#[WIP] Hadal Laboratories (Underwater Dungeon Mod)

1 messages · Page 1 of 1 (latest)

tall cave
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A new dungeon for Lethal Company taking place in a underwater laboratory. This mod is a early WIP/POC with several features planned. We are focusing on making a very dynamic dungeon with many unique things to explore. ETA "soon™️"

fleet dome
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holy moly

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excited!

viscid pecan
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I need dis

silk venture
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BIOSHOCK DUNGEON LETS GOOOO AAAA

main swallow
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W h a t. Bro I swear if there is a megalodon I'm gonna poop myself

ionic mica
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That's something we want to do but it's pretty far down the list

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we're still figuring out a lot of simple things like loot and nav meshes

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'simple'

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Maybe I'll model a kraken for it

wanton eagle
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anyone who puts a trademark logo on the word 'soon' is a person to keep your eye on

strong brook
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This Can be very claustrophobic as Fuck !

forest ridge
cold cave
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will this have some sort of exterior?

indigo sequoia
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soon™️
lol

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good mod tho, would for sure try out!

fresh walrus
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You know, I was always thinking there were plans for some kind of water-diving or ocean-themed moons to be added to the game. Like, if we have the ability to drown, why not make an interior giving us the option to drown, rather than splat from gravity?

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Though I can't imagine adding water to dungeonflow is an easy feat

tall cave
fresh walrus
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SIgh, yeah

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Would be nice to have some equpiment that makes it so we don't immediately get murked when we slip into water though

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I always found it weird how we drown so fast even though we're insulated in a suit 🤔

spark jay
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Yo this looks cool asf

ionic mica
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working on procedural hallways

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buk is working on item and monster spawning

indigo sequoia
ionic mica
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one thing at a time

indigo sequoia
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it would be real scary if there was a sort of fish jumpscare where when you were walking thru a glass tube something would swim very fast at you and bonk their head or something... that would probs get me to quit the game

viscid pecan
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you should be able to see fishies swim by and the ocasional big chonky moster that swims by

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or a big monster that bites a corridor out and the place floods

fathom swan
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need

maiden crown
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oh my god this is gonna kill me this is brilliant

ionic mica
storm otter
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This looks incredible! Would be great paired with the Aquatis mod

native urchin
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This is really cool. Using LethalLib?

fathom fossil
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Looks vary noice, and wet

main swallow
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Wait wait, will you be able to see other parts of the facility?

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Like through the glass

proud silo
main swallow
fair agate
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neat

wary tide
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sick more dungeons

thin isle
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@tall cave let me know if you need someone to test it

strong marsh
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so sick

warm musk
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Whenever custom dungeons and custom moons are able to be cross-compatible, would be cool to see this as a potential theme for sfDesat's Aquatis map, or any of the other folks that's looking to do a water-based moon

ionic mica
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and yea aquatis would pair nicely

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if we get around to it it would be cool to make our own moon for it

dense grotto
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I have to know what the bracken looks like coming out of the sideways vent

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also very good idea for DunGen

spring sundial
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You just need to know what the mod actually refers to the moon as

dense grotto
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yeah, hoping a mod like lethal quantities will figure out a way to generate configs for DunGen weight

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scoopy's currently doesn't work with modded moons but should work the same as SCP in the near future

warm musk
faint oasis
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yoooooooo that looks sick

delicate stratus
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what the heck this looks rad

tall cave
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Item and monster spawns are working. Fleshing out the navmesh next. Lots of work left to do but making progress!

kind lark
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wow this is amazing

wanton eagle
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im going to try in a moment but secret labs works fine, aquatis has numbers in its name so probably i can just put aquatis with no numbers it'll work

reef spruce
fresh walrus
ionic mica
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most of the simple components have been made, working on bulkhead door and a simple hallways piece next. after that All that's needed are some interesting rooms and interior bits to make it interesting.

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unfortunately some of the pieces can't be shown as glass in blender because they're in a procedural state and curve bevel objects can't be assigned materials afaik

native urchin
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Is this in LethalLib?

ionic mica
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that's a buck question 😅

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pretty sure they're using lethal lib

main swallow
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Are you guys gonna add support beams?

remote pollen
bold sonnet
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Damn that is very cool ! Can't wait for the assets upgrade this looks nice

tidal elm
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I can imagine some "scrap" which generates at the bottom of some pool of water, so you gotta jump down and climb a ladder before drowning, could be like a pearl or clam, maybe even requiring you to hit the clam with a shovel for it to open.

glad heart
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this is dope

orchid zodiac
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@delicate ridge

delicate ridge
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🔥

fallow edge
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oh lord i was thinking about this before

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looks sick

fathom fossil
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@noble glacier

simple nest
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Very cool looking interior, will be keeping my eye on it

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A random event where the facility starts leaking and you have to find the spot that's leaking to seal it would be cool

quasi gull
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WOWO

ionic mica
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yea it would be really cool to have potential flooding inside the facility

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not sure how difficult the coding for that would be

simple nest
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Wouldn't be terribly hard from what I can think of, if it were made to work like subnautica

kind lark
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how do you enter the moon in this ?

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are you going to redesign the ship so its like a submarine

wanton eagle
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i'd assume from above ground

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i would like to see dungeons that have entry procedures and elevators and things though because that makes it harder to just get in and out

ionic mica
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for now the plan is to just have it part of a vanilla moon

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it would be cool to give it its own moon and some idea behind how you actually get down to the dungeon

dire atlas
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Fingers crossed it doesn't shit the bed if I make it spawn on Aquatis

fast crane
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FIREEE

main swallow
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But sadly this ain't Subnautica (I think I spelt that wrong)

remote pollen
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if only 😅

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having oxygen upgrades would have more reason to be used

main plover
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Imagine there was a apparatus like room where instead of turning off the lights when retrieving the apparatus, the item retrieved in this case results in a few leaks that inevitably engulf the entire map with water

main swallow
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I can't imagine what it would look like to have the rooms flash red

main plover
main swallow
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Yeah... That part hurts I dont like it but the effect is cool

wanton eagle
wanton eagle
ionic mica
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yea I have thought of something like that, it would be pretty cool

wanton eagle
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does something apocalyptic like that

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and id love to see a dynamic flooding thing

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because diving tool mods exist now and that'd add more use

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but re-working dangers and how monsters can use those areas would be hard

wanton eagle
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its just behind the main entrance above ground if you use freecammer

main swallow
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Bro forgor

wanton eagle
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actually there's a whole hand crafted dungeon on top level

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its just not finished

main swallow
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Mhm

wanton eagle
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its like 15 rooms

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2 levels

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and there's a second facility in the back of the map

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lmao

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he also left a shitload of room on the surface of titan

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to the point where i think there will be more locations

main swallow
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Bro Imagine a diving cage 💀

wanton eagle
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yeah i'd like to see some stuff like that

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like just a random shack on titan in the ice fields

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ladder down to a weird elevator

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suddenly you're in the ocean UAHGHHUAHGHHH

main swallow
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I had an idea where like sublevels existed and you could use the elevators to go to the one below or above

wanton eagle
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what has to be done is 1. the optimization of the game needs to be developed and 2. the boundaries need to be expanded

wanton eagle
main swallow
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An scp 087 mod 💀

wanton eagle
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for the fire escape

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fuck yessss

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make it so only players holding a cross are immune or something idk

main swallow
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Ima dm u some dungeon idea I have if that's alr wit u

wanton eagle
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i mean i dont mind just not promising ill ever make anything i was gonna make some terrain and implement that to start out and havent gotten my old legacy program i like to work yet rofl

main swallow
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I just wanna share it with u for opinion

wanton eagle
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word

tall cave
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navmesh go brrr

patent spire
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this looks so sick. i wonder if you could use the code from jeb/the company tentacle guy to make like a leviathan enemy that will attack you through cracks in the wall or smth

oak harness
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Well this looks exciting

brittle iron
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Are you going to be able to somewhat see through the water to the other corridors?

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Can only imagine how funny it would be to see your friends getting chased through the glass

forest ridge
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FR

warm musk
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I look through the glass to see a friend got'd by a Coil Head from afar

ionic mica
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there shouldn't be any reason we can't keep them transparent

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there are a few bugs though like being able to see sand worms from afar, but hopefully we can add fog at some point

native urchin
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you might lose some gameplay value in having far transparency

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you might be able to do some really cool fog/camera stuff for this

spring sundial
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into a room with a door like the elevator

wanton eagle
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and having the front door teleport players into the elevator would make most sense

spring sundial
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oh true

wanton eagle
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then monsters can follow into elevator too

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and can massacre players at last second lolol

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also you can control the height from there so it doesn't clip into the ground

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and having it attached to the facility will prevent it from clipping into the facility

fathom fossil
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i do like the idea of looking thru the glass to see other side, but maybe only be able to see thru the ones close to your hallway

fallow edge
wanton eagle
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what?

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the elevator?

fallow edge
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would make monsters doorcamping so much funnier

wanton eagle
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yeah i think zeekerss intended this for suspense and what not but had to redo because of the way dun gen works

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he couldnt let the dungeon build itself into the terrain it needs to be down far

fallow edge
wanton eagle
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so just add a new standalone section at the entrance for elevator

fallow edge
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since it uses a manhole as a fire exit

wanton eagle
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it'd still be an illusion but you'd just teleport to the elevator top floor from the entrance door

fallow edge
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and i havent found the main exit yet 😭

wanton eagle
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main entrance of aquatis is center of first island

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between the trees

fallow edge
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thats why we couldnt find it

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a bracken was camping there

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🥲

wanton eagle
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lol

west basin
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this mod is somewhat similar to one that ive been working on, but im relieved its different enough to still have their own identities. great progress and i look forward to playing it :)

rugged siren
west basin
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i want the main entrance room to be similar in size to the mansion main entrance, but with a large whale skeleton hanging from the ceiling

fresh walrus
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Oh, wow, this is very similar to the one I'm making. And further along, too.

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Well, if you can't beat them, join them. I'm willing to help out if you're interested.

cold onyx
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is this relying on lethal lib, or lethal expansion?

brittle minnow
cold onyx
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fair enough

ionic mica
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lethal lib im pretty sure

oak harness
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pretty rough you cant have custom moons and interiors on the same modlist (stable) lol

warm musk
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Yeah especially since every level has both as a component to it

cold onyx
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The problem is people keep making moons that are

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Theres a moon called orion thats downloadable and works, unsure how buggy it is nowadays,

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It did get a large rework recently i do know so idk lol

oak harness
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Oh did Orion drop its reliance on LE?

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Huge if true lol

cold onyx
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Wait fuck

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Im remembering wrong beescream beescream beescream

oak harness
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dang

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pretty much every moon ive seen has LE reliance

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might try LE core idk

cold onyx
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Im gonna do a dive to find any that arent

warm musk
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The only moon I know that does not rely on LE is Ooblterra

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That's it

cold onyx
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Yeah,,,

oak harness
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oof
scoopy's interior would look so good on wateridge or orion

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no clue where else it would fit so iu just slapped it onto offense and assurance

warm musk
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They would, I actually did Wateridge + Scoopy and it blends nicely together

cold onyx
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Idk somewhere where you dotn see much building

oak harness
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i think march wont allow it due to fire exit count

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maybe that was a different mod

warm musk
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Nah it was Scoopy's

cold onyx
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Oh yea, march cant bc the fire exit thing,,,

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That was scoopys yea

warm musk
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It's weird, it doesn't work for March but then when I test Scoopy's for Kast (which has 2 fire exits), it works

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I just went ???

cold onyx
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Test to see if the mod's fire exits work?

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If they are blocked then its an error from trying to connect the FE to the one outside

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I thought only one FE would spawn tho, if one did

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March was coded to not work specifically bc of the fire exits being broken

main swallow
high vault
ionic mica
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not likely that coilheads will get stopped through glass

native urchin
nocturne pivot
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In all honesty while I appreciate the attempt most LE moons are not that great, partially due to designs from the authors themselves but also just noticeable incompatibility with other things (like interior mods)

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Im literally a dumbass I just did not read the username

onyx tusk
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this looks sick, hell yeah, cant wait!

tall cave
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Fixed some bugs with the monster AI today and got the asparagus in for some testing 💡

haughty merlin
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ooh are we gonna have an apparatus room??

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or asparagus, sorry

west basin
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why is this man not pink???

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moderators, pink this man immediately

ionic mica
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got a few more room assemblies near done, the spiral staircase room needs some lighting though

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worried a bit about poly count, may need to trim things down a fair bit 😅

simple nest
main plover
warm musk
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Hm I wonder how easy it'll be for someone to port over an LE map to LLib when the time actually comes

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Looks like sfDesat doesn't plan to port Orion/Aquatis over to LLib themself

bronze quest
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Do you still have to override another moon to make a moon using Lethal lib?

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Cause that was my previous dealbreaker

delicate ridge
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you have to override a moon? what the fuck is that type of API that is absolutely horrendous

native urchin
bronze quest
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Ah okay

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That's what Ooblterra does

native urchin
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Not intentionally i

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SkullCrusher had/has a bug that makes that weird

bronze quest
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Once/if there's a proper tutorial for LLib moons I'll definitely switch to that

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Since I don't really like LethalExpansion is handled

storm otter
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Are there stairs in this dungeon type or is it completely flat? never mind just saw vertical levels in a picture

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Dungen lets you add a y level condition for room spawn right? Someone mentioned a leak but a much more doable version of that idea would be a flooded bottom floor that you can only get in or out of with ladders (or a modded solution), it could use all the same room types/rules just submerged. Would be absolutely terrifying to have to descend into the dark water to get valuable scrap and make it out before you drown

maiden crown
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hey so, how will this handle viewing the map above it? with there being transparent walls, couldn't you look up and see the exterior of the moon above the dungeon?

edgy slate
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it's super irritating for me since I very often make modpacks for friends and it messes so much stuff up

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and doesn't allow you to remove waterside, which to me just looks and plays like a kind of shitty test map

rugged siren
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I remember when Orion was the first of the custom moons so I got it to test it out and wondered why tf a test moon and waterside were in there, LE is such a bloated mod it's unreal

edgy slate
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yeah, I appreciate LECore existing but LE is a dependency for moons on mod managers, and it absolutely refuses to let me use LECore instead, even when I edited the files to try and remove the dependency, it just refused to open

mortal shell
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I've used LE core just fine with custom moons. Just leave both mods enabled, and the core mod will auto-disable LE when you boot the game

rugged siren
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I was using LECore for a woopiecushion change so it wasn't conductive in stormy weather, turns out that also messes with the game, it can cause custom dungeons to have their fire exits report as blocked on subsequent visits to moons

edgy slate
mortal shell
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Yeah, I do believe that LECore won't get around the LE issue of breaking custom interiors unfortunately, that's an inherent issue on how LE implements custom moons, which the core mod still has.

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But ignoring interiors, LECore works fine with custom moons

edgy slate
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yeah

mortal shell
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The problem is IN the core, so LE core won't help, lol

mortal shell
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At least, theoretically. I've been meaning to test it with my friend group, but they haven't been on for a few days

edgy slate
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why can't you test it alone?

mortal shell
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The incompatibilities with LE and custom interior mods mainly effects non-hosts. I've read it works fine for the host, but others either get an infinite loading screen, or fall through the level.

edgy slate
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I just only use custom dungeons (scp and scoopys) on vanilla moons

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apart from march

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honestly I don't like the scp interior because it tends to be so repetitive to the point where I just get lost, but it has some cool mechanics and my friends like it so I keep it in

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might just be a skill issue on my part

modest musk
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yeah same i love the aesthetic of the scp interior but it just seemed completely barren of scrap and repetitive with the same hallway generating forever

dire atlas
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well i mean

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thats scp containment breach for ya lol

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you're getting the authentic experience

modest musk
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true lol

rustic peak
dire atlas
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its a mod that disables all the extra bullshit from LethalExpansion

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oh fuck

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maybe if i read like

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2 more messages down

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LMAO

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sorry

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oh wait

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so when you have LethalExpansionCore installed it overrides the main LethalExpansion mod and disables it entirely on launch

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so yes you have to still install the main mod but it gets disabled by the Core mod internally

sterile charm
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Lethal Expansion Core is definitely debloated compared to normal LE. However, any conflicts LE normally has with modded interiors for example, still occur.

dire atlas
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oh yeah for sure

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i mainly bring it up cuz he was talking about that test map

haughty merlin
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man i just cant wait for different tools, lethal expansion is def a great start but we def have a lot better things to come

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people are making new ways to make this stuff work right?

simple nest
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in combination with moons that is

haughty merlin
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love to hear it

ionic mica
haughty merlin
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Love it, will def have to be faster in game to match the normal door gameplay but it’s really good ^^

ionic mica
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yea shortened it to 1 second and it looks about right

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it'll still take longer than the existing door but it can only go so fast without looking silly

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it's like a 1000lb door probably

covert scarab
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You know how many rooms you plan on adding?

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Also if you can actually see out of the glass are you putting in a blue box or something so you don't see skybox and the moon outside?

modest musk
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i don't think the slower doors are bad, each interior should have their own quirks to make them stand out more

native urchin
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the more repetitive something is the longer it's gonna feel

modest musk
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i disagree, i think it's totally okay for interiors to have different strengths and weaknesses. it can help maps feel distinct and unique.

native urchin
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The weakness is just that the dungeon feels more tedious though

modest musk
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i guess this really is a difference of perspective haha but little things like doors taking slightly longer to open can create some really intense moments especially if you're running from an enemy.

native urchin
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Possibly for rarer doors, perhaps

modest musk
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i can totally see how someone could find it tedious but i mostly see it as a fun map quirk to change the pace a lil

simple nest
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I think having slow doors scattered around is fine to break up areas, otherwise half the game becomes opening doors

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It's why I ended up making doors in SCP just frames 2/3rds of the time

modest musk
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the doors are my favorite part of the scp map! i'm weird in the sense that i looooove little quirks in things that can help change the way you play and strategize with a particular situation, it's partially why i love LC so much! you have to constantly change your strategy depending on the dungeon, enemies that spawn and other little things here and there, for me it adds replayability. although i can sympathize with why some people are particular about door speeds and stuff similar to that.

wanton eagle
sterile charm
warm musk
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The same update seems to have also fixed the issue of thunderstorms indoors so I'll check that out tonight if I can . < .

Can confirm, lightning bug is in fact fixed yay

covert scarab
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the huh

ionic mica
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the doors are gonna have to be something that's tested for feel, I'm gonna er on slightly faster but stiller longer than a regular door

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too fast and it looks silly, too slow and it does become tedious, I agree though that it should be a balance between quirkiness but not too tedious.

ionic mica
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would be nice to do some derelict sections but those require some extra attention

rugged siren
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I'd love to see some damaged tiles make use of water as a hazard for slowing the player or even drowning

wanton eagle
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i dont see why not tho

rugged siren
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Yeah I have no idea how water is handled, thought it'd be sort of a cubic area

wanton eagle
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its a certain area of the terrain but the water is always level throughout the whole world from what i've seen

simple nest
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and it's just a volume

wanton eagle
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well if you can make a new one and make it small enough for a room then voila

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right?

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just add in some animated thingamabob where the glass is cracked

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lookin like water

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😛

native urchin
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nah you can totally do flooded rooms

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i think u can even use dungen to help

tall cave
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Got the apparatus fully working last night. Turret and trip mine spawns are next then that's full vanilla functionality besides door keys? Flooded areas are totally on the list (I think this would be an especially cool event after the apparatus gets pulled).

analog linden
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Looks cool af

thin isle
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@tall cave also bioshock vibes

main plover
main swallow
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"hull integrity decreasing, implosion imminent. Evacuate the @&*#- Immediately."

woven crow
# tall cave navmesh go brrr

You might need to make the doorways a little bit wider to avoid clipping by small enemies like in the gif and some big clipping with large enemies such as the crawler/thumper.

tall cave
woven crow
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Finally some more competition for LE

haughty merlin
woven crow
haughty merlin
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ohhh

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gotcha

native urchin
warm musk
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Looking good and saw that, Scoopy's had to do some adjustments for theirs to be compatible with v47

tall cave
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yes seems the move is LLL? Maybe batby or badham can chime in.

covert scarab
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Yeah scoopys now has LLL as a dependency, I don’t really get exactly what it does. I’m not nerdy enough for that

dire atlas
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LLL will have better inherent compatability with custom moons as it's built off of LethalLib

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Or some shit like that

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It's an API capable of building both custom moons and custom dungeons

sudden lance
bronze quest
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I believe they rushed to get the mod out

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so documentation is probably lacking right now

dire atlas
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Just ask the dev and they can help in the meantime

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Theres a forum post over in #1175883003474485369

woven crow
sudden lance
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Yea

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Might wait for documentation and a template mod

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Before I start with my moons and interiors

tall cave
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I'm going off of scoopy's source on thunderstore

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will report back of any explosions

tall cave
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It works :), thank you scoopy and batby

warm musk
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Ah got the dungen to work with v47?

tall cave
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even better, v49! Someone tell zeekers to chill

warm musk
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ikr, surprised me to see a second hotfix suddenly this morning

nocturne pivot
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Has there been any thought on decoration outside of the windows to sell the ambiance? Like seaweed, maybe a shader or smthn?

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Really vibing with this so far and I'd love to see the view from the windows get spiced up

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Just wanted to say love this so far, have a friend who loves this type of architecture and is looking forward to this a lot as well: ) take ur time stuff looks awesome

tall cave
native urchin
covert scarab
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ooo hadal is jumping on LLL?

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if that and the vanilla structures get a config for specific rarity values on each moon then I can make perfect sexy pick percents

simple nest
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good to see at least LLL is at least the de-facto interior support mod, if LE/core compat can be worked out maybe world peace is possible after all

warm musk
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Looks like LECore's been trying to get compatibility to LLL as of recently

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As noted by these changes for LECore

sterile charm
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The modder handling LECore is awesome honestly

maiden crown
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hm. the textures could maybe use a little bit of detail other than g r a y?

tall cave
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These are prototype pieces we are using to get vanilla dungeon functionality working, final pieces/textures are still cookin : )

rustic peak
tall cave
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Thankfully all the base features are working so we can focus on that now 🫡

kind lark
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i hope it wlll look scarier on release to fit the games atmosphere

azure solstice
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I just can't wait to get people to download this when it's available and terrify my thallasaphobic friends.

native urchin
kind lark
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Levithan

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but yeah if you make it look close to that it will be insane

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as the image he posted i mean

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the rust adds to the atmosphere of the detail of being scarier

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too

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your level looks so modernized

haughty merlin
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oh there it is

kind lark
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hehe

haughty merlin
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are we gonna have things floating in the water?

ionic mica
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sand worm

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hopefully we can try out fog some time to eliminate a lot of the issues

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Once I get to texturing I'd like to add more rustic looking textures but that will be a long process probably

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we'll likely do flat shading to test the new meshes before texturing

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latest pieces

native urchin
#

I can talk to some or two of my artist friends, I'm pretty sure theres some cool stuff with you can play with where you could do a big fog volume incasing the dungeon and then not render it for the player but render it through the glass if that makes sense

ionic mica
#

oh that would be amazing

native urchin
#

honestly as someone who's used unity quite abit im just curious in general how to approach the issue

ionic mica
#

I actually wanted to do a super tall piece but decided against it since the fog might show up in the interiors, that might make my idea possible

#

I have 0 unity experience 😅

native urchin
#

worstcase you can just make the dungeon lower

#

the dungeon being below the moon is literally the dungeongenerator gameobject having a -200 y position

ionic mica
#

yea

#

-y being down I assume 💀

native urchin
#

yee

ionic mica
#

I will never understand that convention lol

ionic mica
native urchin
haughty merlin
ionic mica
fast crane
ionic mica
#

doh

#

thanks

#

hopefully I can make it less clean

fast crane
#

no like this would honestly reach high up in the community's mod favorites

native urchin
#

btw incase you don't know, water in lc is just 1 plane with the water material and box collider with a quicksand component tagged as water

#

so if you want water in certain rooms it just kinda works

ionic mica
#

is there a way with water planes to have it only extend to the edges of the room?

ionic mica
#

Buck is doing most of the hard work tbh, everything I'm doing is mostly in my wheel house

fast crane
#

definitely

ionic mica
#

I get to do the 'fun' stuff

fast crane
#

nah the quality of this is already so insane 😭

ionic mica
#

lol appreciate it

ionic mica
#

my worry with the water plane is if we used a rectangle it would show up outside of the room

#

if the room is for example a transparent cylinder

#

or lets say the sphere room for this example

native urchin
#

in that situation, since you guys seem to be fairly art pilled

#

if you just make a plane the shape of the floor

#

you can get away with using mesh colliders

ionic mica
#

hmmm okok

#

the dream is to have the water able to rise in the rooms

#

without showing up outside

#

but that may be too ambitious, and a bit of scope creep

native urchin
#

usually you wouldnt want to because mesh collider stuff doesn't scale super well with verts and its not amazing for workflow since you would need to make for the tiles but

#

not the worst option

#

if that fog option i mentioned works you could make do stuff that route too (hide the water through the glass)

ionic mica
#

yea lemme know if you talk to your friends on that

#

super curious

simple nest
ionic mica
#

Here's all of the tileset pieces so far

native urchin
haughty merlin
#

would be cool i think cause we’d be able to have a chance to get out (extension ladders)

ionic mica
#

yea we have challenge tilesets in mind

#

no spoilers though 💀

simple nest
#

a moonpool would be cool, no idea how that'd be implemented though

ionic mica
#

I think doing something like that would be easy, but if someone fell in that might be difficult to implement

#

I would really like to do a moonpool with a submarine though

haughty merlin
#

Lootable docked sub? 👀

#

Oh here’s a way you can implement that, hold on ill make a crappy doodle

tall cave
#

crappy doodles are best doodles second to golden doodles

haughty merlin
#

So when i thought of this i thought of the room with the big hole in the center (from the factory dungeon), im thinking of something like this
The color codes I’ll explain below:
Red = sub
Light blue = openable doors that you can find loot in, not to walk in though (kinda like lockers)
Green = entry ways, not all markings have to be mandatory tbh it could be a 2 way room as well
Black = room/static environment

#

What do y’all think?

#

Btw i only say the sub should not be enterable because you’d probably be able to cheese ai in there

ionic mica
#

yea I like the idea

#

that one might be later down the line since a submarine is a fair bit of work

#

but I would love to make a submarine design

haughty merlin
#

Yeah, it prob would be

#

It does seem like you guys have a base for that type of room already when i take a look at the tileset pieces you guys got going

ebon wren
#

Yooooo

#

RTX ON

#

Is that actually in game lighting

tall cave
#

yes

fleet dome
#

loookin good !

nocturne pivot
#

👀👀👀👀👀

#

Huge

#

Love how that looks

ebon wren
tall cave
modest musk
#

my beloved

ebon wren
#

I needs it

#

I wants it

#

What dependency does this mod have?

tall cave
#

BepInEx, LethalLib, and LethalLevelLoader

ebon wren
#

LLL

#

Let's GOOOOO

#

Mod couldn't get any better

rugged siren
#

We love dungeons, we love Batby and the hard working individuals who make great contributions to this game

neon sundial
#

Do you plan to add alien fish swimming outside?

#

It'll become the sickest dungeon mod.

ebon wren
neon sundial
#

Image a weird ass staring at you from outside

#

Good enough to make a Thalassophobic person die of heart attack

ionic mica
#

I still want to make a kraken in the distance

cloud yacht
#

kracken bracken skin?

clever spoke
#

i count at least 5 brackens in this video

tall cave
#

I didn't even notice lol

indigo oxide
#

Can monstesr jump the railing?

#

You showed previously that you can jump over the railing to walk on the sides next to it, on the glass, so can you just avoid spiders and stuff that way, or?

wanton eagle
#

and it might need patching to work with this

rugged siren
tall cave
tall cave
rugged siren
#

I had an issue with lockpicker locations on Scoopy's, they just eat my lockpickers :(

#

So I was just making sure

tall cave
#

On the radar, thanks for bringing this up.

native urchin
#

@tall cave @ionic mica figured it out, let me know if you need help

rugged siren
#

That's soo damn cool

native urchin
#

i think you can also use blend distance to make it so you can see a little bit past the bounds of the negative volume too

#

so you can see a little out but not fully

native urchin
#

yup

#

using priority and invert blend you can make negative space fogs

native urchin
#

@tall caveooo basic box and sphere textures will probably get you far enough already but i think this thing unity has a thing called "SDF Bake Tool Window" might let you turn meshes into a usuable 3d texture to use for your negative space fog volumes

#

so you could have accurate negative spaces

#

looks like it has padding options too so it could be the size of the room + padding so you get a short distance of negative space outside the room to see vaguely into adjecent rooms

covert scarab
#

ok but what is negative fog exactly?

native urchin
#

negative fog is a fog that renders ontop of another fog, but because it is using inverse blend its fog is negative

#

which in this case means it 0 fog

#

so 0 fog rendering infront of real fog means you can remove fog from specific areas

warm musk
#

So the idea is you make one big patch of fog for the entire map, but then use smaller patches of negative fog for passages and rooms or something of that nature?

native urchin
#

the negative fog volumes can just be in the tile prefabs themselves

#

so itll do it all automagically

rustic peak
native urchin
#

depends on how that works

#

if it literally finds and disables all fog

#

no that would break

rustic peak
simple nest
native urchin
#

i could see it going either way tbh

#

i think that sdf conversion tool unity has would let you crunch the model via its settings anyway

simple nest
#

Guess it'd depend on implementation by Unity

thin isle
thin isle
# wanton eagle ^

Mhm and from my testing it does work on modded moons unless something broke

wanton eagle
#

maybe thats just the lethal expansion core problem with dependencies

#

cause i dont have that issue

thin isle
#

As LLL is much better than it

wanton eagle
#

not really for custom moons though so?

#

right now people still need LE

#

and LE is where you get the SDK so 😐

thin isle
#

Look at the guy who made Egypt

#

Next update he moving to it

wanton eagle
#

ok but that's not this update

thin isle
#

So did spooky the guy who made the dungeon interior

wanton eagle
#

i just don't get why you're already taking the position of problem solved all this stuff is under construction rn

#

some people might not move

#

because whos paying them to care

thin isle
#

What am.just talking to you now

native urchin
wanton eagle
#

yeah its up to the people who made those moons

#

personally i wouldnt just give up like atlas abyss if they didnt move id hang on for as long as possible lul

native urchin
#

The author of Atlas Abyss is more than welcome to hit me up regarding the process 😄

warm musk
#

Last I checked the dev that made Orion & Aquatis wasn't interested in converting their maps off of LE for now at least

#

Least LethalExpansionCore is a saving grace for some level of compatibility between it and LLL

tranquil sorrel
#

i'm hyped for this one

#

i wish i knew how to make moons and dungeons for lethal company

sudden lance
#

Then why not learn?

tranquil sorrel
#

i mean is there even a tutorial?

unborn hazel
wanton eagle
#

word

#

well its not gonna hurt me any as long as i keep the worlds im using

#

secret labs and ether are the others

unborn hazel
#

@lyric stratus

dire atlas
stable lake
#

The mod appears simply before our eyes, wow!
I'm really looking forward to it

tranquil sorrel
#

it should be cool adding fishes outside

#

it's gonna be funny seeing people who has thalasophobia playing this lol

rugged siren
tranquil sorrel
#

i'm a artist i do want to do some stuff for this amazing game

#

i'm legit having alot of fun playing this game lol

#

anyways i'm really hyped for this dungeon

#

looking forward for it!

simple nest
#

or once I've got SCP to a state I'm happy with could coop on it if you're not confident on the implementation half

tranquil sorrel
#

i never modeled in my life lol, but nothing is worth learning it!

tall cave
#

I started unity and c# two weeks ago (I am a python developer by trade though). I say go for it!

sudden lance
nova arrow
#

I made this for a concept art i posted in zeekers server, something that would hunt the ship person.

#

it was just fnaf logic, i might repost it in mod ideas hehe

delicate ridge
#

dayum he standing fruity

nova arrow
grave crystal
#

idk if anyone has said this yet but itd be pretty spooky if you could see scary fish creatures outside maybe some would bump and or shake/ rumble the facility a bit for added immersion

devout oak
#

I second Big Spooky Fish as ambient decoration akshually

nocturne pivot
#

I reccomend plastic fish

ionic mica
#

oooh rumbling would be cool

#

kind of like the rumbling at the company building when you sell something

ionic mica
#

working on big spooky fish right now

#

just finished texturing

haughty merlin
#

could make them swim above the ceiling of the spawnable parts of the facility so they dont clip through it

ionic mica
#

yea that shouldn't be an issue

#

At least I think not, maybe I shouldn't say anything 💀

maiden crown
#

how will the fibsh work? will it just be decoration? a hazard?

ionic mica
#

just decoration

fathom swan
#

but what if it could be a hazard

#

breaking glass, causing flooding

ionic mica
#

💀

#

you overestimate our abilities lol

#

we would like to have a flooding mechanic but that's like a big stretch goal

maiden crown
#

i'd recommend not going for making any hazards until the mod is atleast finished and playable

#

still looks excellent so far

ionic mica
#

yea custom hazards and custom AI stuff are pretty advanced I think

#

we could probably figure it out with enough time but we're trying to get just the custom dungeon out for now

maiden crown
#

custom ai might not even be possible, because the custom dungeon could be anywhere and enemy spawning is connected to moon, not dungeon

maiden crown
devout oak
spiral reef
covert scarab
thin isle
#

@slate copper

slate copper
#

thank u fren

#

will give this a gander

thin isle
#

Probably won't be long before bata testing happens

slate copper
#

I am so ready for this

west cave
#

this is so awesome

fresh walrus
#

I suppose you could make a script that functionally stonewalls any spawning attempts if the spawner isn't in a specific type of tile? I haven't fiddled with DunGen by hand yet, so I'm not sure what all it's capable of.

#

IIRC, monsters spawn from vents in the walls, would there be a way to check for which vent / where the vents are?

nova arrow
#

I could imagine a vertically playing dungeon where after taking the apparatus or some time passes leaks start showing up before the dungeon inevitably implodes

#

(FacilityMeltdown.jpg)

rustic peak
verbal blade
slow vale
#

small suggestion i think the major progress updates with pics/vids should be pinned, i'd love to keep up with this project but i'm a lurker :)

rustic peak
#

it would be nice if pin all screenshots from now on

simple nest
#

if only discord let thread makers pin stuff in their threads

rustic peak
simple nest
rustic peak
#

yea

#

you can

native urchin
#

not atleast with this servers perms

simple nest
rustic peak
#

this thread

#

has pinned messages

simple nest
#

yeah the mods pinned them

rustic peak
#

oh

#

I see what ur saying now

#

thought you meant it wasnt possible

sudden lance
#

fire in the hole

#

would be quite a nice feature

#

but discord would never add a useful feature

rustic peak
#

but then im sure there is a website where you can upload images in some sort of gallery

ionic mica
#

who do we have to bribe to get the pink mod role

#

or do we need to release the mod first

#

I think that would be good motivation if we need to release the mod to get the role, I am very mod role motivated.

rustic peak
simple nest
ionic mica
#

oh it's pretty functional right now, we're just waiting on a few things like the new tilesets and some other functionality

#

we even have some funny gameplay footage somewhere up above

ionic mica
#

we also want to do some internal testing before release

simple nest
#

should be able to get one of the admins to assign your role then

blazing tiger
#

I have an odd but quick question, will this be compatible with facility meltdown?

civic gulch
#

I think they gotta actually finish the mod before they think about compatibility with other mods.

ionic mica
#

^

verbal blade
#

JUST in case this was not planned yet, some ambience sounds like whales, bending metal sounds due to pressure and underwater drone sfx would be great

covert scarab
ionic mica
#

Sounds would be pretty important i agree. I think thats our biggest skill gap

#

We have some ideas though

civic gulch
#

Another possible idea for when then water breaches is a loud siren just give people heart attacks.

rugged siren
warm musk
#

Hm out of curiosity does the mansion have any of its own unique insanity ambient sounds or are they shared between both vanilla interiors?

rugged siren
#

I believe it does, I've never heard the clock ambient sounds in the facility dungeon

native urchin
verbal blade
tall cave
#

Fire Exits are working 🙂 (No this door model and lights are not representative of the final product, just prototyping and the blue makes it easy to find).

tranquil sorrel
#

this is about to be so peak man

#

🔥 🔥 🔥 🔥

indigo oxide
#

Scoopys uses blue for the fire exit, so you could do that too if you wanted to

mystic wing
#

holy sheeet i actually love that blue lighting tho

nocturne pivot
#

I do like that the fire exit is blue

#

Looking awesome btw

#

Might wanna see if it breaks or not on march, since that one has 4 fire exits

native urchin
slate copper
#

we love LLL

nocturne pivot
#

Awesome 👍

thin isle
nocturne pivot
#

Wasnt sure if LLL had fixed the fire exit issue with custom interiors or not yet

#

Good to hear

fathom fossil
muted surge
fallen gull
#

when will this have a beta or release?

mortal shell
warm musk
#

Makes sense that E Gypt would get a more fitting interior developed, there doesn't exist a thematically cohesive interior currently to match the map's theme

indigo oxide
#

Also Scoopy has said they're going to do another interior once they finish up a few more rooms for the castle interior.

#

there's a few people who have asked about the process of making interiors, and might be working on them, but they haven't made a thread for them yet, so who knows.

mortal shell
#

Backrooms isn't quite the same, but it's defintiely noteable. LLL doesn't have much documentation yet, so I assume we'll get quite a few more interior mods in the coming months as things get more documented

indigo oxide
#

Honestly wish the backrooms mod was a whole interior mod. It's neat to be randomly teleported there from the other interiors, but the backrooms themselves fit the theme of the game just as well as the SCP foundation, so they could easily fit as their own interior.

dire field
#

Is there a thread for scarlet mansion?

clever spoke
#

#1195583267546595389

dire field
#

Ty! I want all the interiors followed I super hype for both of these

ember scaffold
#

now model a reaper leviathan patrolling.

rustic peak
tall cave
indigo oxide
#

This Flooding mechanic. Will it be like the pipe mist leaks that we can turn off?

tall cave
#

The idea is you wouldn't drown but in later releases we want to utilize the scuba tanks from late game items

maiden crown
nova arrow
#

me when i see my friends body float up after he pulled the apparatus

rugged siren
mystic wing
#

since theres verticality extension ladders might be barely enough to explroe the map if its flooded?

#

jetpacks work underwater but thats abit scuffed

unborn hazel
#

advanced company has flippers that allow swimming, plus then you have a dedicated boots slot for them

turbid canopy
#

A little suggestion not sure if anyone mentioned, you could make a "dummy" rooms that all purpose they would serve is atmosphere/ambience and general vibe, like you can see a flooded room from a different room with broken glass and generally rusted and the door to that room is closed with like water particles from the sides implying it barely holds it down

rustic peak
river raven
#

This looks incredibly cool

ionic mica
#

low effort update monday

warm musk
#

Interesting entry way(?) of sorts 🤔 and sub

ionic mica
#

submarines are tricky, might work in quads to get a better looking one

#

yea the elevator is the lobby, at least that's the plan

#

it won't be a functional elevator though unless that can happen later

#

but unlikely to happen any time soon

ionic mica
#

does it work without desync? imo that'd be one of the biggest issues

#

that is sick though

dire field
#

it would be nomnom who made this so they would be the one to know

ionic mica
#

i'll read around and see what's going on with their mod

ionic mica
#

is there a thread on this discord where I can read about it?

dire field
#

#dev-general is where nomnom seems to talk about it the most would probably message them about it more since they expressed interest here to have other mods be able to use elevators #dev-general message

#

also i'm surprised y'all don't have the modder role yet

#

seems like the talk right now there is literally about elevators so yeah

ionic mica
#

We're too proud to ask for it but simultaneously really want it heheh

verbal blade
dire field
#

mainly since they want to incorporate it into LLL

#

so it might be the method you wanna use

ionic mica
#

one more then I'm off for the day

dire field
#

yippiwe

native urchin
#

so when are yall hooking me up with a alpha

ionic mica
#

👀

#

ok one more

#

I think we can get you in for the pre-pre-early-non-release-alpha

sudden lance
#

looks very very dope but too bright imo (not sure if its like that for screenshots but yea)

fathom fossil
#

Hope to see a lot of plastic fish

rustic peak
ionic mica
#

yee

covert scarab
#

with the apparatus work wtih faciliry meltdown?

indigo oxide
ionic mica
#

I think it would add to the challenge, regardless we probably won't have it any time soon so I wouldn't worry about it.

rugged siren
# ionic mica

Hey Rhen, regarding this tile and how tall it is, can snare fleas zoop to the top of it and hide? I'm genuinely not sure if they have a max height because I've seen them on the mansion entrance ceiling

ionic mica
#

It would be an issue in vanilla so i doubt it

#

Ive never seen one in the tall room before myself in vanila

hot quartz
#

elevators are conceptually fun but I think like others mentioned it can be an area of slow down for gameplay when it comes to leaving and entering the building, but I like the idea of an elevator in tiles around the interior as an obstacle

-elevator can carry items up and down, encouraging you to use it as a checkpoint of sorts to bring items back for easier transit.
-theres an alternative way up and down but requires jumping between debris or extrusions in the elevator shaft, or a very roundabout path that's annoying and long that's only there if you're unable to grab the elevator
-the elevator rises up slower with alot of weight.
-elevator doors open and close very slowly, but go faster if you spam the button, for extra dramatic effect when running from a monster, and the guy ahead hits the button and you just barely make it inside.
-elevator can either be entirely vertical, move along a rail in a long room above a hazard, or along a track up and down a slope, designers choice for best feel for the area.
-extra cool if the elevators were able to have ship guys operate them, imagine shouting over Comms to start the elevator as a thumper starts charging at you and just barely making it inside as the doors separate you and the beast

#

obviously this is contingent on the elevator you're currently working on being able to do any of this, just because it's interesting conceptually doesn't mean it's realistic implementation wise or even a priority

ionic mica
#

yea there's a lot of interesting emergent gameplay that can come from elevators working, even just the idea of a platform that can hold a player and move would have interesting implications.

wintry pelican
#

this is sick, consider me pumped!

covert scarab
#

Just checking, will this mod be as configurable as scoopys since it’s LLL? (Setting rarity per moon?)

#

Personally for my pack I’m probably going to make it the most common interior for titan and maybe 15%ish on the other paid

hot quartz
#

btw I'm hyping up this project every dev update you put out to my friend group, it's really cool and I'm looking forward to it, if that wasn't obvious 😅

tall cave
covert scarab
#

Awesome

ionic mica
rustic peak
#

i think a cool mechanic with the elvator is when water is rising and flooding and u go into the elvator

tall cave
dire atlas
#

Better be quick then :)

tall idol
#

@tall cave Is this legit?

tall cave
native urchin
#

@tall cave might be worth sharing internally in that case

#

based on the file I got sent ya'll have some stuff you gotta change for LLL + if that upload picks up speed your gonna stuck with that mod name

#

you can't change name after upload

tall idol
merry sand
#

Is there currently an estimated time of release?

tall cave
ionic mica
#

@tall cave

#

I'm workin on the models still sorry

#

just showed up now

merry sand
#

@young mantle

native urchin
#

but yeah yall should really probably move that test upload to github or something instead of thunderstore

tall cave
ionic mica
#

I kinda figured it was too big but it's definitely too big 😅

native urchin
#

the models?

tall cave
#

Unless you're talking about the new tiles

ionic mica
#

too big in terms of gameplay imo

#

everywhere is very far

#

maybe that's something configurable that we can mess with once we get more unique rooms

tall cave
#

We need scooters

dire field
haughty merlin
#

I had no idea the wip wasn’t meant for anyone browsing thunderstore until I just came and saw the chat after a while of playing with it
Sorry about that, I won’t share it

tall cave
#

If you got it play away, should be removed by now though

haughty merlin
#

Alrighty, thank you

tall cave
#

We did a play test earlier with 6 people and had a lot of fun. Really excited for the final product.

haughty merlin
#

Likewise, I played it solo since I have a habit of looking at mods to play on with my friends at a later date but it’s still a fun experience solo

#

The stuff does feel very spread out but this is a test run not even meant for public so it’s no issue at all

sudden lance
rugged siren
#

I feel a few interiors are missing verticality in design, it makes more efficient use of space rather than an endless sprawl outwards

hot quartz
#

another problem I've had with interiors is a lack of darkness oddly enough. SCP isn't fullbright or anything but it feels bright enough to ignore the need for a flashlight, and an interior like the Bunker from the More interiors mod is very fun but suffers from a similar problem in most tiles.

I think it's because unlike the base game tileset, the lights on those maps don't have "broken" versions, and they can't turn off the same way like in the facility tileset

#

In the SCP map especially it felt really bad because every tile has some kind of light to guide you through the room, so there was little variety and every area felt the same because you don't remember struggling to get through a dark maze, or that a specific server room had it's lights broken

tall cave
hot quartz
#

scoopy's dungeon interior has this aspect down the best from all interiors I've tried with friends but there's other issues with it (but ones that feel like fine tuning, I personally feel like it's too spread out even with massive room variety)

tall cave
#

The original dungeons are also very boxy in design which has a higher packing efficiency than tubes. Something we're going to have to figure out.

sudden lance
#

Could increase loot room spawn rate and could also let loot spawn in tunnels

hot quartz
#

problem with increasing spawn rate is you stray a bit from vanilla loot expectations, which is fine if that's what you want, but I don't think the interior itself is meant to decide that, I think the moon does right

tall cave
#

I had the idea for a mod extension that would add the vacuum tubes you see at the bank and let you "ship" your scrap back to the surface.

river raven
#

Dang I missed getting to mess with this

tall idol
ionic mica
#

Thx man

ionic mica
#

Hyperloop but smol and for packages

#

Going full circle using hyperloop to explain vacuum tubes

stuck plover
tall cave
#

There might be a cultural disconnect lol

native urchin
tall cave
#

we need an item gun

#

I want to SHOOT a monster with an axel

covert scarab
# stuck plover

Yeah I’m from ny, never seen that, the money is in atms here

covert scarab
stuck plover
simple nest
#

Drive thru banks are such a weird American thing

hot quartz
# tall cave There might be a cultural disconnect lol

would be interesting if these were sent to other tiles in the facility, so if you found tube H1 early in the dungeon, you can send it through knowing it'll be in that other location, since sending it directly outside seems kinda op (and maybe two handed/heavy items cant be sent through?)

ionic mica
#

quick update, here's some finalized meshes with their colliders

#

Trying to get something in Buck's hands so he can start working with finalized models

#

the exterior colliders probably aren't important but I believe they determine if the dungeon generates so I figure it might prevent clipping dungeon parts

haughty merlin
#

Looks cool, you guys said you were gonna mess with the materials you use on the meshes right ?

lost hare
#

This mod might end up being a good fit if that's remotely true

night vector
#

This looks sick

rustic peak
fresh walrus
#

Hopefully

#

If we get a water moon, they may add some kind of diving gear

#

And a water monster

sudden lance
#

Also advanced company / late game upgrades both add some form of diving gear

fresh walrus
#

Oh god

ionic mica
#

yea I'll have to work on textures once everything is converted to a mesh, then I'll have to do the fun part of UV unwrapping everything

#

I haven't worked much with trim sheets before though so this will be a learning process for me.

dry rose
#

will this support modded moons, modded scrap and modded ai?

native urchin
dry rose
fallen gull
#

can this be downloaded anywhere as of now?

dire atlas
#

No

tall cave
#

soon

tall cave
#

tbh I want to do a big playtest with all of you before release. Ya'll have been incredibly helpful and encouraging.

warm musk
#

I'd be down for a playtest

rustic peak
covert scarab
#

How hard was it to put an apparatus in the building?

fallen gull
lime oasis
#

when will the mod beta release

ionic mica
#

We're not giving deadlines for release, generally speaking 99% of modders probably won't give you a release date.

#

no current plans to integrate with mod meltdown

covert scarab
#

oh wow

native urchin
#

@novel zinc

novel zinc
tall cave
#

Basically instantiate a empty game object in your apparatus dungeon tile called "LungSpawn". Will need the tag "PhysicsProp" and be on the layer "Props".

novel zinc
tall cave
novel zinc
#

ah gotcha

#

prob pretty easy, might have a go with your patch after work and see if i can get poweredlights turning off

tall cave
#

Easy now I know how to do it yes lol. I fought with it for a week before it was working.

covert scarab
#
    {
        this.allPoweredLights.Clear();
        this.allPoweredLightsAnimators.Clear();
        GameObject[] array = GameObject.FindGameObjectsWithTag("PoweredLight");
        if (array == null)
        {
            return;
        }
        for (int i = 0; i < array.Length; i++)
        {
            Animator componentInChildren = array[i].GetComponentInChildren<Animator>();
            if (!(componentInChildren == null))
            {
                this.allPoweredLightsAnimators.Add(componentInChildren);
                this.allPoweredLights.Add(array[i].GetComponentInChildren<Light>(true));
            }
        }
        for (int j = 0; j < this.allPoweredLightsAnimators.Count; j++)
        {
            this.allPoweredLightsAnimators[j].SetFloat("flickerSpeed", Random.Range(0.6f, 1.4f));
        }
    }```
sudden lance
ionic mica
#

shhhh 💀

ionic mica
#

making tons of progress today

#

colliders are set up for almost all of the meshes and I've organized things in a way that should make it easy to export them and integrate hopefully.

wicked talon
#

Hopefully

ionic mica
#

hopefully

#

Also hopefully gonna try and get all the colliders done by today, after than I just need to place the empties for all the lights, items, door entrances, mines, spawn points and probably something else I'm forgetting

delicate stratus
river raven
#

I've heard of thumpers but these thumbpers are getting out of hand

kind lark
hot quartz
#

are there any plans for ship guy interactables (broadcast interactions I mean)?

#

besides the base game doors and traps ofc

warm musk
#

Something akin to facility doors wouldn't sound outlandish but would require some additional time to develop and test

tall cave
#

We have so many ideas that scope creep has actually been a big problem. Shooting for vanilla dungeon functionality for now but for sure have some neat stuff plan pending figuring out how to do it.

warm musk
#

Ye understandable, I'm just excited for at least the base experience
More stuff WOULD be cool, but I don't mind if it's in due time after the base release

rugged siren
#

Absolutely, getting the base tileset out first then focusing on adding some more tiles for interaction and generation is a good way to go, means users can bring up any issues with the existing stuff before that carries onto new tiles being made

river raven
#

Instead of an asparagus this tileset will have a sea cucumber 🥒 ⚡

ionic mica
tall cave
#

I was deathly ill and watching it in 3d on top of having a fever probably damaged my brain

ionic mica
#

what a fever dream of a movie

delicate stratus
delicate stratus
tall cave
ionic mica
lime oasis
#

@tall cave when will the mod release?

wheat coyote
ionic mica
#

messing around with texturing on the lobby

#

not exactly sure what to do with the glass, it would be really cool to have the glass with dirt buildup around the corners

#

💀

#

trippy

native urchin
#

Would be cool if there was like big pieces of underwater fauna and such in the outside

ionic mica
#

yea that'd be sick

native urchin
#

could play with crazy scale knowing its such a foriegn location

ionic mica
#

like giant sea amenonmenoee

#

anenome

#

you know the one

native urchin
#

yeee

gloomy ore
#

Been following, this is awesome work

ionic mica
#

appreciate it brother

native urchin
#

youve really challenged yourselves with a dungeon thats so transparent haha

ionic mica
#

lol yes but it allows for some really cool possibilities

#

even the flat materials looks pretty cool

native urchin
#

yeah basegame usually uses flat colours and gradiants with detail in the normalmap and it really helps with the style and consistency

ionic mica
#

looks good in substance painter

#

not sure how it's gonna look in unity or how unity handles emissive and opacity

simple nest
native urchin
simple nest
#

interested to see how that fog looks when active

wanton eagle
wanton eagle
wanton eagle
ionic mica
#

elevator is not planned to be functional as an elevator, maybe some day but it's not currently planned

tall cave
hot quartz
#
  • does negative volume count towards the limit?
rustic peak
#

is the release super close? cause isnt there gonna be a play test. Or is that just to see how progress is going
great mod so far, and take your time