#Scoopys Variety Mod (formerly LethalExtension)

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floral bloom
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I always forget this mod adds the Weezer guitar

deep moss
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i wish i could forget

floral bloom
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It’s so funny to randomly just hear it play through the walls

deep moss
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🙂

floral bloom
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Does the fire axe still do 4x damage

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Than a shovel

deep moss
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does it???

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_>

granite flicker
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And then you have SCP which is simultaneously big but still cramped, yet fully lit everywhere lol

floral bloom
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Modded interiors struggle with light amounts

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I’ve noticed

timber basin
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for me at least it's precaution about performance, given every light is dynamic I don't want to overdo them

normal quest
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lights are always the plight of mods in games - alot of people new to gamedev or modding really dont know how expensive lighting is

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and since LC uses HDRP we're double fucked with lighting

remote helm
normal quest
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if you have multiple lights in a room try to have only one thats the primary shadow caster

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or as few as possible

normal quest
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@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

nova lake
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I would normally just change things in unity and try it in game

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Could also use unityexplorer lc mod

normal quest
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yee gotcha

mental jungle
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how close are we to the sewer dungeon 👀

native abyss
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atleast 1

mental jungle
native abyss
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2 what? you will never know

granite flicker
vestal spire
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damn, you drive a hard bargain

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4 it is

nova lake
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nah its looking more like 15

graceful whale
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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

jaunty flame
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Advanced company is the most boring mod since its pretty much just a cheat disguised as a mod

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Does not do much to enhance the gameplay

graceful whale
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I'm sorry what? A cheat disguised as a mod? Lmao

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Idk how you even got that but okay lol

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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

slow hemlock
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dungeon has positions with an item group

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then game finds them all and puts a scrap from that group onto

sly current
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same thing happened to me yesterday lmao

jaunty flame
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Tried it out for a week and it just feels in the way

neat edge
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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 😭

silver stirrup
tropic night
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This mod isn't compatible with mimics yet, is it?

granite flicker
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as far as I know I think the only interior mod that incorporates them might be the MoreInteriors mod?

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don't quote me on that though I just see the regular fire exits

crimson pilot
tropic night
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Damn. I figured as much 😂 can you imagine running up on a normal fire exit in this dungeon?

granite flicker
tropic night
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That sucks, but completely understandable

nova lake
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any pog artists want to make some art to go on banners in the dungeon

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i was thinking like a tentacle to go with the eldritch horror theme of the game

rare olive
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My artist skills go no further than microsoft paint, so if you want scuffed art i'll try something

granite flicker
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i.e. sort of like how red hook designs theirs?

nova lake
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yeah something like that would be good

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idk i dont have anything too specific in mind. probably not pixel art. sort of like a simplistic sigil style design

tropic night
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Keep it on a similar art style that the dungeon uses

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insert image of pastel pink cookie in Dracula's dungeon

granite flicker
granite flicker
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tried recreatin a vector version of these but then I realized I'm garbage at graphic design lol

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just some banners in minecraft that feel pretty ominous/ tendrilly

bronze prairie
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The mod is highly configurable

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While still at its base level able to replace multiple other mods while having better implementation

mental jungle
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i have been thinking of adding it to my main pack but I will have to remove and reconfiguire so many damn mdso

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im happy iwth what I have rn

fiery matrix
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my only beef with advancedcompany is it fuckin with the terminal

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may not be a problem once I finally port to LLL, but

graceful whale
bronze prairie
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It literally doesn't anymore

graceful whale
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They moved all their code to their own Portable Terminal

bronze prairie
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Hasn't for a while

fiery matrix
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Oh shit

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well that saves me from some headache lmao

graceful whale
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All you gotta do is press X and you can pull up everything you need from AdvancedCompany

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Yuuup

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PotatoePet is amazing at ensuring compatibility and figuring out issues

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And will almost always fix it if it can be fixed on his end

fiery matrix
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yeah no that's really cool of them to do

bronze prairie
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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

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I like the terminal

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Whats so bad about it

graceful whale
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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

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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"

bronze prairie
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Eh

graceful whale
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It's honestly really funny seeing everyone whip out their terminals after quota

bronze prairie
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He could still have a perks command on the main one but oh well

jaunty flame
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i dont know why every fan of ac has to argue to death for that mod

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some people just dont like it

bronze prairie
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?

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No one is arguing?

graceful whale
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We weren't tho, just stating that it's compatible with something else lmao

bronze prairie
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Pretty civil discussion

graceful whale
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We were just curious why Matt didn't like it, he said "IDK", we said okay lmao

bronze prairie
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He has a github now

jaunty flame
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yeah that doesnt help lol

bronze prairie
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Got tired if his channel being flooded and not able to keep up with all of it

graceful whale
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^

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Github fixes that issue

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Now if people report a bug he's like "here's the link, go report it there"

bronze prairie
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Also yeah he's got a bit of an ego which can be off-putting and difficult to work with lol

graceful whale
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Cuz so many people like to report bugs without giving any info like the logs and whatnot

bronze prairie
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You're right

graceful whale
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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

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So you can imagine his frustration

bronze prairie
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Bro is pretty fed up lol

graceful whale
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Not saying I haven't seen him get pretty heated at times, cuz it happens, and he's admitted to it before

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But I love his work and respect the sheer amount of time and effort he puts into it regardless

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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

bronze prairie
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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 😭

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That was before I realized I could increase it to 4 in the config menu but defualt

graceful whale
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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

bronze prairie
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Lmao

graceful whale
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I have to spend all the Ship XP points or else they'll spend it on garbage like "Scan Node Distance"

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Bro get the item saving and discount perks pls

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I wanna go to Rend for only 300

deep moss
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Does anyone know exactly how much damage the axe does?

native abyss
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2 iirc

bronze prairie
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I've heard 4

neat edge
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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

merry tapir
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YOOOOOO

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I was wondering that

atomic light
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are these intended ?
can we say its part of the dungeon lore that the items are collecting dust 😂

fervent blaze
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that's so funny

silk crescent
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Some AC hater just been 💀💀lol

hollow kernel
silk crescent
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A little bit too stringent I think

acoustic cloak
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So the shovel does 1, the axe does 4, by default.

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That's how I was shown it

floral bloom
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Man the jump in that one room is hard

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I can’t tell you how many times people have died to it

floral bloom
nova lake
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next update is coming along nicely

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likely release before/on the weekend

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pretty huge update, hella bug fixes and improvements, new rooms for dungeon, and initial release of sewer

floral bloom
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Man I really need to start on my interior I’m just afraid of starting because of how big a task it is lmao

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Grats on sewer

nova lake
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yeah ive spent alottt of my free time in blender lately lol

languid nexus
languid nexus
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He wants to make a mine themed interior

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There's an ideas thread for it

floral bloom
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At this rate somebody is gonna make it before me lol

floral bloom
nova lake
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you can cook your rooms only have to work with your other rooms

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scaling matters but easily fixed in unity

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if its off

floral bloom
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So the entrances just sorta have to line up or whatever

nova lake
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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

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yep ideally your entrances would be the same size

floral bloom
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I’m assuming you have them all in 1 blend file

nova lake
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yea

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i made alot of mine in unity editor

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more complex ones i did in blender

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likely going to remake them all in blender at some point though

floral bloom
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I’m probably gonna do all in blender due to having more experience there

mental jungle
silver stirrup
nova lake
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nope i actually made them more likely to dissapear

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just because fuck lockpick enjoyers specifically

silver stirrup
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😭😭

floral bloom
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I should make my dungeon with no doors so lockpickers can’t do anything

glad prairie
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any bugs?

mental jungle
silver stirrup
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Yeah I found a hoarder bug and I guess a snare flea counts too

floral bloom
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I was actually debating on doing this as well a cave / mine doesn’t really have doors

glad prairie
mental jungle
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of course therte are bugs

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in any software

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there are bugs

glad prairie
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not really, everything has bugs yeah but some are game breaking

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like, mod spawns being weird and game lagging to 1 fps arent same level bugs

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well kinda

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but those are the bugs most people talk about

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idk if people really care if a door is offset by like 2 inches

zinc sigil
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/s

glad prairie
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oh hi grandpa

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stop following me on discord its embarrasing 😦

zinc sigil
glad prairie
zinc sigil
dire harbor
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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?

worldly lance
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ive been getting a issue where me and my friends have different interiors whenever we go to a moon

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sometimes ill have a facility and my other friend will get mansion inside of the moon

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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

slow hemlock
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Gotta sync your configs

worldly lance
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hopefully not this

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oh ok

tidal stump
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yeah u can do that by using the profile code feature

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iirc that syncs configs as well

dire harbor
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Alright, thanks!

nova lake
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more sewer screenshots

native abyss
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she sewer on my scoopy til i variety mod

neat edge
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are those hl2 explosive barrels? lmaoooooooooo

nova lake
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nah theyre barrels from a cheap asset pack i bought

atomic light
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my failing eyes cant see the barrels LOL

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nice work tho yay

amber oar
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you don,t need lethalcore with this anymore?

rustic shuttle
amber oar
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it did at one point

strong gust
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iirc it was LethalLib, now it's LethalLevelLoader (which requires LethalLib anywho)

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LECore is (mostly) needed if you wanted to run with modded moons too, most are built depending on LE

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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

neat edge
austere zephyr
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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.

crimson pilot
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mimic mod just doesnt spawn in custom interiors

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on purpose im pretty sure

mental jungle
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I have seen them

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wait fire exits mimic

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or player mimics

crimson pilot
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fire exits

merry tapir
violet mason
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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.

smoky stag
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i feel like the sewers may be a tad dark tho, it looks like a normal floor after you take out the apparatus

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i love the dungeon mod but my friends dont cuz of how crazy dark it is

crimson pilot
violet mason
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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.

floral bloom
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Doesn’t really take much time or effort

violet mason
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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.

crimson pilot
slow hemlock
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I think it's a valid question that would have a valid answer either way

violet mason
mental jungle
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Yea maybe he could release a separate version for those who wants it, and 1 main one that packages them all together

mental jungle
smoky stag
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yeah the dungeons just too dark for me tbh, more ligths would fix em compeltely

mental jungle
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It’s hard to appreciate the dungeon when you can’t see it

smoky stag
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sewers look crazy dark too, even tho the screenshots looks awesome, there is no light in there lol

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like always no apparatus mode

mental jungle
crimson pilot
smoky stag
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naw theres lights in here, look how little they are actually lighting up the place

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needs a very solid brightness increase, or at least a config option imo

mental jungle
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It’s just walking in pitch black tunnels

smoky stag
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also the way the doors jostle you around is sorta annoying on dungeon

violet mason
crimson pilot
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Why not though?

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Lots of the items in lethal things are quite different

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some serious some non serious

slow hemlock
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because dungeons are one big chunk of themed content

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its easy to split

violet mason
crimson pilot
mental jungle
crimson pilot
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there is no other actual valid reason for it

slow hemlock
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the other valid reason is if i don't want that content

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period

crimson pilot
crimson pilot
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😁

slow hemlock
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im aware thats an option

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theres multiple solutions to the same problem mate

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some prefer different ones

mental jungle
crimson pilot
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Configs are just better

slow hemlock
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and outright not having the content downloaded is a pretty definitive solution

crimson pilot
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That only matters for download space like I said

mental jungle
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There’s 0 harm In giving the option

crimson pilot
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which is the only good reason

slow hemlock
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@crimson pilot so if you had infinite harddrive space, you would have no issue with all moons and dungeons being in a single file?

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you could config it after all

mental jungle
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Yea

crimson pilot
slow hemlock
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why not

mental jungle
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It’s the principle

crimson pilot
slow hemlock
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yes

crimson pilot
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then sure

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as long as the code is optimized

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correctly done

mental jungle
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Also once scoops starts adding more interiors it will get annoying to disable all of them

slow hemlock
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and if lethal company had all of zeekers other games bundled in

crimson pilot
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although I'd assume no one would ever do that

slow hemlock
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and you had to pick which one you wanted on the main menu

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you'd be fine with that?

violet mason
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Throw in Skyrim while we're at it, I suppose.

crimson pilot
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yea

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infinite file space

mental jungle
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Ur def trolling

crimson pilot
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what

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as long as I dont have to purchase the other games

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I genuinely dont care

violet mason
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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.

crimson pilot
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Im saying I wouldnt care about a few extra clicks to load lethal company

mental jungle
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I hat

crimson pilot
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and I wouldnt mind downloading this mod if it was split into multiple

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but its already one mod

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and it has a config file

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and if its not a variety mod anymore he'd have to reupload it (for thunderstore atleast)

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which ultimately doesnt matter

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but is a bit annoying

violet mason
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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.

crimson pilot
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video creator should have linked it

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this mod should probably be named better

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MoreInteriors is pretty straight forward

violet mason
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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.

crimson pilot
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and I just put every major mod seen in the video in my video descriptions

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not really that hard

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although Im not that big of a youtuber so maybe there is some pressure or smth idk

rustic shuttle
rustic shuttle
tropic night
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Cursed

fiery matrix
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creating a bunch of seperate mods for different aspects of your mod is way more of a logistical problem than it sounds on face

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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"

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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

violet mason
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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.

fiery matrix
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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.

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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

violet mason
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Bandwidth does tend to be a factor for me. My location does not have high-speed internet.

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Half a gig may not seem like much to you, but that's an hour of downloading for me.

fiery matrix
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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...

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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

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for LC. its not like youre download 4k texture packs here

dire harbor
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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

fiery matrix
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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

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conceptualizing a user friendly config setup and wording is honestly a task all of its own

fervent blaze
violet mason
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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.

dire harbor
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Libraries?

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I guess that's a bit different

fiery matrix
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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

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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

slow hemlock
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I think your example there is a little uncomparable to two different dungeons though

violet mason
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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.

fiery matrix
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Well sure, if you say don't have much crossplay between different aspects of your mod this is inherently a bit easier

slow hemlock
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which is true in the context of this conversation

fiery matrix
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You still have to deal with all the frontend headache

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two thunderstore uploads and all

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any code you mightve been able to share between the two now has to be segregated

violet mason
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That does sound like good practice to me. But again, I'm a stickler for modularity.

fiery matrix
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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

slow hemlock
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well again kinda no in this specific conversation

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because your code is abstracted with your assetbundles

fiery matrix
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huh? doesnt your code need to access your assetbundles?

violet mason
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I suppose that's what libraries are for.

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But yeah, more work to split up. I get it.

slow hemlock
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could ship the dll as a core and make the bundles modular

fiery matrix
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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?

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Like to my knowledge you cant include custom code in assetbundles

slow hemlock
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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

fiery matrix
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But then wouldnt this theoretical light fixture need to be in both bundles?

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that or one depends on the other

violet mason
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I imagine it'd be present in ScoopysCore in their example.

fiery matrix
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the code for it is present in the core, but the gameobject would have to be in one of or both of the bundles

crimson pilot
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Scoopys Base, Core, or Library

fiery matrix
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I guess unless you pack the asset into the dll which I hear is possible

slow hemlock
fiery matrix
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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

fiery matrix
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that and again this system doesnt scale well to any kind of interplay between objects

violet mason
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Some amount of bloat generally can't be helped. As I mentioned before, lines need to be drawn somewhere.

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For me, that's major features.

fiery matrix
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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

violet mason
#

I'd say the opposite. I think it'd be best if this became something people were mindful of.

violet mason
fiery matrix
#

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

violet mason
#

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.

fiery matrix
#

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

silver stirrup
sand pumice
#

hi, is it possible this error im getting loading into a modded moon is caused by this mod?

slow hemlock
#

no

sand pumice
#

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

slow hemlock
#

mod author probably wants their environment navmeshsurface set to collect from current object hierchary

neon musk
mental jungle
#

sewer when 😝

nova lake
#

hopefully today

bronze prairie
#

on god???

#

fr fr???

frozen bridge
#

no way

nova lake
#

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

nova lake
#

possibly wont be releasing today, ended up finding an issue with sewer water not networking correctly that i need to fix

bronze prairie
#

😭

remote helm
#

happy to see it coming out 🙂 soon

candid pulsar
sand pumice
#

this is so crazyyy

candid pulsar
#

this mod has variety

nova lake
#

update: my pc died lol I think power supply

#

so expect further delays :)))

tropic night
mental jungle
silk crescent
mental jungle
silk crescent
#

So won't be today

balmy echo
#

i was excited

fervent blaze
#

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

sand pumice
#

current update working great right!

#

we love u

slow hemlock
#

i smashed scoopys pc in an intent to get new LLL update out before sewer

#

apologies

atomic light
fervent blaze
granite flicker
nova lake
#

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

nova lake
#

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

tropic night
#

@nova lake If only mimics worked on custom moons

slow hemlock
#

713 has mentioned finding time to work with me in getting that working with LLL

tropic night
#

so, possible mimics in the custom dungeons? B)

slow hemlock
#

Yeah

#

with custom models 😄

timber basin
#

with custom models would be pretty nuts

tropic night
#

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

crimson pilot
#

sewer bracken

rustic shuttle
#

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

nova lake
#

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

nova lake
rustic shuttle
nova lake
#

Ohhhh that makes sense actually hahaha

rustic shuttle
coarse plinth
#

I had an issue with the flood problem, over Aquatis but i do not have the mod "oopsallflooded"

rustic shuttle
#

oh. hm

coarse plinth
#

And for me it's actually the whole map Aquatis that is being under the water

nova lake
#

I didn't test on any modded moons so could be incompatibilities I need to solve

#

Does it happen every time

coarse plinth
#

I tried two time and it did not happen.. what

slow hemlock
#

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

coarse plinth
#

When i checked the terminal moon list when it happened, Aquatis wasn't on "Flooded" not sure if it can help

rustic shuttle
coarse plinth
vivid glen
#

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

crimson pilot
#

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

coarse plinth
#

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 🤷‍♂️

tropic night
#

Is the dungeon supposed to be spawning water?

#

could be flooded mod tweaking but

#

It wasnt flooded

#

nevermind its Oops tweaking

nova lake
#

Yeah oopsallflooded will flood the facility weird because of how it positions floodwater

crimson pilot
#

I couldn't test it because that's your thing 😆

tropic night
crimson pilot
#

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

tropic night
#

we're having floods on default weather

nova lake
#

Oop my bad lol

nova lake
tropic night
#

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

floral bloom
tropic night
#

Was the original dungeon replaced by the sewer or is it bundled in?

#

Holy shit its dark

rain temple
#

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

tropic night
#

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 😂

west gull
#

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

zinc sigil
shell hornet
#

Sewer apparatus a giant drain plug

floral bloom
midnight ember
midnight ember
#

ty

long grove
#

I dont have any flooded mods tho

smoky stag
#

@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

glass wedge
#

to get no castle interior to spawn i just make the moons blank right?

wary sandal
smoky stag
#

to get the sewers lol

#

dungeon interior way too dark imo

#

sewers lighting much improved

tepid palm
# nova lake sewer is out

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

wary sandal
#

it fits with atlas abyss map

smoky stag
#

i like the room designs and aestetics a lot

#

but its still way too dark

glass wedge
#

I dont use atlas abyss and just want the sewers i like them

smoky stag
#

being forced to run a pro flashlight and not inverse tele cuz u cant see anything sucks

wary sandal
#

i play with AC, the headlamp does fine in the dungeon but i understand

smoky stag
#

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

sand pumice
#

(And, do you think atlas abyss is balanced?)

wary sandal
#

aquatis, hell. if ur outside

#

atlas abyss, it wasnt too bad

sand pumice
#

Yeah, I decided I don’t want aquatis personally

wary sandal
wary sandal
#

my friends died before even going to the pymarid in the distance

#

they missed a jump and died like goobers

sand pumice
wary sandal
#

my bad

sand pumice
#

Herm, I just dk what moons to use rn

wary sandal
#

just dont use starlancer

#

ur FPS dies immediately once u leave the ship

sand pumice
#

Starlancer is a hard moon

sand pumice
wary sandal
#

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

sand pumice
wary sandal
#

so i removed it last time i played

sand pumice
#

They’re really good

wary sandal
kindred grove
#

after playing 1 round on sewers we got this

#

water in the orbit, water in the company building

winged blaze
#

well that's unfortunate 😆

#

(not a bug report, it was probably the OopsAllFlooded mod acting up)

sand pumice
kindred grove
#

nope

#

i heard lethal lib is completely broken now

main orbit
kindred grove
#

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

main orbit
#

too

#

infinite deadline

kindred grove
#

i downgraded lethal lib

#

it didn't help

#

i'm not even sure now what exacly breaks everything

main orbit
#

just got shot by turret through tank texture in sewers

kindred grove
#

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

sand pumice
#

But it might have not done the job

kindred grove
#

i'm at 0.13.2 now

#

still the same

sand pumice
kindred grove
#

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

sand pumice
#

Id suggest making sure everyone has 0.13.2 but you’ve probably already done that :(

kindred grove
#

yep, synced modpack by code

sand pumice
#

It really seems like an issue caused by lethal lib yeah

#

Ok

pseudo lake
#

LL has had some issues recently, it may be acting up again

sand pumice
#

Can you send your modlist as a text file (copy and paste your dependencies list?)

#

(Dependencies list should be found in settings?)

kindred grove
#

some mods listed there is disabled - physics items, friend patches, cull factory, skibidi toilet, diversity, chillax scraps, control company

sand pumice
kindred grove
#

no

sand pumice
#

Also uncertain company?

#

Was dat :P

kindred grove
#

enabled

#

hiding weather, randomizing item and (sometimes) moon prices

sand pumice
#

But besides that I’m really not sure :( sorry

kindred grove
#

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

sand pumice
sand pumice
#

O

timber basin
sand pumice
#

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

kindred grove
#

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

glass wedge
#

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

civic fern
#

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

kindred grove
#

i downgraded lethal lib to previous unbroken version, that didn't help much

#

really weird bugs

glass wedge
#

hmmm it could be the variety mod its self

#

causeing an error with levels causeing it to flood

civic fern
#

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

kindred grove
#

i guess i'll disable sewer for now, before it will be patched

kindred grove
#

interesting

#

disabling BetterSprayPaint just fixed nasty bug with other dungeon mod, MoreInteriors

#

i wonder if same thing can happen with sewers

fiery drum
#

so is the sewer dungeon whats causing the flooding at the company building?

kindred grove
#

yes, at least it's related somehow

#

do you have BetterSprayPaint by any chance?

fiery drum
#

no i dont

kindred grove
#

well

#

then it's vanilla bug in this mod

dire harbor
exotic verge
#

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.

south parcel
#

I love drink water with my scraps

nova lake
#

I'll look into the permanent flooding issue and see if it's on my end

solid relic
dire harbor
#

Apparently this bug is happening even without OopsAllFlooded

solid relic
# dire harbor

Sewers is setting waterplane across all instances, sure scoopy will fix it soon.

dire harbor
#

Oh, gotcha

#

I thought it was a mod incompatibility

solid relic
#

Nah jsut a bug with sewers atm

obtuse mulch
#

Does disabling Sewers fix the bug?

#

Or is it an issue with the update as a whole

pseudo lake
#

not ever loading in the sewers should not cause any problems

solid relic
#

❤️

obtuse mulch
#

Gotcha! Right now I’m just trying to figure out what mods I’m good to update in my modpack lol

#

/incompatibilities

tropic fog
#

Sewers came out?

obtuse mulch
#

Yep, but isn’t the most stable

tropic fog
#

What’s up with it?

obtuse mulch
#

The above flooding issue

nova lake
#

Is it just after you land once that the flooding happens

#

Like if you go to sewers flooding happens on all maps afterwards

solid relic
#

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

nova lake
#

Technically when using oopsallflooded it uses 2 separate water planes for surface and dungeon

merry tapir
#

Oh, so I should just turn off sewers altogether? I just had it set to extremely low weight

sand pumice
#

(Idk if that’s what it’s called lol :) )

slow hemlock
#

@nova lake whats this not despawning bug

sand pumice
#

EY I am not completely sure that’s the correct way to refer to it 😆

west gull
mental jungle
#

so the flooded issue is only with oops flooded mod?

west gull
#

Went to the interior once to test

mental jungle
#

ok thx

#

my biggest issue with the interior is that u cant bring 2 handed scrap

kindred grove
#

without too

mental jungle
#

oh snap

solid relic
mental jungle
#

damn hopefully it gets fixed soon

pseudo lake
#

dw its normally getting fixed next upd

kindred grove
#

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

pseudo lake
#

yea add the mimics mod to that and it gives challenge for moons with higher rarity scraps

kindred grove
#

i'm not sure if mimics mod can work on custom dungeons at all

#

i think it isn't

pseudo lake
#

sad

#

if it would it'd be sick

slow hemlock
#

soon

timber basin
#

Apparently there's some stuff being worked on for mimic compatibility

slow hemlock
#

lmaoo the way you say apparently your ass does not believe this is gonna work out 😭

timber basin
#

I'm rooting for it, just that fire exits are completely un-standardised

#

From custom models to specific rooms like SDM

slow hemlock
#

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"

merry tapir
#

Honestly the idea of a mimic door in the dungeon layout could be SOOOO creepy

timber basin
slow hemlock
#

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

timber basin
#

Though the exit door in SCP has no back so that'll be interesting to work around

slow hemlock
#

domain expansion: black material plane

nova lake
slow hemlock
#

your prob spawning it in the wrong scene

mental jungle
#

they were able to for me

#

on the dungeon

#

on atlas abyss

kindred grove
#

is there custom dungeon on atlas abyss?

mental jungle
#

I used scoopy dungeon mod with it

#

fits perfectly

kindred grove
#

but in castle dungeon there's no classic fire exits?

#

only with blue torches

dire harbor
#

you can still go through it and it works fine

dire harbor
#

would be pretty cool if it did

mental jungle
#

there were a bunhc

heady wharf
#

Any major issues with the new sewer dungeon yet? Suggestions for best moon to pair with?

kindred grove
heady wharf
kindred grove
#

i just mix everything into free moons with spawn rate ~50

#

for diversity

#

and using scp and scarlet dungeons for paid moons

heady wharf
#

I'm more of a 100% spawn chance, 1 interior for each moon

kindred grove
#

it's not %, it's weight

heady wharf
#

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

south bluff
heady wharf
south bluff
sand pumice
#

I think it fits

pseudo lake
#

idk why but i feel like using the sewers on etern

dire harbor
#

I think Acidir also fits, like you're below the mansion on that map

sand pumice
#

I get massive lag spikes when both loading in and when just walking around

dire harbor
#

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?)

sand pumice
#

like at all

#

which is a shame because thats kinda one of my favorites

solid relic
#

@sand pumice What's wrong with Acidir?

sand pumice
solid relic
#

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.

dire harbor
#

I'll also try, once with TheMostLethalCompany + my moons modpack and once with HDLethalCompany on top of those

solid relic
#

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.

dire harbor
#

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

sand pumice
#

right sorry

tropic fog
#

its sick yea, only prob i experienced i think is that items can spawn in the death pits

nova lake
tropic fog
#

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

atomic light
#

jester got stuck on most of the props especially the one that is near a wall

nova lake
#

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

sleek sun
#

Has anyone noticed low spawn rates for enemies in modded interiors recently?

nova lake
feral oracle
nova lake
#

whatever is easier

#

wait so the sewer interior itself was fully flooded?

feral oracle
#

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

nova lake
#

gotcha

#

yeah modlist would be huge

feral oracle
#

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

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oh jesus christ LMAO

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do you want it DM'd to you instead

nova lake
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i dont mind

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i wonder if lethalexpansion is breaking shit again lol

wise sigil
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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

nova lake
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that may be caused by configs or mod version not matching

deep moss
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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.

deep moss
coarse plinth
dire harbor
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@nova lake people have this error with TheMostLethalCompany modpack on the latest version

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Which doesn't have LethalExpansion

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If you can't recreate with that modpack try the dreaded update all button with the pack

coarse plinth
dire harbor
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Neither

coarse plinth
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That's good info for Scoopy then i guess since they were guessing about LE messing up

dire harbor
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One person I saw had clicked Update All, the other only updated MoreInteriors

coarse plinth
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Maybe save you from couple headaches in the future regrding the moons & custom interiors

feral oracle
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or is that something else

coarse plinth
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Lethal Expansion Core override Lethal Expansion, it's "another" mod

feral oracle
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oh well, I have both not sure if I should or not, I just install whatever thunderstore tells me too

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if it asks for dependecies I just install it

coarse plinth
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No problem if you have both it's good, LECore automatically override just make sure you have them both

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My eyes skipped it, sorry

normal quest
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Just ran a playthrough - friend had a nutcracker spawn in the wall and kill them. Also, some of the tiles seams can be seen

crimson pilot
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mainly the floors

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the seams

nova lake
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i loaded into sewer interior, left, went to other moons but the flood plane did not stay

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very weird

feral oracle
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its not loading into flooded moons

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its loading into the sewer interior

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and then everything else after that becomes flooded

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its not an issue with the flooded weather itself

nova lake
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sorry meant sewer interior

feral oracle
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o lol

deep moss
coarse plinth
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The flooded happened to me without even entering a single time inside the sewer though

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And entering and exiting sewers isn't removing the flood you can imagine

fresh star
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The sewers causes map to flood even after leaving and then coming back

coarse plinth
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Yes that is a known issue

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Been worked on

nova lake
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i have yet to recreate this issue once myself

fresh star
nova lake
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and can you explain exactly the steps you took

deep moss
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Seemingly just...that

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just leaving

fresh star
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So I loaded into a modded moon and turned out to be a sewer. (I forgot to set rarity in the config)

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And so when me and my friend died, the ship left and we returned to the moon

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Only to see a layer of water almost reaching our necks

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I set the moon to the Telamon moon

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And so we left again after getting loot and returned to see the water still there

nova lake
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this may seem unrelated but was the moon the sewer spawned on the first planet you visited

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in that session

fresh star
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Yes

feral oracle
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oh I should drop this too 018d5941-71a1-bf10-44a5-14088cc702b7

nova lake
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okay i got it happening consistently, working on a fix now

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looks like its not due to conflict i got it on my nearly vanilla save

coarse plinth
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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

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Like SewerDungeonGuarateen is on false, i manage to get it, but when i set it to true, i don't get it

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But glad you managed to got it yourself

fresh star
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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?

nova lake
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more or less

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should be fixed now

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ill push the patch soon

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also fixes turrets shooting through and enemies walking through doors

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hopefully

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if the flooding issue persists please let me know, however this should sort it

coarse plinth
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Testing it out right now i'll be spamming landing and obiting to find out

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4 days of landing and no flood, seems fixed for me ✌️ i'll keep doing it just in case

near rivet
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oh nice

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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

coarse plinth
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No issues, tried to spam vanilla moons & modded moons with sewers, tried to change maps mixing vanilla & sewers interior, nothing to report

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I also tried to go on already flooded weather moons with sewers interior, it's all fine

solid relic
nova lake
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new version is out

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just some lighting adjustments

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sewer section is a bit dimmer, pipes have lights now

south bluff
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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

fervent blaze
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the sewer rats were looking for you

solid relic
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@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 ❤️

boreal frigate
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i keep getting

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sewer

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🫑

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😢

floral bloom
solid relic
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oo Infernis would be awesome!

floral bloom
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Oh I thought they meant like

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Good Moons to play on lol

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Not for this interior

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Egypt would not be fitting for this interior at all lol

solid relic
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Egyptian Sewer Dwellers confirmed

boreal frigate
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do i need to tell everyone to update the config?

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or i update and stay as host

woeful pollen
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for now everyone needs the same config or things will break

dire harbor
floral bloom
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Atlas abyss is cool but the area is too small making it kinda aids to deal with dogs

dire harbor
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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

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For Auralis

floral bloom
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Acidir is cool

dire harbor
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Yeah, probably my favorite

floral bloom
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I may be thinking of a diff moon

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There are like 4 snowy late game mooos

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Modded

dire harbor
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Conviction?

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Auralis is gorgeous and pretty well done

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Conviction is pretty empty and 1300 credits

floral bloom
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I would like auralis If the map had more to it than basicslly being a straight walk

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With the entire thing lit up

dire harbor
floral bloom
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Yea

floral bloom
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And some other cool parts about it

dire harbor
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I always felt like rend and dine were pure suffering with giants

floral bloom
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Giants just need a complete overhaul

dire harbor
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So then being oppressive but actually avoidable by side trees on Auralis makes more fun imo

dire harbor
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At least lowered visibility in fog

floral bloom
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Back on the topic of the thread uhh

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It’s crazy how many interiors we have now

dire harbor
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Yeah

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Sewer fits perfectly on Hydro from GenericMoons

floral bloom
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I have 4 interiors that are modded

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Thay can show up on free moons

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Then one for paid moons

dire harbor
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Here's what I did

floral bloom
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Oh yea right your the guy who graphed out all of the stuff

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I mean I would do that but it sounds like

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AIDS

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To maintain

pseudo lake
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is there smth you use to visualize everything or do you do all manually

dire harbor
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Google sheets

pseudo lake
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so you do it manually

dire harbor
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I have to make all the configs myself anyways

dire harbor
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It'll format all the values into what you paste into the mod config

pseudo lake
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im just using a personal server to write everything down personally

dire harbor
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Nice

floral bloom
pseudo lake
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i am patiently waiting for hadal

floral bloom
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Wants it so bad that they are manifesting it

dire harbor
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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

pseudo lake
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time to mod it using PNGs and no functionality whatsoever

floral bloom
# dire harbor Here

Like do you mean if I paste my configs into there it will auto update the entire chart?

pseudo lake
floral bloom
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L

pseudo lake
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the game wants me to go to the two worst moons in the game this is the first day

floral bloom
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I’ve been noticing so much weather recently

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I’m not sure if a mod is causing it or if I’m just unlucky

dire harbor
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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

floral bloom
floral bloom
woeful pollen
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weather is tied to how many moons are loaded by the game

woeful pollen
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your moon number influences the weather seed

pseudo lake
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wait i just noticed but this brand new save has a start quota of 0 and 0 days left until deadline

dire harbor
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There's a mod called WeatherTweaks that fixes that

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And does a few other things

pseudo lake
floral bloom