying to spruce up the terminal and when they were getting reports of it breaking shit they started to remove their code and make their own little thing
I like the terminal
Whats so bad about it
Eh, idk what to tell ya, it's better than what several other mods do which is inevitably break the terminal by trying to mess with it
Plus, all the perks being on individual terminals means people don't end up lining up for the terminal whenever quota is met cuz "MUH PERKS"
Eh
It's honestly really funny seeing everyone whip out their terminals after quota
He could still have a perks command on the main one but oh well
i dont know why every fan of ac has to argue to death for that mod
some people just dont like it
We weren't tho, just stating that it's compatible with something else lmao
Pretty civil discussion
We were just curious why Matt didn't like it, he said "IDK", we said okay lmao
He has a github now
yeah that doesnt help lol
Got tired if his channel being flooded and not able to keep up with all of it
^
Github fixes that issue
Now if people report a bug he's like "here's the link, go report it there"
Also yeah he's got a bit of an ego which can be off-putting and difficult to work with lol
Cuz so many people like to report bugs without giving any info like the logs and whatnot
You're right
He's also just tired, he works several hours a day for free on this and gets a LOT of complaints from the community, a lot of which he's already fixed
So you can imagine his frustration
Bro is pretty fed up lol
Not saying I haven't seen him get pretty heated at times, cuz it happens, and he's admitted to it before
But I love his work and respect the sheer amount of time and effort he puts into it regardless
You can't say that for very many mod devs, so the ones that do get my respect, if I report a bug and he's capable of fixing it it's literally fixed within like 24 hours
Also yeah this SUCKED
Starting a new game with 3 inventory slots and being like yeah yall gotta go into the perks menu one at a time and add another slot 😭
That was before I realized I could increase it to 4 in the config menu but defualt
It's so funny when you're in the 1500+ quotas and everyone just whips out their Lethal Company iPad now after visiting the company to level up their skill tree
Lmao
I have to spend all the Ship XP points or else they'll spend it on garbage like "Scan Node Distance"
Bro get the item saving and discount perks pls
I wanna go to Rend for only 300
Does anyone know exactly how much damage the axe does?
2 iirc
I've heard 4
and the axe DOES in fact benefit from lategame upgrade's protein powder btw. Still haven't done exact tests to figure out if it receives a multiplication bonus of its base damage or if it's a flat additive 1 damage (not sure how lategame coded it but if they did a multiplier with a shovel base damage of 1 the shovel damage bonus would function the same so could be either) but I can attest personally fireaxe is affected by protein powder which is awesome
are these intended ?
can we say its part of the dungeon lore that the items are collecting dust 😂
holy shit they leave imprints on the floor? i never noticed lmao
that's so funny
Some AC hater just been 💀💀lol
Huh?
A little bit too stringent I think
I think it's additive, if you look at the way it's coded it is supposed to add 1 point of damage for each level of the perk
So the shovel does 1, the axe does 4, by default.
That's how I was shown it
Man the jump in that one room is hard
I can’t tell you how many times people have died to it
??
next update is coming along nicely
likely release before/on the weekend
pretty huge update, hella bug fixes and improvements, new rooms for dungeon, and initial release of sewer
Man I really need to start on my interior I’m just afraid of starting because of how big a task it is lmao
Grats on sewer
yeah ive spent alottt of my free time in blender lately lol
Same. It's noticeably harder to make that jump than the ones in the default facility.
What's your interior idea 👀
At this rate somebody is gonna make it before me lol
For the blender parts is there anything specific I should do when making rooms or can I just get the scavenger model for size reference and cook
you can cook your rooms only have to work with your other rooms
scaling matters but easily fixed in unity
if its off
So the entrances just sorta have to line up or whatever
dungen is pretty good though, one piece of advise is try keep all doorways 90 degrees from eachother, in my experience dungen doesnt like non 90 degree doorways
yep ideally your entrances would be the same size
I’m assuming you have them all in 1 blend file
yea
i made alot of mine in unity editor
more complex ones i did in blender
likely going to remake them all in blender at some point though
I’m probably gonna do all in blender due to having more experience there
lets go
Scoopy please, please tell me I can use my lockpickers without them going into the backrooms
nope i actually made them more likely to dissapear
just because fuck lockpick enjoyers specifically
😭😭
I should make my dungeon with no doors so lockpickers can’t do anything
any bugs?
lol
Yeah I found a hoarder bug and I guess a snare flea counts too
I was actually debating on doing this as well a cave / mine doesn’t really have doors
☹️
not really, everything has bugs yeah but some are game breaking
like, mod spawns being weird and game lagging to 1 fps arent same level bugs
well kinda
but those are the bugs most people talk about
idk if people really care if a door is offset by like 2 inches
Since we're playing the semantic game, I believe what you meant to ask is: "is it stable"
/s
But those picture you post in that strange anime chatroom with the tentacles is very disturbing. Please come home. We miss you. Your father is worried
-xoxo gramps
Hey @nova lake , would it be alright for me to use a screenshot of the dungeon interior on my modpack page, provided I give credit to you and the mod?
Specifically this one
https://thunderstore.io/c/lethal-company/p/Easyidle123/Easyidles_Quality_Moons/
ive been getting a issue where me and my friends have different interiors whenever we go to a moon
sometimes ill have a facility and my other friend will get mansion inside of the moon
last time i used this it was with the scplab mod and my other friends all got the dungeon interior and ended up spawning outside of the dungeon and falling to their death and i dont know what causing it
Gotta sync your configs
yeah u can do that by using the profile code feature
iirc that syncs configs as well
That's cool boss
Alright, thanks!
she sewer on my scoopy til i variety mod
are those hl2 explosive barrels? lmaoooooooooo
nah theyre barrels from a cheap asset pack i bought
you don,t need lethalcore with this anymore?
i don't think this ever required lethalcore
it did at one point
iirc it was LethalLib, now it's LethalLevelLoader (which requires LethalLib anywho)
LECore is (mostly) needed if you wanted to run with modded moons too, most are built depending on LE
One of the most common moons I see paired up with Scoopy's is, Atlas Abyss, which happens to be one of the very few LLL moons
scoopy, will this get fixed before the new sewer tileset comes out? Or maybe along side it? 😊
Hey I have an issue with the fire exits. I use the Mimic mod and since Dungeon uses a custom Fire Exit asset it makes things uncompatible. My suggestion is to allow players to replace the custom fire exit with vanilla fire exit via the config file.
it still wouldnt work
mimic mod just doesnt spawn in custom interiors
on purpose im pretty sure
im pretty sure they do
I have seen them
wait fire exits mimic
or player mimics
fire exits
I'll keep that in mind, thank you
Sorry if it's already been brought up, Discord's search functionality for threads is awful. Have you considered splitting up the major features into separate mods? Variety mods have always been a big turn-off to me. I think mod packs are better suited for that sort of thing.
they look awesome
i feel like the sewers may be a tad dark tho, it looks like a normal floor after you take out the apparatus
i love the dungeon mod but my friends dont cuz of how crazy dark it is
Config files exist
isnt this why configs exist
true.............
They sure do, but I expect most people do not use configs and I'd rather just download what I want to use than need to go in and configure it.
Doesn’t really take much time or effort
If you say so. By the sounds of it, this mod is probably going to get pretty big, though, and I don't like the idea of downloading the content for 4 different interiors and a couple dozen items if I only want to use one interior or something.
that sounds like not the mod creator's problem
I think it's a valid question that would have a valid answer either way
As a mod creator, I don't really agree. I'm not saying they need to, but it may very well affect whether I use it in the future and I am voicing my opinion regardless.
Yea maybe he could release a separate version for those who wants it, and 1 main one that packages them all together
Same here needs to add more lights
yeah the dungeons just too dark for me tbh, more ligths would fix em compeltely
Exactly
It’s hard to appreciate the dungeon when you can’t see it
sewers look crazy dark too, even tho the screenshots looks awesome, there is no light in there lol
like always no apparatus mode
Yea lol might just be the area he is in
would you prefer, for example, every item in lethal things was its own mod?
naw theres lights in here, look how little they are actually lighting up the place
needs a very solid brightness increase, or at least a config option imo
Yea it would literally be no light without a flash light
It’s just walking in pitch black tunnels
also the way the doors jostle you around is sorta annoying on dungeon
No. There are lines to be drawn within reason. I do think a full interior is a good candidate for that line.
Why not though?
Lots of the items in lethal things are quite different
some serious some non serious
Well, to be frank I don't know what's in Lethal Things. Maybe they're distinct enough, but I don't know.
True
Yell
The only reason you'd want them to be seperated into different mods is for download space
Yep
there is no other actual valid reason for it
But if you're running low on space that is important
Then disable it with a config
😁
im aware thats an option
theres multiple solutions to the same problem mate
some prefer different ones
Not every one is tech savvy they see true false statements and are like hell nah
Multiple solutions can have multiple levels of effectiveness
Configs are just better
and outright not having the content downloaded is a pretty definitive solution
That only matters for download space like I said
There’s 0 harm In giving the option
which is the only good reason
@crimson pilot so if you had infinite harddrive space, you would have no issue with all moons and dungeons being in a single file?
you could config it after all
Yea
If it was a single file it wouldnt work
why not
That’s not the point of what he’s trying to say anyway
It’s the principle
Can the model for the moon have the code for it in the same file?
yes
Also once scoops starts adding more interiors it will get annoying to disable all of them
and if lethal company had all of zeekers other games bundled in
although I'd assume no one would ever do that
Throw in Skyrim while we're at it, I suppose.
Ur def trolling
It's okay if you don't care, but I'm not sure why you need to be a voice of opposition if you don't care.
Im not saying I dont care about this whole idea of splitting the mod into different mods
Im saying I wouldnt care about a few extra clicks to load lethal company
I hat
and I wouldnt mind downloading this mod if it was split into multiple
but its already one mod
and it has a config file
and if its not a variety mod anymore he'd have to reupload it (for thunderstore atleast)
which ultimately doesnt matter
but is a bit annoying
I will say, one thing that the current state has affected is the searchability of the mod. I discovered it through watching someone play the mod. I didn't know what it was called, so my first instincts were to search for "Dungeon" and "Castle" on the mod distribution website. Skimming through, neither of those results lead me to the mod (It was on the results for the page of "Dungeon", but I over-looked it since the title didn't make me think of the mod). I ended up doing some external searching to find it. As more variety content gets added to the mod, that's only going to get worse.
Thats the fault of the video creator too tho, as well as the name of the mod
video creator should have linked it
this mod should probably be named better
MoreInteriors is pretty straight forward
It'd be great if credit was given, but when content creators are running like 30-40 mods these days, it does seem like a lot to keep track of.
someone I watched just posts their mod profile in the description
and I just put every major mod seen in the video in my video descriptions
not really that hard
although Im not that big of a youtuber so maybe there is some pressure or smth idk
that's silly
that sounds great that's just free games
that's just laziness, 30-40 is hardly that much
creating a bunch of seperate mods for different aspects of your mod is way more of a logistical problem than it sounds on face
the solution to "end users don't know how to use config files" is not "therefore make a bunch of seperate mods", the solution is "educate end users on how to use config files"
its really not that hard and you dont need to know how to read an if statement to do it lmao. Most people know what the words "true" and "false" mean. Well set up configs will within reason be intuitive
I expect so, yeah. I was wondering if there was a particular reason for the mod to be made in this way, such as whether it might supplement Lethal Company (or its modding ecosystem) possibly having cross-mod compatibility issues.
In my case, it's not so much the (in)ability to configure it. I can. It's just the mentality of "I'm downloading a bunch of stuff that I don't want to for one feature". I don't think that's something I can really break away from. It can be worth it to download anyways, but it depends on a lot of factors. In the end, I'm more likely to download and install something that is specifically what I want to use. I like that feeling of modularity.
I'd get this except ultimately none of these mods go past what, half a gig? this isnt really a practical enough problem to be worth the time and effort itd take to fix and support.
down to the individual modder of course; im sure some will do it anyway, and I've even stated that id be willing to make standalone versions of WTO's monsters if the demand was high enough
Bandwidth does tend to be a factor for me. My location does not have high-speed internet.
Half a gig may not seem like much to you, but that's an hour of downloading for me.
But like... WTO provides a great example. the code on one of the traps checks for the presence of a monster type and vice versa. Its fine if that monster doesnt spawn, IE is disabled via config, but if his code isnt present I now have to go through optional dependencies and a bunch of other overhead thats time better spent making the mod...
I mean even half a gig is a very generous number I'd hope. but idk I admit ive never had to worry about mod sizes this much
for LC. its not like youre download 4k texture packs here
In the end I think "everything" mods are just healthy for the community as long as they're well-made. Having individual mods is great, but things like GeneralImprovements are really nice to have because you know they'll always be compatible with themselves. Modpacks and mod profiles are always a patchwork, and the fewer things you can have intermingling while retaining the same features, the better
I do for the record believe in making things easier for the end user in a lot of situations, but I think there needs to be a balance with making things not too difficult on the modder as well
conceptualizing a user friendly config setup and wording is honestly a task all of its own
haven't played with the sewers yet, but it could have greenish lights spread around, giving some glow but it'd be still dark enough to not be "too bright to need a flashlight". it would also give a very different mood to the dungeon itself, which could be cool
I thought about whether modpacks might be more suitable for something like this, but they probably aren't. I guess a different concept like a "meta mod" or some such that includes a number of mods and can be combined with others might be more useful. I don't think I've seen a concept like that really implemented in modding outside them getting combined into one big mod. That requires maintaining one more mod, though.
Well here I guess ill put it like this. Lets say I make WTO into two mods, one thats everything and one thats just the monsters.
The mod that has everything will probably be fine, because, well, it has everything. The mod that has the monsters, though, if it say... checks for if a specific (custom) room exists on the map, and does something whether that room was found. Because that custom room is not included in the monsters-only mod, I now have to rewrite that monster to compensate. Now I have two versions of the same monster. Now some people will report having bugs with it and ill have to specify whether theyre using the everything mod or the monsters only mod. Now I have to sync two codebases and remember to update both with any changes. etc etc etc.
There are probably better ways around this that arent coming to mind immediately, but none of them are superior to just going up to the end user and saying "here, check this box if you want the custom rooms to spawn and uncheck it if you don't". Because that asset still exists behind the scenes and can still be referenced in the code, its just not as difficult to work with.
You then also have to deal with having multiple mods to update on thunderstore and two sets of patchnotes and all that
this is an extreme version of what im talking about, but the reason Mojang cites for why minecraft updates take so long is in large part because they have to test everything they implement in both java and bedrock, and write different code that needs to act the same, all that
I think your example there is a little uncomparable to two different dungeons though
Yeah, I probably wouldn't go that route personally. If I were to split it up, I'd probably make a "Monsters" mod and an "Everything else" mod and ensure compatibility, then investigate the ability to bundle them together. I'm not pretending that'd be trivial, and clearly I have no experience with Lethal Company modding, but I understand your point.
Well sure, if you say don't have much crossplay between different aspects of your mod this is inherently a bit easier
which is true in the context of this conversation
You still have to deal with all the frontend headache
two thunderstore uploads and all
any code you mightve been able to share between the two now has to be segregated
That does sound like good practice to me. But again, I'm a stickler for modularity.
Maybe I want a feature in both of my custom dungeons where the lights can be toggled by the remote scrap. the custom light fixture I write for this now has to be in both codebases
well again kinda no in this specific conversation
because your code is abstracted with your assetbundles
huh? doesnt your code need to access your assetbundles?
I suppose that's what libraries are for.
But yeah, more work to split up. I get it.
could ship the dll as a core and make the bundles modular
include the dll in both files but make one include one bundle and one include the other? I guess im a bit confused because if its the same dll itd still be trying to access both wouldnt it?
Like to my knowledge you cant include custom code in assetbundles
Scoopys Variety Mod and/or ScoopysCore - .dll
Castle Dungeon Mod - .lethalbundle, dependant on Scoopys Variety Mod
Sewer Dungeon Mod - .lethalbundle, dependant on Scoopys Variety Mod
But then wouldnt this theoretical light fixture need to be in both bundles?
that or one depends on the other
I imagine it'd be present in ScoopysCore in their example.
the code for it is present in the core, but the gameobject would have to be in one of or both of the bundles
Scoopys Base, Core, or Library
I guess unless you pack the asset into the dll which I hear is possible
i get its an example but would this even be a problem
that or I guess you have a core assetbundle that comes with the core dll. But that has its own problem; what if I only want the custom scrap from this dungeon? then I am downloading the light fixture for no reason
I mean as long as we're taking any amount of bloat to be too much, yes. I do agree its otherwise trivial, besides the fact that this introduces more failure points for a im-kind-of-out-of-it-today-but-am-still-working programmer
that and again this system doesnt scale well to any kind of interplay between objects
Some amount of bloat generally can't be helped. As I mentioned before, lines need to be drawn somewhere.
For me, that's major features.
I suppose I'd say that itd make sense enough for the context of this mod as it exists right now, but not only should this not be a precident, it also ultimately causes more headache down the line if scoopy DOES decide things should interplay with each other somehow
to be clear @violet mason , I think "my download speeds suck" and the like are pretty good reasons to push for modularity, I do understand the argument there. I mainly took exception with what some people were saying about "not being techy enough for configs". Like sorry man hit the books on that
I'd say the opposite. I think it'd be best if this became something people were mindful of.
Which, I think it probably is? Honestly these big pack mods, I've seen maybe 2 of them in my whole life that I've cared enough about their content enough to say "Man, I wish these were split up"
Most people if they like a content mod they like everything it includes
Like I said your case is a valid one for why things should be modular and I am not trying to downplay or negate it, but you must admit its relatively rare
I get it. I only really meant to bring it up as a consideration for the developer. Whatever they do with it is up to them.
Yeah thats fair if scoopy reads all this and decides "ill try to make it modular" more power to him
when I say "this shouldnt be a precident" I mainly mean I don't want people to expect this out of every modder because there are considerations they probably arent making because they dont do dev stuff themselves, was my main point
Couldn't be more true to the point, Mikestweaks is a brilliant example of this, it has soo much bundled into it but has a bunch of top level config disables so you can cherry pick what you want from the mod, in my case that's item weight adjustments
hi, is it possible this error im getting loading into a modded moon is caused by this mod?
no
ok, good to know. the error is probably because of the moon right?
oh wait.
uh right yea idk
nah this isnt an LLL issue right?
its an LE(c) moon
mod author probably wants their environment navmeshsurface set to collect from current object hierchary
Thank you for letting me know:)
sewer when 😝
hopefully today
no way
indeed
doing some final testing now
it is still early stages, there will be more rooms added (there is currently about 10 room types) but want to get it out there for bug testing
possibly wont be releasing today, ended up finding an issue with sewer water not networking correctly that i need to fix
😭
happy to see it coming out 🙂 soon
a what ?
this is so crazyyy
this mod has variety
That's a shame bro
so today or in a few days?
@mental jungle his pc died
yea I can read
So won't be today
how dare you not have a second, spare pc so you can keep working on the mod without delays
in all seriousness though, hope everything goes smoothly. try to check if it really is the PSU before buying a new one, could be mobo or even cables
cable i had from the psu to the outlet just gave out on me one day. got a new 2$ cable and all was working again

understandable, would've done the same
average interaction
damn, that's a shame. did you need assistance funding a replacement?
nah im all good ty though lol
it was psu as i thought, just slapped a new one in and shes good
back to cooking
the time has come
sewer is out
(and dungeon changes)
for anyone playing, to be clear, it is an early version. there is not a ton of room variety (10 rooms total atm) and there is definitely some bugs
im hoping by getting it out there and getting bug reports so i can fix the major issues before moving on to more rooms
major issues right now are:
- sewer water does not make audio when you walk through it
- enemies can walk through doorways and turrets shoot through them (will be fixed soon)
- you will not be able to leave the facility via the main entrance with 2 handed scrap due to the ladder placed in the entrance room. you will need to find the fire exit for 2 handed scrap. i will likely add a staircase/other redesign of the room in future to address this, but for now youll just have to find a fire exit lol. i might even keep this yet if i decide i want to.
- enemies in general might be a bit jank
in future there will be an apparatus on this map, just havent made the room yet
ill also probably add some dim lights to the piping atm but havent decided whether i want to keep the darkness
sewer itself is very bright though
also vents float because curved rooms (i need to make a new model) and some rooms dont align properly
if you encounter any odd issues other than the ones mentioned above please post here with videos/screenshots if possible or console logs if they are relevant
i expect i will release a quick patch with all the issues i can fix in an afternoon tommorow
Also I will be adding a few more rooms to dungeon still when I get time
But for the most part it is done
713 has mentioned finding time to work with me in getting that working with LLL
so, possible mimics in the custom dungeons? B)
with custom models would be pretty nuts
That will go hard. Hope the 2 handed scraps are worth your life 😄
Good luck getting out of the sewer bub
Idea: Remove the ladder
main entrance should have a chance to collapse per entry
sewer looks really good so far! there does seem to be odd purple textures at the bottom of some rooms though
incompatible with oopsallflooded though
I suspected that would be the case because we both patch flood stuff
I tried to avoid that though, likely something I can fix on my end just haven't had time to look at it
Also can you send a screenshot of purple textures?
oh it's not a crash or anything, it's just the entire dungeon is inaccessible because the water starts just a little below the main entrance door
Ohhhh that makes sense actually hahaha
not right now, but there was purple wood textures on the floor in one big pipe room. similar to the poison water in dine
I had an issue with the flood problem, over Aquatis but i do not have the mod "oopsallflooded"
Same issue
oh. hm
And for me it's actually the whole map Aquatis that is being under the water
I didn't test on any modded moons so could be incompatibilities I need to solve
Does it happen every time
I tried two time and it did not happen.. what
wouldn't be 100% suprised if some modded moons don't understand how to set up their flood values
haven't seen many people talk about it
When i checked the terminal moon list when it happened, Aquatis wasn't on "Flooded" not sure if it can help
it happened to me on clear experimentation
Do you use Brutal Company mod? Out of curiosity, i removed the mod right after having the flooded issue
nah
I died like a real hero
Inverse teleported into the sewers
Got shot through a wall
turned a corner and got gassed and gnawed on by a puffer
oh yeah btw, idk if it's intentional or not, but you can parkour your way up here if you jump on the pipes on the pump
honestly more satisfying than if there were a ladder right here
Got it again, but no errors on logs
I just kept landing and orbiting Aquatis for the 3 days of deadline and the flood appeared on the last day, another time it appeared on the second day right after an Eclipse
I also tried to 9999 the weight of Sewers interior but it did not make the flood appear more often 🤷♂️
Is the dungeon supposed to be spawning water?
could be flooded mod tweaking but
It wasnt flooded
nevermind its Oops tweaking
Boss you made the room 😭😭
Yeah oopsallflooded will flood the facility weird because of how it positions floodwater
I couldn't test it because that's your thing 😆
LethalLib update seems to have broken OopsAllFlooded
and in the updated version (of the blender file), there's a spot for ladders on the tanks :P
but it looks like it wasn't noticed by you lol, but no worries
we're having floods on default weather
Oop my bad lol
Without my mod or with?
Happening in vanilla dungeon
doubt yours is causing it to flood
day 1 is dry, then it tweaks out day 2
we're just disabling it for now
Cuhhh so foolish
Was the original dungeon replaced by the sewer or is it bundled in?
Holy shit its dark
feedback: turrets are too strong on sewer interior i suggest to disable them on sewer interior or add something you can hide behind
idk if its bug or intended but my map was flooded (in terminal it shows no weather) and i think it is caused by sewer interior
Both are bundled
Alright, I'll have to look at the configs and figure that out
I don't necessarily want it to spawn on the starter moons 😂
I’m guessing the sewer is very wip?
I went through and thought a lot of visual choices are odd and the pathing for enemies is a little wack
Will you make an apparatus toggle in the config? I feel like it doesn't fit the aesthetic
Sewer apparatus a giant drain plug
Watch weezer and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
can you share the bigger chat mod 
BetterChat iirc
ty
same
I dont have any flooded mods tho
@nova lake new sewers are badass
fire exit area where you parkour on pipes is a little too dark to do anything without a flashlight
but otherwsie damn cool interior
i went down main ladder at entrance to 2 turrets, which was very funny
to get no castle interior to spawn i just make the moons blank right?
whats the point of downloading the mod then
to get the sewers lol
dungeon interior way too dark imo
sewers lighting much improved
i keep getting this error [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object.
Stack trace:
GrabbableObject.FallWithCurve () (at <af9b1eec498a45aebd42601d6ab85015>:IL_00A0)
GrabbableObject.Update () (at <af9b1eec498a45aebd42601d6ab85015>:IL_011B) its prob cuz im in a big mod pack
i kinda like the dungeon tho
it fits with atlas abyss map
I dont use atlas abyss and just want the sewers i like them
being forced to run a pro flashlight and not inverse tele cuz u cant see anything sucks
i play with AC, the headlamp does fine in the dungeon but i understand
yea i dont use those kind of mods
the dungeon is about as dark as a normal interior when you pull out the apparatus, which it shouldnt be
What moons do you use?
(And, do you think atlas abyss is balanced?)
aquatis and atlas abyss and i forgot the other one last time i played
aquatis, hell. if ur outside
atlas abyss, it wasnt too bad
Yeah, I decided I don’t want aquatis personally
Orion or egypt?
i plan to reinstall aquatis once the underwater dungeon one releases
i think it was the orion? it was a desert
my friends died before even going to the pymarid in the distance
they missed a jump and died like goobers
Probably egypt if there are pyramids :P
Herm, I just dk what moons to use rn
Starlancer is a hard moon
Good to know. Pretty sure nostromo does something similar
i like USC vortex moon, cause u land on a actual ship
but its using LE and not LLL
so i removed it, which is sad
Does aquatis not use LE too?
aquatis also uses LE
so i removed it last time i played
O have you tried Generic Moons? It’s 1 mod that adds 4 moons and is surprisingly quick to load
They’re really good
no i haven't, everyone seem to be on the LLL train so i stopped using any moons that had LE in them
after playing 1 round on sewers we got this
water in the orbit, water in the company building
well that's unfortunate 😆
(not a bug report, it was probably the OopsAllFlooded mod acting up)
Do you have oopsallflooded?
same happened to us right now 😂
probably related to that
gonna downgrade to previous version and check
i have general improvements broken as well for some reason
something is really screwed up
i downgraded lethal lib
it didn't help
i'm not even sure now what exacly breaks everything
just got shot by turret through tank texture in sewers
looks like i have bunch of mods broken completely
general improvements, enhanced radar booster (failing to sync configs), bunch of other netcode errors
i wonder which mod screwed up my game like that
i downgraded lethal lib, but it didn't help
Downgrade lethal lib 2 versions instead, I believe evaisa recently published an update that tried to fix it
But it might have not done the job
That version should be good
yep
but looks like whole netcode is broken as hell
we had items pickup desyncs, doors unlocking desyncs, config desyncs and bunch of other fun stuff
whole game is falling apart
now i wonder which mod is responsible for that
Id suggest making sure everyone has 0.13.2 but you’ve probably already done that :(
yep, synced modpack by code
LL has had some issues recently, it may be acting up again
Can you send your modlist as a text file (copy and paste your dependencies list?)
(Dependencies list should be found in settings?)
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
some mods listed there is disabled - physics items, friend patches, cull factory, skibidi toilet, diversity, chillax scraps, control company
Lethal escape disabled or no?
no
enabled
hiding weather, randomizing item and (sometimes) moon prices
Try disabling LC Office since it’s really in an early beta atm
But besides that I’m really not sure :( sorry
is there any way to run two instances of the game at once?
for debug
so i can disable mods one by one and check
Not with mods :( I wish tho
O
^ works with mods
Ignore me then
Ik you can execute the game exe file twice but I didn’t know about anything being possible with modded LC
That is crazy useful I shall be doing that
i just disabled all the custom dungeons and LLL
gonna test now
at least i will know if it's related or not
nope
it's not related
it's something else
still the same netcode errors
i really don't know
it's either general improvements itself or some other random mod
it's so damn easy to break entire netcode for this game
i wish everyone used same API instead of screwing around 😦
okay, so i think it's 3 separate bugs
in 3 separate mods
and flooded company building belongs to this mod
broken general improvements screens is their own bugs that just got fixed
not sure what to think about items desync tho
lethal company modding sometimes makes me want to ragequit
it is most likely lethal lib, i have quite a few of the same mods and others disabled and re-enabled but it doesn't change anything so hopefully they fix it soon
hey I see it's been mentioned in here so I want to add on that we're having the same issue, we're constantly stuck with every moon and ship flooded since the sewer was added, too
i downgraded lethal lib to previous unbroken version, that didn't help much
really weird bugs
hmmm it could be the variety mod its self
causeing an error with levels causeing it to flood
we thought it could possibly be because of the water in the sewers themselves because as long as we don't get the sewer we are completely fine with no flooding
i guess i'll disable sewer for now, before it will be patched
interesting
disabling BetterSprayPaint just fixed nasty bug with other dungeon mod, MoreInteriors
i wonder if same thing can happen with sewers
so is the sewer dungeon whats causing the flooding at the company building?
no i dont
You can try with LethalExpansionCore, I've gotten Aquatis and most other LE moons to work with it. You can even use LLL interiors on those moons
While playing the sewer dungeons i was using a lockpick tool on the lock door which the lockpick will go straight to the iron bars or between the both doors and just drops in the middle of the water which wont work was going to take a picture until a bracken went through the wall from the other side and kill me where i think he just went through from the iron bars.
I love drink water with my scraps
I'll look into the permanent flooding issue and see if it's on my end
Also can confirm it's setting water plane across all instances too.
Sewers is setting waterplane across all instances, sure scoopy will fix it soon.
Nah jsut a bug with sewers atm
not ever loading in the sewers should not cause any problems
Yeah just when you land on sewers. Keep it off for now till patch ❤️
❤️
Gotcha! Right now I’m just trying to figure out what mods I’m good to update in my modpack lol
/incompatibilities
Sewers came out?
Yep, but isn’t the most stable
What’s up with it?
The above flooding issue
Is it just after you land once that the flooding happens
Like if you go to sewers flooding happens on all maps afterwards
For me it was once I landed and entered the dungeon, and left the moon.
then went back to another moon.
Then it created the plane again.
Interesting fact too, if using OopsAllFlooded, you end up with 2 water planes - I didn't even know this was possible for the game 😛
@nova lake
Technically when using oopsallflooded it uses 2 separate water planes for surface and dungeon
Oh, so I should just turn off sewers altogether? I just had it set to extremely low weight
For now probably yes, until scoopy fixes the water plane not despawning bug
(Idk if that’s what it’s called lol :) )
@nova lake whats this not despawning bug
EY I am not completely sure that’s the correct way to refer to it 😆
Yeah that’s kinda funky
so the flooded issue is only with oops flooded mod?
Afaik
Went to the interior once to test
nope
without too
oh snap
What @kindred grove said, I was just talking about having 2 water planes existing at same time 😛
damn hopefully it gets fixed soon
dw its normally getting fixed next upd
what i like about the sewer map that you can't easily drag heavy scrap through the main entrance
you have to find fire exit first
that's fun twist
yea add the mimics mod to that and it gives challenge for moons with higher rarity scraps
soon
Apparently there's some stuff being worked on for mimic compatibility
lmaoo the way you say apparently your ass does not believe this is gonna work out 😭
I'm rooting for it, just that fire exits are completely un-standardised
From custom models to specific rooms like SDM
My initial idea is to provide a way to reference your door prefab in your extendedungeonflow and an animator component on it, then mimic mod can tell that animator to run and it's on you to make a little/jank/polished animation to "open it"
Honestly the idea of a mimic door in the dungeon layout could be SOOOO creepy
Ahk, so still needs the dungeon creators' input
yeahh mimic mod would just have a generic/event like way of calling for it to react
since the main asset related thing mimic mod does is open the door
Though the exit door in SCP has no back so that'll be interesting to work around
domain expansion: black material plane
Idk I haven't looked yet because work but it looks like the flood weather I spawn isn't being removed when the scene unloads
your prob spawning it in the wrong scene
im pretty sure they can
they were able to for me
on the dungeon
on atlas abyss
is there custom dungeon on atlas abyss?
no
I used scoopy dungeon mod with it
fits perfectly
you can still go through it and it works fine
You sure? I've never seen that
would be pretty cool if it did
Any major issues with the new sewer dungeon yet? Suggestions for best moon to pair with?
yes, sometimes it floods other maps with water as you take off, including ship in orbit and company building
mmk, will disable until future update, need a good moon to pair it with still anyway
i just mix everything into free moons with spawn rate ~50
for diversity
and using scp and scarlet dungeons for paid moons
I'm more of a 100% spawn chance, 1 interior for each moon
it's not %, it's weight
exception being scarlet on dine/rend/titan
it can be 100% if set guaranteed to one specific moon
Egypt has it's own dungeon in the works, after that scoopys castle will be the atlas abyss exclusive
Aquatis by sefDesat fits kinda well but main entrance room in interior doesnt really make sence
Was also thinking the amongus map since the entrances are sewer related sortof
entrances look like sewer hatches
Try Hydro in the GenericMoons moon mod
I think it fits
idk why but i feel like using the sewers on etern
I think Acidir also fits, like you're below the mansion on that map
is acidir working for you right now?
I get massive lag spikes when both loading in and when just walking around
I haven't tried on the latest version, but it was working last I checked
I heard the dev added more detail since then (& fireflies maybe?)
yeah, but its not working right now :/
like at all
which is a shame because thats kinda one of my favorites
@sand pumice What's wrong with Acidir?
its laggy as shmick for me right now, not for you?
Gonna find out now, haven't played any AC today only been back and fore mods 😛
When you say laggy do you mean fps or other?
[Vanilla] Frames do tank when first entering for me, drops down to as low as 30 for like 2 seconds nearly. Overall the frames most part are steady but there is definitely dips going on there and then.
Will try with mods now.
I'll also try, once with TheMostLethalCompany + my moons modpack and once with HDLethalCompany on top of those
had to change fps counter to persistent due to custom UI
So there's deffo a fps difference with mods included, especially if more enemies are spawning etc along with events. Also the load time for it actually pauses for a second for me. Still averaging around 110-130 fps mark. So like 50fps drop and a 2 second freeze when loading into it.
I'm getting 25fps before going in, 15fps on the way back
My modpack is pretty large, but this is noticeably laggier than on other planets
anyways this discussion should probably go in https://discord.com/channels/1168655651455639582/1195358449534505080
I've already mentioned it :/ but yeah its bad...
right sorry
its sick yea, only prob i experienced i think is that items can spawn in the death pits
ohhh interesting, i'll fix this
yea ill try to get you a pic, only noticed due to the fact the lategame upgrades let you can a bit further
scan*
thats so messed up lol.
these guys tend to just spin by the walls
hey, do you think you'll add more sewer room variety as well in the future? so far alot of my time in this new interior has been primarily running around the open rooms and pipe crawling
ik its a sewer lol but, i can see potential for rooms with ladders that go downwards for example
mods good as is though, just some ideas
jester got stuck on most of the props especially the one that is near a wall
can you please post your modlist
or anyone else whos had this issue
i cant recreate it on my end
or is there a specific process you followed to recreate this
Has anyone noticed low spawn rates for enemies in modded interiors recently?
can you please post your modlist/steps you followed to cause this?
I had the same issue too, do you want like a screenshot or a list on discord? All I did was enter the interior, walk around for a bit and then left as I was just testing before playing with others tomorrow
the interior was fine, looked normal. though after I left (the moon and went into orbit) my ship became flooded for no reason and then I went to company and it ended up flooded like the screenshot mentioned ealier
the only fix I did was restarting the game
BepInExPack v5.4.2100 by BepInEx
MoreCompany v1.7.6 by notnotnotswipez
FlashlightToggle v1.5.0 by Renegades
LethalCompanyDRP v1.3.6 by Giltong
SpectateEnemies v2.2.1 by AllToasters
HDLethalCompany v1.5.6 by Sligili
HookGenPatcher v0.0.5 by Evaisa
LethalLib v0.14.2 by Evaisa
ShipLoot v1.0.0 by tinyhoot
LethalCompany_InputUtils v0.6.1 by Rune580
Symbiosis v1.0.5 by NiceHairs
MoreItems v1.0.2 by Drakorle
LethalThings v0.9.4 by Evaisa
NuclearLib v1.0.4 by NiceHairs
TooManyEmotes v1.8.5 by FlipMods
LethalExpansion v1.3.25 by HolographicWings
Scoopys_Variety_Mod v1.0.0 by scoopy
LethalLevelLoader v1.0.7 by IAmBatby
Kast v1.0.3 by Ceelery
E_Gypt_Moon v2.0.13 by KayNetsua
LethalExpansionCore v1.3.15 by jockie
Infernis v1.5.2 by Magic_Wesley
Acidir v2.0.0 by Magic_Wesley
Etern v1.3.4 by Magic_Wesley
ExpansionAssets v1.0.0 by sfDesat
Aquatis v1.1.0 by sfDesat
Orion v1.2.3 by sfDesat
MoreInteriors v1.3.0 by Major_And_Skiz
Atlas_Abyss v1.1.6 by Zingar
SavageCompany v1.1.3 by DerplingDevelopments
Generic_Moons v4.0.0 by Generic_GMD
OdinSerializer v2022.11.9 by Lordfirespeed
LethalNetworkAPI v2.1.1 by xilophor
LC_Office v0.2.0
LCBetterSaves v1.7.3 by Pooble
StarlancerMoons v0.3.1 by AudioKnight
WeatherMultipliers v1.1.0 by Blorb
Celest v0.2.1 by sfDesat
oh jesus christ LMAO
do you want it DM'd to you instead
my groups having a bug where both the castle and sewer spawn and half of us get stuck in sewer and the rest are in castle the players in sewers fall through the map lots
that may be caused by configs or mod version not matching
Uh....Major bug. When ever you get the sewer map, every single moon (including the company building) become flooded with water that ends at the ship's floor level.
modlist pls
sent to dms
Using LE core the flooding is a thing, in case you wondered if there was a difference between LE & LE Core
@nova lake people have this error with TheMostLethalCompany modpack on the latest version
Which doesn't have LethalExpansion
If you can't recreate with that modpack try the dreaded update all button with the pack
Neither LE or LE Core?
Neither
That's good info for Scoopy then i guess since they were guessing about LE messing up
One person I saw had clicked Update All, the other only updated MoreInteriors
Also you should be adding Lethal Expansion Core mod, as Orion & Aquatis modder SfDesat set them as dependency
Maybe save you from couple headaches in the future regrding the moons & custom interiors
is that not LethalExpansionCore?
or is that something else
Lethal Expansion Core override Lethal Expansion, it's "another" mod
oh well, I have both not sure if I should or not, I just install whatever thunderstore tells me too
if it asks for dependecies I just install it
No problem if you have both it's good, LECore automatically override just make sure you have them both
My eyes skipped it, sorry
Just ran a playthrough - friend had a nutcracker spawn in the wall and kill them. Also, some of the tiles seams can be seen
this also happens with the dungeon interior
mainly the floors
the seams
i tried with your modpack and couldnt recreate the issue
i loaded into sewer interior, left, went to other moons but the flood plane did not stay
very weird
its not loading into flooded moons
its loading into the sewer interior
and then everything else after that becomes flooded
its not an issue with the flooded weather itself
sorry meant sewer interior
o lol
Indeed
The flooded happened to me without even entering a single time inside the sewer though
And entering and exiting sewers isn't removing the flood you can imagine
The sewers causes map to flood even after leaving and then coming back
can i grab your modlist
i have yet to recreate this issue once myself
018d5873-ab5a-7226-4a73-987609586c80
and can you explain exactly the steps you took
So I loaded into a modded moon and turned out to be a sewer. (I forgot to set rarity in the config)
And so when me and my friend died, the ship left and we returned to the moon
Only to see a layer of water almost reaching our necks
I set the moon to the Telamon moon
And so we left again after getting loot and returned to see the water still there
this may seem unrelated but was the moon the sewer spawned on the first planet you visited
in that session
Yes
oh I should drop this too 018d5941-71a1-bf10-44a5-14088cc702b7
okay i got it happening consistently, working on a fix now
looks like its not due to conflict i got it on my nearly vanilla save
I was about to told you that i have it every time I land then exit moons, then land again, but only when the dungeon interior is not forced
Like SewerDungeonGuarateen is on false, i manage to get it, but when i set it to true, i don't get it
But glad you managed to got it yourself
Wonder what the problem was? Was it due to not unloading the water on exiting, thus causing it to cause the water to move up to ground level when the map is loaded back in?
more or less
should be fixed now
ill push the patch soon
also fixes turrets shooting through and enemies walking through doors
hopefully
if the flooding issue persists please let me know, however this should sort it
Testing it out right now i'll be spamming landing and obiting to find out
4 days of landing and no flood, seems fixed for me ✌️ i'll keep doing it just in case
oh nice
dude I was just going through a vod to lyk about it tbh I dont know what caused it but tbh I really hope all the time you guys are modding, you're able to get some games in
No issues, tried to spam vanilla moons & modded moons with sewers, tried to change maps mixing vanilla & sewers interior, nothing to report
I also tried to go on already flooded weather moons with sewers interior, it's all fine
I test stuff standalone (Whatever is included in dependency) and VS other mods. This issue persisted with both. Issue now seems resolved.
new version is out
just some lighting adjustments
sewer section is a bit dimmer, pipes have lights now
dont have any footage/screenshots but when we ran into coilhead on this interior it couldn't move even if no one was looking at it. it was standing in a big open room kinda like a crossroad
the sewer rats were looking for you
@nova lake Yeah that's probs one thing I have also noticed when running it a few times, AI pathfinding seems funny 😛 Beautiful dungeon otherwise ❤️
Egypt, Infernis, Kast, Generic Moons
oo Infernis would be awesome!
Oh I thought they meant like
Good Moons to play on lol
Not for this interior
Egypt would not be fitting for this interior at all lol
Egyptian Sewer Dwellers confirmed
for now everyone needs the same config or things will break
Also Auralis (from Starlancer), Atlas Abyss, Ganimedes, Acidir
Star lancer is just rend / dine if they’d were even more empty
Atlas abyss is cool but the area is too small making it kinda aids to deal with dogs
The tree cover on either side to hide from giants and the pathway across the lake to a fire exit make it pretty unique imo
For Auralis
Acidir is cool
Yeah, probably my favorite
Conviction?
Auralis is gorgeous and pretty well done
Conviction is pretty empty and 1300 credits
I would like auralis If the map had more to it than basicslly being a straight walk
With the entire thing lit up
I think the point of atlas abyss is to kinda be a pain, it's only 300 but has really good loot so it's meant to be punishment for not having enough credits to go to a late game moon while needing the money
Yea
It has some nice visuals
And some other cool parts about it
I always felt like rend and dine were pure suffering with giants
Giants just need a complete overhaul
So then being oppressive but actually avoidable by side trees on Auralis makes more fun imo
Yeah probably
At least lowered visibility in fog
I have 4 interiors that are modded
Thay can show up on free moons
Then one for paid moons
Here's what I did
Oh yea right your the guy who graphed out all of the stuff
I mean I would do that but it sounds like
AIDS
To maintain
is there smth you use to visualize everything or do you do all manually
Google sheets
so you do it manually
I have to make all the configs myself anyways
You can just rip my configs / copy the sheet if you want lol
It'll format all the values into what you paste into the mod config
im just using a personal server to write everything down personally
Nice
Hadal laboratories

i am patiently waiting for hadal
Wants it so bad that they are manifesting it
Here
If you copied the spreadsheet and put in your own values, you would be able to copy this cell and just paste it into your mod config
time to mod it using PNGs and no functionality whatsoever
Like do you mean if I paste my configs into there it will auto update the entire chart?
man
L
the game wants me to go to the two worst moons in the game this is the first day
I’ve been noticing so much weather recently
I’m not sure if a mod is causing it or if I’m just unlucky
Yeah, you'll have to make a copy but it'll auto update the charts and graph
There's one pie chart that shows how frequent an interior is total, one that shows a single moon (which you can cycle through) and one bar chart that shows everything
Also one issue I’ve had related to weather is that the start of every run has the same weather on every moon
Oh nice I thought you manually had to input everything
weather is tied to how many moons are loaded by the game
your moon number influences the weather seed
wait i just noticed but this brand new save has a start quota of 0 and 0 days left until deadline
erm what the scallop
Can confirm
There's a mod called WeatherTweaks that fixes that
And does a few other things
idk i cant start anymore, imma disable the config i just setup everything for and see if that fixes
Actual blessing damn
