#Scoopys Variety Mod (formerly LethalExtension)
1 messages Β· Page 9 of 1
like this?
Yup, then fill out the manual level list or the tag list to add it to moons
would it be tags or names, if I just want to set it to all?
In tags do vanilla:[weight],custom:[weight]
with whatever weight you want. like vanilla:300,custom:300
All is not a thing it seems
It just needs updated is all, using outdated references
ah I see
didnt realize the last update was 3month ago
Scoopy is slowly working on a fix, everything seems to work tho on v50 as long as you use the LLL config
Nice, tysm!
oh
would I put those in the first or second?
does it even matter?
would that also be where I would put all at for other interiors?
No you need to do the same thing, all is not a thing for LLL
that explains why I never get any other interiors other than mental hospital lol
thanks
I am having issues with Scoopys_Variety_Mod interiors spawning. I can find the guitars on moons, so I know the mod is active. I just cannot get any of the interiors to load no matter where I go. I have tried messing with the config file but I'm not sure what to do. Any ideas or help would be appreciated.
You need to use the LLL config. The entries in the Scoopy config are deprecated
Would you be able to walk me through it? I am new to modding
So essentially in LLL's config
for Castle
set content configuration to true, I also would recommend enabling dynamic size restriction and setting the scalar to 0.5
Then this is where you'd post your moon entries
For the interior
You'd do the same steps for Sewer too
and in the native config for Scoopy's just set the lists to blank
This will be less confusing once @nova lake gets around to pushing the update they're slowly working on, it should remove the deprecated entries from the config and also fix the Fire Axe cus the Fire Axe doesn't work atm at all
Thank you so much! It worked. I appreciate all the help π
Yw ^^
Whenever I set the sewer to guarentee it still doesnt spawn
are there any mods that are might be messing it up?
or smth inn config?
Every config entry besides the scrap spawning entries are deprecated and don't work
ah
damn I really wanna get a look at the sewer
is there any footage or pictures of it?
nvm there on the page im dumb lol
Moon list actually work tho
I still use the LLL config for it instead
Fair but it is not deprecated like you said
I saw people reporting desync issues with this mod and Dantor's when not using the LLL config for it
So I still technically consider it a deprecated entry
due to that
I mean I played with friends with it like this multiple times and didn't get any desyncs. They probably had an issue somewhere else causing the desyncs
what mod is this that displays the interior weights
LethalLevelLoader
type simulate [moon] in the terminal
@nova lake whenever you do push the update, I would love support for the spike traps to spawn but I understand if you can't do it lol
I would say only for Castle though, Sewer would be difficult to make Spike Traps work on
pretty sure theres a good chance that wontbe happening
prob busy with life and he is game he is creating
but it would be nice to see some else carry his torch
but this was one of the great signs of the end days of lethal company, as recored in the modding book, when scoopy would leave, it is a sign of the end times
Nah not really
Scoopy is allowed to move on
never said that
he isnt allowed to move on
but when he does leave, it is a sign of the end times
as he is og
one modder leaving doesn't mean the end days of Lethal Company lol
sadly it does
how
Yeah but he announced he was gonna move on months ago, it's not the end times
it is
It's not.
shh just let me create my lore
Scoopy's mod didn't even exsit in my pack for most of the time he was actively developing it
XD
Cus I had no moons it fit on at the time
atlas abyss was always there
I think Sewer fits Vow pretty well
Honestly
just saying it for lore reasons
Sewer sucks after V50
Too much parkour now, apparently before V50 that was more balanced
uh not really sure how it changed after v50
my problem is the locked doors
the parkour is cool
but the locked doors are stupid
also the lack of apperatus and breaker box kinda annoys me
i just like consisintcey between everything
Castle also doesn't have those but it doesn't need them
it uses torches instead of actual vanilla light sources
ig, but I still would prefer if the torhces were "vanilla" so there affected by something like the modded bracken, also now its much easier to implement everything, because of nom noms patcher
he made this interior pre nom nom patcher
I may bite the bullet and just remove the interiors not updated for V50 from my pack
as much as it might pain me
lol
Parkour was always frequent before
Got it
wouldnt blame ya
another sign of the end times
I mean Dantor plans to update Mental Hospital when he feels up for it, but he's going through stuff iRL right now and has to focus on his own health first
Honestly the parkour was my fav part of sewer imo
But that may be due to an0n patches better controls
waz that
A mod that does several things, hp and spamina numbers, crouch jump, almost instant jump and removes the slipperiness of movement
intresting
makes the movement better without being op
looked really tood untill i saw the untoggle crouch
There is a toggle crouch version
made by piggy
Oh bet
I use main but to each their own
I never usually crouching for long
also btw doesnt work with runtime netcode patcher
ik most mods dont use it anymore but still
oh frick
also do u inow any mods that adds another terminal
lll doesnt use it anymore if you are worried
i gotta check again if anything uses it
LLL never used Runtime Netcode Patcher as far as I'm aware?
General improvemts has that
really?
I swear 1.2.1-.2 did
Nuuu they didn't lol
yeah, may be off by default
maybe im thinking of another mod?
hmm like for how long?
idk
I only use the base 10 moniters
i dont like the other 5
Oh i said terminal not monitor
wait what exactly are you asking for?
so u know the terminal to buy stuff, redirect moons, ect. I want 2 of them
Idk if thats a thing, only mod that had something like that from my knowledge is AC
oh alr thx
thats a pain in the ass to do
I could imagine
people all already having the trouble with the first termina;, 2 will be twice as annoying
it's not just twice as annoying, it's almost impossible to do without screwing up a lot of different things
would probably end up requiring duplicating most of the logic in the terminal class, or writing it from scratch
hey scoopy, a new daszombies vid dropped and he has some cool ideas that could help you expand upon the sewer interior a bit more maybe https://youtu.be/WCex3BJnhw4?si=6U-YZMAhxpoym_x-
Hooo boy this one took a while, finally out though, hope you enjoy!
Artists in order of appearance:
Loob (Thumbnail Layout): https://www.instagram.com/lo_ob_/?igshid=ZDdkNTZiNTM%3D
Splashpaws (Thumbnail Rendering): https://www.instagram.com/splashpaws/?hl=en
Emberin: https://www.instagram.com/emberin?
Takoyaki: https://www.tumblr.com/takoyak...
just saying hes pretty busy rn and hasnt chatted in a while from what ive seen
i figured since this mod already has a sewer interior, these ideas would blend in well
yeah i figured, just thought i'd throw the idea out there
do hope at least he gives perms for someone to patch the mod if he cant work on it anymore
yeah that would be nice
at least it works mostly now, castle just has issues with masked camping near the entrance
yeah
i just think that the ideas that this person has for sewers would increase the quality of it by a ton
i haven't gotten it yet
honestly, all of the interiors in that vid should be made
they are all very well thought out and cool
issue is some of these arent realistically modable
they all seem pretty realistic so far
i see nothing that wouldn't be possible
I say realistic as in it being possible to add without it being complete pain to program
well i mean, it may be a pain, but isnt all of coding?
depends on the person
or the project
we now have custom weathers, so i dont think these ideas are too farfetched
I would LOVE them just being realistic with the number of modders there are who have the skill here
many got their own projects
true
gotta admit that the steam on the modded engine seems to be slowing down
yeah, a bit, but i don't think it's slowing down as much as you think
i think a lot of the mods are just complex that are currently being worked on
it's mostly about them finding out how to do new things right now from what it seems
Really? besides a few ive seen a lot of the bigger modders quit or ghost the server
and compatibility and bugs
True, imo its better for a creator to put a mod on hiatus or cancel it than dont give any updates leaving everybody wondering
welcome to ooblterra is a massively awesome mod, xu just released project rebirth, wesley is being an interior machine, brutal company minus still gets new cutsom events, custom story logs were just figured out too!
ik bout those but besides rebirth those have been WIP for a while
although idk how man interiors wesley has planned
a lot of interiors are currently getting worked on too
who knows honestly
one for each moon XD
it's wesley, could be 0-10 for all we know
wouldn't be too surprised tbh
ik there will be at least 3
wesley is built different
maybe im just being a but pessemist but I just don wanna disappoint myself if this stuff doesnt come to fruition
yk
fair
ESPECIALLY THIS GAME, mods can be really jank sometimes
honestly, i hope people dont make more high quality moons, because then i am obviously forced to put them in my modpack for my friends
lol, I got 75+ moons rn
trust me, there are games way more jank somehow
holy shit
i had to keep mine under 40 for the sake of my friend's potato pcs
yeah Ik, being a fan of terraria the amount of huge mods that got canceled or left on an old version has worn me out
fair enough
I can prob name like 30+ XD
rip
anyways lets move to general
oh yeah, didn't mean to flood this thread lmao
anyways im gonnna head out now anyways
ok, when someone sees this thread active they gonna be disappointed XD
yeah oops!
lol
one day
it was my project ye
Thats crazy, I thought it was orion
i passed all that to him when i left the terraria scene
yeah the scene has been a mixed bag nowadays, many new cool mods dropped but also a bunch of the classics are stuck on 1.3
big mods in games are just so hard to make nowadays without fortunate conditions for modders or a viable income from it
yeah, funny enough orange (elements awoken dev) has been working on an LC mod
this connection is still blowing my mind lol
small internet
Is this a v50/1.2.0 issue? Or has it just been a thing
v50 I think, vanilla v50 had a similer bug but that was patched
Note to self donβt put it on atlas abyss ig
Which is like
The best moon for it π
they dont insta kill you
they just hump the wall nearby
All masked? Or only sometimes
when they try and leave
basically the escape function gets busted which kinda fits since atlas is a prison
Yeah lol
also happens on cozy and sector as far as im aware
π
Ive seen them escape on sector but its a little jank
Iβm working on a new modpack which I plan to add masked spawnable on most moons
And those three interiors are on nearly half of the moons
Wait no I was looking at the wrong list
Itβs a third of the moons
I used sector sparsely but had several moons dedicated to castle
I have sector only on sector 0 atm
is tremor 2 still being worked on (or is it tremor remastered) or did everyone give up on this mod once everyone started bashing it and its creators for stolen sprites and major balancing issues?
no, tremor 2 was canceled by orion like a year ago
and tremor 1 is so old theyd have to remake it from scratch
well yeah, especially since even supporting 1.4.4 is gonna be a major rewrite. Pretty much every version past 1.4 is a rewrite lol
yeah, its a shame the not stolen art was soo good
and the ost
well, at least Calamity is still well alive
Im happy for the new wave of content mods but id call now a silver age rather that the 1.3 golden age
we arent at the 1.4 golden age yet
when shadows of Abaddon, elements awoken and split drop its gonna be so back
and thats only a few of the classics that are still wip
has this been fixed? "all" was the issue. only "list" worked.
nope, this mod is broken, no matter how many times I set up, the interior dungeon still doesn't appear in any moon.
Ive gottern it to spawn using lethal quantities
that has always work for consistent interior spawns for me
you don't need LQ, you can set it up via LLL config
it's been spawning no problem for a few weeks this way
Ive never had LLL's work well when you have a lot of different interios(I have 24 modded ones for context)
I have like 20 and it's fine
prior to the new major LLL update it wasn't a reliable setup method
but after 1.2.0 or whatever it's fine
just a heads up from what I heard the configs may or may not be removed from LLL cause batby doesnt wanna deal with debugging them(batby if im wrong correct me I cant remember where I heard this)
that's a bridge we can cross when we get there I guess
doesn't change that current LLL can handle castle interior
ik just saying make sure you have you values stored somewhere else for when they are removed
I will still always recommend LQ or CC over LLL's config any day
your prerogative, I suppose. I avoid adding extraneous mods that duplicate functionality already present in my mod list
LQ was also critically broken for an extended period of time IIRC, so there were other reasons to avoid it
forgive my ignorance, what's CC
Central config, being made as a replacement for LLL's config also will have all of LQ's extended features liek scrap, trap, monster editors
also doesnt use an external ui if that matters to you
uses r2's config menu
that's my preference I guess, but doesn't really matter either way haha
My fav upcoming feature is the ability to change enemy spawn chances based on the interior
LQ and CC are def for people who wanna heavily edit the game rather than just set interior spawns
yeah that'll be handy for sure... will be nice to have a standardized method for that instead of relying on individual mods supporting it
eh, "heavily edit" is doing some lifting there... it's just levers for scrap and enemies
which is great for those who want it
but that's so far into the minutiae
Also editing stats, fight cost scrap value, weight, confuctivity, enemy stats, enemy power, pretty much lets you overhaul a moons balance or theming
which I do on a lot of the more bland ones
with 90+ moons, and 40+ new enemies it makes it feel like a whole new game
ππππ
be careful with what u try to change with that config mod, as far as im aware from looking at code, it overrides almost every other mod
yea.. sad.
it appear if you use lethal quantities or Central config
ive gotten both plenty of times
I just use the interior's list config and it works
the list mode for this mod doesn't seem to work either.
i'll try LQ's feature
Well it does for me
okay weird :S
I just want to be able to put βallβ and have it work for everything
same
it works for me
i mean when i do this, then its basically for "all"
Vanilla:140,Custom:140
and dont forget enable content configuration on the map in LLL config
anybody else having the problem that the dungeon and the sewer do not spawn even if i pump the chance to 70k and turn on guaranteed? having the setting on vanilla too
To many moons
what's your modpack?
Personal pack atm
Selenes choice is the reason i overindulge
Hi, I do have the same issue, even with no other mod that required dependencies and settings to force dungeon to spawn, no matter what I try it has never worked
I found a workaround !
It seems that 'all' and 'vanilla' options are not working for the dungeonsMoons, but explicitly specifying the odd for each moon with the 'list' option do the trick !
Maybe an issue with LethalLevelLoader ?
imo you should always stick with setting up the list
I've never had any problem with dungeons weights by using the list
Hello
Oh ? Sounds counter intuitive because by default it is set to 'vanilla', but good to know thanks !
Every dungeon works fine for me
Hi ! What dungeonMoons option are you using ?
Btw, is there a public code repository where people can contribute ?
Ok, so that's why it's working, same as what Finem just told π
I wasn't able to found anything except this discord from the thunderstore page
I have this to set up the things easily
and it works perfect enough for me :]
So good luck setting up your moons!
Thanks a lot !
Echelon is actually made for the school dungeon mod, bit confusing as there are 2 school interiors in thunderstore it's the one with a older looking asthetic so not the one called sleeps dungeon.
I know, but I think I have enough dungeons
Fair lol
interior dosen't work ? despite cranking the rate to max, restarting the game, etc, i never managed to get an interior, does having other interior mods break it ?
that's strange, it works for me
isn't there a command in the terminal that allows me to see the rates chance to a dungeon to be generated ?
Simulate planet name goes here
thanks
and yeah, that's really wierd, scoopy's variety mod appears in lethal config but none of the interior seems to generate
they're not visible when entering the command
If that could help, here's my modlist
the other custom interiors I have are: Sector-0 interior, LC Office and Wesley's interiors
what happened here π
Hi, you may encounter the same issue as mine, check this message: #1189848033110798346 message
oof, I have so many custom moons, that will be a task lol
You can have a look at Moroxide answer too to customize the spawn weights of all interiors
I'm gonna try, thanks for the advice :)
Yeah I know, it hurts lol
:]
You're welcome, I don't know yet if this issue is related to this mode or to LethalLevelLoader, but there's definitly something wrong with these options
the name i gotta input are the ones you see on the terminal, right ?
Yup
like for 71 sector-0 i gotta type sector-0
For example, you can set the list to something like: adamance:99999,march:99999 and so on
Ah I don't know about modded planets, but I guess it works the same way
I do that so "obligate" a moon having a set interior
cool list, gonna use some ideas when i add more interios/moons to my modpack π
Furthermore @coarse meadow, even the debug option to force the interior to spawn is broken
but you can use lower values to make a percentage of chance of those interiors on a moon
for example:
60,40
Yes ! Keep in mind that vanilla moons have a weight of 300 I think ?
yeah I've tried both ways
also, why did Bracken and Hygrodere spawn inside the wall
So setting a moon to have a weight of 100 makes it so that it has 1/4 to spawn if there's no other interiors that can spawn
Ahah I think we did exactly the same lol
there's also these monster of dungeon set up that I don't even understand
Yo wt-
π

It is sad that this project is not open source (to my knowledge), cause I'd love to contribute fixing these issues
it would be cool if i could read what's in the image
That's actually impressive, cheers on the creator who did that
I'd like to be like him when I grow up
Because I think a lot of ppl might suffer from this bug (because default value in config is set to vanilla, so not working) and even for the mod creator, it might restrainend ppl to play with the mod and share it with others
wow
#1226735245408079965 message
That's a huge modpack in terms of quality
Is the creator of the mod in this discord server by any chance ?
cinema π
that's how I gotta write it, right ?
You're missing the semi colon between the name and the weight
Like this: experimentation:99999
- you need to restart the game if you edit the configuration from in-game menu
If you're using Thunderstore I'd recommand you to edit configuration from there:
wierd, on the config description it dosen't describe it this way
I'm doing it manually
Oh oops my bad
it's okay lol
You're right ahah
My own screenshot says it all lol
So yeah better trust the cfg π
Eheh, same for Sublime Text π
It worked, thank you so much ! :D
now I gotta write all the moons one by one, yikes lol
You're welcome :D
I think it could be a good idea to pin a message there to indicate new members what to do for interiors to work, anyone ?
or for mods to point out known and commun issues
in pinned
actually maybe the list method could be nice
would definitively give me more freedom over it
making my modpack seem polished by changing few numbers lol
oof I'm wondering if this will go well
it wasn't
there's another dungeon giving the remaining percentage
no, like, what I mean is that I don't wan't the chances to be that high lol
what mod does that?
Thanks, this command is π₯ !
tested it and... is it normal Experimentation having 0.22% of Mansion 
and what do you wanna set up?
experimentation is the moon with the least odds of a mansion lol
planets other than the tier 3 have very slim chances of a manor
and by downloading more interiors you're lowering more and more theses chances as it has to give room for them
0%, i never expected initial moons to have Mansion
You have to set it up on LLL
ok
Oh hey that looks familiar π
I still don't understand the 60% of those charts
The full resolution charts are a bit easier to read in the original thread: #1226735245408079965 message
i saw, it must have been a lot of work doing that
First one is the % each interior appears on each individual moon, the pie charts are how frequent the interior appears based on spawn weight given different price ranges, for scrap stuff the blue/green "Revenue" is the minimum/maximum possible loot value you can collect from each moon, the blue/orange/red "profit" graph takes this and subtracts the travel cost, and the purple "average scrap value" is just that, the average value of an individual scrap item found on that moon
It's been a few months in the oven now π
Anyway sorry to inadvertently hijack Scoopy's thread, I'd be happy to answer any other questions about my modpack or overly complicated data visualizations in my thread linked above π
yes its normal for extremely rare chance of gettingg mansion on certain free moons
i think i remember getting mansion on vow in vanilla
i thought mansion had a chance to be basically everywhere?
March is the exception, since it has the special facility flow. But I believe youβre right.
damn its a been a while
ye
PLEASE ADD WATER SOUNDS TO THE SEWER WATER, IT DRIVES ME CRAZY
scoopy's been gone for a while. doubt itll happen.
Yeah I figured as much
Shame thereβs no addon mod adding water sounds, might take a look at it myself if no one else does cause I love everything else about the sewers
doose the mod work in v56 btw?
scoopy has been gone for a long time so i want to know if iit's useable still or not
I just realized there was a thread for this, so I thought I'd let you know if still plan on repairing the interior
When you get near the main entrance of the sewer, your viewmodels will disappear
If you go in the upper left corner of the stairwell room as well, the tile will visually disappear completely until you back out of that corner
Aside from that, the sewer and castle are working just fine
Is scoopy okay?
I'm pretty sure they're working on their own game
Oh cool
is the mod still work?
kinda
only issue is masked can leave the interiors
or the only BIG one
Tile clipping into itself...
This mod is decaying by the update, and rlly needs a health/performance update
sewer ?
if yes thats a known issue since like v45 or v50 idk lol
clipping tiles, early locked doors, lots of locked doors(in my experience)
the only issue with castle that i know is when the map is too big and there is multiple basement level, the game just gonna teleport u back at the entrance when u go lower
tho the funiest bug i ever saw with interiors are different interiors merging together π
Wish somebody else would pick it up at least and do a small repair if Scoopy isn't willing to maintain it
So I recently reinstalled this mod a couple weeks ago, played a bunch of matches and I realized not once has the castle interior nor the sewer interior appeared. I went into configurations and changed the castle interior spawn chance to as high as possible and still I haven't been able to encounter it. Is there something I'm missing? Is this an issue for anybody else?
rarity config moved to LLL config
i have never been able to get the LLL config to work for this mod
Only mod I get to work for spawning this is LQ
oh
Looking at the configs for LLL right now I don't see anything regarding rarity, just dungeon size & randomization pool settings stuff, could be that but I don't know I'm no technician I barely even know what I'm doing
do this but instead of scp, find castle and sewer
#1183889212978778173 message
it doesnt work for me sadly
dunno why tho but most interior migrated their config to LLL
i've tried this and it does not work for me
yeah at some point it doesnt work for me too which is weird
i installed central config, it magically works
then i went back to lll with all the interior rarity setting moved from centralconfig
it worked again like what
weird
trying something right now just to see if it'll work
huh.... looks like it does actually work after deleting the config for this mod and putting it in LLL
i think maybe it automatically deactivates the LLL one if you modify the mod's config
If I may ask, how exactly do I move the configs of central over to LLL? Iβve got no idea what to do here
Oh and what command brings up a moonβs interior chances? Tried looking for it but I canβt find anything
- if CC uses the same format as <Moon>:<Weight> then it should just be copy and paste into the LLL config. something like manual level name list. don't forget to turn on content configuration for the interior either
- simulate <moon>
Did as followed and surprisingly it did work, thank you two so much for the support
yeah it can be weird at times, glad it worked 
Is there any particular config required so the dungeon isn't generated too big? I remember interiors like Mental Hospital which haven't been updated in a long time had this issue
hello, so I downloaded scoopys varietymod and the Interior arn't working. I've downloaded LethalLib, LethalLevelLoader, and hookgenpatcher and bepinex.
I've set the intior settings to 300 so I would have a 50% to get either the castle or the sewer
The cfg is a little bugged, if you use lethal quantities or central config for interior chances it works
so I just deleted the Scoopy config and the two scoopy files in plugins after that I made sure the level was set to 300 in the Lethalconfig mod. Then I got ingame and simulated the moon
my Castlespawn chance 99998, Dungeonmoon all, sewer 99997, dungeonmoon all
as I said the cfg is borked
interior dont spawn, i saw the chat above me, but eh, im dumb, someone help me (wait let me test somethin)
also this ever gonna get fixed, was this recent?
using the mod lethal quantities and or central config you can make them spawn properly
how do
XD, but im trying it now
id reccomend quantities over central config
its page explqains it well
you can just use the LLL config to make the dungeons spawn
you will probably need to delete the config for this mod first though, that's how i got it to work, and don't alter any of the dungeon spawn settings
never got them to spawn with LLL config
strange
yeah me neither until i tried resetting the scoopy's config
now it works for me though
huh, either way im using LQ for other stuff so no need to switch
i dont want 50/50 tho, cuz i use ohter inetior mods
and also i just dont want that common
well thats why you change it in the LLL config
so delete scoopys config?
yeah
well then you'll have to set them up in the LLL config
h o w
also is the default size of the dungeon too big or nah
depends on what you're wanting. there are a lot of options in there for you to mess with
i just want to be the same scale as vanilla interiors
you mean like size? i think the defaults are fine
yeah
size typically means size
ok
for rarity, uh i just dont want the interiors to be there half the time
btw last time i used this mod i would always have randomseed screen getting stuck, or was that just like, lethal expansion
probably LE
you'll probably want something like Vanilla:150,Custom:150 here then. it depends on if you have other custom interiors as well, since those will affect the probability
where is that setting found
uhhhhh
levelloader settings?
k
uh
why did i get a time out
(i just said thats not thunderstore)
we had to block that small text thing you tried to do
because it looks like system messages and scammers use it to get people to click links
link markdown gets used a lot more than the small text, sorry
or does it not work against everything :/
its the least intrusive way to stop scammers
welp its not like im very active in this server.
(or else it would be pain cuz i like doing funny things with that)
gunna have the message the admins about this one... thanks for the heads up 
yes
wait do i have to do that for every dungeon O_O
anyways id just like every custom dungeon to have equal chance ( i have wesleys interiors, lc office, and this mod)
and than like, a slight increase in chance for vanilla
Abandoned most likely it hasnβt been updated in so long
its sad these interiors were so good
well they still work just have some minor issues
what are the issues?
masked cant leave the interior
and sometimes jank pathfinding
is that all? because if so i might re add them xD
as far as im aware ye
also may wanna nerf their sizes
do they have some stupid big sizes or something>
sometimes yeah
id say apply a 0.8
size multiplier
i assume you mean in level loader config
any interior cfg mod works but yeah
fair point haha
you reckon i should alter all 3 the same or just by the same amount?
sewer have smalllll chance of broken tile generation(overlapping tiles)
i say castle is still playable but if the map too big the bottom floors might tp u back to the entrance
fair, im just gonna set em all to 0,8 then
ill test out sewer n just disable it if its too bad
Can you explain how to do it with screenshots ? I've done a few tweaks like this in the preset.json file, but it says LQ documentation says 'May not work with custom dungeon flows since LethalLevelLoader forcefully overrides this' so I'm not sure if it works, or if it's how I'm supposed to do it.
Makr sure the content configuartion setting is of.in LLL
That would override it impretty sure
I've never opened LLL configuration files so everything is off.
Yet it's not working, I did 2 quick test by enabling only the custom moons
Do you have any idea where is that file ? I cannot find it.
How would you make it work cleanly with LQ cuz the mod webpage is not very clear
You reimported the file right
For me the steps are, run game with mods ill be using, drag and drop the file then edit, then replace the og file that was generated with the edited one
Yeah, I changed the setting reimport the preset file, tested it after opening the game to check it was the right preset file.
Try deleting scoopy's config
Do you absolutely have to do it while the game is running though ? I though it was run the game just to generate it
aight
Misworded that no tne game doesnt have to be running
no worries the webpage says the same I understood it's just for generating config files
this is likely the solution
i think if you make any changes in that config it will override other mods settings
Not usually
But ive heard scoop is a special case
well most interior mods just use the LLL config nowadays, but this hasn't been updated in a while
Still one of my fav interior mods
Didn't work, I deleted Scoopy, tried on the moon with only custom interiors and got a mineshaft despite rarity being 0
Wait did you set rarity 0 or did you remove it from the moon
I unchecked rarity
I'll try
From that moon
If rarity is unchecked I think it overrides one with rarity
Here we go
Damn thanks!
Well I guess I can just put back the rarity for other moons and it should work normally ? I've also redeleted Scoopy config so I guess I'll need to do that everytime I touch rarities for the two custom interiors
Deleting the cfg is prob not needed multiple times
Doing it once fixed it forever for me
I'll just do it if I modify rarity again just to be sure
But yeah thanks for tech support
@hushed plaza Do you know if everyone needs to have the same preset + manipulation for generation, or only the host ?
Everyone but it gets transfered with profile codes
does this work with v62?
castle? yes, sewer? a bit jank
expect something like too many locked door early, overlapping tiles, and what else i dont remember
maybe turrets shooting thru walls
castle is a bit dark but works great
Oh
should i rescale these interiors since they are a bit outdated or are they still fine for scrap generation/size?
castle to 1.5 instead of 2
yeah castle is just a little too big but other than that I never had any issues with scrap spawning in neither of both
oh yeah now I remember, there is a pillar in the sewers which doesn't have collision for turrets. we tried hiding behind it and it shot right through
max
Thx
np
what about this doesnt work btw
masked leaving the interior mainly
they just dont?
@timber basin any chance you know what thats about
since dungeons be prefab based and not scene based curious how easy it would be to update this mod a lil' thru an addon
if its just like one or two things
Impressive this has managed to hold up for so long without breaking tbh
It broke in some regard
E.g. castle's config not working, and the sewer's main entrance stairwell disappearing if you look at it from a certain angle
Thankfully it can be configured with LLL, so not entirely broken but eh
Technically it's not broken but it feels like its falling apart yeah
I'm not counting the sewers as a real thing though, it's more of an experimental feature at this point
How come?
wouldnt that be a cullfactory issue or smth?
I suppose because it's kinda lacking in tile variety and is slightly buggy?
Turrets shooting through walls and some doors, some obstacles doesn't have an hitbox against turrets and most enemies, way too much doors locked, sometimes broken tile generation, apparently pathfinding can sometimes be broken and masked ennemies cannot leave the place so they camp entrances
Half of these are things we noticed with my friends, half of it is from people reporting issues here with sewers
I think that makes the sewers interior enough 'experimental'
Not to criticize of course, everyone have an opinion and mine could be wrong/biased and work has still been done on this interior
Oh
Totally understandable criticism tho
It's a shame
I really love/loved these Two interiors
Someone with programming skills can fix this btw
interior stuff can all be mangled with at runtime
correct me if im wrong but wouldn't we need the project files?
not if you don't mind suffering abit
anything you can do in the project you can do via code
huh
Only custom content you can't mess with via code at runtime is moons cuz scene files are closed up
I just need an apperatus and breaker box in this interior π
It wouldn't make sense for a Castle
thats true, but gameplay wise I think always having an apperatus is fun, also with the lights, brackens from diversity cant affect the lights on the castle
and a custom apperatus model could work too, like the crown
also the game doesent really make sense as a whole, I dont think an apperatus in a castle wouldnt really be that out of place, like why is there a mansion inside a giant concrete box on rend, and dine. Shouldnt the exteior be a mansion?
I would say yeah, just dont make it an "apparatus" per say
Like the SDM interior has the paintings which act like Apparatus and can be set to trigger meltdown
Unsure about the breaker box for the lights, you could make it something supernatural i suppose, or have like a fake candle on the wall you pull that does the lights or something
yea but I mean the mansion also has a breaker box too, also I dont think anyone would really be affected by seeing a breaker box
I think interiors need to move on from having apparatice-like treasure objects and come up with more unique gimmicks
a house needs to have a breaker box, it's a house lol
we're talking about a medieval castle here, like a brick and wood and torch castle
True
I personally like the apparatus as its a cool LC thing
I do like me a big treasure but it's a bit repetitive gameplay wise
absolutely
Well they can have cool gimmicks on top of having an apparatus type item, the way THR appertus works fits very well either way the game, high risk, high reward
it would be cool to see this mod have spooky themed decorations
or should I say
scoopy themed dectorations!
The dev rn
Scoopy isn't dead though he's just moved on to other things and lost interest in LC
As much as I understand the joke ofc
Yeah he is, he died in 3 months from now
I imagine that was probably funnier in your head
He'll come back to reveal that he died a few weeks after
Dead in this community
rip OG peak modded interior
For me it works fine
it does still work fine
Okay but
if it works fine
why is Michael B Jordan on Mars doing the Gangnam style inside a cheese sandwich
Riddle me that Mr. Potter
The real question here is...
Why not?
If the op stopped working on mods, then nobody else can obviously i guess
It IS possible to make patch addons but its a pain in the ass
if we had the original project files id be much simpler
but we dont
prayers for Scoopy (in this discord) π and everything they brought to lethal company interiors π Amen 
I hope he will do well in life !
It doesnt for me (sorry for ping but i really want it to work)
Set the castle chance to 9999 and i havent seen it in 3 runs so id say its broken
For me, i set to all (to enable on all moons), then specified it on certain ones via LLL
the original config for the mod might be broken
But you should probably be doing it all through LLL anyways
Thanks for the really quick reply ill try that
Its working now many thanks
I forgot to set content configuration to true
Which is weird that it didnt work as its not checked on LC office either and my dynamic moons list works
naah
Scoopys config works aswell. Atleast for me. But it has another structure compared to LLL
In scoopys you write the moon namn and directly after the weight
Im wondering today is if anyone has noticed any issues with Scoopys variety mod? Haven't used it in a while but it seems to work normaly
has anyone noticed desyncs or anything else?
This works now for me!!
just use LLL's cfg bro
someday scoop's will prob break
probably'

Does anyone know a mod that makes it so when someone dies and comes back the next day, the host can't hear them anymore? 0192ea68-fe59-2788-ebb1-1cf4793f71fb
@supple cliff This happens to me, i read up online and jn my case it was because Unity for whatever reason really dislikes specific AMD cpuβs and crashed my audio drivers.
how do i get that menu? is it a program or something?
(for reference im using R2modman and the config editor doesn't look like that)
Gale, the better mod manager

has anyone noticed that the "Castle/SewerDungeonGuaranteed" setting doesn't work at all?
I have the list of maps it can spawn on set to "all" and I've not seen the interior of either one. Only the scrap
sadly because the interior spawning is broken for the mod, you have to use lethal level loader to change the spawn chance
.
Do these still work well enough on the current version, or have they fallen completely to the wayside compatibility-wise?
They're 100% functional still
id say more 70%
they are kinda janky
I hope someone makes a patch mod like they did for bozoros
before it became an official fix
they are mostly fine
just weird annoying issues
The only jank I've encountered is the Sewer's stair tile culling in one of the corners, and the Castle's personal config not working, but that's it
The generation issues is spaghetti vanilla shit
castle breaks masked pathfinfing a lot
sewerer generation can fail
and generally not oprimized
Weird, I've never had that happen /w it
its rare but annoying
I'm not sure if someone will be able to do a patch for this
Is this mod open source?
If not, then we're pretty much fucked
batby said you dont need the source
its just a pain without it
like 10x more work
Isn't open source also a basic seal of approval that you're allowed to fork said mod, or is there another system for that
id be a seperate patch mod that applies during runtime so id not have the assets
so youd have to have both installed
bozoros had that before lethal matt came back
and teamed up with the patch dev
Hm
def is a hard task, id just hope someone makes new interiors with the same theme
Scoopy's has been pretty much forgotten at this point, but I hope someone takes up the job of repairing it, or remasters them like you said above
They're really one of a kind
yeah I tried to get ahold of him to get the files
never responed
Hi everyone, I have a problem with the mod, I can't get the dungeon and sewer map, all the plugins are installed but I can't do it if anyone can help me thank you
you must use another mod like LLL oer lethal quantities to set the spawns
as this mod is abandond so it's cfg does not work anymore
those?
Lethal Level Loader
its the mod used for all modded moons
and interiors
I'm new to the mod world, I'm a little lost
okay
you you gotta go to the config section on the left
to set its spawn chance
and what should I change?
I'm struggling, this is the first time I've installed mods on a game
scroll and find the dungeon's name
and change its spawn chances
yeah
select that
also if you want a simpler solution
it's what ?
?
I just posed that since its easier then changing its spawn chances
oh okay sorry
thought id be a simpler solution for you
and just by downloading this mod would I have a better chance of coming across it?
yeah if you keep running into the same interior it will increase other interiors rates
I will try and thank you again
I changed the values ββby increasing them and I didn't come across them
Is this a special map? do you have to enter a code in the terminal? or go to a particular moon?
because I'm completely lost
you have to set the castle and sewer interior in lethallevelloader first for that dynamic mod to work. so go to where you were here and click on which interior you want to change, and then set enable content configuration to true. after that you have to have to set the values for which moons you want the interior to spawn on, to do individual moons go to where it says manual level names, type the moon name and spawn chance value, which would be like this: Experimentation:300,March:200,Rend:250 and etc. the default value for the regular facility on experimentation is about 300 i think, so use something around that number for whatever moons you set it to. you can also just do different categories of moons if you go to where it says dynamic level tags, you can type something like: Free:200 which gives it a chance to spawn on free moons, or Paid:200
after that, an easy way to see if it worked is to type "simulate (moon name)" in the terminal, that will show you what interiors can spawn on that moon and what the chances of them are
Do you have time for us to go private? to show me clearly? I am French and I don't understand everything I translate using Google
if it doesn't bother you
i will be busy for a bit but i can dm you the steps more clearly if you want, when i have time
yes I would like the photos of what needs to be changed, thank you
No problem
yeah i just saw the above posts. so i deleted my own
You have to set their rarities via LLL/CC
sorry about the pingh
β€οΈ
in regards to what CobaltDunlin said above in terms of "Free:200 which gives it a chance to spawn on free moons, or Paid:200" Cant i just do "All:200" (or whatever id like the value to be instead of 200)?
i know some mods all the "All" setting
allow the*
with LLL you can't use free, paid or all
i know im not touching the following:
Enable Dynamic Dungeon Size Restriction
Minimum Dungeon Size Multiplier
Maximum Dungeon Size Multiplier
Restrict Dungeon Size Scaler
Which leaves me with the following
**Manual Mod Names List
Manual Level Names List
Dynamic Level Tags List
Dynamic Route Price List **(Which i assume is related to the price we play to go to a mood)
well poo.. So i'll have to put in each and every single moon in manually, yes?
.
Ah right, the DynamicInteriorVariety mod
i assumed i wouldnt need that one if configuring LLL properly
can use vanilla, custom, via route price or via the tags fond here https://docs.google.com/spreadsheets/d/1WO77KGJplIEC64qmBClOgfEEoFxrhMurCEqe9FKod8I/edit?usp=sharing
My goodness.. i have no idea what im looking at. hahaha
(go to the levels tab)
ive jumped to the levels tab.. but i will have to still manually look up and type in every single moon from said-moons mods im using i presume. haha
as for what "tags" are.. i have no idea. xD
i assume however "Difficulty"
difficulty is not relevant here
if you put Tundra in the dynamic level tags list any moon with the Tundra tag will be considered
My apologies in advance btw for being so very ignorant in regards to these sorts of things.
(aka rend, dine and titan)
ah, ok. that makes sense
however, im failing to understand how that relates to working around getting all the interiors to spread across all moons. (i even somehow managed to not get ooblterras interior to spawn on ooblterra. i got office which i assumed would never happen. thought that'd for sure be a 100% rate)
oh free and paid dont work as tags? i didnt know :P
Now why do you need'a go around lying to everyone? :b
ive had an interior set to spawn on free moons for awhile, i thought it worked xd
i hope that Otopsy managed t oget the results they wanted xD
yee i helped them in dms
Funderful~
for some reason office just doesnt seem to work with lll? its weird like that. it seems to get overridden by whatevers in the lc office config
atleast im assuming when you say office you mean lc office
now i just need'a lock down ooblterras interior to only ooblterra, cosmocos's to cosmocos and unlock Military/Sewer/Castle for all xD
er- actually i think im wrong with COsmocos.. they're entities that spawn in side if im correct (as long as the players go to Cosmocos)
did i say office?
ye
fek- office is fine. it spawns in. in fact i just got smacked by it during my last test session when i tried to get Castle. haha
if i typed office, i typod xD
So if i may, is it recommended i just.. turn on the Enable Content Configuration and then let DynamicInteriorVariety do its thing?
(that includes not trying to set any rarities for interior spawns)
im pretty sure an interior has to have a spawn chance on a moon in the first place for dynamic variety to do anything
but for every single moon?
i dont think it just, allows interiors that arent set to spawn on a moon to do so
i mean yeah, you can use tags like what was said above
i hate being so ignorant when it comes to this stuff xD
May I DM @vocal basin ?
that is if you're willin to hel pa bit
i understand if you're busyt and i also dont wanna spam this chat
youre fine lol, it took some experimenting for me to figure out how to use it
yea sure
Hello, i have a little problem with the mod. i see it loading in the beepinEx console, but in game, none of the objects appears, and none of the new layouts ever spawn. i of course installed all dependencies, and tried the mode alone without any other mod, but it seems to just nor loan. what could i do to try to make it work ?
You NEED to use this mod along with LLL (Lethal Level Loader) and configure the interiors there, as Scoopy's own configs no longer work
LLL is coming off as the Go-To for any interior mods
huh?
well it's been suggested previously that we just use LLL for any interior mods.
So it seems like it may just be the standard moving forward (especially for mods that dont pop into the rotation naturally such as Sewer, Bunker, School, Dungeon, ect)
xD
its totally a good thing. haha
that's because it's literally required to use those mods
Fair point. haha
ho alright, is there a guide somewhere to how to configure LLL ? and does that affect the objects contained in the mod too ?
I too would love a link that goes on depth on how to configure it as I personally am too dumb to even understand.. π
Idk if there is a guide, but I'll try to explain it a simple as possible
After you install LLL, you need to launch the game and start/load a savefile. This will generate the configs for each interior and moon you have currently installed.
Then, you can close the game
The next step is for "Gale" users, I really recommend that you use this mod manager instead of "R2" or "ThunderstoreModManager"
Once you're in the mod manager, click on the "Edit mod config" icon
Look up for LethalLevelLoader in the searchbar
After expanding the menu, you will see a lot of different configs. There are 5 "categories":
- LLL's General Settings
- Custom Dungeon (Interior) Settings
- Custom Level (Moon) Settings
- Vanilla Dungeon Settings
- Vanilla Level Settings
For this mod in particular, you want to focus on the Custom Dungeons
The ones from Scoopys are these two:
To properly enable them, you must check these boxes in both dungeon's settings:
At last, you might want to configure the interior's weight (that is how often the game will try to choose them)
There are 4 Dungeon Injection Settings for that:
-
Manual Mod Names List
Dunno exactly how it works, you probably won't use it. -
Manual Level Names List
You need to write the name of a moon, followed by its spawn weight value. The format is the following: "Experimentation:250,Assurance:300,Vow:100". -
Dynamic Level Tags List
Works similarly to the Moon weights, but instead of writing the moon names you just write "Vanilla" and "Custom". -
Dynamic Route Price List
Dunno how it works either lol
That should be all. The spawn weight of the mod's objects is the only thing that works properly in the original config afaik π
@honest spoke @safe veldt
so if i understand correctly, the manual serve to define the probability over 1 or more specific moons, while the dynamic level if the groups of moons.
and then, would that mean that if i don't write into he manualLeverNameList, the name's) of the moon i want the map to spawn into, but added "Vanilla or custom", woulf it still works ?
Yup! Specific moons take priority over vanilla and custom
okay ! thank you very much for your help β₯
how can i get the dungeons to spawn ? i dont get them at all
The answer is literally above lol

Indeed. and i thank you for it. im stil ltrying to get it to work with your help. xD
ive been meaning to ask. whys is it you recommend Gale over R2?
(i forgot to ask when you posted it) xD
Mostly because of its performance
R2 used to freeze/crash quite a lot on my PC
imo gale just works better than r2 and thunderstoremm
its ui is better, performance is better and has some nice features r2 doesnt have
it also doesnt take ages to load profiles
ive never used another mod manager (aside from Fortex and NMM) so i cant say i know it to be better or worse than R2Modman.. but looking up what the differences are, thye seem to be on par with one another
but if you folks recommend it over R2Modman, i'm willing to give it a shot. i'll prob try to get my LLL configs under control for my mopack before swapping over however.. haha
sexy
fwiw this has been fixed for quite a while and memory wise theyβre pretty similar now
Would anyone please list the current bugs the mod currently has..... for reasons. Its a surprise π
Biggest issue is the Masked getting stuck trying to exit the Castle I believe
and don't some of the mechanics no longer work?
Oh yeah the Crown can get struck by lightning inside
But also I remember it was rumored it used to spawn a Bracken when you grabbed it which
I don't think happens anymore
I think the Fire Axe that's included could use some optimizations
the asset bundle for it is pretty large
The Sewer doesn't have a generator, nor can spawn with its lights off (Is this even a bug, or just a missing feature? I hear the generator sfx somewhere in the Sewer, but I don't know if it's actually there)
For bugs that I know are bugs, when you go to the top left corner of the Sewer's stairwell, that tiles gets culled for some reason, leaving you in a seemingly invisible room
Also if the project is being revived which I'm guessing is the case cus you wouldn't be asking about this otherwise lol
I would like the option for the 2 interiors to be seperated
π€«
I love both
The Sewer is okay but it's had better interiors surpass it
Like Dreary Pipeworks
Also that one section with those 2 doors
Always being locked
Is so annoying
Nah, Dreary Pipeworks is way too stylized and unindustrial-like
I still personally feel like it's been a great Sewer replacement though
It doesn't feel like an actual sewer, especially /w the lack of two different sectors (The main area, and pipes)
OH, RIGHT
Speaking of pipes
But I also just have never liked Sewer, it's got way too many parkour sections
and it feels like that's basically all it is
it gets too samey and boring
@hushed plaza Another bug /w the Sewer
Castle as nice as it is
Entities can't path over the broken pipes in the parkour tile
I feel like Mel's new Interior is better and replaces it
Which can sometimes lead them to getting softlocked if they spawn in a dead-end that leads to a parkour tile
Not a problem persay but probably a good interior for spike traps
Been ages since Iβve used the interior casually but I remember there being one rectangular closed room that the bracken got stuck on
Also missing lll tags
Oh yeah, Castle could also do with support for the Spike Traps
The Sewer could have them in non-parkour sections
The parkour sections they might spawn weird
and also not have turrets cluster
I know for a fact it's a custom interior issue because they don't cluster in the Factory, Manor, nor Mineshaft
Yeah, which is one of the reason why I canned it
they'd cluster all in one room
Gray Apartments my beloved
I'm ngl
I prefer the og Red Apartments more
They have more charm to them
Also less easy to get lost because it's layed out to have more markers
Some of that was pulled for the Vanilla conversion
I would use the Red Apartments if they didn't have the OneShot-related stuff in them, but I'm not going to complain about it because wtf is the point of removing/configging it; it's supposed to be OneShot
I see nothing wrong with Interiors having Inspiration from other games, it's more so moons doing it that I dislike
Well, it isn't an inspiration
Regardless
If you use an interior like Scarlet Devil Mansion which let's be honest it's in nearly every mod pack
It's literally the apartments from OneShot, and I don't rlly like other franchises being present in Lethal Company, so that's the reason why it turns me off
it is silly to complain about Oneshot Interiors
I don't, so
Like I said I only don't like it when it's moons
I enjoy Interior Variety
But it's all up to personal opinion ofc
I am a hypocrite though since I use Bozoros, which is an almost 1:1 homage of Bigtop Burger, but Idc lol
Bozoros is peak though
really in the end its up to what your group enjoys
Ye
imo there is no interior that is straight "bad", just a few poorly designed ones
Which ones do you feel are poorly designed?
mantif and aperture for different reasons, doesnt help that those 2 are abandond
I feel like all of Mae's Interiors have greatly improved, the only one I still hate is Rrajigar and that is cus it's the only one you still can't see in when it's dark lol
The only poorly designed interiors Imo are the Castle and Piggy's Office, and that's only because of their fucked up stats/nodes
(Feels a little offtopic)

