#Scoopys Variety Mod (formerly LethalExtension)
1 messages · Page 8 of 1
Scoopy was literally just asking people for modlists/codes to find the source of the issue
Everyone
I just found out it is too big to fit in a discord message, does hastebin work>
if you're using R2ModMan, just export a profile code
ooh true
I don’t think you need to. Everyone is having this issue
018d9a87-1cff-c98c-3acc-37470742fe62
018d9a92-2439-77ca-507c-54eaaef7413b
yup a lot of us are having it unfortunately ❤️
everyone tell me all the interior mods rn
correct me
Pool
scoopy dungeon
scoopy sewer
more interio bunker
scarlet mansion
lc office
minecraft interior
scp interior
Has anyone had the issue with pool rooms
As far as I'm aware if it's the mod I'm thinking of they use an identical water spawning method
Came here to see if I was crazy, I only seem to have the water bug when the interior is sewers. As a host i dont see it but my friends have the map flooded but on the inside theres absolutely no water for them much like it's inverted
I also have this issue, I have the dungeon map spawn on Atlas Abyss but whenever a certain friend gets it, he falls through the floor upon entering the dungeon, anyone figure out why this is?
We copied config files over and everything, but it's still very persistent
Nevermind that pools map isn't the one I'm thinking of
It sounds like my water patches aren't applying for non hosts based on this description
That's what it seems like to me, the water inverts for non hosts. Haven't had any other issues with the mod other than the water
When we don't have sewers the water insn't present so it definetely isnt a weather desync issue, and as I said the water isnt present on the inside for my friends only on the outside
we've disabled it for now
yeah so effectively i have a patch which moves the water position to the sewer after spawning
which clearly isnt being applied for non hosts
why though i have no idea
Weird thing is it worked once when I played a couple days ago
dm me batby
suddenly the water doesnt work
did you change any mods since then?
i suspect lll update still
are you aware of the issues with your dungeons and cullfactory scoopy?
more focused on making mine playable right now
but i can increase the size of the door sockets if thats what cullfactory wants, doesnt bother me as the door socket size doesnt actually like, do anything
@dry magnet
I can attempt to run with only the variety mod and its dependencies and see if the bug persists
But also many others are having the same issue so I'm not sure my list would be the problem
I didnt go so far as to just run variety but I did remove literally every other map editing mod in my list and it still persisted
It had to be recent because the water wasn't like this a couple days ago, I was with my friend and we played on the sewers normally but suddenly now the sewers water inverts
even though the water is there its still possible to swim through and enter the location
but on maps like vow it completely cuts off the fire exit
it's not urgent since the next update of CullFactory will make it so that it makes the portals on the maps from this mod as large as the tile bounds allow, but making the socket sizes accurate will help with performance
I can't say I know it's the intended use case of the DoorSocket size, but those sizes are set correctly in vanilla so it seemed good to just use that instead of trying to hack together some bounding box from the renderers of the doorframe which may not exist
DunGen is supported by an occlusion culling package for Unity though, and I'm not sure where else they would get that information from, so it seems fair to assume
okay so im working on a fix for the flooding thing
my fix involves just not using the floodwater for the sewer lol
which has the added benefit of the water can look alot more customizable
so yeah ill try get this next update out asap
will have a bunch of other shit ive been working on too, i had originally intended to relaease apparatus with next update but might leave that for later and try get this fixed asap
this happened to me too
take your time king
tysm
Released:
SCP Foundation Dungeon
Bunker (More Interiors)
Castle, Sewers (Scoopy's Variety)
Scarlet Devil Mansion
Office (LC Office)
Oobleterra
Pool Rooms
Minecraft Stronghold
Secondary Dungeons:
Backrooms
Bracken Space, Walker Space (Diversity)
WIP:
Hadal Laboratories
Sewer (More Interiors)
Hospital (Dantor's Mental Hospital)
Tomb (Egypt)
Forerunner Dungeons
ty!
Keep in mind I count things playable off GitHub or other servers but not on Thunderstore as released
yep
like oohletrea
wt is the meaning of second dungeon?
Pretty much literal. Secondary Dungeons that spawn alongside the primary one and can be accessed through special means as opposed to just entering the facility
Also might be missing a WIP or 2 in that list, haven't looked into interiors as much as other things like enemies. I think there may be a WIP school interior somewhere?
thanks ❤️ I really enjoyed the sewer map when it was working
Had sewer spawn on Hydro despite my settings being set to this, does list no longer need to be specified?
I left my list in there for now for when I wanna re-enable Sewer (once bug fixed)
...oh wait
I'm dumb

Dont worry we are all dumb here
what issue?
nice. similar to pools
Version 1.2.0 out: https://thunderstore.io/c/lethal-company/p/scoopy/Scoopys_Variety_Mod/
Changes:
- Reworked sewer water to now use a seperate HDRP Water Shader, rather than inheriting the game one
- This should fix issues with flood water desync
- Added some tiles to the piping section of the Sewer interior
- Added staircase to sewer entry room, to allow leaving with two-handed objects through the front door
- Added config option for fireaxe damage
- Significantly improved enemy pathing around obstacles in the Sewer
- Removed turret spawns from the sewer section of the map
- Fixed fire exit door sometimes not spawning prefab
- Fixed lockpicker being positioned incorrectly on doors
- Altered the position of some AI nodes to improve enemy pathing
- Changed some room layouts to improve enemy pathing
- Changed doorway colliders to improve enemy pathing through doorways
- Added cube colliders to pipe jump room to make the jump more forgiving
- Reduced frequency of pipe jump room
- Enhanced compatibility with CullFactory by adjusting door socket sizing
- Added compatibility with newest LethalLevelLoader version
- Other bug fixes and tweaks
does the most recent version work with version 1.0.7 of LLL?
youll need to update to 1.1.4 LLL
since the way LLL loads registers dungeons has changed slightly and I have adjusted to accomodate
is LLL really bugging out, is that why people are hesitating to update? I missed a memo
Alsooo poggg updatee! Thank you for your service 🙏
thanks for the axe damage config !
the thing is lc_office didn't update for the new LLL yet so ppl prefer to wait
Would it break office badly on the current LLL?
yes
Not necessarily
you can see in the office channel they having tons of problem and piggy is busy right now and can't update yet
I believe new LLL versions have support for old dungeonflow loading method, though I haven't tested myselfb
With office for example
LLL was breaking the game really bad last week, so a lot of people had to downgrade to 1.0.7 since it was the most stable "recent" release - people are still hesitant because of that
LLL had a bad update that broke everything, but then it had an upside a few hours later that fixed the issues from what I understand. The issues people are getting after that are mostly from mixing mods that have not been updated for the new LLL with mods that have been updated for the new LLL. Or at least that's my understanding.
Because when you downgrade 1 mod, you have to downgrade every mod, and it's easy to miss a mod, or accidentally update one of the dependancies when you download another mod.
awh, damnit
Modding101
I have had the LLL associated mods reverted to their stable state for now. 1.1.4 of LLL is still the same for a few days now but I hear its update is coming soon. It's not here yet but soon.
The sewer may be a bit buggy on my end? anyone else have that issue?
The audience for this game is varied but generally quite young. So most of them probably aren't used to modding, and wouldn't immediately understand that.
Wait I works on 1.0.7
When I updated to 1.114 I have having some bad desync weather issues
For me there was no weather
But for others there was
Me who started modding at a very Weebee age
If anything, you'd think it would be the opposite
But I got you
all of my custom moons are LE so i'd rather not risk it
is there a scrap out of this that is a small treasure chest? trying to find where it originates because when 'opened' with interaction it just bugs out someone to where they can't drop it or do any other interactions and need to be rescued via teleportation to drop it 🤔
is there anything inside the chest?
no
i don't know then
I found this chest once. Seem fitting to be in one of Wesley’s moons.
On Atlantica, it kinda looked like a sunken chest. But when you open it the chest stays for clients but for you it’s fine.
"Added staircase" yoooooo
"Fixed lockpicker" YOOOOOOOOO
When I change the config to all moons it’s still only dose vanilla
This will be a LLL issue unless I needed to change how I supply tags to LLL and wasn't aware
@nova lake can i use LLL 1.0.7 on latest scoopy?
Ok just checking if I am stoops
@nova lake at this very moment right now can spiders climb walls in the castle or sewer?
If not then I may have fixed that as part of my mod?
Yo what's going on in that video??
Ooo
I think they can climb walls in the Castle but I've never seen it in Sewer
Am unsure
If you fix them not making webs outside on Infernis let me know 
uhhhh halp
I don't know how I got stuck between walls- I was just walking down from the stairwell
I just wanted to see how the place looked now. I don't think I did anything unusual to get here
the sewer interior wont work for me, this is my config, any idea why it wont work ?
I am having the same issue
do you have dependencies installed
@nova lake does LLL 1.0.7 work on this latest mod
please try not to ask questions ive already answered recently
Something I've learned as my time as a modder (used to run a Valheim mod, and hung out with some more active mod makers) is that some people just can't read
i apoligize i never saw u answer that
doesn't work
thank you.
in my pov its because the info are too complex for user to study. I prefer to do my work based on user experience so there will be less problems come out
add PlayerBracken for more fun
PlayerBracken replaces the Bracken model with the player model, so instead of seeing the above hallucination and going "ooo creepy, I'm alone" you'd go "oh no, is that the Bracken"
though playing with others would def improve the experience
escuse me good sir, but for the life of me i can't find Oobleterra interior anywhere, could you show ma da wae ?
It's only available as a local mod currently, but it's accessible through their GitHub which can be accessed from this thread: https://discord.com/channels/1168655651455639582/1182523433221902376
yes, i am using the duneon interior as well and it works fine
someone said it might be conflincting with late game upgrades mod
@nova lake do i need the most recent version of lethl level loader ?
because i have am older version but i never updated because people were saying it conflicted with other mods
would it be possible to get a config option to set the volume level on the weezer guitar?
Isnt there already one?
Is it just me or is loot rlly scarce on dungeon compared to sewer
changing the size multiplier might condense loot a bit better for you
not just you
i tried to lower the size to combat also
Did it work or nah
Kk lol
I thought turrets weren't supposed to spawn in sewer tunnels anymore? 🤔
does the issue also occur on the previous version?
Does Sewer use default fire exits?
is it just me or does the sewer tunnel parkor suck ass?
no offense. but most of the time it's spawning back to back parkor areas you are trying to navigate and not ending up anywhere with any loot. at least for me anyway
I've never made it past like the big tunnels section
Usually either there's a million turrets or some reason not to stay generally
Actually I should increase spawn chance, I do like the design now
Have you tried climbing the giant cyllinders in the center of the big round rooms at the tunnel section?
Oh, I've not seen those in person but I did see Captainsparklez do that
Lol
Either ontop of the cyllinders, in the 4 corner bridge room, or somewhere random in the tunnels themselves
It is definitely balls
Hard avoid
As far as I know, there are several rooms in the process of being added, which should add some diversity to what can generate, thus decreasing the likelihood of a back-to-back parkour room :)
I'll probably work on more tonight tbh :P
My Tip: if you're on the side of the pipes rather than actually flush to top, don't jump till you're actually on pipe otherwise jumps go wrong D:
This shouldn't be a problem in latest update as the pipes have square colliders now
I turned down the frequency of the parkour room in the latest update but yeah as bucket said sort of a symptom of lack of rooms at the moment
I don't think I've ever made it past the opening tunnels due to an army of centipedes, spiders and turrets any time I head into a sewer interior
THANK YOU SO MUCH! ❤️
The amount of times I had to backpedal like a pro back onto the pipes haha xD
Turrets also no longer spawn in tunnels
I've got latest version but they definitely still do, so I'm not sure what the score is. I just now left a sewer interior where I encountered two turrets in the tunnels before I found anything else.
Like I get that the removal is literally no longer having spawn points for them in tunnel tiles or whatever, I just know we keep encountering them in tunnels anyways.
no
I shall record video for you next time then.
what's that sound pack?
lethal resonance
I can take off and land a couple more times if you want me to keep recording videos but I consistently get turrets within a turn or two of entering the tunnels, if not sometimes within line of sight / fire of the ladder itself still.
I'm just showing proof since I'm getting pinged with just 'no' about it
I mean, it's possible for a turret to spawn in the forward hallway of the factory facing the door
And it only gets worse on mansion interiors
Definitely had turrets in sewer still btw
None shot me through any walls but yknow
There is a unique issue with Scoopys castle interior and the mod "Mirage" that causes Masked enemies to get stuck pathfinding to an Outside player is none are inside (If a player is inside and the mask spawns in then they will have normal behavior, but I do not know about previously spawned masks what their behavior will be) Masked will also be unable to leave the interior and will try to pathfind to the tallest point but slowly similiar to a Jester when no player is known to be inside to the AI, but it has not reset (Player is out of bounds but still "inside") where they will move one step at a time.
Tested using ControlCompany
Testing with out Mirage the AI will move normally. Testing without Scoopys the AI will also move normally.
Pictured is the AI stopping at the highest point in the interior and the Outside map level above (Similiar results happen on Experimentation)
All tested on current builds of each mod
masked pathfinding to the outside when nobody is inside is intentional for vanilla (this behavior of getting to the highest spot (which maybe means they're omniscient) is obviously, not vanilla)
you should add free here
Yes although it does seem masks are unable to leave the castle interior to seek players outside. Which might be why this happens but it only occurs in conjunction with Mirage.
i can only make this interior work on one moon at a time
if i configure multiple moons it doesnt work
?
show config
i have literally no clue what could even possibly cause that to happen
but would be willing to bet not an issue on my end
This looks like a Host/Client misconfiguration
This screenshot is from the host or another player?
Because me and my Friends had a similar issue and turned out I did not turn off sewers in their config, but on mine i did
So what appeared on their side was sewers and stone dungeon combined
the host got castle while the others got sewer/hybrid
but dw we changed modpack so its not my problem anymore
not my modpack anyway
yeah so probable a config issu imo, good luck with the next modpack 
This happened to me with scp dungeon before, it was a configuration issue so probably the same thing here
whats wrong with it
oh thATS the dungeon door
yea same thing happened me with SCP and Dungeon, make yousure you have the same configs
Hybrid dungons sound like a really cool idea but inconveint as a bug
imagin a "void" interior in refrence to the binding of isaac's void where each tile is pulled from a diffrent interior mod
would be cool if it pulled from the interior mods you have already iinstalled
like iimiagin going from facility into a mansion staircase room into the manson coradoors with a dungeon door leading into a dungen area
on the bright side it would make iti easier to figure out where youve been before since everywhere looks so diffrent
@nova lake Several runs varying mods, Fiend seems to always get stuck on certain vents after spawn.
the crown despawned while one of us was holding it on ship takeoff
not sure if that's a known issue or known mod conflict
the inventory slot showed the icon but scrolling over it didn't display the crown, and picking up another item while hovered over that slot just overwrote it
I've had that happen with other items such as shovels and flashlights
No idea what causes it
It seems to only happen when entering orbit though
this looks like it is probably an issue with the way that the fiend AI finds the door object
it just assumes that any DoorLock in the level has a 3 ancestors
that assumption probably only holds up in vanilla
it's also a bit worrying that they're adding physics to existing doors instead of spawning a duplicate and deactivating the original, since that breaks the assumption that the dungeon is static and may cause CullFactory to pop the door out of existence visibly
"Some enemies have pathing issues"
How so? How bad is it? And on which dungeon?
I really like these modded interiors, but if they are too gamebreaking ima just install them once fixed
Some enemies have pathing issues even on vanilla interiors.
Thats a known issue with lethal company I think
if you get too deep down the game teleports you back
it happened to me when I clipped out of a map somehow
ahh
Wierd that it generated all that loot in an area we could not reach.
Also Broken Nutcracker pathfinding same level.
https://youtu.be/3Ocnymmp8nw
Thats good enough for me, you sold me. Im downloading the mod
Also another thing, there was an issue that I noticed where some enemies would walk through walls on the sewer dungeon
Is that fixed, I tested that on a previous version, does this new version fix that?
This happened to me on Infernis as well. @nova lake @shut ingot might be worth looking into as I didn't experience it on other maps, Infernis may be too low for the dungeon to generate properly without teleports.
I'm getting this issue, and we all have the same configs.
Atleast one out of 8 of us experience it. Didn't have any problems before so could be a new thing mod conflict idk
I dont want to sound rude, but sometimes the generation can be terrible. I went to the sewers, and there was nothing to do in the main eneterance. Only 1 way to go, blocked by locked doors. AND yea, locked doors spawnw ay to commeonly
You're gonna get answered to get lockpickers. 🤷♂️
since we know sewers are a possibility, we always have a lockpicker
coincidentally, the sewer double doors have a bug with lockpickers https://github.com/MrHydralisk/Lethal-Company-Enhanced-Lockpicker/issues/3#issuecomment-1950220398
thats still terrible generation
Not to be rude but I agree, this is happening way more often on sewers than on facility or on the dungeon where lockpickers are almost not needed at all, not sure why it is that way
But yeah if you land on a planet that is possibly getting sewers, take lockpickers and if you just started your run, well good luck to you
for some reason i cant seem to get either interiors to spawn, mainly for modded maps
show your config
did you read the config instructions
eh
nvm
I guess it doesnt technically say
what are the instructions ?
but you need to put the rarity for each moon in the list
if you use list you cant use this
yeah idk why
might have to do with LLL honestly. used to work like a charm
LLL really messed alot of things up with modded moons/ interiors for me too
If you use "list" the config line "CastleDungeonSpawnChance = ---" gets disabled, and then you'll have to use the "CastleDungeonMoonsList =" to set proper weight changes
Setting the line "CastleDungeonMoons = list" will require you to then set the line CastleDungeonMoonsList as "CastleDungeonMoonsList = Vow180,Offense300,March200," etc. this one is an example
Vow180, Offense300 being respectively maps name and their chances to spawn in weight
Hi, is anyone doesn't have turrets or mines in castle/sewers ? i never saw one
You don't want turrets in sewers, trust me
But now that you mention it I don't think I've ever seen turrets in the castle interior either
I think it's actually the modded moon i use that cause problems
I did a couple test runs, i saw mines in the castle on experimentation, so i actually try to see if I can find mines/turrets on atlas abyss
Moons can specify whether or not they want turrets/mines to spawn and the frequency, I believe Atlas Abyss just has none
Which is how I prefer it

yes it can be that, i will ask the creator of the moon
Oh so it's the polar opposite of Dine. No turrets but a metric gold bar of masked guys
May I make a suggestion?
dewit
Can you modify the fire axe to come out in a another moon add mod? like guiter
Oh are you saying it doesn't appear in modded danger moons?
Could add a config for what moons it appears in. Then players can add it to scary modded moons or remove it from anything other than Titan/relevant modded moons
Is it just me or sewer have high chance of locked doors without key around if u entered from main
Yeah some of us feel the same
Yeah fire axe doesn't appear in another moons only appear in dine, rand, titan
Makes sense
moon config would fix that. Personally given the default damage I could see making it just Kast/Titan/Orion or other "being here will kill you" moons
Mod Description
Scrap Items
Guitar: Plays funny weezer riff on use
Fire Axe: Defensive weapon, hits significantly harder than shovel. Can't be purchased.
🔸Spawns on all (vanilla) paid planets.🔸
I tired to appear fire axe another moons(kast, orion, egypt) but still doesn't work 😢
Anybody have issues with sewer or castle dungeon not spawning in? It’s not showing up in the LLL simulate chances
show your config
Had to disable sewer until that's fixed.
Lockpicker my beloved
Just sayin' 🤷♀️
true
There's a bug with that too.
oh, even I had reported that lol
I thought it got fixed :P
Is sewer as polished as the castle interior right now ?
I would say it is
castle is def more polished just by virtue of being older
sewer still needs some time to mature, but it's perfectly playable in its current state
Biggest issue with sewers rn is doors being locked to much
You can't unlock it ?
You can but literally every door is locked
To the point where you literally can’t progress the dungeon if you don’t have a key from the previous moon super early in the interior
Damn, what about the lockpicker ?
lockpicker is apparently buggy on most modded interiors
can you link the mod
vanilla
in this case it isn't a mod, it's how the dual doors are set up on sewer
the item that no-one uses so people forget it's vanilla 😭
Almost nobody likes the lockpicker ;-;
I guess tbf I'm modding it to be better so I'm not exactly innocent
i try balancing it a little on my modpack but it's hard to make a paid item that has weight and a long usage time be useful when you already have a 0 value weightless common item with instant use time
Enhanced lockpicker makes it 10 seconds. I hate keys because slots are solid gold.
yea
i use enhanced lockpicker on my pack
but you never really need more than one key
maybe on rlly rare occasions
I also like how doors get relocked. One day I'll use that feature.
yeah locking doors is great but idk how enemies interact with locked doors
what about them doesnt work
can you specifically describe what should be happening and what isnt
Yea
this feels like a nohello moment (there should be more websites like nohello for different things)
I had a minor bug in sewers where I'd put the lockpick on one door, it would visibly be there but it acted like it was unlocking the OTHER door
Jeez my spelling wtf
like another door in the area, or a another door like conceptually
In the sewers there's these walls with TWO doors blocking off hallways
Both lead to the same place
It's mainly a visual bug
it was detailed on the github we linked a few times
When the left door is targeted first, the lockpicker will run as expected, but the incorrect door will unlock. Attempts to place the lockpicker back on the locked left door will fail as described above (taken away from player, and immediately fall off the door)```
only one door can be lockpicked
Yea
ill look into this for yall
TBF it's more of a minor bug since both doors lead to the same spot anyway
Also I just for the first time today found the transition point to the smaller sewer tubes without going through a fire exit
90% of the time something has prevented me from progressing that far. Or I just cut my losses anyway
I think modded moons is not loading scoopys dungeon..? even I set my config to all?
Oh? So I need to turn this into list and type all modded moons?
probably
Huh...Anyone had reported this problem?
Also you might have to add weights to each individeually. My logs gave me errors about moons being.. Wrong? I forget exactly, but they didn't get registered without weights
theres also anohter bug with LLL where for some reason it takes multiple days away from me
do any of the other tags like "free" work?
Hello everybody!
There is a problem with breaking doors, a desync occurred, a completely different door opened xd @nova lake
Is there have github or google sheet that I can report this bug? @nova lake
I need this table too!
Mention me via @ if you find. I will be grateful
I believe it's already being worked on
At least it's already been reported
What's the HUD you're using here?
Followup question. What is the right side armor slots?
A.C.
air conditioning
Alternating Current
AVADA CEDA-
hrm, im trying to get sewers to spawn on a moon but i can't seem to
Have to list the moon out in the config I believe
yeah i see where i went wrong :P apparently SewerDungeonGuaranteed doesn't override manually set values
is scoopy still there
I remember scoopert...
bros been gone for a week
Scoopert, i remember your variety mods
well after all the work and fixes he put on sewers scoopy better be taking a break clearly deserve it
would you be willing to share a template of this? this spreadsheet is awesome and could probably be super helpful for people making mod packs
just set it to share only so people can make their own copies
You guys have no problem with the interior, the odds are the same as the others, but it just doesn't spawn
this interior gets me stuck on random seed and i have it garanteed on march, after testing all the others out so yeah needs a fix
works fine
What a neat mod thread. If only someone could remind me of a channel where mods like this can be showcased.
You think you're funny?
Reminder that #mod-showcase exists and that you should post in it
Xiaolan is wanting all those showcases !
it ain't that deep lmao
Love this mod and the detail 👌🏻
the castle one?
everything works fine, so sounds like a you problem
pics vids?
i use the castledungeon, since when it came out and never it had gotten me to random seed lock myself out and as i mentioned, my march is garanteed with the castleinterior to spawn, and i tried all other Interiors:
- PoolRooms
- SCP
- LC_Office
- Mental Hospital
- SDM
- Bunker
and it never had that lock until when i use scoopys dungeon one
Maybe there was an update to the config that wasn't written in logs?
oh erm does sewers still cause flooding issues?
Not from what i have seen
SDM? Bunker?
scarlet devil mansion, moreinterior
i was at work, basiclly what the person under you said
that's already been done in an update, are they still too common for you?
very last one in fact
they are quite common for me also
i just don't like how it's an entirely dark room
makes you more than often stuck behind a parkour section cuz you can't see it (i play with fulldark on 0.4 so scanner doesnt help)
There's (afaik) an update in the works to add more rooms, which will decrease the total number of jump rooms spawning, because other tiles will be in its place
just saw this, i never saved this but i can probably whip one up pretty quickly tonight
its so dark what am i supposed to see
did you install diversity?
How do I fix this? xDD
ahbfasbfbysda @lapis sand !
thats a funny castle bunker hybrid
the 2 interiors appear at the same time
ajajaja
are all of u having the same config ?
have u deleted LLL config once after add/update/delete the moons/interior ?
what did diversity do to the interior ?
Possibly that's it, I've never deleted anything XD I'll try
i thought maybe it was the thing making everything dark :P
oh it is dark but i think it wasnt as dark as diversity would do at default
because diversity adds darkness by default (you can change it in config)
im just confused what am i seeing at the first screenshot lol
u def need to try deleting this once u do anything that i mentioned above
and then run the game once. after that u can send the code to your crew
why am I only getting the sewer on over 3 moons?
show your sewer config
yeah 300 is like gonna be below 50% if u have the castle active too
I noticed Thumpers have hard on sewer maps as they're so many objects they can bump into and lose speed. I almost always have Thumper before 11am in sewers near main entrance, sometimes 2 of them.
Yo anyone knows how to make the castle dungeon spawn on certain maps
Tried doing it on its config and LLL but it’s not showing up
the list only works if you put "list" in castledungeonmoons
I put the names of the moons on that and saved it but when I went to check again it removed it
Or did I had to put in modded
it has to be list
I know there is an issue where it just goes back to vanilla sometimes
why?
idk
@azure narwhal
try copying this exactly
there isnt any real difference
but maybe it will work for you
it does for me
Sadly no luck
I’ll see if it works if I change the things on LLL but it’s rather odd since it worked awhile ago
Yeah put false on LLL and now it works
what interior is that?
Have to be brutally honest. Sewer in its current state is not good to say the least. Feels like every door starts locked, not to mention the issues with unlocking some off them. And then there's all those random props that literally look like scrap you could pick up and also have collision, so you and entities constantly bump into them. Some of them like battery need to be completely removed I feel, and others moved to the side where the barrels are. Barrels could also use a bit of a size increase.
sewer started feeling pretty meh when the game decided to make it the interior of every single moon, every day
...still not sure if that's a bug or just enormously bad luck, lol
all the chances were even for interiors
guess we all need to patiently wait for scoopy to come back, hope they're doing fine tho!!
Sewer is NOT that bad honestly
mfw I forget a very important word in my statement :/
What weight were you using? I usually put it on 50 for modded interiors so getting them is a treat.
And, like, usually 1 or 2 moons will have increased weight for a dungeon
I think its much better after the improvements
But i relegate it to Experimentation and offense, and i think a low chance on assurance
Its nice to get it sometimes instead of a facility for sure
But i wouldnt want it to replace the facility
I still need lgu unlocks before I can really explore interiors much since I'm a solo player but I like what I've seen of the sewers
I tested the latest version.
we have sewer on most of the early ones but primarily assurance and offense
was ment to be posted there. was tabbed into wrong forum. my bad
Can you explain the Future Office values and Sewer better values
Those were what I was going to set the values to once they've been improved
Sewer will still get more tiles in the future
And office should be less buggy
As far as I know
I see. Well gotta say, excellent spreadsheet it fucking helps. It's so annoying having to set them all up individually so this definitelt alleviates it
@nova lake do you plan to add terminal doors to your sewer interior?
How would that even work?
Just like in the context of a literal dungeon?
well sometimes sewage pipes need to be blocked
Yeah dungeon is kinda logical to not have metal doors, but sewers could use metal doors
Is it intentional that enemies cant use the ladder in the sewer?
Enemies can use ladders?
they cant cuz i think theres gap on the ladder ? they prob should go to the stairs instead
I can understand it from both perspectives
It means if the doors on the side of the entrance are locked, you could weigh up keeping them locked so enemies cant get to the entrance room, at the cost of not being able to get 2-handed items out without a fire exit
Or you could unlock it and then they can get up
That dynamic is interesting ig
But it also feels a bit cheap to be able to avoid them with the ladder. I suppose you cant get back down safely if they camp the ladder tho, which they seem to
Yep
Yep
even enemies you wouldnt expect like the coilheads and jesters
Generally you dont see it unless you are using lethal-escape or something
but since the sewer has it, you do
same ig might apply to the Office interior
Stuck because bad Generate :)))
im curious can i see your LLL config
preferably the custom level and custom dungeon
cuz its usually borked LLL config or mismatched dungeon config with other player that do something like that
the config looks fine no duplicate entry...
im not sure anymore 
and sewer is kinda sad in its state atm i prob would turn it off
it's not a config error, it's a dungeon generation issue with sewers
i've seen it twice with a clean config as host
sometimes it generates a tunnel overlapping with the entry stairway, and when you walk to the overlapped room area, the wall becomes solid (like in their screenshot) and you get physically trapped until your crew leaves or wipes
well i guess turning off the sewer dungeon is the only thing to do if thats the case :(
got a bug: a turret that could shoot through walls in the sewers
turrets are a plague upon interior mods
encountered some objects that weren't lootable, looked like something under a battery in the water in the sewer and an unknown object in the middle of the coffin room in the castle. They were showing up on the ship's radar
Think it's a vanilla bug, or at least not unique to Scoopy's.
just had sewers that gave me nowhere to go bc everything was locked or a dead end
many such cases
Admittedly it had a lot scrap in the main area though
also had this funky snare flea
dude was doin a little dance (he was stuck)
and i tried to hit it and it did nothing
and then he went through the door
which i also hit a bracken through
could you check dms from me?
bro, you should get a lockpicker
like whenever you can, buy lockpicker in case you get sewers
that's how it has to be done with sewers
Hmm, setting CastleDungeonMoons to "all" doesn't seem to work for me. Atlas Abyss still only has the facility and PoolRooms... Unless that's an Atlas Abyss issue?
Honestly just always buy a lockpicker regardless of sewers existing or not. Have at least one in stock on the ship. It's not as bad as people say.
Personally I always recommend enhanced lockpicker, but even vanilla lockpickers can come in handy if keys don't generate on your map. And you'll never need to take excess keys back to ship "for later moons"
We literally never need lockpickers, there are shit tons of keys and we just have one person carrying a key each time we land honestly
I don't say this to be negative towards Sewers like, that's the truth we literally never need it
I don't know if there's any mod that you guys use to add more locked doors on your games but with the always one guy with a key, we can make the whole dungeons or find the fire exit that get us behind a locked door like
Keys are like everywhere and lightweight, you can open the locked doors quicker to escape monsters and it's available almost from the start of the run
But it allows different playstyles and thats cool
the only thing is that keys are a slot hoarder
that's true but in general we just pickup 1 key out of 2
so we don't end up having like 10 keys in the ship you know
except if we find nothing but keys lmao
Sewers being sewers: Lockpicker, at least they have a purpose now
If you have enhancedLockpicker they are also a countermeasure for coilheads.
That being said imo sewer has other balancing issues rn.
If you set the size to a reasonable one as far as loot density goes, you often get a very small first section. Since many mob types don't enter the second part the majority of them will be in that first section waiting for you once you get back there. With it being very open that's usually death. Especially on early rounds.
Generally I'm having a very hard time making my group of friends like sewers. They either say it's way too empty and long with too many jump passages towards the end or they complain that it's borderline impossible (especially with events) to get out of there if the fireexit isn't in the pipes section. And it's hard to argue against that.
We think it would help a lot if there were more completely different tiles in the first section to break it up like some bigger rooms or instead if there was another section alltogether. And some changes to the first section that provide cover would probably be a better approach than trying to prevent turrets from spawning because event mods will spawn them anyway.
damn where is scoopy
Its ok to take a break
but at least say that you are
the last time he wrote something was on feb 16
now its march 6
i mean, if you're the maintainer of a project, it's just courtesy to let people know that you're stepping away
but since he hasn't said anything we don't know for sure that he is. could be silently grinding away at a new update
bro on zeekers mode
equally possible that he's just burnt out on LC or LC modding, which is becoming increasingly common
he has done a lot with castle dungeon, and did a lot with sewers too so a break is well deserved anyway, either he is burnt of modding or burnt of interacting
people will not die if there's no update for a while
i mean. yeah these dudes rarely take breaks so they get burnt out easily
even if he is a maintainer of a project, this is not a professional workspace, thankfully (saying this with no offense of course felt like my message was "harsh")
i respect the grind honestly, but breaks should be more common
this 👆
just take a look at sfDesat
that guy's didn't receive updates for a long ass time as far as i noticed
and then dude came back and unleashed absolute, concentrated peak
very true
yeah sfDesat is cooking lately, that's impressive
oh yeah def no offense ofc
I do agree scoopy deserves a break, a long one lol. it's just good to say that your going to be away, not just disspear like a zoology
sorry if this has already been asked before, but is there a reason why i'm spawning in the sewers while my friends are spawning in the dungeon?
you guys dont have the same modlist, or the configs, also download lethal level loader fixed
should i delete the old lethallevelloader?
nvm i think we fixed it sorry
did you fix it by switching to lllfixed?
or was it a config mismatch?
we changed the coding to guarantee the spawns on certain maps
Did you guys spawn in the exact same interior (didn’t see anyone walking through walls on your screen or whatever)?
nah we saw people walking thru walls
they spawned in dungeon while i spawned in sewers
i mean after you fixed it!
its kinda weird
oh no that was before, we did all spawn in the same interior after the fix. sorry for the misunderstanding
I got burnt out before even starting my interior mod I wanted to do lmao
Played the game just to much
You either burn out playing too much to want to mod or you mod too much to ever have time to play the game
a lot of people are getting burnt out, including my self. im just waiting for v50
just got shot through a wall at sewer
:(
thought that was patched
Watch Pardon? and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
it's so over
Something similar happened to me earlier today when I was playing with a friend where I was at the bottom of the staircase leading up to the entrance and I got spotted and shot by a nutcracker through a wall 
Hello everyone, i have a problem about Scoopys_Variety_Mod , i can't set dungeon in costom moons, because of my english is not good, so even i use google translate,i still not sure how to set. i hope the dungeon can be spawn only on Vow or any costom moons, what should i do ?
Only thing I can recommend rn without any more info is ask chatgpt
I doubt it would help.
i used chatgpt to convert to chinese and explained it to him, he seemed to have got it ok
Didn't know it can do that.
Yeah, always better to check with a bilingual speaker in situations where possible but ChatGPT is better than Google translate 90% of the time from my experience and speakers I've talked to
Since it has a "thought process" of sorts it can discuss and refine its translations, and generally understand the full context of what it's saying at least to some extent (far more than Google translate at least)
After this experience, I've come to understand the power of ChatGPT. I always thought there might be some errors in the quality of translations, but it seems I was mistaken
thanks a lot!!
I guess that makes sense, since inaccurate translations are honestly pretty rare on the internet
I wouldn't ever use ChatGPT for like... making translations for a game or something as a dev
Nor for anything law-related, like translating some kind of legal documents or statements
But for most other stuff where the implications of slight misunderstandings isnt that deep it's perfectly fine
Yeah exactly
I've seen some people use them for temporary translations for popular Minecraft datapacks and checking them with native speakers, before eventually swapping them out for human-made ones when they have the time and resources
Which I think is the play
A lot of people view AI as either a silver bullet or an advanced gibberish generator that isn't to be trusted, but I think it's somewhere in between
You as a user should already understand what it's doing so you can spot errors, but aside from that it's a useful tool for saving time
And occasionally for bouncing ideas or problems off of, since trying to work something out solely on your own you may hit a roadblock and need another perspective
I ran into a problem with CastleDungeon. sometimes the dungeon spawns "too vertically" and when you go too far down you hit the barrier that teleports you to the entrance, making that part of the dungeon inaccessible. is there a way to fix the problem?
i think thats been a problem for a while
easiest u can do is make the dungeon smaller, else not sure what to do
Been having issues with the new maps loading on top of each other for the last week or so. It only happens to 2 or 3 people at a time with 5-7 of us playing at once. So basically half of us have the sewers and the other half have the castle. Half of us are okay and the other half esentially see both at once and the walls and levels are all weird
Try deleting lethal level loader and replacing it with lethal level loader fixed
Idk if it will work but its worth a try
masked enemies that spawned via vents on the sewer interior seemed to be stuck in front of them, was using MaskedEnemyOverhaulFork if that matters
weird, i never got that myself
I have the same mod, and my masked spawn and roam around as normal
I even found one emoting in the doorway, where there is no vent
yeah idk, weird
are you sure they aren't just doing that thing where they stand still and look up through the wall at whatever player they're targetting?
cuz they do that on all interiors i am sure
i have seen in enemy spectator
might've been a bug that was caused by something else than the mod itself, we were having map desync issues then, ill report back if it happens again now that i tried fixing that
I've seen this bug before. Sometimes if they don't get stuck they just pathfind to the highest point. I am unsure the root cause.
I've tried investigating it many times and sometimes it is replicatable other times not.
Seems to be a custom moon/interior related issue and having some mask related mod on
so Huntdown is a mod that spawns a monster at the beginning of the round for you to kill for rewards.
this thumper is spawned by the mod as rewards dropped after its death.
not sure if it somehow spawned it weirdly and its clipping into map geometry and that's why its pathfinding is borked...
or this part of the interior is doing funny business. no clue.
but i thought i'd mentioned it in case someone else encounters it.
i think this is just a rare case as i spawned in a thumper with dev mode and it was able to move around just fine.
hi
can you help me with the percentage with the sewers because I got them like every single time
inside the config for Scoopy's you can specify the weights for the interior for the moons.
For the free moons if i remember correctly, the vanilla facility is a weight of 300
So if you make the sewer weight there 300 as well, thats a 50-50 chance
(ignoring the like 1% mansion chance or whatever)
I got sewers every time no Castle
Set the chance for both the dungeon and sewer for the moon you want
If you wanna check what the weights are, go in game and type simulate moon in the terminal, with moon being the moon you wanna test, like simulate vow
Then it will give you something like this (might look a lil different from my terminal mods):
oh and, of course, make sure this is turned off:
do you have a good config that feel good
Not really, cuz i have quite a lot of interiors and i've messed around with it for a lot of moons
I recommend just making it like a 50-50 chance (weight of 300), or a 1/3 chance (weight of 150)
*Assuming the default weight for a facility is 300, which it should be on vanilla free moons
links?
that advice might need an * to it if they dont know how weights work
Default.
I got sewer seven times and still going to get without Castle with default
Lucky/unlucky, depending on how you look at it.
Send us/show us your config so we can see how you set it
I don't have to default anymore I modify with your suggestion
Is this a known issue on the sewer interior or perhaps another mod?
seems to be an enemy
so what exactly is the issue with this here? seems to work for other interiors, so why not for this mod as well
I'll try to add a value for the rarity next, but if this also fails then I have no clue why it's problematic
well so it really was that, doesn't feel like it should be a thing but if it works then that's fine by me
guys im kinda nervous for this mod
scoopy has been gone for a month, if v50 does come out, then this mod is cooked
if zeekers doesnt change interior gen it should be fine tbf
our savior
plz help my moon 😭
all good i know ur super busy
afaik Scoopy is working on a personal project
Update will come... Someday
I just hope more of my rooms get in 🙏
Yeah I have stepped away while working on a personal project. I don't want to share too many details yet, because its still early stages, but I can confirm it is a game in unity (not really similar to lethal company tbh). Between full time work, general life stuff and this project I dont really have time for other things. And tbh with the stagnant state of the game me and my friends havent been playing for months (we stopped before I even released the last update for my mod), so i have had a lot less of a reason to return to modding, as I initially made these interiors just because I wanted more variety for me and my friends
That being said, I plan to return to update the mod some when the next major version of LC releases. I will endeavour to get my mod functional with the new version once it is out (i suspect this will mostly fall on batby updating LLL though lol) and will likely return to add some new content, likely more work on the sewer interior and possibly more depending on how I feel, how much free time I have and the interest I have in the game
if anyone is interested in following the progress of my new project i made a twitter account (no posts yet) that i will likely use to share insight into the development as it progresses. so if you're interested, give it a follow https://twitter.com/scooopydev
siick
It just work wiht "Paid" to me
Yeah but all is broken
all good man
Haven't looked in this channel in 6 weeks, whats up rn
ah ic scoopy is moving away from ethal ompany
where he goin
Features
- ladder
Features
- ladder
Enable thinking in your configs
Features
- ladder
Features
- Think
@cobalt gate
hahaha
i've been having an issue with the sewer level having desync and people other than the host sometimes having a different layout, does anyone have any idea how to fix it?
all have to have same configs and have lethal level loeder fix
ah i was missing the second one
exporting as code also gives other people the config right?
yes just have both lethal level loeder and lethal level loeder fix enabled
yes they do
and remember to delete level loeder config so you get a fresh config when using the fix
alrighty thanks
there seems to be some slightly misaligned geometry in castle dungeon on most doorways and some corners #1200144261333659729 message
when will this mod be compat with v50?
When lll updates
Ok
Btw it doesn't seem to be the mod itself but rather the depedency for loading maps
yeah most custom moons and interiors won't work without LLL right now
it says that it is targeting BepInEx version 5.4.22.0 but on thunderstore the latest BepInEx pack version is 5.4.2100. What can I do?
Don't give it any importance if it appears yellow on the console, btw.
Ok
strangely, I've gotten every other custom interior i have downloaded to load but this one does not. (I'm using the experimental version of lethal level loader for v50) I think it's a problem with how it names the moons? it shows up an error however I type the moons names in the list config. it doesn't show up an error when using all, paid, or vanilla but the interior just fails even when guaranteed.
could i just confirm where you got the experimental build from?
.
sick
apologies I must have notifications off
no stress, peep that other thread
Batby, a doubt, can Scoopeys Variety continue to be played in the new version of LLL or is it likely that Scoopey will have to make some adjustments to be compatible? 🤔
scoopy should be fine
once it's cleaned up abit i might reach out and get him to make a few small changes in a super small update
dont work?
on v50? then yes it doesnt work wait for LLL to update
v49? send a log
On v50
yo LLL updated
this shouldn't need an update
oh true lol
Tho he did mention wanting to come back when LLL updated
I feel like at least the castle dungeon interior needs an adjustment. The size of the castle dungeon is just extremely large compared to the vanilla interiors. As for sewer, I can't even get it to spawn when I want to for some reason, so I couldn't test it.
castle size can be reduced in configs
and sewer idk, worked in the past for me, but havent tried it in v50
That config is to cap the multiplier, and I don't think it's working well. For instance, Titan vanilla multiplier is 2.2. I set the castle dungeon cap at 2, and it's still way way larger than the vanilla interiors. Plus, if I set the cap at something like 1, it would make Assurance just as difficult as Titan. Isn't there supposed to be a way now via LLL for the author to set the scale of the dungeon?
i mean yea, but this mod hasnt updated to v50 LLL or v50 scaling methods yet
I know Dantors also has some issues with scaling on v50 rn
being way too large
Yeah, probably similar issue. Hence my posting here.
Hmm would it be worth skipping out on them till they update ?
Thats what im doing
only adding things that support v50 or have been updated since v50
in terms of moons and interiors
what would the issues be if you play non v50 interiors I realized I would lose out on alot (dantors, bunker, scp, scoopys)
dantors sizing is broken rn
enjoy the endless void of mental hospital
scp idk
scoopys is...working?
bunker is recieving an update
as in like its just much larger than noraml
ah
notice how literally none of the 8 interiors you installed showed up LOL
only cozy office showed up
which was an issue i had with my own packs too
We also didn’t play the moons that were configured to uhh have them I think
I forgot to add mantif and the new Rosie moon to configs
We did get office a lil
Watch this flashlight fucking sucks and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
ahhh right
I wanna put part of it up to bad luck + not going on configured mooons
because yea scoopys didnt appear but also v50 interiors like starlancerwarehouse didnt
im sad that it didnt because I really wanted to see it
the true grindset is setting every interior to 300 weight for every moon so you get even distribution (but muhh aestetics/theme matchup)
idk I might try that and see if its done
is there nothing I can do in configs to reduce its size?
I feel like scoopy's dungeons and mental hospital are massive
Im assuming they have broken on v50 and need a patch
You can try altering their size in LLL configs or through LQ
but I have no clue if thts gonna work
the old config options for size are deprecated and non functional, but if you use the ones in LLL config to override it, it should work
does this mod just not work anymore
i have castle set to guranteed and i still get facility
use LLL config maybe
tried
🤔
is this mod still being updated
Same issue here, sewer and castle don't show up even on the only planet i set on the list. And i have LLL
i got them to work with LLL Customization
you just gotta go into the config editor and go to LLL and then the dungeons
here? i don't understand what i need to change :/
scroll down a little
manual level injection i think it says
just put the name of the moon then a : then whatever chance
like 300 maybe
so example
Bozoros:300
or March:250
you gotta set those things on false to true aswell
and then you can manually input moons
like for example if you want it to spawn on all the moons you can do Vanilla:200
base chance for most ints is 300
It works ! thanks
yw
Can you use that same config in LLL to reduce Scoopy's dungeon
this doesnt work
for me at least
it works if i specify the moon, but not if i put "Vanilla"
it should work
Works for me
just tested it
Vanilla:amount works
does the dungeon interior work somehow?
yes
I'm the Sewer dungeon, can you please make it so that the staircase door, both at the top and bottom, cannot be locked? I've had several instances where either the top door, bottom door, or even both have been locked making it impossible to get any two handed loot out, which kind of defeats the purpose of why the staircase was added
is this mod compatible with v50 already?
Yes
I think that's intentional, isn't it?
That way you have to open them up to get the 2 handed loot out
If it's intentional, ok I'll live with it. However, the staircase was added as an after thought purely so players could leave with 2 handed loot. I really do think it defeats the purpose of why they were added if they're going to be locked.
i have every other modded interior rarity set to 0.. and still the castle doesnt show up. guaranteed also doesnt work
"all" also doesn't work. I'll try to specify now
okay "list" is the only setting that works
Have you tried changing the value through LLL?
I'm using lll's config and everything works
A couple things-
-Don't set the chance stupidly high, having it in the thousands is already enough. Default weight for the facility is normally like 300 or so, so 2700 would already make the castle a 9/10 chance
-So, it seems with the new LLL update, the LLL config overwrites the values you put in the separate mod configs. Generally speaking, if you disable an interior completely in its mod config, LLL cant use that interior even if you set the chance high. If you enable it tho like you have in that screenshot, LLL can now set the interior chance for that moon. You now just need to go into the LLL config, find the "Custom Dungeon: CastleFlow", then "Enable Content Configuration", then set the chances you want for the moons, like "Vow:5000" inside "Manual Level Names List"
-Going one step further, you can go into the section for "Vanilla Dungeon: Facility (Level1Flow)" for the facility, and set its weight to 0 for the moons you want the dungeon on to make sure it doesnt have any chance at all. Same for mansion etc.
Easier said than done when I've had This repeatedly happen on the first quota inna groups so all the starting cash went towards flashlights.
not yet
yea ik. i just wanted to be super sure xD
okay so there is no option to make the dungeon appear on all moons with the same rarity value? so you have to list them manually
i will try that when im at home
Well, if i remember correctly, in the above field you can put something like "LethalCompany:9000" to do that for all moons that are vanilla
And then do the same with other mod names, i would need to check that tho
honestly i just prefer setting it for each moon that i want it on anyways, i like fine tuning it like that
I think you can do just Vanilla:9000
or that
omg isaac player hii
Hello, @upper blaze, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
lmfao
i am just 1,900 hours or so
Tho i got a couple hundred on xbox, so kinda close
I don't play as much lately, but my current Eden streak is over 400 so playing has become quite the stressful experience 😅
i opted to do a nuzlocke, both modded and vanilla
It was fun for a while but it gets kinda boring, since, it becomes optimal to just kinda wuss out of scary situations and play extremely safe if you dont wanna lose a character
and doing silly risky stuff is often what makes the game fun
Yeah, I'm currently waiting on the multiplayer update. A buddy and I are gonna 100% a multiplayer save
i would but i cannot live without my mods :(
But online mod support for this game would be a nightmare
I mostly play with qol stuff anyways so it's not that big of a deal. Some may actually still work like EID
mayb
My stuff is also mostly cosmetic, music and other stuff
Only gameplay stuff i have is Fiend Folio, Repentance-Boss champions and Fiend folio champions, and Shell game poop item pool
okay thats preference. i like every interior to have a chance to appear on every moon.
You could still do that with individual weights, and it would allow you to make certain moons have a higher chance for certain interiors
yea ik
but you would have to insert every newely added interior/moon into the list everytime
That's one of the joys of running a modpack😅
In my pack, i like, kinda themed it since i got quite a few interiors and moons to juggle
Like for me, the dungeon is mostly just on Egypt and Atlas Abyss since it fits in the most there.
Outside of that, its got a lil chunk on several maps
Within my group its a interior they like in moderation, probably because they have seen it alot since its one of the oldest interiors
It also is much better with a flashlight, and alot of people i play with are stupid and dont use one even with the reserved slot for it
yea i always end up creating my own mod constellations. i just need too much customization xD
okay thats nice
Waaay back before, i think it was like...a 2/3 chance on march and 1/3 chance on vow? or something like that??
Hi !
Why do Castle and Sewer interiors wont spawn even when I guarantee them in configs ?
Ok, just read a bit above
Can I do "All:300" in LLL ?
If you have modded moons, Vanilla:300,Custom:300 will work. I'm honestly not sure if All works, you'll have to test that
Ok thanks <3
Make sure you have content configuration enabled in the LLL config, or else your settings won't apply
I really hope this mod one day gets updated to add an apperatus and breaker box to both dungeons
Isn't the crown the equivalent of the apparatus for the dungeon or am I mistaken
been a long time since I've seen one
Ah alright
a bit tired of the notion that every interior needs to have an apparatus and blast doors and breakers and steam valves. why not just make unique gimmicks for each interior? breakers and apparatus would not fit in the dungeon at all and i dont see a reason for them to be there
one of the two official interiors included with the game doesnt even have all of those things
i would prefer that all interiors had at least an alternative to the apparatus that would trigger the meltdown
IMO i dont think scoopys dungeon is meltdown material
tho taking the crown in castle will spawn something right behind u. same with scarlet mansion
sewer just doesnt have much i guess
just add a golden toilet to the sewer smh
didnt see the crown spawning anything hmmm
dont forget the bidet
it should spawn ||bracken right|| behind the door to the crown room
ohhh
you said right behind so i thought it would be directly behind the player lol
that would be too nasty lmao
also bracken caps at 1 so i think that would also be a reason for me not noticing anything
worse than diversity bracken revamp
"random secret organization rigged a nuclear bomb inside the castle and itll explode via greedy adventurer who took the crown" 😂
Nah it should be a toilet and the bracken gets enraged upon picking it up cause now he can't shit
THEY TOOK MY ASS AND MY TOILET
I CANT SHIT
can you do All:9000?
That I don't know, Vanilla and Custom should work for sure
alright thanks
Okay so I've read the messages above about not getting the interior pieces to spawn. I went ahead and added Vanilla:9999,Custom:9999 to LLL config at Manual Level Names List with Enable Content Configuration set to True. The new interior still doesn't spawn. What to do?
Try doing it in the tags list
I don't use vanilla and custom so I'm not sure how they quite work, probably needs to be in the tag list rather than the level list
Thanks for the quick reply. What do you use instead of vanilla or custom?
Does "all" work
I set the weights for each moon individually, that way each moon has a bit of a different selection of interiors
That I have no idea, vanilla and custom I am pretty sure works because they are default values for some interiors
Testing right now
No change. I set Assurance:9999 at Dynamic Tag List, but still didn't get it to spawn
Okay Vanilla:1000,Custom:1000 worked for CastleFlow.
And now it works for SewerFlow too. Maybe setting the value to 9999 broke something.
So note for people in the future: in LLL config, set the Enable Content Configuration to True for the interior dungeon you want to edit. Then go to Manual Level Names List and add your moons with their values (avoid 9999) then save the config file.
Thanks @upper blaze
You put the moon names in the moon name list😅
vanilla and custom are only tags I guess
Oh. That explains a lot lol. Anyway!
For anyone who wants to get the Fire Axe to spawn again, you'll have to use LethalQuantities and customize the entire scrap spawning pool, then manually add "Fire Axe" to it ("Fireaxe" is the one from Immersive Scrap that is currently not even a weapon yet). Can do it globally for everything or for specific moons.
Are people having issues with it spawning? I haven't seen one since the LLL update but I've found Weezer Guitars so I assumed the Axe would also spawn
apparently guitars still spawn fine but fire axes are nowhere to be found, discovered the lethalquantities workaround when building my personal-use modpack, which is a relief because Immersive Scrap doesn't even have weapon scrap yet despite having a baseball bat, a plunger, a wrench, its own fireaxe, etc etc
The fireaxe has a pretty low weight so I just assumed that with Immersive Scrap being added to the pool that it was just really hard to find. I'll update if I find one since I don't use LQ
lemme know if you do, I cranked that sucker to 100 weight and it never showed up anywhere even once
whats funny is in my entire like 125+ hours of playing ive seen like every scrap naturally except the fire axe weapon
Changing the weight might be broken, I see no reason why if the guitar can spawn the axe wouldn't
ive only seen it cause i spawned it in once because i was curious
me neither, but when I crack open lethalquantities to see what it has as the default spawning pool, the weezer guitar is sitting there in the default listing, but not the fire axe
The axe is pretty rare. My group has found it like 5-10 times total
i see
Very odd, might be bugged then idk
yeah probably, at least manually adding it back into the spawning pool with LQ works like a charm
@nova lake Any chance you'd be willing to pass the project along to someone else if you're no longer planning on maintaining it?
yeah that'd be nice of you scoopy, I cannot IMAGINE ever playing Atlas Abyss without the castle dungeon interior now, it just fits too well and I never ever want to part with it
yeah the castle had like one of my friend groups most iconic moments and i couldnt imagine leaving it behind
https://youtube.com/clip/UgkxjqqW9saE-cR4V120meEBYTKNQB7SC2xa?si=GG_zpzt9Ir2eXpsG
(clip for reference)
39 seconds · Clipped by Bandee Dee · Original video "Lethaling our Company" by Bandee Dee
they had him locked up for they knew what he was capable of
If there are issues with the mod more than happy to take a look myself and get them sorted, not necessarily in a place to be adding content at the moment however
But if the mod isn't working please let me know and I will have a look, I've just heard from people it was functional in the recent version without my input
Config has a bunch of issues with the new LLL, you just need to update to the new fields. And apparently there might be an issue with the fire axe spawning?
I can definitely look into that, I expect will be a fairly simple fix on my end
I'll look into it this weekend, definitely not my intention for things not to be playable
The mod currently works tho, but not without a bunch of trial and error to figure out how to make it work
And I guess maybe no fire axe XD
Just need to change to the new variables in your dll, so pretty simple
You could just let LLL handle the configs for interior weights and such, just have the configs for the scrap
That's what most interiors are doing now, makes everything in one place which is nice

IIRC the fire axe is set to only spawn on Rend, Dine and Titan
Is there two fire axes? Because i found a few last session that was just scrap
Immersive scrap has one as well
Dungeon size is IMO the biggest issue, but then there is also dungeon injection chance and potentially fire axe spawn issues. I am glad to see you might fix this, scoopy!
yeah dungeon size fix would be nice too
It works if you're using LLL's config
The idea is that it shouldn't be broken by default.
Oh for sure, I was just saying that you could use that in the meantime
There’s one in Immersive Scrap
Immersive Scraps's weapons are bugged. The dev has them set to act as normal scrap items until they have a fix for it IIRC.
I imagine he's likely gonna take out the deprecated config entries, it's better to use LLL's config now ^^
But if he does fix the entries that's good too, I think the important thing is the Fire Axe fix
Btw @nova lake it might be worth mentioning but Sewer has a lot of performance issues and stuff on V50 but the Castle still performs well so do with that what you will when you do work on the update ^^
I wouldn't blame you if you decide to seperate the 2 interiors since you've stepped away from LC Modding for the most part
I saw some say it performs fine which is strange, I'll have to test
Yeah it seems to be performing okay now, I think it was just a bug with the moon I put it on before disregard 🩷
hey everyone just was wondering if anyone else was having the issue where you're unable to go to the company moon with this mod installed? my friends and i went through and disabled every one of our mods to see which was causing this and it appears to be this one
It's LethalLevelLoader's issue, install TerminalFormatter to fix it
just tested it, that worked, thanks!
Does it mean that I can update LLL to 1.2.2? That bug is the only reason to keep it in 1.2.1
Yes. Update and install TerminalFormatter
