#Scoopys Variety Mod (formerly LethalExtension)
9528 messages Β· Page 10 of 10 (latest)
Mantif had some potential just was way too large
What an unlikable response
Who's
You
Yeah I wasn't too fond of that response either
yeah, tho my main issue with it is its also empty (a good balance of clutter is like cozy offices)
Cozy Office is so good right now and I adore it
My only issue /w Cozy Office is its main entrance door
Its windows are a weird cardboard cut-out of a forest, it's not consistent /w every other int that uses the Factory's main door models
not really a bug, but castle is just way too big by default
also, the fire axe only very very rarely spawns exclusively on rend, dine and titan
Both of the interiors currently generate way too large by default that I agree with
Castle would def benefit from abit of dungeonplus tweaking
Oh for sure
I have no idea what DungeonPlus does, nor have I ever used it, so I have no comment on that
then why did you comment lol
speaking of that, would you mind explaining the new tools and optimization methods that exist now to him(youd do a better job that me lol)
twas handled before you ever even knew π
oh lol
The constant locked doors make Sewers painful
Had one time where like, 2 sewer tiles spawned on each other at once
When you walked into it, its was like you was between the walls of 2 different opposite facing walls
5 people got stuck in there
It was a one-off tho on my main pack that we never replicated again
Soooooon..............
(more like eventually due to the holidays but yall get the point)
Please post any bug/balance issues you may have, current ones we are aware of
Castle:
-Masked exit and pathfinding issues
-General enemy pathfinding issues
-Crown isn't conductive
-Generally too large
Sewer:
-Masked exit and pathfinding issues
-Sometimes, the sewer fails to generate or has holes to the void
-Tile overlap
-Too many locked doors
-Disproportionate amount of platforming sections compared to normal tunnels
-Enemies getting stuck on pipes
-Generally too large
-Culling in the top room of the interior makes stuff disappear
Other:
-Fire axe is too rare
-Cfg is busted
What are yall's opinions on adding more lights to castle
not too many as to make it not dark
but a more even distribution
@karmic rain @floral bloom @wispy prism @sturdy lava @polar badge @fossil kiln Feel like yall will be interested in this
are you like maintaining it now or something?
@paper badge you might also be interested
Commissioning Scoopy
Batby got me in contact with him : )
so like bug fixes qol and possibly new rooms?
bare minimum bug and balance fixes and minor qol and gameplay features
for example giving sewer a power box and working lights is a possibility
completely new stuff is up in the air for now but who knows
Yooooo
awesome
i wonder if theres any chance they could hand the project off to somebody
Hell yeah 
they never said they wouldnt wanna make new stuff, id just have to be a $ investment for me since they gotta support themselves
I liked the sewer idea so much I wanted to make something like it if I got into interiors
Also thats real
and with several other projects I have lined up have to distribute my funds
for myself and others
thats why I had the idea of asking f they could hand over the project
no opposed to it but idk who would, dont wanna put more weight on tolian haha
whoever else does interiors
could always ask around
I plan to get into interiors myself sometimeβ’οΈ (atleast thats what I like to tell myself)
once the bug fix patch is done ill look into it
priority 1 is to get it up and running
Honestly, I really like the parkour on the broken pipes area
people just generally don't like that they spawn too often so over half the map is parkour
But the lack of lighting makes it horrible xD
one issue i have with sewer is the locked doors
it feels like they spawn incredibly often
on the list
They work kinda weird too
I remember that one time I unlocked the right door
With a key
Then the left one was also unlocked
But kept showing the Locked prompt?
also been thinking up an idea for a sewer apparatus equivalent
castle has the crown
Could you make the Castle's crown compatible with FacilityMeltdown?
I mean, it's meant to be an apparatus
ill give it a very soft maybe
Btw, I'm up for testing stuff if you need to π
My only gripe with the sewer is that it feels a tad lacking in variation in most of my testing, at least when I first drop down. Even if no new tiles are added though I'm still thankful this may be updated
Another thing I've noticed about the sewers
You can get on top of the staircase's railing by just walking to it. It's kinda annoying when you're running away from a creature xD
the only issue is I want to hand make virutally every asset...
when 99% of custom interiors all use unity asset store stuff
lmao
so very daunting task
Imo the Sewer shouldnβt have something like that
Itβs unique where it is, and wouldnβt make sense anyway
I like every interior to have one if I can
Manor and Mineshaft donβt have it
A unique piece of loot is fine, as long as it isnβt like the Museum where they spawn everywhere, fucking up the balance of every moon that spawns with said interior
good news for museum
you can disable the items now
@gritty pecan
sewer my beloved
(He loves hosting cookouts in sewers)
Not to expand on it but I would be down to at least get added to the ts team for the project in the event it ever needs to be updated due to some gamebreaking update if Scoopy is chill w/ it
could you add spawn rate probability to the thunderstore page if possible
its gonna be the same as any other interior next update, which is about the same spawn chance as facility
for the sewer, the double doors don't interact correctly with the lockpicker. Right door is fine. But when lockpicking the left door, it unlocks the right door. When you use it again on the locked left door, it instantly falls off and fails to pick it
Thatβs awesome π€
I think I remember seeing your donation on dantors kofi
Glad you were able to revive something π
are there any major problems with these interiors? Ngl I NEVER played this mod
I'd like to install them though if they function
i also want to know what issues the castle interior has, i have never noticed anything buggy
@twilit scroll @atomic arrow its in the pinned but here u go
ah thanks
My bad alecks π
Not sure if the next update (or updates, if there may be more than one) will consider any changes to the actual dungeon, but if so, I do have a few personal suggestions:
I feel like sewer could benefit from some new tiles, perhaps some accessible catwalks, and less clutter on the ground. With certain scrap mods it becomes hard to tell what's actually scrap in there. If this is actually considered I'm willing to help with room ideas since I brought it up.
And this one is likely pushing it, since it would use v60 stuff, but I think with some functional water tiles the sewer would be BANGIN. All things considered though, given how early this was made it's still a very impressive interior mod and I've thoroughly enjoyed exploring it
I wouldn't mind helping make new stuff for both tilesets if Scoopy has no interest, would just need the assets, but I miss these interiors

Rest in peace, his zed dog π
Oh mb
Yea ur good
I never heard that Masked worked incorrectly in the interior, I just heard that they had issues on Atlas Abyss
Rn we are just enjoying the rest of the remaining year before getting off to work on it
π€
Sewer is terrifying with blackout weather from mrovweathers all because the interior lights are disabled. I hope this change happens.
I never even thought of that
Dark sewers would def make sense
Matter of fact I kinda think skylights would go crazy
Ofc with some industrial lights sprinkled in
Im assuming the current download isn't working at all? Have to wait for someone else's new updated version right?
just got back to lethal, miss these interiors π©
theres a bunch of new interiors
would you mind recommend some new ones?
castellum carnis, Hadal Lab(wip but works), melanie interiors, genericinteriors
omg no way the Hadal ones finally releases, its been forever π€―
thank youu!!
it works, scoopy's cfg is just busted
there are issues that are posted in the latest pin
castle is MOSTLY fine besides for masked not being able to exit
sewer has more issues overall
Hey Y'all!
Scoopy is gonna be a bit too busy to update this mod so I'm gonna take over development of the planned improvements π
based batby
Pinned post has all the currently identified issues
dont burn yerself out, man
This helps me not burn out haha, Thank you though
eyoo I missed this lol
What you said about the Crown is wrong however, the issue with the Crown is that it gets struck by lightning indoors so it's got some wrong flags ig
Ah, someone said it had lightning issues and didnt specify
so assumed it was that
fr tho lemme look again
yeah you did I missed a word
lol
lol
kino

I love discord mobile lmao
My fav part is when I click off a video and go to another server, I can still hear it on loop π₯°
That is an interesting green castle though
Yeah this was all I needed
The
Gastle
π©
The green can actually look pretty nice though π
Could we see these in like some orange tint?
I know you are going for green rn but you recommended Gen to have changable mats for the bricks, maybe you could do that config for this dungeon too?
I like this green tho dont get me wrong 
This is via code π
It's funny how without the curved doors it kinda feels like a tomb
special castle variation - Mausoleum?
already have a mausoleum tho
that screenshot already got me drooling damn
hahaha
what is the current release like
uhh
let me figure out how best to check that
my computer is begging me not to make another copy of a hdrp project
real asf lmao
hdrp loves that ram
π€
that is devestating
i could not use an ssd but like
the cubes are cubing
here's an example
currently the big circle room and spiral staircase aren't spawning in mine yet
and another
i want more dead-space in my one but i'm trying to avoid the amount of super branched off paths
espicially vertically
honestly hard to tell how each one would feel without gameplay lol
but that old dungeon generation confirms my suspisions that it generated weird
I always got so insanely lost
Working Windows in DunGen
Wanna say it's an LC first? Unless I missed someone π
wont look like this in actual usage for castle ofc but
I'm legit so happy to just see you reviving these interiors tbh π
Agree
But yeah I don't know of any other interiors doing windows atm
How does it work? Is it one big tile that has something to block from seeing other tiles/skybox? Like a black box?
Not even Black Mesa?
no i use code to determine which walls are adjacent to eachother
Black mesa only has windows on tiles that generate together
Oh nvm, my brightness was down
whats the difference in blue and red?
Didn't see the room o the other side
blue is just a colour on the scriptableobject to indicate its going well
red is found match but invalid due to obstruction
(theres a torch on the wall)
Holes too
shoutout stanley yelnats
@mint cliff need mario 64 esque fake floors in mansion π
Reminds me of that one old ice cream Flash Horror game
can't wait for turrets to shoot me through a window 
just wait until i make crumbly ground that collapses and you drop on a landmine π
its actually so weird
open space office catacombs

i just think its neat
real i can't change my c drive now and it's a constant uphill battle to keep mine not full (its only 256gb)
This dude has an entire server room in their setup wtf
Dude you could not get me to be this organized under threat of homicide
I only got like three harddrives
My C: drive, my D: drive that literally just has everything on it, and my E: drive that i have yet to touch since last christmas
Yup
Most recent version of LLL made Scoopy's Variety Mod finally kick the bucket
Rip
Gonna downgrade for now
Nah, I still want to use the int in the meantime
Also are you sure Scoopy's is dead?
Yeah
The new LLL unloads the bundles on the selection screen now
Even in a fresh profile, LLL doesn't register it
takes like 15-30 seconds
I kinda hope it can unload them in a multi-threaded way in the future
Assuming ofc it doesn't already
Seems like it's fucking with the Oobl Laboratory too
Eh I've never used Ooblterra so that's fine with me
But yeah this kind of stuff is to be expected
Ooblterra is so heavily slept on π
Not really it blew up like hell when it first dropped
Seemed to be hella short-lived
I hardly saw anybody talk about it then, it's no different now
ooblterra needs some bug fixes i think but i really like it, been playing the game it comes from and its really good
I just tested Ooblterra
idk what yall talking about worked on my end
fully updated
correction scoopy's is jank asf
good thing its being remade
it seemed to work fine at first but yeah its shit the bed
lemme test the rest of my interiors
Ok poolrooms is cooked
Aperture labs is cooked
wait
scarlet mansion as well
school
and bunker
Oof
scp dungeon also
correction school works im just blind
Its mostly due to most of them being really outdated
if I remember right it had something to do with their asset bundles
well ye I assume it's just cuz they're outdated seeing as none of the newer interiors got fucked over
but still weird how they broke now I suppose
scarlet prob just got fucked because of how complex the mod is
dev said they had an update ready soon
so... it's only fucking interiors in the [[Donkey Kong 64]]? 
what's the last version of Lethal Level Loader it works on?
Should work on latest
issue it had on 1.4 was fixed(it was on LLL's side), recent version is fine though expect a remake eventually
Doesn't work at all for me, I set guaranteed first layout, put it's weight to 3000 for sure, disabled everything aside LethalConfig, Imperium and this mod, still doesn't generate mod interior
where to see whether LLL registers new interiors or not?
pretty sure its config is borked
Did you set it in LLL or Scoopy's cfg
u gotta use lll's config
because this mods's cfg is busted
Scoopy's cfg
yea
ok, I'll try through LLL
I've set config in LLL like this:
[βββββββββCustom Dungeon: CastleFlow]
Enable Content Configuration = false
General Settings - Enable Dynamic Dungeon Size Restriction = false
General Settings - Minimum Dungeon Size Multiplier = 1
General Settings - Maximum Dungeon Size Multiplier = 2
General Settings - Restrict Dungeon Size Scaler = 1
Dungeon Injection Settings - Manual Mod Names List = Default Values Were Empty
Dungeon Injection Settings - Manual Level Names List = Experimentation:3000
Dungeon Injection Settings - Dynamic Level Tags List = Default Values Were Empty
Dungeon Injection Settings - Dynamic Route Price List = Default Values Were Empty
but still get this in LLL logs:
Info For ExtendedLevel: ExperimentationExtendedLevel | Planet Name: Experimentation | Content Tags: Free, Wasteland, Vanilla | Route Price: 0 | Current Weather: None
Unviable ExtendedDungeonFlows: Facility, Facility, CastleFlow, SewerFlow
Viable ExtendedDungeonFlows: Facility (300), Mineshaft (3), Haunted Mansion (1)
And ofc it won't work. Why it's unviable? It doesn't work on Experimentation?
Im gonna be honest its prob not even worth using the mod rn and instead just waiting for the update
it already has a shit ton of bugs atm(check pinned comments)
ehh
i wouldnt call them that bad, they're pretty minor in my experience
aside from masked
Enable Content Configuration = false
set this to true
still the same LLL logs, unviable π
well i got no clue then since u have tried both configs
Set weight to 0 and change the level list to all in scoopy config
Maybe that will fix it for you
after a lot of LLL update stuff and super awful editor issues i finally have my stuff back ingame (playing around with a couple different textures)
the mod's cfg is busted, you gotta set their spawn rates using LLL
but imo just wait for the remake, its a bit janky rn due to lack of updates
oh I thought you'd just be using the same textures
neato
Not by scoopy, being remade with the dev being iambatby
with permission form the creator as well as the assets
still awesome
btw late to this, but why cant masked exit? im assuming you mean vanilla masked, just wondering why.
Long patched vanilla issue up over time
ah
for some reason i cant tweak the interior spawn rates anymore and i dont even get it anymore, any help would be appreciated:)
by "it" i meant the interiors in general
ah, so its not just me
math is mathing
use lethal level loader config instead of this mods config
doesnt show up either._.
all the pack i have been tried to after the 1.4.0 lll update never work with it
only the guitar and axe spawn, interior ? nope
its brokey for good imo
lets just wait for an update if u want the interior
i get all the interiors
you need to set them with LLL
Can confirm this mod still works "good" enough, it just has to be parametered through LethalLeveLoader config instead of Scoopy's config file
I mean, Castle still works good enough, we managed to get the interior coming very often since release and still as of now last updates
I believe you do have to set "CastleDungeonMoons = all" and "SewerDungeonMoons = all" in scoopy's config file for it to be registred by LLL like to avoid one blocking another
But i'm really not sure about that one
that's how it's parametered for us
All isnt a thing
you gotta do "vanilla:" and "custom:"
well it is working for us, and it's even specified in the comments?
that's weird
maybe batby added that and I didnt notice
huh, id still rather use LLL but more preferably LQ
cause as far as i remember, this was a thing
yes, but if you don't set "all" in scoopy's config, it causes issues with LLL not being able to select the interior, or stuff like that
maybe it was fixed later on but this was a thing a while ago
I remember having issues to get Castle interior spawning and being weighted, and when I made "CastleDungeonMoons = all" it all worked, but I say that it was really a while ago, It might have been fixed along the way
but yeah, LLL or LQ is the way to go, I don't believe there's even a need to touch scoopy's config for now, but I just gave them some hints in what may not be working for them
yeah im just waiting for the remake tbh
they both work but have a lot of under the hood problems
I still uses it while waiting lol we got too attached to it even though it's a real vertical maze
I did until sewer kept generating with 4 rooms and castle had pathfinding issues with modded enemies
yeah I just put up sewer down the trash (sorry) cause I disliked it from the start but personal opinion
we don't have much modded ennemies so I guess that's why we feel okayish, we got a men_stalker working in Castle though and it was super scary
Love sewer but its generation has degreaded
the remake will completely revamp the generation from what we have planned
but honestly, Castle is still in a good state most of the time at least for us
it's just.. annoyingly vertical, up down up down and well it's a trap cause most of the time we get trapped cause a spider made a nest in an important hallway
it's super often like that lol
(can't wait!!!)
but well Castle has been an interior we had from the start- well it was our very first modded interior and you know we got attached to it lol
far from perfect though
check dms
Well considering Batby is busy after starting Uni rn I guess only time will tell
fair
That and I will just say one thing for now as I dont wanna reveal anything
I will just say
The Scope has expanded
Ba Dum Tsss....
hope to see news for this soon!
Good luck on this :]
I would love to give any meaningful response to that question but I cannot
I wish the scope had expanded after a fixed up release, but alas. Still excited though
The main reason that didn't happen is that the way it generates cannot be improved without a remake
the spiral staircase and massive lobby room tiles are designed in a fundementally flawed way

so yer saying optimization and generation are as good as theyre getting?
im saying that they canβt be reasonably significantly improved without a full remake
aaah, fair fair
it aint that bad anyway. mask pathfinding aside, it functions well enough
It makes some sense when you consider how long ago these interiors released, they were among some of the first to exist and Scoopy left by the time all the better methods got discovered and things like DungeonGenerationPlus came out etc. Sure they're flawed now but for their time they were amazing and really blew the community away 

Just gonna drop this here for anyone wondering where v69 update is at (not in active development atm due to several factors) #1193461151636398080 message
I can't make her appear, no matter what.
mod is broken and dead
do not use it
And he was my favorite, god 
Wah
Mod isnβt dead?
Like okay wait
turtles
what aspect of the mod do you think doesnβt work
Cuz
the remake is long dead lol
You can still get the interior and works just fine
it doesnt generate properly a lot of the time
and each a loaded with bugs
Castle:
-Masked exit and pathfinding issues
-General enemy pathfinding issues
-Crown isn't conductive
-Generally too large
Sewer:
-Masked exit and pathfinding issues
-Sometimes, the sewer fails to generate or has holes to the void
-Tile overlap
-Too many locked doors
-Disproportionate amount of platforming sections compared to normal tunnels
-Enemies getting stuck on pipes
-Generally too large
-Culling in the top room of the interior makes stuff disappear
Other:
-Fire axe is too rare
-Cfg is busted
Works for me usually
Hmm
I can't get it to appear
id highly advise against using them still
we do have a castle interior WIP
well out but still needs some more tiles haha
and wesley did sewer
Well thats odd
Which one was this?
never noticed any of that when I get one of these interiors
but
I guess everyonesβ experiences differ
it also really hates other mods
ive seen traps spawn in the walls

also scraps spawning in walls
Oh okay well thats grounds for me to not use it
had a turret shoot me from the celling
not as good as scoopy's but https://thunderstore.io/c/lethal-company/p/BLB_Thunderstore_Mods_LOL/TheCrimsonKeep/
That's just called Innovation~ π
Getting ceiling turrets to protect them from scrappy lil crewmen who want to hit them with shovels. haha
This is very ironic now but
fr this time
sooooon............
I love you so much, castle... even though you're broken. (Sewer is giving me an absurd amount of lag.)
I also have a GT 730, many mods don't work well for me, but even Cultfactory doesn't save it.
Is this mod discontinued from future updates?
It says it is no deprecated so I assume that it will still be supports if it bugs out in future updates.
Also I do not know if this is a bug because I only tried a few times but the mods interiors are not appearing in lethallevelloader. Could be a mistake on my end though
:'(
just because a mod isnt deprecated
doesnt mean its not abandond
deprecated is something you do if you know you wont be working on it again and many times devs just leave and dont do it
okay, thank you for clarifying
tho I do have some good news in this case
tolian is working on a rebuild
of the mod
not the og dev
but has permission
that's fantastic news actually
Thank tolian for his hard work fixing this guy up
@signal karma : )
ik you in particular were excited
God, the best day of my life
Let's see if it works on v73
it wont
No sewer... π
By the way, off-topic, what performance and bug fix mods do you use in v81?
Yeah, that's how sewers usually smell
I won't miss it
I meant that interior needed a lot more work
it was unfinished
How bro that generation was cooked π

I just did 
I love 100 locked doors
Ill take deep sewers or subsystems anyday over what it was like
The generic interior one is good too.
WAIT YOOOO
sewer was peakers
I like wesley's but the lore graffiti puts me off juuuust a little bit
Wesley's just doesn't look like a sewer, Idk
I like the grossness of Scoopy's sewer
Rusted metal, nasty water, all that
i think wes' is sufficiently gross cuz the floor texture and the water look foul asf
Never noticed...
Dios nos escuchΓ³...
First time I see an interior has zero moons weights π
Tolian just uploaded an updated version of castle

