#Scoopys Variety Mod (formerly LethalExtension)
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I also just found out that the LC Office mod doesn't allow for custom weights yet...
Oh nice, mind sending me the link? Id love to see someone else's configs
Didn't they add that very recently?
If not that's a bummer, I could've sworn they did
Hmm, the pictures make the file size too large for discord...
You could do a share link and change the permissions to "anyone with the link can view"
Mine is actually in Excel, not google sheets. I'm trying to import it to sheets and see if it works
Looks like it imported fine, though the graph labels got removed, and the colors changed slightly https://docs.google.com/spreadsheets/d/1IMl64Kp5h5yjCImmLAkqsgE_7j4LGRcfWlgm5lquSAg/edit?usp=sharing
I tried to keep the vanilla moons with a decent chance of the vanilla interiors, but for every modded moon, the vanilla stuff is only a slight chance.
I also tried to make 1 or 2 main interiors, with around 80% chance combined, and 1-3 secondary interiors, with around a 20% chance combined. This is about the same chances as Titan's Factory/Mansion probability.
Sometimes it's hard to pick though. The Vanilla Factory, Scoopy's Sewer, MoreInteriors Bunker, LC Office, and even SCP Facility to a certain extent all kind of blend together, and are pretty similar. They all fit the game's aesthetic well, and work well on most maps, but that means it's hard to pick one over the other a lot of the time.
That's really interesting actually. I did the same thing with trying to keep the default more common for vanilla moons, though I let some modded ones have a high default chance too
I have some moons with a couple main interiors and rare ones, but I also have moons with only one main interior or a super mixed bag (like you did with titan)
As for the aesthetic blending, I agree. I tried to pick interiors that'd match the moon on a conceptual level (would someone build a sewer in the desert?)
Also, MoreInteriors having a red rock entrance now made me completely rethink where it appears
That's kind of why I added the reference pictures. If I add a new interior mod in the future, I won't have to go in-game to remember what the moons look like. The downside is that I had to go into every moon and take a picture, lol
Yeah, that's smart
I always Google and half the time a moon isn't played enough to have photos
oh? There is an apparatus equivalent in the castle now? Just read the changelog
Does it use the lung code? I wonder if facility meltdown works with it
maybe dumb question but how does one get two-handed loot up the sewer ladder? we have betterladders but seems to not be working
Check the config for better ladders
You may have disabled 2 handed climbing
ooooo its from themostlethal modpack so maybe they have it disabled
ok ty will take a look
I kinda don’t understand the popularity of the mod pack
I mean it’s alright but it’s very bloated
😭 its p bloated yeah
that said i ended up learning a lot from what they use, and now trying to prune a lot of it
I did that and pruned like 80% of it
Is that a separate mod or is that in this mods config?
But now it says the most lethal company in the very bottom of the start menu and idk how to remove that
The betterladders mod
Ah
hm very bottom of the start menu.. they had a custom mod made for them by potatopoet but deleting that mod removed it for us (iirc)
I’ll probably just cope for now
I’m guessing the ladder and some of the area right below it is part of the entrance room?
If that’s the case then stairs won’t be hard to add
I haven’t explored the sewer much if my inference on the starting tunnel being part of the entrance is true then an elevator could fit and fit the vibe better
Idk how hard coding that is tho
I’ll ss the area later
Anybody got the problem with the sewer interior’s water staying after
That's been patched
Have you updated?
yeah the sewer map is getting disabled 💀
it feels so unfinished
bad pathfinding, lack of depth (no rooms?), dungeon pitch black when entering
no fire exit and normal exit unclear for first timers
there are fire exits tho
really ? have u used the fire exit from the outside and still have access from the inside tho
I haven't tried that
i feel like this was obvious? pretty sure they said it's still very early development
good time to release it to public
Welcome to modding 😭
Playtesting is necessary
does anyone experience the crown just disappearing from the ship after reloading save?
HOW ARE SO MANY PEOPLE THIS DENSE
WORK
IN
PROGRESS!!!!!
YOURE LUCKY YOU GET TO PLAY THE MOD EARLY AT ALL
I mean look at their discord name def a 12 year old
I dont think you're talking about me right?
I'm talking about the person who is talking about the mod like it's a polished finished product released to the public
Yeah no your name isn't literally "squeaker"
Okay I thought so lol
Just got a tiny bit worried I asked a super dumb question or smthn
You know valid
There are so many people here who complain about mods being unfinished when this is literally what the server is for
I agree a bit, there was a bit of entitlement in their statement
no, not a dumb question
There is a lot of Vanoss fan base 12.year olds in the server that makes things more oof
Imagine buying an early access game, then downloading a WIP mod and then complaining about the unfinished experience 😆
that's a bit of a stretch though
but yes, game popular among children is going to have a rough modding scene
Okay then *just a lot of 12 year olds in the servers make things more oof
Still the same point
Lockpicker still gets sent to the abyss 😭
I just have a really squeaky voice I'm sorry
Oh yeah, crown seems to disappear when loading a save @nova lake
you didnt need it anyways
Be squeaky, not cheeky
Very odd, thanks though I'll look into it
please... the lockpickers
Nice, this isn't the only interior mod that has an apparatus like object disappear after loading save
they had a bit of a point where the interior is unfinshed (im not saying it in a rude way, sorry if it comes out that way), but they shoulnt bloat it out, was rude and disrespectful
btw was the flooding issue fixed
nvm I got it to be fixed
I mean I didnt
scoopy did lol
I just checked the changelog XD
yummy snare flea
Is anyone else still having the bug where the sewer interior is flooded? I've updated but still have the issue
can i have more details?
@nova lake Going through the main entrance, the level is flooded just slightly below the height of the ladder
do you have oopsallflooded installed?
that will cause it, because of the way oopsallflooded handles things
it spawns the flooding below the main entrance level
Oh that's it. Forgot I'd even installed that one. I'll get rid of it and retry thanks
Does anyone know if the oopsallflooded dev is on this discord?
I want to fix compatibility with our mods, flooding sewers sound very cool, but not sure how to contact them
Seems like they're on Github
They're aware of the incompatibility here https://github.com/jake-white/OopsAllFlooded/issues/5
There's a crown item now?
is it possible to disable turrets on sewer entirely? shooting through walls or not, they're not the most fun to deal with in large open hallways with little other paths
i might remove them from the first section of the sewer
Literally 🔥
that is correct there is a fire there
is anyone else having an issue where the interior doesn't show up on the monitor/bodycam view? (I wanna see if it's a common issue before I try and figure out which mod is causing a problem)
thats awesome
its nice to see a room with more natural light
many of the dungeon rooms are way too dark
@nova lake soooo how do we get two handed loot out of the sewer
fire exits
Fire in the room!
that's actually a really cool mechanic, unintended or not
intended (was an original design decision) but not sure if ill keep t
its unique but can be really annoying imo
i will likely add a staircase alongside the entry ladder
@nova lake its more anoyying than cool since most big loot it not worth finding a fire exit
enter through the fire exit :trol:
I think it's pretty cool actually
Most maps let you do whatever with two handed items so any variety is good
got shot through wall in the sewers. turret was spawned because of savage company event, probably not intended to spawn turrets in there but wanted to let you know @nova lake
Anyone ever got an issue with hoarding bugs and centipede being super slowed down on Scoopy dungeon interiors? It's not happening every time but that's not the first time I see them being really slowed down there
I'm trying to figure out which mod is causing this but relaying on the randomness of hoarding bugs & centipedes spawns makes this taking quite some time
you can use lethaldevmode or chatcommands to manually spawn them
Yeah i'll end up doing this, thanks for the reminder i was initially planning to use it but forgot the names
Shiplootplus seems broke while in this mod's interior ?
In settings I set sewers interior chance to appear to "50" and it still causes me to appear almost, if not all the time, is there some bug I am missing maybe ?
Coilheads do NOT care about sewer doors 😰 That was a spook
might be wrong since i haven't checked sewer configs, but do you have the "guarantee dungeon spawn" (or whatever it's called) turned on?
might just be bad luck tbh, unless you have guaranteed dungeon spawn on
got it as "false"
huh, then it shouldn't be a problem
could you take a screenshot of the whole config?
i have like 4 other interiors, and I set them as 150.. loaded map, offense I think, and got 2 sewers in a row
Maybe try some more time, maybe you just got "lucky" ?
But this is indeed strangely weird
might just be luck
hmm.. maybe 😄
anyway, do you guys know how the game should behave, if
I set all interiors chancenumbers to 300 ? it always says "50 %" but if I have 5 of them at "50%" what would be the result ?
it would not be 50%
yeah, obviously.. but would it make it equal to each other in a same way as if i dunno, set all to 50 or 500 ?
sorry, I am jsut not sure how the weighted chance works
1/5 chance
For each
The issue with this is that the base game apply respectively 300 weight to the factory or the mansion depending on the moon, and this cannot be change as far as i know
To help you better visualize, you can use this website: https://www.standarddeviationcalculator.io/pie-chart-calculator
And inside the "number" column you set the "weight" values of the interiors and press calculate
Aah, so by giving 150, for example, I give the other interiors slightly less chance of appearing, but still kinda often, right ?
This is the visualisation if you set all interiors to 300
Yes
can i get the page you get it from, so i can craft my interiors ? please?
thanks
You forgot the bunker

tfw you try the parkour sewer room with 200weight only to comedy splat sound Lootbug yippee
Worth mentioning if you use Egypt
Most moons set the main / default to 300 but I’ve been told that Egypt is 100
This is what i had on my open tab 😬 uh uh 
thats fine... default would be less common on my egypt then 😄
You can set individual values for each moon
Also, something to note but if you wanna have a really really precise percentages on base game moons, you will have to refer to the wiki, because each map has a very low percentage of spawning mansion ( less than 2%)
i know
and the v alue is total 300? so like 294/6 facility/mansion ?
for 2 %
I think it adds up
For me I just like used this for my percentages
Copied the document
And changed values
To mine
For experimentation the values are 300/1 Factory/Mansion, since according to the wiki there is 0.33% of getting mansion
Each map differs but yeah look what Smxrez sent
Just input your rates in the spots above the config section
It will also auto turn them into a config
You can also just delete rows for modded moons you don’t use
thanks so much ❤️
This way is really easier but my brain sticks to my online pie chart calculator 
That’s what I did for a while
Until I kept wanting to change stuff and it got very tedious
Just an FYI office doesn’t let you set individual values and pick specific moons for now
It’s just like free, vanilla, modded, paid, all
I just did free for now
If you have some pictures of the insides of Office i'm willing to see, the pictures on thunderstore aren't enough for me to decide hah, if you don't it's fine
It’s not super interesting as of right now but I still like it
Variety is variety
- it adds a new enemy
And the elevator makes for some funny moments
Empty hallways or they're a bit cluttered now?
Alright thanks for the infos then
I'll keep an eye on it
I just felt like it wasn't fitting enough the ambience of Lethal for me but, i might change my opinion while testing
How can you set custom spawns for each moon
?
huh
did he turn into minecraft
Weezer guitar
on skibidi?
Wdym
no
What do i Need to write on configuration to change the spawnrate of an interior for each moon?
Just had a random idea for the apparatus of the dungeon
Would it be neat if it were some sort of floating gem
Of some sort? Maybe cackling with lightning energy
The sewer is very nice I love it
You can create a copy of the sheet and edit that
The main one is for my modpack
The spreadsheet will also generate a cell you can copy and then paste into the config for each dungeon interior
Don't change the default or Mansion interior chances, those aren't editable
Ok thanks
Its already out?
Thanks
Been out for a little while. This doesn't have Sewer in it yet, hoping to add that today
Checked out the sewer looking great love the tunnels and the entrance from a sewer cover entrance
Planning on adding generic moons to your pack?
Definitely, that should be today / tomorrow too
I'm doing a 2.0.0 with this release so it'll have lots of balance changes, the sewer, the GenericMoons configured for all the interiors, etc
I'm hoping to add Office too once it's a little more stable
Ok thats soo cool
Thanks! :)
i thought config files don't transfer with modpacks??
They do, otherwise a lot of modpacks would be broken. You can choose which specific ones to include, and I only include config files for the interiors to set their rates across all the moons
Oh boy. You just opened my world. If I remove a mod from a mod pack, does it uninstall it from the client who installed the modpack in the first place?
Unfortunately I dont think it does, that's why its better to make a new profile than click Update for a modpack
I personally will probably not remove any mods from my pack so I don't need to worry about it
fair enough, i'll have to look in to it more. cause I'm the "mod master" for all of my friends and I'm always sending new codes lmfao. Thanks!
Nice lol, no problem :D
does that work with codes or that only gives a mod list? im looking for mods for my friend group too but dont know if config transfers like that
Codes transfer mods, configs, everything, and should override everything that was there before. If you use a code you will basically have identical profiles and don't need to worry about anything not transferring (to my knowledge)
Modpacks are a bit different in that they'll override mods and configs, but not delete anything
okay thanks 🙂
Ye :D
@floral bloom you get to delete this soon 😄
Whar
👀
w/ this thingo coming up 🤝
(config option to show raw rarities too)
I cant wait for that
oh wow
i actually kinda know how i could do a pie chart on this
ill put that in a todo later card
the fire exit on the sewers is actually impossible to distinguish from a normal sewer end
just happened to find it because i went head first into a deadend and the "Exit" message popped up
Yoo
At some point could we get a little price number after the moons name maybe
What you do with terminal is
magic 
Yeah I think its bugged, should be vanilla fire exit but I noticed that happen too
Would this allow us to change the vanilla value of Facility/mansion for vanilla moons?
thats just a visualiser but yes you can do that too
Fantastic
Inverse teleporting into the sewers while not being aware of the update is super eerie. Especially once your friends start asking you what mod it is while youre in it
i just wish there was less jump rooms
3 in a row is too much sometimes
they're hard
skill issue
nah that is largely due to lack of tile variety in pipes, will be less of an issue in future
If possible can you make a new moon viewing format as well, and perhaps have that toggle able in config?
huh, now it rendered. I did enter through it, wonder if that makes a difference?
maybe u should write new interior:sewer os something tempo
Vexing that the sewer interior doesn't seem to want to play nice with CullFactory because the performance gains are nice
in dungeon map on Titan: while running up spiral staircase I got the "fell off a cliff" death.
sewers look cool but the jump is a bit much
also it is definitely spawning too often
Yeah Bunker had the same issue. Just configure the spawn rate yourself tbh
If there is a configuration option
tbh i don't even really like the dungeon so i just uninstalled
¯_(ツ)_/¯
Nice job with the update
Yep
oh, thanks!
I'm glad to have finally gotten the sewer and MoreInteriors update in
hope people like the GenericMoons, I feel like they fit really well
They're great 😩
what if I made,,, more jump rooms 
(for those who don't know, I'm helping scoopy with rooms)
and I do hope y'all enjoy the new segments I sent in for the next update :3
Sewers works now! right?
Jump room with a middle segment that uses the vow bridge logic, but even less stable
Make. Them. Suffer.
And also generate more funny clips
Can we get a config on the damage of the fire axe? (sorry not sure if its been added lol)
100 damage or weak /s
if scoopy lets me create suffering, trust me there will be,,, suffering 👁️
will add next patch
a big dungeon room with 3 by 3 grid of platforms in the middle where you gotta jump to each one to get tot he toher side lmfao, or maybe save that for a temple type interior
the dungeon jump room already scares me
the dungeon jump room is my doing
actually both jump rooms are my doing so far
im kind of evil
Keep it in
🔫
What Masa is waiting for is a eventual Ninja Turtles easter egg fr fr
I'm fine with jumps as long as I can do them while carrying a gold bar, or a cash register. I haven't had the opportunity to try those yet on the castle dungeon jump, but so long as I can make it with those, I think it's fine.
ive never actually tried the castle jump cause one of my friends died trying
has anyone confirmed if those are jumpable or do those need extension ladders to pass
The castle jump is very sketchy, it's about 40lbs is where you're gonna fail it
Not as sketchy as those goblins taking my lockpickers there however 
I can definitely make the jump with a few small items. I have also failed it with a full inventory.
Not sure where the cutoff is for weight, but 40lbs is close.
Definitely hope it's made possible for gold bars and cash registers, even if I need to drop everything else to make the jump
It's def not
Do you guys know any other interior mods as great and stable as this one or MoreInteriors?
Try SCP
Oh true I forgot I had that one
ScarletDevilMansion or LC_Office (Office should be in V1.0.0 now)
LC_Office is in 1.0.0?! Last time I played it was a buggy mess
Can’t wait for Hadal Labs, it looks awesome
The dev has been WORKING
Hadal looks awesome. Lets hope the dev doesnt actually instill Thalassophobia with giant sea creatures though 😰
That’d be absolutely amazing. I’ll finally be able to scare my friend that has some intense thalassophobia :))
;-;
Oh awesome looking nice 🙂
why even tho i changed config spawn chance to a very low number it always spawns sewers or the second dungeon 💀
I am having the same issue. It seems the config file does not either properly save or control the spawn rate. I am currently getting the dungeon spawning 100% on the time on all maps (vanilla, paid, modded) with it set to 150 and vanilla only. I would appreciate some help getting it resolved because my friends love the dungeon and sewer interiors but we also want to play with other modded planets/interiors.
have you guys turned off the guarantee ?
in my testing i have had no issues like this, i can help debug but need more details
please send your full config files and ideally show the console log output that lethallevelloader throws to the bepinex console when the level is loaded, which specifies the rarities for each dungeon available
Yes it is set to the default of False! Thanks for the tip though
in general, lethallevelloader is what actually controls spawn rates, i effectively just pass my config values. so either there is a problem with lethallevelloader spawn handling, there is a problem with how im passing parameters to LLL or there is a config issue
I havent had that issue either, I think it might be something up with your end
Should I post my .cfg file here?
feel free to post here or send to me via dm
Thank you everyone. The dungeon interior is a favorite among my friends.
i've had it more commonly, but to be fair i haven't changed the default rates so that's expected. i'll regenerate the configs and set new values, see if that breaks it
I'm just setting the sewers up now can't wait to test
I love the sewers. It can be hard to see sometimes but I think the tight corners make some stuff lots of fun
I got to play in the sewers one time and there was a turret right down the ladder 💀 it ended our run
bracken had enough of you guys coming back to his place
turrets
Yeah, turret thing happened to me, too. Imo there should be more small side paths, and maybe even some stuff that can be hid behind.
Unfortunately, most of the interior monsters in LC just aren't really designed for big, linear maps.
i tried out the sewers yesteday and it was a blast in my oppionon
that parkour room filled me with dread and i said "ill come back to this next time...."
It's "Atlas Abyss" with a space
without quotes
works for me 🤔
you didnt put a weight
read the instructions
also this doesnt seem to be the latest release
so maybe update it
took so long to respond since you decided to send the config file instead of just an image or something
so I had to get my pc running
and I dont currently have an ssd
I think I found the solution. So some mod idk if it was scoopys already downloaded lethallevelloader for me into my modpack and when I was changing scoopys variety config it didnt work in the game, but when i downloaded the mod seperately it works and saves config of the mod into the game
The sewer branch is absolutely awesome but a tad too hard for now :)) can’t wait to see the next updates
when I tried it the open hallways made the bracken pathing super odd and turrets broken
my entire group of 7 voted to turn sewers off. we were surprised by a new tileset last night and gave it a try. Jump rooms are chained together one after another and the fire exit is invisible. AI doesn't seem to care about doors or walls. I think it looks great but "the amount of fun it is" isn't ready for prime time yet. Our group loves the dungeon tileset though. Hoping things get ironed out. keep up the great work 👍
I don’t doubt it will, it just released after all :))
bro is stuck
oi
go get it
nvm i crouched and got it
tiny
looks like mobs can go through walls on the sewer map. I saw it while watching a monster. it was a spore lizard sprinting through a dead end
Ghost lizard.
Ghost lizard
He’s a phantom
the lockpicker clips inside walls when using it on castle dungeon doors, idk about sewers
The lockpicker location is currently at the bottom corner of the doors rather than on the doors, I'm eternally sad playing Scoopy's until the lockpicker location gets fixed 
Skill issue
well its more like the corridors connects to eachother in a samey way
which makes it hard for you to trace your steps
Love the dungeons! Brightness could be bumped a little bit
overall fun mod, needs a few tweeks
I mean, that's a realistic representation of sewers
Spray paint works now, right?
Gotta come up with solutions if you get lost haha
the ladder needs to be more noticeable honestly
like i can retrace, but anyone else who plays with me cant notice it for the life of them lol
Truer
Uh, so we just had a turret blast us through a wall or something
Idk
Yep, definitely what happened, not sure why
So, I've found another error
If I try to walk down this pathway, I get teleported back to the entrance, happened on Infernis
This is something that happens on any map that goes too far down or up
Interesting
Yeah, Scoopy had to patch the mod a while back so that it didn't happen, because it was happening a lot. Now it usually only happens on really large sizes, like titan.
I think LLL was going to have a fix for it, but don't quote me on that, I could be remembering wrong.
have turrets been obliterated from sewer yet
Nope, one spawned and killed me through a wall @rustic shuttle
:(
Weird since I haven’t had any issues like that still
yeah in the sewers i try and leave a trail of scrap, useally usin the 2 handed items from where i need to go and to main, if im lucky i find a fire exit and bring all the stuff there instead
no way is that the oldest view /j
so wait did it just stop generating becuase its too far down or is it all just pitch black?
Yeah I just reduced the sewers to like 5% spawn rate at this point
Main entrance being a death sentence for anyone with two handed items is painful
“To the fire exit we go- aaaand the only path forward is with a key”
thiss is why you bring a lock picker
All my homies love the lockpicker
if I want to make the spawn chance be 25% what number should I put in?
100 if you want one to be 25%, 150 for both sewers and dungeon for a 25%/25%/50% split
Scoopy do you know what more interiors does different with walls? I notice they can climb the walls there but not in your two
whos they
i have no idea
Hiding behind the crates and clutter doesn't seem to mean anything to the turrets, we got killed while hiding behind covers and they just killed us almost everytime trying to hide
spiders*
I know in the castle they would often get stuck behind a coffin or in the corner of a room
🙏 namaste, Scoopy
Not sure if you will see this message or check this thread, but my friends and I love your mod, the recent sewer update is amazing, thank you for your effort and passion, you're really making a difference to this game and our sessions
I just wanted to pop a suggestion regarding the guitar - the weezer riff is absolutely goated, but i had an idea - what if its primary function was to be used like a shovel? maintaing the riff as a secondary function, by pressing Q - but LMB being used to swing it, making a lovely guitar clang on impact?
For reference, here is Paint The Town Red, with inspiration:
just wanna say the sewers look amazing, I love the parkour section with all my heart
there's parkour section??!
i think i missed that
How did you miss that in the sewers, it's like a big part of it
i suspect a fair number of people probably have never even found the entry pipe to the second section/dont know it exists lol
oh yeah I've only been down there once so far lol
Hello!
Just wanted to share a bug on the sewer dungeon, the hydrogere always get stuck in the middle and doesnt move
I had a pic but errased it mb
#Bugfix. Hey, I would like to report two issues to be fixed with the new Sewers map please! I plan on sadly having to disable the map until these are fixed. First of all, there is no way to bring heavy items out of the main exit, so you're kind of screwed there, and two, which compounds on this issue is that the fire exits are literally just walls. No extra texturing or anything, making them hell to find.
Sewers are pretty great, though we had a time where there were four turrets hedging in the ladder down at the entrance and it was a complete slaughter -- and the turrets fired through the wall / doors separating two pipe segments
- that is an intended feature
- also experiencing this, but they do appear sometimes
For the first issue, bummer, but its really the second issue that causes the most problems and prevents this from being in the load order. Maybe you misunderstood me, either that or your image is messing with me. I did not mean the fire exits aren't there, they are just literally a wall texture like everywhere else. Therefore they are indistinguishable from any other wall requiring you to Doom-Style hump all the walls and it freaking sucks and is rather infuriating.
that is a fire exit, you can see by the exit prompt
Yes, i know. You can't tell it is one unless you get all close and personal with the wall though like i mentioned above.
.....i know? that's what im saying. i only knew it was a fire exit because i came in through it
Fire exit thing is a bug, two handed scrap through main entrance is being worked on
what if there was an apparatus type item that's only found past the pipes section that you could bring back to the ladder or some other place in the first section and open a path that leads to the entrance 👀
Sewer loot density kinda sucks
Sewer is kinda HELL
How's the loot density for the other interiors? It felt pretty awful for Office as well
every modded interiror has a loot density problem
literally every one
I had to make SCP dungeon be half its size so the loot was fine
Thank you!
(also the Sewer Parkour is absolute hell and not worth it in the slightest, me and my team decided to run back to the main exit past 2 thumpers, a slime and a nutcracker because that was actually less deadly then the parkour which was the only other route)
the parkour is great, glad to see it since no other modded interiors add death pits like facility (except dungeon, but that's self explanatory)
It generated properly it seems, but when you go too far down it just teleports you to the top, which I imagine happened because Infernis is a highly vertical map + highly vertical interior
any recommended loot density config mods to change specific interiors?
I don't know if there's any that can change loot density of interiors
Since loot density / interior size is determined by the moon
AdvancedCompany lets you configure interior size and loot amounts / value
ah gotcha ty, will consider changing interior size
Mhm!
Just know it will globally apply to all interiors that spawn on said moon
No way to globally change the size of an interior unless the interior itself has a multiplier config
Which I believe Scoopy's does, but I could be wrong
I'm honestly really cool with the parkour, though I'd like it if the hitboxes of the pipes were squared to make it a bit less punishing since right now if you're even slightly off center you just slip and die
And of course there will be less parkour once more room variety is added
I don't think scoopys has a generic size multiplier like SCP dungeon
just min and max caps on planet multipliers
by default makes stuff like Ganimedes with their 3 size reduce down to 2
Something like that would be cool yeah, but honestly I'm just waiting on LLL patch for the loot issue
iirc batby said they're looking into the global loot issue with custom interiors
Bracken was acting like he was stuck after previously moving away and coming back, you can see everything else moving in the background. Not really the most game breaking thing, but figured i'd post in-case it was relevant.
@nova lake the sewers ladder prevent s you from bringing heavy items
you can use betterladder mod to do it
how does this work
for example the default value is 2
does it just make titan 2.0? or does it multiply it in another way
based on the description, this is a cap to the dungeon size. So Titan's default size is 2.35, so at a default of 2, it will reduce the size that Titan can make the dungeon generate to 2, instead of 2.35.
yea thats what I thought
It's intentional btw
But Scoopy said there would be a change to it so there's stairs instead
Personally, I like that you have to find fire exit to bring out heavy stuff, and it means that sewer interior is best on March; a moon that imo has sewer interior vibes, but that's just me
jfc i just had a heart attack
was taking a screenshot of a visual mistake in the wall and a coilhead spawned from the vent behind me and killed me
Checking out the mod, interiors are really really nice but there's like... no loot? Is this intentional/something configurable or no? Scan seems to show appropriate amounts of loot for the moon but when actually exploring I can't find much anything
does this mods fireaxe scrap conflict with ImmersiveScraps fireaxe?
It's something about how modded interiors handle scrap, try adjusting the dungeon size to be smaller
Oh good point I forgor to check the axe
what value should I set it instead of -1?
The loot is there, just like mansion they are usually deeper around the tunnel/parkour areas
If you cant find loot at the tunnel section, try exploring more vertically at certain spots 👀
I think it might be safe cause internally one is "Fire Axe" and the other is "Fireaxe"
So game might parse the 2 as different entries due to the space
Masa's found like, 10 scraps in just the tunnel sections, though like, maybe that's because Masa has a bunch of scrap item mods too
Does mean they have a lot of spawn points tho
Unsure, I havent played around with the option myself.
Mostly just sharing info from what someone else tested, I sadly have no values currently to supply as to what can work
fair enough, thing is i havent been fortunate enough to find either of them
I haven't noticed the issue myself
idk though
theres supposed to be a set amount of scrap in every facility
adding more scrap mod will just add to the variety, not add more to the facility
strange how it ends up making more stuff spawn in like
a locker at once tho
Ah okay so it doesnt increase the amount of scrap found, nice. Then yeah, Sewer does have a lot of scrap so its more moon based
Lockers are weird asf yeah
everything also just spawns in the... bottom of the locker, and not spread throughout the lockers
Can I get some confirmation about this one of my friends is saying that’s not how it works
@nova lake do you use the room layer? I haven't tested enough to know but that would be why the spider can't climb walls and the snare flea is broke in the castle
What would be the size multipliers you'd recommend for Scoopy dungeon and SCP Foundation considering the loot density problem?
We also noticed that something seemed off with the loot on the custom interiors, so that might be it
I'm gonna try 1, maybe 1.5, since march is allegedly a 2
Can you get 2 handed items out of the sewer?
With fire exit yea
been trying 0.8 min and 1.5 max for castle/sewer interior and its been p nice so far
although we were also primarily playing on titan
lol
What if you had a scrap elevator or something
shitty fucking pulley that you can pull up
the more weight on it the more it takes
if you stop it falls
Yea, like a dumbwaiter. Maybe as a complication you have to turn a crank by holding e
Yea
The crank is obviously at the bottom of the ladder (:
yes, also spider can climb walls and snare flea works in both dungeon and sewer
ive seen both myself
ya i think thats a major problem.. main entrance should be reachable with two handed items. is it planned to change that? @nova lake
yeah also a problem
having a direct comparison between the loot density of vanilla facility and sewers, sewers is just too empty
This was an intentional choice they made
However iirc they did say somewhere they might add stairs
Also you can just use better ladders
okay thank you. i wasnt aware of this mod. but i still think adding stairs would be nice
peak
Underground titan gaming 🗣️
cool, last time I played I know that the spider was always stuck
Sewer definitely seems like the most stressful interior for FacilityMeltdown lmao, loving it.
Sewer will also be getting an apparatus which will prob not make next update but the one after
Can't wait for the next update <3
Oh actually, will you be lowering the water lightly? Not sure if everyone has this, but the water in the sewer interior likes to act like it has waves and tends to spill an inch above the platform. Its not like a issue at all, just wondered if that was intended or not.
Yep already done on internal build
Weee
Couldnt help but notice it (got Sewer a lot of times, had to .cfg the spawnrate a bit for actual gameplay with friends lmao)
The parkour sections are fun btw, though Mas adoes wonder if you are going to make variants of that room to spice it up a bit. Having to do the same parkour 5 times in a row can be a drag at times 😅
nice and that should def work with facility meltdown?
Haven’t seen the crown but it may work with facility meltdown if you inherit lungprop and have IsLungDocked set to false when removed
Turret generation in sewer may be the most terrifying thing ive ever seen
not sure if this was reported but i dont think holding the crown like this, was intended or ||https://cdn.discordapp.com/attachments/1037576296194130000/1204498621714665482/image.png?ex=65d4f3c1&is=65c27ec1&hm=84670bbd38db00e0282baf687016985d94585fba6e89bcaa656134a5dce068a9&||
We kept dying cause of the turrets honestly, not because of the enemies 😂 the amount it spawned is very dangerous and sometimes not possible to go through without 90% wiped
Yea LOL, had a run where we descended the ladder into four turrets with direct sight line. Either turret spawns need to be changed (unsure if this is possible) or a bit more cover in long sightlines added
Imagine a locked door between you and the stairs.
Yes. Perfect
You want those two handers? Better find a key or bring a lockpick
Also means if a door always spawns certain mods let you relock doors so it's not impossible to secure the upper segment
honestly i really like this idea, it makes changes in decision-making more common on the fly
banger idea but i feel like you would still get people complaining. i thought the ladder was fine in the first place
Take a lockpicker, nerds
can someone help me i feel like the spawnrates for monsters are low or non existent when im in these interiors. I even try to run brutal company to try to increase it but it doesnt seem to do anything... do modded moons conflict with this mod?
Hello, @exotic mauve, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
@nova lake cause meltdown got mentioned here, if you have isLungDocked set to true when it gets generated it will get picked up by both the game and meltdown. as long as the radiation warning pops up without you manually calling it; itll work with meltdown
meltdown just uses this to detect when it gets undocked
[HarmonyPrefix, HarmonyPatch(nameof(LungProp.EquipItem))]
internal static void BeginMeltdownSequence(LungProp __instance, ref bool ___isLungDocked) {
if (!__instance.IsHost) return;
if (!___isLungDocked) return;
// We just took it out
try { // make sure to surround in try catch because this is a prefix
if (MeltdownConfig.Instance.OVERRIDE_APPARATUS_VALUE.Value)
__instance.scrapValue = MeltdownConfig.Instance.APPARATUS_VALUE.Value;
GameObject meltdown = GameObject.Instantiate(Assets.meltdownHandlerPrefab);
meltdown.GetComponent<NetworkObject>().Spawn();
} catch (Exception ex) {
MeltdownPlugin.logger.LogError(ex);
}
}
oops all flooded breaks the sewers btw
No it doesn't the mod itself just sets the waterplane like that, go to #1198436388811575457 We're waiting for configs/update.
? but one time i went on the map when it was not flooded the sewers was flooded
When was this?
Yesterday i was playing
Assurance unflooded i think
You're right @tidal arrow sorry. @nova lake You change anything? Also seeing this too now, only done it since last update I think.
I have a video
It's okay I just tried Scoopy/Flooded on it's own and happens regardless of moon & weather.
Also no need to be sorry
We still need an update to #1198436388811575457 too, so hopefully can get solved soon. I loved using this mod with flooded weather. Hadn't used it since MoreInteriors/Scoopy updates so didn't notice this.
Your good
Are the fire exits going to/ supposed to be visible?
Because I think rn they look like any other poop wall
i had sewers for the first time, and man this brought me back to half life 2 days
i think it was said that they're supposed to be visible and its a bug that they arent
They're visible sometimes for me
SCP had a similar bug way back in the early days
Cool
So does anyone have a solution to get 2H items out of the sewer? Since the ladder doesn't work
Besides fire exit RNG
only way is fire exit but it'll be changed next update
oh thats not intentional? good to know thats getting changed though
The more you know
I only experienced the sewer today as my first time so I was scratching my head lol
It was intentional but people didn't like it
Seems silly
Do kinda feel like having to find a key to open up the main entrance stairway would be neat though
Pretty sure keys have a guaranteed spawn when there is a locked door in the interior.
Lockpicker has entered chat
Lockpicker my beloved.
ooooh yeah, that sounds like it could be fun
Yes, using the lockpicker over a key
Mh, yeah mean like, people using lockpicker isn't bad tbh as long as its a item and not some permanent perk
An item atleast takes away a slot and gives the risk of losing the lockpicker when no one retrieves the item.
Yeah, I'm talking about the vanilla game lockpicker.
Just simply buy one as an alternative to hunting a key
Perhaps this could be a way to get a stairwell out of the facility with 2H items
A guaranteed locked door
Does give the squad™️ more thought process when entering a moon though. More conversation, more talk.
"Keep the lockpicker ready incase we got sewer"
"Do we have sewer?"
"No, bring it back. Maybe you could do terminal in the meantime"
I always carry a lockpicker.
Using it alongside enhanced lockpicker, it's become my role of the group to unlock doors and lock doors
Optionally, using keys to lock doors also (key gets consumed when locking)
Yes.
Locking Jesters, Coilheads ✔️
But as power as it is, it still requires a bit of coordination
It sounds cut and dry on paper until you're trying to manage everyone into a room
I liked it but the general public dont
Tbh main entrance staircase with a lock picker would be a good solution
is it possible to turn down the volume off the guitarr riff?
Has the guitar desync been fixed?
Mods that should be vanilla but aren't
And also one of the only things I don't like about the dungeon interior
Enhanced lockpicker? From what mod is that?
Same name
sadly the interiors seem to have a lot of issues
such as turrets shooting through walls
the spawn rate of monsters seems hard to configure as well
Read the name of what you just asked

Enhanced lockpicker 

Sorry I didn’t know they existed lol
Can't wait for Enhanced Milk
You haven't opted in the alpha build of Enhanced Milk?
You're missing out
WAIT WHAT
Shame that entry is closed now, better luck next time
This is what happens when you snooze too long
could try BetterLadders
Interesting
We ride for the fire exit 🗣️
We unironically need more enhanced [item] mods.
...but that's irrelevant to this thread so I won't push it too far. I recently got the fire axe and I gotta say I love it
I died the next round and lost it but it felt good to one hit a spider
That run was doomed but it was so good
Quick question; Would it be possible to get an explanation on how exactly the rarity variables work?
I feel like regardless of how we change it, we get the dungeons very frequently (The target would be like 10-15%)
rarity exists as a lottery type system
the number is how many 'tickets' that interior has
the default interior has 300
so if you give the castle interior 300 more tickets
they both have the same amount, and its 50/50
if you set it to 150, the castle interior would have half the tickets that the default does
and would get chosen half as often
10-15% chance would be about a 30-60 spawn weight
Yeah, I thought so - We're still getting sewers twice in a row, normal factory, dungeon even with those low values.. So I was wondering if we were using it wrong, but I suppose not
you're just lucky i guess
its 33 - 53 exactly I think
Thank you
no problem
me did this real quick cuse i often have to retweak when adding moons/dungeon
https://docs.google.com/spreadsheets/d/1v9jYgZ5S89hRUzOC-72beafA4jORjfkh7YMc4_dyLsc/edit?usp=sharing
u can make a copy and use it, u just have to change the orange value with the associated weight for the moon, then u can mess with the cyan one to get what u desire
(in the actual settting is an exemple on how i setted up experimentation to have 80% facility)
@frosty hound in LLL you can now somewhat see the same thing via the simulate keyword
but u have to do it in game
i mean the purpose of my sheet here is to tweak value to get desired %
but yea thats nice that we can see this in game
fair, you do get to see % ingame too though
ye
Hey guys, has anybody run into this mod breaking the Masked? Im playing with a friend right now and we ran into one in the dungeon layout, it popped out of the vent and hasnt moved
Its also not aggro at all, hes running into it and nothing
Seems to have some sort of broken pathing
btw imma go suggest a feature for LLL that ask modder to give a readable name for their dungeon cuse this is ugly
already done
oh yea ?
dungeons just need to update to provide LLL one
great
its dungeonDisplayName
u got a screenshot ?
also is the console screaming ?
Screaming?
logging bunch of error related (or not)
ow shiny
Its very weird tho, havent run into something like this yet
is it the castle or the sewer ?
Castle
haha nice to see a little frenchie
Feuille
oh ffs gogole
Heres that clip of the masked not working
also which version on LethalLevelLoader are you on ? its kinda funky atm
1.0.7
oh is that Masked Enemy Overhaul?
lemme check rq
Mmmm weird, I would've thought you may require the new LLL update, but MEO hasn't been updated in a week
so that's def not it
Yeah Im kind of at a loss of what might be causing it, since this is a new issue for me and I only just added advanced lethal and scoopy yesterday, plus snatchinbracken
like he could had grabbed him idk
Im running a game with the same friend now, Masked only, to see what happens
So interestingly, the masked worked when we went back into the dungeon layout and they seemed to be behaving normally, however the masked dont seem to be able to go outside in a Scoopy interior? Which is odd but not the end of the world
I also kept getting this Unity error when my friend came in contact with them: " Cookie Texture Atlas. To solve this issue, increase the resolution of the cookie atlas in the HDRP settings"
Do you guys know what this might be? I have no clue what a cookie atlas is lol
idk either, but HDRP log are a recurent thing
also idk why Zeekers works with HD render pipeline but alright
It’s for the fog stufg i think
you might find this useful https://docs.google.com/spreadsheets/d/1T2wzTUHbQfy1O8e0B20XglbPA87ZCX6UPG2SY0fp-YE/edit?usp=sharing
oh boi
its usefull indeed
yet imma stick to my tiny thing for tweaking fast
but i will likely use this for help with choosing weight
I'm coming from https://discord.com/channels/1168655651455639582/1200144261333659729, testing out this mod with the new portal occlusion culling feature from that mod, and it looks like the DoorwaySocket sizes that that feature relies on are inconsistent with the actual size of the passages/doorways between tiles:
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
would it be possible to modify those to encompass the bounds of those passages between the tiles? that would allow the culling to do its work correctly
the closer the size is to the actual opening, the better, but it needs to be bigger than the opening to block all visibility of the tile next to it
I have a build of CullFactory that includes a debug option to visualize the portals that are created based on the DoorwaySocket sizes if that would be useful
should be going into the next update, but not sure when that would be
Hello! was using this mod today with some friends and we came into an issue with the sewers map, for me hosting it was fine however for them the entire world was flooded and I appeared to them as running though the water which they was drowning in.
Wondered if theres a fix for this as this was our 1st time trying mods its possible we did something wrong or if its a bug with the mod itself?
Does DoorwaySocket affect AIs at all? I'm curious if that's partially causing enemy pathing to get stuck
hmm, I couldn't say honestly
if you see AI getting stuck specifically on doorways, then it seems plausible, but I haven't looked into everything it's used for
Valid
A lot of modded interiors have AI getting stuck on doorways
ESPECIALLY Scoopy's in my experience
SCP Facility as well
from what I saw when I was looking at how to do Dungen stuff SCP's door sockets were correctly sized
there's probably other problems
right yeah, the door sockets were indeed sized correctly there
so socket size probably has nothing to do with the navmesh
Also Scoopy, is there any way we'll get a config for the damage of the Fire Axe? I am personally not okay with the 4 damage it does (at least from what people have told me)
I thought it did 2, and if that's the case then nvm
But 4 be kinda crazy
Doorway problems in SCP were due to bad networking, pretty sure the connector socket stuff has no actual effect on its own
Besides cull factory hijacking them for doorway vis
gotcha, ty
yeah, I assume that may be the purpose of that field, but I may be wrong
there's a package for Unity that supports culling for DunGen, but I'm not sure what they use to determine portal size
Only use in DunGen itself is a pretty visual in the editor, maybe with the idea of socket matching based on door dimensions?
That'd make sense tbh
ah yeah, I was wondering how it restricts which tiles can connect, is that how it does it or is there something else?
I know there's a few ways from my brief delve into DunGen documentation
But at this point I'm waiting for LLL documentation
One day, though
Spooky's Jumpscare Mansion interior 
Only matching sockets can connect to each other, I forget if you can have different door sizes for the same connector though
Yeah, the sockets size itself may or may not be visual
But ik you can define which connectors can connect to what, and even define certain doors as multiple connectors if needbe iirc
matching sockets as in the references are equal? or does it base it on the size field?
Equal references
I never actually checked if they're shared references, but that would make sense if so
gotcha
Haven’t been in the sewer much but to me it looks like the nav mesh is much better on enemies
Just waiting on a fix to turrets committing hate crimes through walls
Big recommendation I have for sewers is to let AI path through prop objects as they often get stuck/lost between them, especially when two objects are closer together or next to a wall.
bug. i just had to go and set the sewer spawn chance to 0%
Just had the exact same thing happen to me and a friend
Glad I saw this. Time to modify my doorways too I guess 💀
Your mod is awesome tho, I like it!
yupp happened to me too yesterday
Just for the sake of feedback; I personally really like the idea of having the main entrence not allowing heavy stuff.. it is an interesting limitation;
Although perhabs it could be worth making it easier to find the other doors, or offer some sort of way to unlock a way to extract big loot through finding some room or something? 🤷
Soon™️
Oo, exciting. Hopefully will take some sort of effort to unlock :p
Honestly then people would just dislike the sewers for that. Cause no other interior has that and people will be like “godamit” gotta unlock the door
Perhabs! Personally I found it to be interesting not having an easy-out with heavy loot atleast
Made the sewers a lot more interesting to me atleast
True
tho u have to climb stairs for each large item
thats already a big task
its not like its titan where u yeet stuff down see
And enemies can still chase you up it
i like the idea of finding a key for a treasure room
has scoops dungeon mod been updated to new lll patch?
cool that it works, i havent touched any of the mods, and waited for a fix glad it was fixed
has scoopy's ported over to LLL 1.1.-?
thanks! and yeah I probably should've pinged you be sure you saw it but I tend not to want to ping lol
that was important though I suppose
and thanks! hopefully it helps with performance pretty much across the board, especially with a bit of optimization
Oh no, I'm not the owner of this mod but I'm making a similar one and Scoopy is helping me a lot! @nova lake is the owner of this one, I hope he doesn't mind the ping
oh I see I see
next release of CullFactory will have information about this in the description so hopefully modders can be aware of it without me having to go to discord lol
and for scoopy's benefit here's a direct link to the relevant message #1189848033110798346 message
it works but needs patching. disable the sewer interior as the water will get misplaced and flood the entire map drowing everyone but the host
lmao
really hope the staircase has something else to it then it just being free
what if the rom had a lot of water in it and you had to wage your way thru it with your items and try not to dorwn making you have to balance how much you carry up (in regarding to item weight) tho that wouldent be good cus pepole would just be bringiing 1 item in that beinig the 2 handed item and use the ladder for the small items so that dosent work either.
That would just make the stairs useless and a dead end if you're being chased by a mob
I don't really get why some of you always want an increasing degree of difficulty, Lethal is not about being impossible it's about being difficult
Especially since this mod here is not about making the game more difficult, but provide new and refreshing interiors, there are couple of other mods that allows you to make the game harder
ah yes this turret know a good place to kill people
this is why turrets must be obliterated from the sewers
No. MAKE MORE TURRETS
that sounds a bit stupid. all it really needs is the stairway doors to be locked
They really wanted to protect their garbage
Hey I was pointed here because I'm using Scoopys but I'm having a weird bug where I as the host get different weather than my friends so I keep taking us to worlds with bad weather and somehow not experiencing the weather
Help and troubleshooting mentioned it might be Scoopys or LLL
yeah thats why i said it dosent really work
realized it was a bad idea midway typing just wanted to get the idea out
2 locked doors might just be enough lmfao
turret detected and shot me several rooms away from me in sewers :/ straight through several walls
Ok through walls is bad
And maybe there should be more dividing walls, but turrets can be a big problem in plenty of interiors
Maybe giant trash piles to hide behind?
stairwell turrent has competition
The turrets shooting through walls is a known bug, and as far as I know, is being worked on. As for the sightline issues, I've been working on some more rooms as to eliminate the long hallways that turrets can shoot down
does the crown have no value?
It doesn't display properly on the tooltip but it's there
anyone have issues falling down the floor immediately upon entering the facility?
Thats almost always caused by different config mismatch between the players, make sure all of you are using the same values at the config
I am getting the same behaviour. Host sees clear weather, but in my case the lobby always sees flooded conditions.
hm was thinking that, a couple people were using the nikke cosmetic mod but that one seems client side anyway
someone mightve used wrong code too
Different mods shouldnt affect except they alter the dungeon itself. I was referring specifically to this mod config. Everybody using the same code would be the easiest way to test if it fixes it ^^
Unfortunately we all have the same configs. I always configure them and export the modpack fresh from r2 and my crew always imports to new profile.
I have also cleared everyones caches pre imports
Yeah the flooding desync seems to be diffent issue. I heard is probably caused by the last Lethal Level Loader update which has been huge but not sure if its that. Lets hope scoopy figures it out. Try reverting LLL to the previous version I guess
That's my next plan of action, going to revert just LLL and go from there. Let Batby enjoy his vacay and go back to normal
I am inclined to belive you
Interesting behaviour just happened, had a player completely clip through the sewers map and essentially have a free pan view through character.
Got this error when loading maybe it as something to do with the weather bug (don't think so but still...)
all my custom moons that have custom interiors on are pretty laggy for some reason
Every time we go to a moon that generates the Sewers dungeon the whole map gets flodded for my friends.
They basically drown in nothing
disable the interior for now
nothing to be done except wait for a patch
I downloaded the LethalExpansionCore, in the description it says that it fixes the dungeon dsync between other players and the host if the host changed the values, I have tested on 1 map making a custom interior guaranteed and so far it works but i haven't fully checked out the others
That's a warning, not error.
cant get these interiors working on a modded moons. its put on "modded" in config but they still dont appear in game
what are you running to inject the dungeons? the config of the moon itself or LLL?
(or the config of the dungeon)
i have enable content configuration put on false in LLL config and "modded" in the dungeon config
i also have the same issue with moreinteriors but at the same time office works fine like that, idk what could be the issue
can you screenshot your config?
first one is LLL second one is scoopys variety
and one last question, when you mean you cant get them working i assume you mean they arent showing up? are you using the terminal to simulate the chances?
that + played today with my group and we never got any of the custom interiors
For host the problem has been resolved. but for people in multiplayer the problem is relevant. The host does not see water, others drown and see water as in the screenshots above
i dont know if its another mod, but i am playing with a friend and we landed on a clear experimentation, but on my screen the map was covered in max height water as if it was flooded, which acted like normal water for me, but my friend not only didnt see it but wasnt effected by it. the only reason i have to think it is related to this mod is that we went inside and got a sewer map and the other person could see the water inside, where its meant to be but i couldnt
Yes it's related to the sewer
The sewer is bugged and causes this issue. Go into the configuration and fix the sewer spawn weight to 0 and you can still use the castle interior
so ive tested this for about an hour with a variety of combinations in the config files. i can get both the castle and sewers to show up as loaded interiors. first test was using LLL as the config for dungeons (imho the better way of doing it), the second using scoopysvarietymod.
first pic is for LLL and second is for SVM
what modded moons are you running and under what framework? there are known interaction issues with LE and LEcore in terms of load order, which will try to load the modded moons before LLL so there could be a conflict in recognising what moons are modded vs vanilla. iirc LLL will assume any pre loaded moon to be vanilla.
i tried putting every interior on "all", they work on vanilla moons but still nothing on modded
can you do it from LLL next?
in which one?
i would first try the manual level names list
something like "Experimentation:9999" in the SewerFlow, don't forget to click enable content config
then in scoopys config, change the CastleDungeonMoons to leave it on default
works
now try a modded moon
just make sure the name for the moon is the one that is listed as the internal name
where can i see that?
usually in the thunderstore page for the moon.
atlas abyss is atlas abyss
which moons are you loading?
perfect. i would just suggest using LLL for dungeon injection. clear all the other fields for what moons to target, and leave the multipliers and whatnot to default
just be warned there is an issue with sewers right now, so might be best to leave that one out
so to get it on all of my moons i would have to look up their internal names?
nope, you could do it in the field above manual level moons list. i think its manual mod names list
would it work if i put smth like "all:300" in the bottom one? i think its one of the tags
not sure, worth a shot
okay, thanks for help!
fyi, i prefer running the config by moon name because it allows to really tweak the chances of dungeons on a case by case basis
does the creator know that the sewer is still bugged
Yes
on non-host players there's water everywhere
its a bug because of the sewer map, you can disable it in configs if you still want the castle
Can confirm, am unsure if it's a compatibility issue but Sewer Interior makes every level appear and function as if its flooded for anyone that isn't the host
I'm having an issue getting the dungeons to spawn on custom moons, any clue how to fix?
Has the flooding thing only started happening since LLL updated?
Haven't heard of it prior
@nova lake , wanted to make sure that you saw this: #1189848033110798346 message
I'm working on an option for CullFactory to just treat the entire side of a tile as the portal to the next tile for specific interiors, but ideally that isn't necessary so that the occlusion culling can be more effective
version 1.7.2 of CullFactory now includes an option to visualize those portals that are based on the door socket sizes if it would be any help
no here it is earlier https://discord.com/channels/1168655651455639582/1201637902061420574
or at least another version of it
I know I personally had it a few days ago before the update
people are speculating that for people who aren't the host, the water level is automatically being set to max on moons where the sewer is the interior map
i know personally ive been the host and for me there is no water outside or around the ship but for them its a max level flood even going into the ship a bit
and they can drown in it and it muffles their voice and slows them like water but for the host nothing is there and they can walk freely
does it happen every time?
yes flooded for anyone that isn't the host
it seems like almost everytime. I did have one out of 6 moons maybe that had an accurate water level for me and one person (we only had two players), some people think the moon you are on can determine if it works
but that's still on vanilla moons not anything modded
they think some vanilla moons might work for some reason
Ehi, a question about the sewers. From the inside, fire exits look like the same hatches you meet as dead ends. Is there a way to tell them a part? Do they spawn only on certain tiles or any of those hatches could potentially be a fire escape until closer inspection?
Yea , i have same thing
This is a bug, typically the fire exits will look like actual fire exits
Not entirely sure what causes it
It’s happened to me every time ive gotten the sewer map
how is progress going for the new update?
i am playing with 2 of my friends. one of my friends and i got the castle dungeon in titan but my other friend got sewers. we have the exact same config and profile. in the config, we don't have sewers in titan. sewers should only be in free moons.
when I change the moons it can spawn on to all it only dose vanilla
Can anyone who have had the water desync issue post their modlist
you mean sewers water issue for clients?
018d99ff-fbd8-07ba-2d37-b7f6434b42eb
i have that issue
but this issue is different. idk if this is known
018d9a05-7e00-796c-f797-e1acecadd3c5
also, this #1189848033110798346 message happened only once so far
the flooded ground happens constantly
018d9567-42d5-a454-db3d-6be961557bcc
018d9a40-b69f-50f0-8bd1-6652086ec40c
Stopped happening after disabling sewers map from config
same here
Hello, i have a question, how hard does the axe hit ?
but we just got rid of the mod because my friends only liked the sewer
Harder then the shovel
ye
i thought is was 2, but it seems to one shot brackens
Bracken has 3 hp right?
yes
Hmm, yeah might be triple shovel damage then
Which means you can 2 shot a nutcracker & a thumper, and 4 shot a dog
I like having this mod and yielddmgtweaks so it's like shovel/stop sign < yield sign < fire axe
018d9a46-e66e-b3a9-591d-7aa34ffcaf55
(Sewer is currently disabled in config but issue happened until I did)
Makes sense given the weight progression and rarity
I like having the Minecraft Diamond Sword as a rare spawn for the same reason, it deals 2 damage
I've heard Fire Axe deals 4 but haven't had that confirmed
Oh lol, there's a diamond sword mod
oh so it's 4, it's super strong
More accurately Minecraft Scraps, but yee
If the Fire Axe one shots a Thumper, its 4+ dmg p sure
Yeah I'm waiting for a config for that
Find the first Thumper you see and just zerg rush it
If 1 hit fails, 2nd will be guaranteed
4 damage is insane
Like, unreasonable amounts of damage
And it spawns still decently often at a 5 chance
Yeah no 3/4 dmg is like
That two shots a Nutcracker
yeah honestly it's way too much i'm thinking disabling it in config
hey, does anyone have issues where if the sewers is the selected map layout, friends (not the hosts) have it look like the map is flooded?
I can provide the mod list, but it's kinda long so I feel like it's spammy if I send it but idk
I experienced this just now