#Scoopys Variety Mod (formerly LethalExtension)

1 messages · Page 8 of 1

floral patrol
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Perhaps its an issue with LLL? I've not played today but I only had this issue once some time ago

sly stirrup
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yeah i've heard it is

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might get a fix soon

graceful whale
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Scoopy was literally just asking people for modlists/codes to find the source of the issue

lusty matrix
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Everyone

toxic kite
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I just found out it is too big to fit in a discord message, does hastebin work>

viral raven
toxic kite
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ooh true

lusty matrix
toxic kite
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018d9a87-1cff-c98c-3acc-37470742fe62

surreal condor
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018d9a92-2439-77ca-507c-54eaaef7413b

real briar
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yup a lot of us are having it unfortunately ❤️

mental jungle
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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

nova lake
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Has anyone had the issue with pool rooms

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As far as I'm aware if it's the mod I'm thinking of they use an identical water spawning method

civic coyote
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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

somber onyx
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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?

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We copied config files over and everything, but it's still very persistent

nova lake
nova lake
civic coyote
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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

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we've disabled it for now

nova lake
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yeah so effectively i have a patch which moves the water position to the sewer after spawning

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which clearly isnt being applied for non hosts

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why though i have no idea

slow hemlock
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I prob know why

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I think mayb

civic coyote
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Weird thing is it worked once when I played a couple days ago

nova lake
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dm me batby

civic coyote
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suddenly the water doesnt work

nova lake
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did you change any mods since then?

civic coyote
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maybe another mod update broke it?

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we have not

nova lake
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i suspect lll update still

woeful pollen
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are you aware of the issues with your dungeons and cullfactory scoopy?

nova lake
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more focused on making mine playable right now

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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

woeful pollen
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@dry magnet

civic coyote
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I can attempt to run with only the variety mod and its dependencies and see if the bug persists

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But also many others are having the same issue so I'm not sure my list would be the problem

pale thunder
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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

civic coyote
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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

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even though the water is there its still possible to swim through and enter the location

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but on maps like vow it completely cuts off the fire exit

dry magnet
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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

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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

nova lake
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okay so im working on a fix for the flooding thing

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my fix involves just not using the floodwater for the sewer lol

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which has the added benefit of the water can look alot more customizable

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so yeah ill try get this next update out asap

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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

gusty skiff
gusty skiff
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Keep in mind I count things playable off GitHub or other servers but not on Thunderstore as released

lost sage
gusty skiff
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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

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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?

real briar
graceful whale
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Had sewer spawn on Hydro despite my settings being set to this, does list no longer need to be specified?

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I left my list in there for now for when I wanna re-enable Sewer (once bug fixed)

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...oh wait

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I'm dumb

icy isle
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yeah

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just yeah

tidal arrow
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Dont worry we are all dumb here

graceful whale
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It happens to the best of us

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I would know, I'm the best of us

lusty matrix
lusty matrix
nova lake
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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
rustic shuttle
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does the most recent version work with version 1.0.7 of LLL?

nova lake
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youll need to update to 1.1.4 LLL

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since the way LLL loads registers dungeons has changed slightly and I have adjusted to accomodate

balmy echo
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is LLL really bugging out, is that why people are hesitating to update? I missed a memo

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Alsooo poggg updatee! Thank you for your service 🙏

golden beacon
golden beacon
balmy echo
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Would it break office badly on the current LLL?

golden beacon
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yes

nova lake
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Not necessarily

golden beacon
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you can see in the office channel they having tons of problem and piggy is busy right now and can't update yet

nova lake
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I believe new LLL versions have support for old dungeonflow loading method, though I haven't tested myselfb

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With office for example

viral raven
languid nexus
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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.

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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.

rustic shuttle
digital zinc
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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.

west gull
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The sewer may be a bit buggy on my end? anyone else have that issue?

west gull
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only 1 moon I can't go to

languid nexus
# loud grotto Modding101

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.

mental jungle
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When I updated to 1.114 I have having some bad desync weather issues

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For me there was no weather

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But for others there was

loud grotto
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If anything, you'd think it would be the opposite

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But I got you

rustic shuttle
shell hornet
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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 🤔

rustic shuttle
shell hornet
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no

rustic shuttle
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i don't know then

digital zinc
merry tapir
barren pilot
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When I change the config to all moons it’s still only dose vanilla

nova lake
rustic pendant
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@nova lake can i use LLL 1.0.7 on latest scoopy?

west gull
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Ok just checking if I am stoops

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@nova lake at this very moment right now can spiders climb walls in the castle or sewer?

warped nest
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Yo what's going on in that video??

graceful whale
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Ooo

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I think they can climb walls in the Castle but I've never seen it in Sewer

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Am unsure

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If you fix them not making webs outside on Infernis let me know KEK

merry tapir
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uhhhh halp

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I don't know how I got stuck between walls- I was just walking down from the stairwell

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I just wanted to see how the place looked now. I don't think I did anything unusual to get here

keen lake
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the sewer interior wont work for me, this is my config, any idea why it wont work ?

civic coyote
nova lake
rustic pendant
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@nova lake does LLL 1.0.7 work on this latest mod

nova lake
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please try not to ask questions ive already answered recently

crimson pilot
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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

rustic pendant
rustic pendant
lost sage
crimson pilot
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the horrors

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(I’m playing alone)

viral raven
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add PlayerBracken for more fun

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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"

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though playing with others would def improve the experience

frosty hound
gusty skiff
frosty hound
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well yea i saw that, tho still couln't find the thread or the github

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thanks

keen lake
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someone said it might be conflincting with late game upgrades mod

keen lake
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@nova lake do i need the most recent version of lethl level loader ?

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because i have am older version but i never updated because people were saying it conflicted with other mods

zenith vessel
keen lake
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how does that help ?

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oh yea

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na i got it to work anyway

icy isle
pale thunder
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The insanity mod?

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Ive never heard of it. Is it just called that or no?

thorn linden
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would it be possible to get a config option to set the volume level on the weezer guitar?

spare crown
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Isnt there already one?

river igloo
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Is it just me or is loot rlly scarce on dungeon compared to sewer

tropic fog
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changing the size multiplier might condense loot a bit better for you

real briar
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i tried to lower the size to combat also

river igloo
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Did it work or nah

real briar
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ehh

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not really

river igloo
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Kk lol

real briar
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im sure it did but not noticebly

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I was gonna test it more though

shell hornet
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I thought turrets weren't supposed to spawn in sewer tunnels anymore? 🤔

sand pumice
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does the issue also occur on the previous version?

zenith vessel
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Does Sewer use default fire exits?

rocky veldt
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is it just me or does the sewer tunnel parkor suck ass?

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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

merry tapir
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I've never made it past like the big tunnels section

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Usually either there's a million turrets or some reason not to stay generally

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Actually I should increase spawn chance, I do like the design now

spare crown
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Have you tried climbing the giant cyllinders in the center of the big round rooms at the tunnel section?

merry tapir
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Oh, I've not seen those in person but I did see Captainsparklez do that

spare crown
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That's where the loot usually is

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lol

merry tapir
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Lol

spare crown
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Either ontop of the cyllinders, in the 4 corner bridge room, or somewhere random in the tunnels themselves

loud grotto
crimson pilot
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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 :)

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I'll probably work on more tonight tbh :P

solid relic
nova lake
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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

shell hornet
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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

solid relic
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The amount of times I had to backpedal like a pro back onto the pipes haha xD

nova lake
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Turrets also no longer spawn in tunnels

shell hornet
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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.

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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.

shell hornet
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I shall record video for you next time then.

shell hornet
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voila

woeful pollen
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what's that sound pack?

shell hornet
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lethal resonance

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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.

rocky veldt
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he's trying to fix that?

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my group doesn't mind the turrets

shell hornet
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I'm just showing proof since I'm getting pinged with just 'no' about it

merry tapir
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I mean, it's possible for a turret to spawn in the forward hallway of the factory facing the door

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And it only gets worse on mansion interiors

graceful whale
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Definitely had turrets in sewer still btw

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None shot me through any walls but yknow

inland hearth
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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.

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Tested using ControlCompany

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Testing with out Mirage the AI will move normally. Testing without Scoopys the AI will also move normally.

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Pictured is the AI stopping at the highest point in the interior and the Outside map level above (Similiar results happen on Experimentation)

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All tested on current builds of each mod

rustic shuttle
lusty matrix
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you should add free here

inland hearth
keen lake
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i can only make this interior work on one moon at a time

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if i configure multiple moons it doesnt work

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?

nova lake
atomic light
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@nova lake ummm

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should i just turn off sewer for now ?

nova lake
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i have literally no clue what could even possibly cause that to happen

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but would be willing to bet not an issue on my end

coarse plinth
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This screenshot is from the host or another player?

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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

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So what appeared on their side was sewers and stone dungeon combined

atomic light
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the host got castle while the others got sewer/hybrid
but dw we changed modpack so its not my problem anymore UAHGHHUAHGHHH not my modpack anyway

coarse plinth
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yeah so probable a config issu imo, good luck with the next modpack UAHGHHUAHGHHH

civic coyote
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This happened to me with scp dungeon before, it was a configuration issue so probably the same thing here

mental jungle
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oh thATS the dungeon door

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yea same thing happened me with SCP and Dungeon, make yousure you have the same configs

frozen bridge
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Hybrid dungons sound like a really cool idea but inconveint as a bug

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imagin a "void" interior in refrence to the binding of isaac's void where each tile is pulled from a diffrent interior mod

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would be cool if it pulled from the interior mods you have already iinstalled

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like iimiagin going from facility into a mansion staircase room into the manson coradoors with a dungeon door leading into a dungen area

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on the bright side it would make iti easier to figure out where youve been before since everywhere looks so diffrent

solid relic
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@nova lake Several runs varying mods, Fiend seems to always get stuck on certain vents after spawn.

silent niche
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the crown despawned while one of us was holding it on ship takeoff

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not sure if that's a known issue or known mod conflict

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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

civic coyote
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I've had that happen with other items such as shovels and flashlights

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No idea what causes it

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It seems to only happen when entering orbit though

dry magnet
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it just assumes that any DoorLock in the level has a 3 ancestors

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that assumption probably only holds up in vanilla

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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

nova basin
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"Some enemies have pathing issues"

How so? How bad is it? And on which dungeon?

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I really like these modded interiors, but if they are too gamebreaking ima just install them once fixed

zenith vessel
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Some enemies have pathing issues even on vanilla interiors.

cobalt gate
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Scoopy's Castle Interrior bug?

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018db3aa-4f7f-d8fb-ccbf-e4345f32f7a3

dire harbor
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Thats a known issue with lethal company I think

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if you get too deep down the game teleports you back

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it happened to me when I clipped out of a map somehow

cobalt gate
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ahh

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Wierd that it generated all that loot in an area we could not reach.

nova basin
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Also another thing, there was an issue that I noticed where some enemies would walk through walls on the sewer dungeon

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Is that fixed, I tested that on a previous version, does this new version fix that?

graceful whale
digital zinc
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Atleast one out of 8 of us experience it. Didn't have any problems before so could be a new thing mod conflict idk

mental jungle
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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

coarse plinth
dusky rover
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I mean...

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They are a thing.

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You can use.

frosty hound
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since we know sewers are a possibility, we always have a lockpicker

thorn linden
mental jungle
coarse plinth
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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

tropic fog
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for some reason i cant seem to get either interiors to spawn, mainly for modded maps

tropic fog
crimson pilot
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eh

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nvm

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I guess it doesnt technically say

tropic fog
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what are the instructions ?

crimson pilot
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but you need to put the rarity for each moon in the list

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if you use list you cant use this

tropic fog
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ahh, okay
whenever i do "all" it doesnt seem to work on modded moons ever

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oh gotcha

tropic fog
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might have to do with LLL honestly. used to work like a charm

frozen bridge
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LLL really messed alot of things up with modded moons/ interiors for me too

coarse plinth
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If you use "list" the config line "CastleDungeonSpawnChance = ---" gets disabled, and then you'll have to use the "CastleDungeonMoonsList =" to set proper weight changes

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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

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Vow180, Offense300 being respectively maps name and their chances to spawn in weight

indigo phoenix
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Hi, is anyone doesn't have turrets or mines in castle/sewers ? i never saw one

dire harbor
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You don't want turrets in sewers, trust me

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But now that you mention it I don't think I've ever seen turrets in the castle interior either

icy isle
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They exist

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Not rare either

dire harbor
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huh

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I'm probably remembering wrong then

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or just lucky

indigo phoenix
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I think it's actually the modded moon i use that cause problems

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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

graceful whale
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Which is how I prefer it

indigo phoenix
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yes it can be that, i will ask the creator of the moon

merry tapir
lethal oxide
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May I make a suggestion?

frosty hound
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dewit

lethal oxide
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Can you modify the fire axe to come out in a another moon add mod? like guiter

merry tapir
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Oh are you saying it doesn't appear in modded danger moons?

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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

frosty hound
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tbh, i never saw it

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x)

atomic light
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Is it just me or sewer have high chance of locked doors without key around if u entered from main

coarse plinth
lethal oxide
merry tapir
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Makes sense

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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

lethal oxide
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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.🔸

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I tired to appear fire axe another moons(kast, orion, egypt) but still doesn't work 😢

rustic pendant
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Anybody have issues with sewer or castle dungeon not spawning in? It’s not showing up in the LLL simulate chances

atomic light
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show your config

zenith vessel
crimson pilot
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Lockpicker my beloved

Just sayin' 🤷‍♀️

zenith vessel
crimson pilot
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oh, even I had reported that lol
I thought it got fixed :P

golden beacon
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Is sewer as polished as the castle interior right now ?

quick badger
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I would say it is

woeful pollen
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castle is def more polished just by virtue of being older

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sewer still needs some time to mature, but it's perfectly playable in its current state

mental jungle
golden beacon
mental jungle
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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

golden beacon
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Damn, what about the lockpicker ?

pseudo lake
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lockpicker is apparently buggy on most modded interiors

slow hemlock
pseudo lake
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vanilla

thorn linden
pseudo lake
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the item that no-one uses so people forget it's vanilla 😭

slow hemlock
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oh christ

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bad look on my part 😭

merry tapir
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Almost nobody likes the lockpicker ;-;

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I guess tbf I'm modding it to be better so I'm not exactly innocent

pseudo lake
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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

merry tapir
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Enhanced lockpicker makes it 10 seconds. I hate keys because slots are solid gold.

pseudo lake
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yea

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i use enhanced lockpicker on my pack

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but you never really need more than one key

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maybe on rlly rare occasions

merry tapir
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I also like how doors get relocked. One day I'll use that feature.

pseudo lake
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yeah locking doors is great but idk how enemies interact with locked doors

slow hemlock
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what about them doesnt work

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can you specifically describe what should be happening and what isnt

merry tapir
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Yea

pseudo lake
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this feels like a nohello moment (there should be more websites like nohello for different things)

merry tapir
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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

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Jeez my spelling wtf

slow hemlock
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like another door in the area, or a another door like conceptually

merry tapir
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In the sewers there's these walls with TWO doors blocking off hallways

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Both lead to the same place

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It's mainly a visual bug

thorn linden
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it was detailed on the github we linked a few times

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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)```
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only one door can be lockpicked

merry tapir
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Yea

slow hemlock
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ill look into this for yall

merry tapir
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TBF it's more of a minor bug since both doors lead to the same spot anyway

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Also I just for the first time today found the transition point to the smaller sewer tubes without going through a fire exit

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90% of the time something has prevented me from progressing that far. Or I just cut my losses anyway

silk crescent
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I think modded moons is not loading scoopys dungeon..? even I set my config to all?

crimson pilot
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this is because "all" doesnt actually select all moons

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its bugged

tepid palm
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That

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Is

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Cringe

silk crescent
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Oh? So I need to turn this into list and type all modded moons?

crimson pilot
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probably

silk crescent
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Huh...Anyone had reported this problem?

merry tapir
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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

silk crescent
#

Yeah I know. But using "all" is better

#

So I think that need to be fixed

frozen bridge
#

theres also anohter bug with LLL where for some reason it takes multiple days away from me

neat patio
#

do any of the other tags like "free" work?

torpid zodiac
#

Hello everybody!

silk crescent
torpid zodiac
#

Mention me via @ if you find. I will be grateful

coarse plinth
#

At least it's already been reported

torpid zodiac
#

Okay, I just didn't know that >.<

#

First time I saw

dusky rover
torpid zodiac
#

A.C.

#

Oxygen

#

G.I.

dusky rover
#

General Improvements?

#

Ah right, cheers for telling me 🙂

cobalt gate
cobalt gate
#

ahh advanced company

celest compass
merry tapir
#

Alternating Current

sand pumice
#

AVADA CEDA-

sand pumice
#

hrm, im trying to get sewers to spawn on a moon but i can't seem to

rustic pendant
sand pumice
#

yeah i see where i went wrong :P apparently SewerDungeonGuaranteed doesn't override manually set values

mental jungle
#

is scoopy still there

upper dirge
#

I remember scoopert...

mental jungle
#

bros been gone for a week

frozen bridge
coarse plinth
#

well after all the work and fixes he put on sewers scoopy better be taking a break clearly deserve it

shy mango
#

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

gentle tinsel
#

You guys have no problem with the interior, the odds are the same as the others, but it just doesn't spawn

white cargo
#

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

neat patio
#

works fine

gusty skiff
#

What a neat mod thread. If only someone could remind me of a channel where mods like this can be showcased.

icy isle
#

You think you're funny?

#

Reminder that #mod-showcase exists and that you should post in it

golden beacon
#

Xiaolan is wanting all those showcases !

fickle topaz
#

it ain't that deep lmao

robust elk
#

Love this mod and the detail 👌🏻

white cargo
neat patio
#

everything works fine, so sounds like a you problem

white cargo
#

pics vids?

crimson pilot
#

it also works fine for me

white cargo
#

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?

sand pumice
#

oh erm does sewers still cause flooding issues?

tidal arrow
#

Not from what i have seen

atomic light
white cargo
unborn flare
#

👏

#

Oh Dev, please make the jump tiles less common PLEASE

#

They are agonizing

fervent blaze
#

that's already been done in an update, are they still too common for you?

#

very last one in fact

pseudo lake
#

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)

crimson pilot
#

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

vestal spire
lapis sand
#

wtf XD

atomic light
#

its so dark what am i supposed to see

sand pumice
lapis sand
#

How do I fix this? xDD

sand pumice
#

ahbfasbfbysda @lapis sand !

atomic light
#

thats a funny castle bunker hybrid

lapis sand
#

the 2 interiors appear at the same time

lapis sand
atomic light
#

are all of u having the same config ?
have u deleted LLL config once after add/update/delete the moons/interior ?

atomic light
lapis sand
#

Possibly that's it, I've never deleted anything XD I'll try

sand pumice
atomic light
sand pumice
#

because diversity adds darkness by default (you can change it in config)

atomic light
#

im just confused what am i seeing at the first screenshot lol

atomic light
gilded ingot
#

why am I only getting the sewer on over 3 moons?

atomic light
gilded ingot
#

I guess maybe I'm just unlucky?

atomic light
#

yeah 300 is like gonna be below 50% if u have the castle active too

jade snow
#

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.

azure narwhal
#

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

crimson pilot
#

show ur config

#

not lll's

#

this mod's config

azure narwhal
crimson pilot
#

the list only works if you put "list" in castledungeonmoons

azure narwhal
#

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

crimson pilot
#

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

azure narwhal
#

Sadly no luck

crimson pilot
#

sad

#

yeah it switched back to vanilla the first time i used the mod

#

never again

azure narwhal
#

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

crimson pilot
#

what interior is that?

woeful pollen
#

not sure why it was posted here

zenith vessel
#

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.

gilded ingot
balmy echo
#

guess we all need to patiently wait for scoopy to come back, hope they're doing fine tho!!

merry tapir
#

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

supple peak
merry tapir
#

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

zenith vessel
pseudo lake
#

i like sewer

#

i absolutely hate the jump in fulldark

crimson pilot
#

I think sewer goes best on March tbh

#

And Triskelion (modded)

woeful pollen
#

we have sewer on most of the early ones but primarily assurance and offense

rocky veldt
upper plinth
#

Can you explain the Future Office values and Sewer better values

dire harbor
#

Sewer will still get more tiles in the future

#

And office should be less buggy

#

As far as I know

upper plinth
#

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

quick badger
#

@nova lake do you plan to add terminal doors to your sewer interior?

golden niche
#

Just like in the context of a literal dungeon?

crimson pilot
#

well sometimes sewage pipes need to be blocked

golden niche
#

Oh wait they said sewer

#

I aint even see that part imma be honest

coarse plinth
#

Yeah dungeon is kinda logical to not have metal doors, but sewers could use metal doors

supple peak
#

Is it intentional that enemies cant use the ladder in the sewer?

zenith vessel
#

Enemies can use ladders?

atomic light
#

they cant cuz i think theres gap on the ladder ? they prob should go to the stairs instead

supple peak
#

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

supple peak
supple peak
#

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

tacit matrix
#

Stuck because bad Generate :)))

atomic light
#

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

tacit matrix
atomic light
#

the config looks fine no duplicate entry...
im not sure anymore imhuhimwuh
and sewer is kinda sad in its state atm i prob would turn it off

thorn linden
#

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

atomic light
#

well i guess turning off the sewer dungeon is the only thing to do if thats the case :(

polar bobcat
rustic shuttle
#

turrets are a plague upon interior mods

pseudo lake
#

lmao

#

someone should make a difficulty mod that makes turrets to this

fickle imp
#

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

zenith vessel
#

Think it's a vanilla bug, or at least not unique to Scoopy's.

obtuse mulch
#

just had sewers that gave me nowhere to go bc everything was locked or a dead end

woeful pollen
#

many such cases

obtuse mulch
#

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

rustic pendant
coarse plinth
#

like whenever you can, buy lockpicker in case you get sewers

#

that's how it has to be done with sewers

zealous light
#

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?

merry tapir
# coarse plinth like whenever you can, buy lockpicker in case you get sewers

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"

coarse plinth
#

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

pseudo lake
#

the only thing is that keys are a slot hoarder

coarse plinth
#

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

mystic rose
#

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.

mental jungle
#

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

sly current
#

meh, they ain't obligated to communicate

#

it is odd though

woeful pollen
#

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

sly current
#

bro on zeekers mode

woeful pollen
#

equally possible that he's just burnt out on LC or LC modding, which is becoming increasingly common

coarse plinth
#

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

sly current
#

i mean. yeah these dudes rarely take breaks so they get burnt out easily

coarse plinth
#

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")

sly current
#

i respect the grind honestly, but breaks should be more common

sly current
#

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

coarse plinth
mental jungle
#

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

noble girder
#

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?

mental jungle
noble girder
noble girder
#

nvm i think we fixed it sorry

sand pumice
#

or was it a config mismatch?

noble girder
#

we changed the coding to guarantee the spawns on certain maps

sand pumice
noble girder
#

nah we saw people walking thru walls

#

they spawned in dungeon while i spawned in sewers

sand pumice
#

its kinda weird

noble girder
floral bloom
gusty skiff
#

You either burn out playing too much to want to mod or you mod too much to ever have time to play the game

mental jungle
vivid glen
#

just got shot through a wall at sewer

#

:(

#

thought that was patched

upper dirge
#

it's so over

lilac valley
rotund pendant
#

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 ?

tepid palm
#

Only thing I can recommend rn without any more info is ask chatgpt

zenith vessel
#

I doubt it would help.

supple peak
#

i used chatgpt to convert to chinese and explained it to him, he seemed to have got it ok

zenith vessel
#

Didn't know it can do that.

dire harbor
#

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)

rotund pendant
#

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

sand pumice
#

I guess that makes sense, since inaccurate translations are honestly pretty rare on the internet

supple peak
#

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

dire harbor
#

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

amber zinc
#

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?

atomic light
#

i think thats been a problem for a while
easiest u can do is make the dungeon smaller, else not sure what to do

frozen aspen
#

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

tepid palm
#

Idk if it will work but its worth a try

verbal agate
#

masked enemies that spawned via vents on the sewer interior seemed to be stuck in front of them, was using MaskedEnemyOverhaulFork if that matters

supple peak
#

I even found one emoting in the doorway, where there is no vent

verbal agate
#

yeah idk, weird

supple peak
#

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

verbal agate
#

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

inland hearth
#

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

opaque karma
#

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.

fervent cipher
#

hi

#

can you help me with the percentage with the sewers because I got them like every single time

supple peak
#

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)

fervent cipher
#

I got sewers every time no Castle

supple peak
#

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:

fervent cipher
supple peak
# fervent cipher 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

slow hemlock
zenith vessel
fervent cipher
zenith vessel
#

Lucky/unlucky, depending on how you look at it.

supple peak
fervent cipher
primal crown
#

Is this a known issue on the sewer interior or perhaps another mod?

#

seems to be an enemy

cinder hornet
#

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

mental jungle
#

guys im kinda nervous for this mod

#

scoopy has been gone for a month, if v50 does come out, then this mod is cooked

pseudo lake
#

if zeekers doesnt change interior gen it should be fine tbf

mental jungle
#

plz help my moon 😭

slow hemlock
#

Can’t this week I’m sorry

#

Gotta crunch before v50

mental jungle
crimson pilot
#

afaik Scoopy is working on a personal project

#

Update will come... Someday

#

I just hope more of my rooms get in 🙏

nova lake
#

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

sly current
#

siick

dense nymph
silk crescent
#

Yeah but all is broken

west gull
#

Haven't looked in this channel in 6 weeks, whats up rn

#

ah ic scoopy is moving away from ethal ompany

jaunty flame
#

where he goin

vivid glen
#

Im so good

#

at writing descriptions

floral bloom
#

Features

  • ladder
shut ingot
#

Features

  • ladder
vivid glen
#

i cant

#

think

shut ingot
#

Enable thinking in your configs

vivid glen
#

like every great mod

floral bloom
#

Features

  • ladder
shut ingot
#

Features

  • Think
vivid glen
#

@cobalt gate

cobalt gate
#

hahaha

sly depot
#

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?

amber oar
sly depot
#

ah i was missing the second one

#

exporting as code also gives other people the config right?

amber oar
#

yes just have both lethal level loeder and lethal level loeder fix enabled

amber oar
#

and remember to delete level loeder config so you get a fresh config when using the fix

sly depot
#

alrighty thanks

mystic rose
#

there seems to be some slightly misaligned geometry in castle dungeon on most doorways and some corners #1200144261333659729 message

warm sage
#

when will this mod be compat with v50?

mental jungle
warm sage
#

Ok

grave dagger
#

Btw it doesn't seem to be the mod itself but rather the depedency for loading maps

acoustic cloak
#

yeah most custom moons and interiors won't work without LLL right now

digital cloud
#

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?

tacit hollow
digital cloud
#

Ok

wind walrus
#

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.

slow hemlock
#

could i just confirm where you got the experimental build from?

wind walrus
slow hemlock
#

sick

wind walrus
#

apologies I must have notifications off

slow hemlock
#

no stress, peep that other thread

tacit hollow
# slow hemlock sick

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? 🤔

slow hemlock
#

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

late yacht
#

dont work?

floral bloom
warm sage
#

yo LLL updated

slow hemlock
#

this shouldn't need an update

warm sage
#

oh true lol

lucid mango
#

Tho he did mention wanting to come back when LLL updated

coral pecan
#

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.

vivid glen
#

and sewer idk, worked in the past for me, but havent tried it in v50

coral pecan
# vivid glen castle size can be reduced in configs

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?

vivid glen
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i mean yea, but this mod hasnt updated to v50 LLL or v50 scaling methods yet

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I know Dantors also has some issues with scaling on v50 rn

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being way too large

coral pecan
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Yeah, probably similar issue. Hence my posting here.

floral bloom
vivid glen
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Thats what im doing

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only adding things that support v50 or have been updated since v50

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in terms of moons and interiors

floral bloom
vivid glen
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dantors sizing is broken rn

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enjoy the endless void of mental hospital

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scp idk

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scoopys is...working?

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bunker is recieving an update

floral bloom
floral bloom
floral bloom
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ill probably use scoopys if it seems like its fine

sly current
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only cozy office showed up

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which was an issue i had with my own packs too

floral bloom
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I forgot to add mantif and the new Rosie moon to configs

sly current
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we played like

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on 6 or 8 moons

floral bloom
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We did get office a lil

sly current
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yeah we only got cozy office

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no other ones lmao

floral bloom
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I meant LC

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We got LC office first day

sly current
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oh you guys did?

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ahhh ok

sly current
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ahhh right

floral bloom
# sly current on 6 or 8 moons

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

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im sad that it didnt because I really wanted to see it

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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

sullen crescent
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I feel like scoopy's dungeons and mental hospital are massive

vivid glen
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You can try altering their size in LLL configs or through LQ

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but I have no clue if thts gonna work

dry magnet
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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

barren sleet
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does this mod just not work anymore

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i have castle set to guranteed and i still get facility

atomic light
barren sleet
atomic light
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🤔

sacred parcel
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is this mod still being updated

dusky steeple
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Same issue here, sewer and castle don't show up even on the only planet i set on the list. And i have LLL

sacred parcel
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you just gotta go into the config editor and go to LLL and then the dungeons

dusky steeple
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here? i don't understand what i need to change :/

sour river
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scroll down a little

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manual level injection i think it says

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just put the name of the moon then a : then whatever chance

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like 300 maybe

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so example

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Bozoros:300

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or March:250

sacred parcel
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and then you can manually input moons

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like for example if you want it to spawn on all the moons you can do Vanilla:200

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base chance for most ints is 300

dusky steeple
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It works ! thanks

sacred parcel
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yw

sullen crescent
barren sleet
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for me at least

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it works if i specify the moon, but not if i put "Vanilla"

sacred parcel
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Works for me

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just tested it

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Vanilla:amount works

sturdy verge
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does the dungeon interior work somehow?

midnight ember
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yes

arctic bolt
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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

grizzled rose
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is this mod compatible with v50 already?

supple peak
acoustic cloak
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That way you have to open them up to get the 2 handed loot out

arctic bolt
acoustic cloak
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dude just buy a lockpicker

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it's 20 credits

worldly lotus
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i have every other modded interior rarity set to 0.. and still the castle doesnt show up. guaranteed also doesnt work

worldly lotus
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okay "list" is the only setting that works

empty flax
midnight ember
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I'm using lll's config and everything works

supple peak
# worldly lotus i have every other modded interior rarity set to 0.. and still the castle doesnt...

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.

arctic bolt
worldly lotus
worldly lotus
supple peak
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honestly i just prefer setting it for each moon that i want it on anyways, i like fine tuning it like that

upper blaze
supple peak
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or that

supple peak
upper blaze
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I need help

heady idolBOT
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Hello, @upper blaze, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.

supple peak
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lmfao

supple peak
upper blaze
supple peak
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and doing silly risky stuff is often what makes the game fun

upper blaze
supple peak
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i would but i cannot live without my mods :(

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But online mod support for this game would be a nightmare

upper blaze
supple peak
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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

worldly lotus
upper blaze
worldly lotus
upper blaze
supple peak
# worldly lotus okay thats preference. i like every interior to have a chance to appear on every...

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

worldly lotus
supple peak
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Waaay back before, i think it was like...a 2/3 chance on march and 1/3 chance on vow? or something like that??

edgy depot
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Hi !
Why do Castle and Sewer interiors wont spawn even when I guarantee them in configs ?

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Ok, just read a bit above

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Can I do "All:300" in LLL ?

upper blaze
edgy depot
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Ok thanks <3

upper blaze
mental jungle
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I really hope this mod one day gets updated to add an apperatus and breaker box to both dungeons

lucid mango
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been a long time since I've seen one

midnight ember
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it isn't

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it's just a treasure room type of thing

lucid mango
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Ah alright

woeful pollen
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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

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one of the two official interiors included with the game doesnt even have all of those things

midnight ember
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i would prefer that all interiors had at least an alternative to the apparatus that would trigger the meltdown

atomic light
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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

midnight ember
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just add a golden toilet to the sewer smh

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didnt see the crown spawning anything hmmm

atomic light
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dont forget the bidet

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it should spawn ||bracken right|| behind the door to the crown room

midnight ember
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ohhh

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you said right behind so i thought it would be directly behind the player lol

atomic light
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that would be too nasty lmao

midnight ember
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also bracken caps at 1 so i think that would also be a reason for me not noticing anything

atomic light
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worse than diversity bracken revamp

midnight ember
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also i mean, dungeon is pretty good meltdown material given its theme

atomic light
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"random secret organization rigged a nuclear bomb inside the castle and itll explode via greedy adventurer who took the crown" 😂

acoustic cloak
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Nah it should be a toilet and the bracken gets enraged upon picking it up cause now he can't shit

atomic light
acoustic cloak
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THEY TOOK MY ASS AND MY TOILET
I CANT SHIT

dreamy harbor
upper blaze
dreamy harbor
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alright thanks

tranquil gyro
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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?

upper blaze
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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

tranquil gyro
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Does "all" work

upper blaze
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I set the weights for each moon individually, that way each moon has a bit of a different selection of interiors

upper blaze
tranquil gyro
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Testing right now

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No change. I set Assurance:9999 at Dynamic Tag List, but still didn't get it to spawn

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Okay Vanilla:1000,Custom:1000 worked for CastleFlow.

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And now it works for SewerFlow too. Maybe setting the value to 9999 broke something.

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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.

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Thanks @upper blaze

upper blaze
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vanilla and custom are only tags I guess

tranquil gyro
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Oh. That explains a lot lol. Anyway!

neat edge
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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.

upper blaze
neat edge
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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

upper blaze
neat edge
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lemme know if you do, I cranked that sucker to 100 weight and it never showed up anywhere even once

sour river
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whats funny is in my entire like 125+ hours of playing ive seen like every scrap naturally except the fire axe weapon

upper blaze
sour river
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ive only seen it cause i spawned it in once because i was curious

neat edge
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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

upper blaze
sour river
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i see

upper blaze
neat edge
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yeah probably, at least manually adding it back into the spawning pool with LQ works like a charm

upper blaze
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@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?

neat edge
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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

sour river
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yeah the castle had like one of my friend groups most iconic moments and i couldnt imagine leaving it behind

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they had him locked up for they knew what he was capable of

nova lake
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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

upper blaze
nova lake
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I can definitely look into that, I expect will be a fairly simple fix on my end

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I'll look into it this weekend, definitely not my intention for things not to be playable

upper blaze
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The mod currently works tho, but not without a bunch of trial and error to figure out how to make it work

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And I guess maybe no fire axe XD

upper blaze
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You could just let LLL handle the configs for interior weights and such, just have the configs for the scrap

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That's what most interiors are doing now, makes everything in one place which is nice

lucid mango
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IIRC the fire axe is set to only spawn on Rend, Dine and Titan

jaunty flame
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Is there two fire axes? Because i found a few last session that was just scrap

slim pawn
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Immersive scrap has one as well

coral pecan
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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!

jovial shoal
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yeah dungeon size fix would be nice too

lucid mango
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It works if you're using LLL's config

coral pecan
lucid mango
obtuse mulch
charred ginkgo
green hollow
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But if he does fix the entries that's good too, I think the important thing is the Fire Axe fix

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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 ^^

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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

green hollow
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I saw some say it performs fine which is strange, I'll have to test

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Yeah it seems to be performing okay now, I think it was just a bug with the moon I put it on before disregard 🩷

jade prawn
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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

lucid mango
jade prawn
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just tested it, that worked, thanks!

frank orbit
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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

lucid mango
molten tide
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Quick question, I've set the spawn to All and rarity to 500, but in the logs castle and sewer is always unavaliable

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I checked my different sized moons too