#[WIP] Hadal Laboratories (Underwater Dungeon Mod)
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I need dis
BIOSHOCK DUNGEON LETS GOOOO 
W h a t. Bro I swear if there is a megalodon I'm gonna poop myself
That's something we want to do but it's pretty far down the list
we're still figuring out a lot of simple things like loot and nav meshes
'simple'
Maybe I'll model a kraken for it
anyone who puts a trademark logo on the word 'soon' is a person to keep your eye on
This Can be very claustrophobic as Fuck !
Iam...hype for this I have a ton of ideas for rooms for this
will this have some sort of exterior?
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?
Though I can't imagine adding water to dungeonflow is an easy feat
I'm sure zeekers will release something like this right before we're done lol
SIgh, yeah
Would be nice to have some equpiment that makes it so we don't immediately get murked when we slip into water though
I always found it weird how we drown so fast even though we're insulated in a suit 🤔
Yo this looks cool asf

A custom moon would be cool to do, I think it's easier to do than a dungeon
one thing at a time
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
I want this as a new monster
you should be able to see fishies swim by and the ocasional big chonky moster that swims by
or a big monster that bites a corridor out and the place floods
need
oh my god this is gonna kill me this is brilliant
This looks incredible! Would be great paired with the Aquatis mod
This is really cool. Using LethalLib?
Looks vary noice, and wet
Wait wait, will you be able to see other parts of the facility?
Like through the glass
can I ask how do you make custom dungeons?
The guy who made the scp foundation one is making a guide
neat
sick more dungeons
@tall cave let me know if you need someone to test it
so sick
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
yes
and yea aquatis would pair nicely
if we get around to it it would be cool to make our own moon for it
I have to know what the bracken looks like coming out of the sideways vent
also very good idea for DunGen
If you have the moon's name, you ca n add it to the dungeongen list in most of the dungeon mods afaik, currently have the scp lab moon generating the scp facility dungeon, with the name Secret Labs
You just need to know what the mod actually refers to the moon as
yeah, hoping a mod like lethal quantities will figure out a way to generate configs for DunGen weight
scoopy's currently doesn't work with modded moons but should work the same as SCP in the near future
Funny you mention that cause I saw that info when taking a glance at the Secret Labs mod, which theoretically means you can do a similar thing with Scoopy's mod with the LE Wateridge eventually
yoooooooo that looks sick
Should be this week
what the heck this looks rad
Item and monster spawns are working. Fleshing out the navmesh next. Lots of work left to do but making progress!
wow this is amazing
for now you can put scpbdungeon on any moon as long as you get the syntax right around the name
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
What are you using to make it?
And you're straight up just making like a guide or template for this stuff too?
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.
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
Is this in LethalLib?
Are you guys gonna add support beams?
would be bad if there "was" a leak 🫠
Damn that is very cool ! Can't wait for the assets upgrade this looks nice
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.
this is dope
@delicate ridge
🔥
@noble glacier
Very cool looking interior, will be keeping my eye on it
A random event where the facility starts leaking and you have to find the spot that's leaking to seal it would be cool
WOWO
yea it would be really cool to have potential flooding inside the facility
not sure how difficult the coding for that would be
Wouldn't be terribly hard from what I can think of, if it were made to work like subnautica
how do you enter the moon in this ?
are you going to redesign the ship so its like a submarine
i'd assume from above ground
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
for now the plan is to just have it part of a vanilla moon
it would be cool to give it its own moon and some idea behind how you actually get down to the dungeon
Fingers crossed it doesn't shit the bed if I make it spawn on Aquatis
FIREEE
That would be terrifying
But sadly this ain't Subnautica (I think I spelt that wrong)
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
Causes a few rooms to implode but the doors shut in time, "hope nobody was in there ..."
I can't imagine what it would look like to have the rooms flash red
Similar to the firing sequence at the end of a fail quota
Yeah... That part hurts I dont like it but the effect is cool
moons have dungeons set far below ground and you can in theory make an elevator scene it'd just be hard to connect the elevator to the actual entrance room
facility meltdown is pretty cool
yea I have thought of something like that, it would be pretty cool
does something apocalyptic like that
and id love to see a dynamic flooding thing
because diving tool mods exist now and that'd add more use
but re-working dangers and how monsters can use those areas would be hard
cool way to fool with it is use experimentation because zeekerss left all his wip elevator room stuff there
its just behind the main entrance above ground if you use freecammer
I knew it was somewhere... Damn
Bro forgor
Mhm
its like 15 rooms
2 levels
and there's a second facility in the back of the map
lmao
he also left a shitload of room on the surface of titan
to the point where i think there will be more locations
Bro Imagine a diving cage 💀
yeah i'd like to see some stuff like that
like just a random shack on titan in the ice fields
ladder down to a weird elevator
suddenly you're in the ocean 
I had an idea where like sublevels existed and you could use the elevators to go to the one below or above
what has to be done is 1. the optimization of the game needs to be developed and 2. the boundaries need to be expanded
yeah my idea for this is each elevator has a random code and you can't reach from main room until you travel down and find the elevator door on that floor
An scp 087 mod 💀
for the fire escape
fuck yessss
make it so only players holding a cross are immune or something idk
Ima dm u some dungeon idea I have if that's alr wit u
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
I just wanna share it with u for opinion
word
navmesh go brrr
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
Well this looks exciting
Are you going to be able to somewhat see through the water to the other corridors?
Can only imagine how funny it would be to see your friends getting chased through the glass
FR
I look through the glass to see a friend got'd by a Coil Head from afar
there shouldn't be any reason we can't keep them transparent
there are a few bugs though like being able to see sand worms from afar, but hopefully we can add fog at some point
you might lose some gameplay value in having far transparency
you might be able to do some really cool fog/camera stuff for this
could start the elevator going down, then after a couple of seconds it teleports you into the entrance
into a room with a door like the elevator
i think having the elevator be a part of the facility
and having the front door teleport players into the elevator would make most sense
oh true
then monsters can follow into elevator too
and can massacre players at last second lolol
also you can control the height from there so it doesn't clip into the ground
and having it attached to the facility will prevent it from clipping into the facility
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
this'd work very well on aquatis
love the idea of an elevator entrance
would make monsters doorcamping so much funnier
yeah i think zeekerss intended this for suspense and what not but had to redo because of the way dun gen works
he couldnt let the dungeon build itself into the terrain it needs to be down far
entering the facility
so just add a new standalone section at the entrance for elevator
since it uses a manhole as a fire exit
it'd still be an illusion but you'd just teleport to the elevator top floor from the entrance door
and i havent found the main exit yet 😭
lol
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 :)
Have you made your own mod thread? I love checking into these and seeing what new things people have been cooking
not yet, mostly because i dont have much to show media wise. but the concept is an aquarium themed dungen with the lighting coming from fish tanks rather than ceiling lights or torches
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
Oh, wow, this is very similar to the one I'm making. And further along, too.
Well, if you can't beat them, join them. I'm willing to help out if you're interested.
is this relying on lethal lib, or lethal expansion?
Lethalexpansion doesn't even have custom dungeon support, so it's very likely LethalLib
fair enough
lethal lib im pretty sure
pretty rough you cant have custom moons and interiors on the same modlist (stable) lol
Yeah especially since every level has both as a component to it
You can, if said moons arent lethal expansion reliant
The problem is people keep making moons that are
Theres a moon called orion thats downloadable and works, unsure how buggy it is nowadays,
It did get a large rework recently i do know so idk lol
Im gonna do a dive to find any that arent
Yeah,,,
oof
scoopy's interior would look so good on wateridge or orion
no clue where else it would fit so iu just slapped it onto offense and assurance
They would, I actually did Wateridge + Scoopy and it blends nicely together
For real,,
Vow maybe? March?
Idk somewhere where you dotn see much building
Nah it was Scoopy's
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
I just went ???
Test to see if the mod's fire exits work?
If they are blocked then its an error from trying to connect the FE to the one outside
I thought only one FE would spawn tho, if one did
March was coded to not work specifically bc of the fire exits being broken
Reasonably you should be able to stop coil head by looking through the glass but that's me, I wouldn't like it prob either.
looks sick but i think with textures it will look even more sicker
not likely that coilheads will get stopped through glass
mine but its unreleased 😄
Batby is also not LE, but i mean batby is the one literally working on lethalibs moon stuff now LOL
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)
Im literally a dumbass I just did not read the username
this looks sick, hell yeah, cant wait!
got a few more room assemblies near done, the spiral staircase room needs some lighting though
worried a bit about poly count, may need to trim things down a fair bit 😅
love the subnautica-esque pipes and glass
Is that flooding I’m seeing????
Hm I wonder how easy it'll be for someone to port over an LE map to LLib when the time actually comes
Looks like sfDesat doesn't plan to port Orion/Aquatis over to LLib themself
Do you still have to override another moon to make a moon using Lethal lib?
Cause that was my previous dealbreaker
you have to override a moon? what the fuck is that type of API that is absolutely horrendous
You won’t no and that’s also now how it actually works
Once/if there's a proper tutorial for LLib moons I'll definitely switch to that
Since I don't really like LethalExpansion is handled
Are there stairs in this dungeon type or is it completely flat? never mind just saw vertical levels in a picture
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
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?
neither
it's super irritating for me since I very often make modpacks for friends and it messes so much stuff up
and doesn't allow you to remove waterside, which to me just looks and plays like a kind of shitty test map
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
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
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
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
both mods meaning the moon and LE?
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.
But ignoring interiors, LECore works fine with custom moons
yeah
The problem is IN the core, so LE core won't help, lol
At least, theoretically. I've been meaning to test it with my friend group, but they haven't been on for a few days
why can't you test it alone?
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.
I just only use custom dungeons (scp and scoopys) on vanilla moons
apart from march
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
might just be a skill issue on my part
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
well i mean
thats scp containment breach for ya lol
you're getting the authentic experience
true lol
same especially if ur friends are picky with mods
LethalExpansionCore
its a mod that disables all the extra bullshit from LethalExpansion
oh fuck
maybe if i read like
2 more messages down
LMAO
sorry
oh wait
so when you have LethalExpansionCore installed it overrides the main LethalExpansion mod and disables it entirely on launch
so yes you have to still install the main mod but it gets disabled by the Core mod internally
Lethal Expansion Core is definitely debloated compared to normal LE. However, any conflicts LE normally has with modded interiors for example, still occur.
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
people are making new ways to make this stuff work right?
LethalLevelLoader (being build on LethalLib) is what's planned to be the main interior handling mod
in combination with moons that is
love to hear it
Love it, will def have to be faster in game to match the normal door gameplay but it’s really good ^^
yea shortened it to 1 second and it looks about right
it'll still take longer than the existing door but it can only go so fast without looking silly
it's like a 1000lb door probably
You know how many rooms you plan on adding?
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?
i don't think the slower doors are bad, each interior should have their own quirks to make them stand out more
nah slower doors get annoying fast
the more repetitive something is the longer it's gonna feel
i disagree, i think it's totally okay for interiors to have different strengths and weaknesses. it can help maps feel distinct and unique.
The weakness is just that the dungeon feels more tedious though
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.
Possibly for rarer doors, perhaps
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
I think having slow doors scattered around is fine to break up areas, otherwise half the game becomes opening doors
It's why I ended up making doors in SCP just frames 2/3rds of the time
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.
dunno if you saw but the core version got updated to fix this
Thanks, I will try this and see if the fire exits no longer have issues on my list
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 
the huh
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
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.
no plans for any specific amount, right now I'm trying to get the minimum amount needed and then after that I'll start going into unique rooms and interior detailing
would be nice to do some derelict sections but those require some extra attention
I'd love to see some damaged tiles make use of water as a hazard for slowing the player or even drowning
the game might be able to support this with some tricks but i feel like its kind of a hard ask
i dont see why not tho
Yeah I have no idea how water is handled, thought it'd be sort of a cubic area
its a certain area of the terrain but the water is always level throughout the whole world from what i've seen
flooded moons already raise the water over time
and it's just a volume
well if you can make a new one and make it small enough for a room then voila
right?
just add in some animated thingamabob where the glass is cracked
lookin like water
😛
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).
Looks cool af
There is a mod called facility meltdown don't know if that will help with the flooding thing when you pull it
@tall cave also bioshock vibes
“Hey buddy, why are you making puddle noises when u run?”
-Looks down
“THE AREAS FLOODING MOVE MOVE MOVE!”
"hull integrity decreasing, implosion imminent. Evacuate the @&*#- Immediately."
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.
These are prototype pieces not representative of the final mod
Don't worry. I just wanted to warn you about a possible issue you might run across at some point ^^
Just gonna leave this here as it might come in handy:
https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
Finally some more competition for LE
do the moons made prior to this work with this mod?
I have not tested this yet. I'm in my bed as we speak lol. I mainly linked this here so that guys behind Halal Labs can check it out.
No, as current moons utalise LethalSDK/Expansion components where as LLL uses basegame ones
Looking good and saw that, Scoopy's had to do some adjustments for theirs to be compatible with v47
yes seems the move is LLL? Maybe batby or badham can chime in.
Yeah scoopys now has LLL as a dependency, I don’t really get exactly what it does. I’m not nerdy enough for that
LLL will have better inherent compatability with custom moons as it's built off of LethalLib
Or some shit like that
It's an API capable of building both custom moons and custom dungeons
Wish it had documentation
The wiki on it just says “todo”
I believe they rushed to get the mod out
so documentation is probably lacking right now
Just ask the dev and they can help in the meantime
Theres a forum post over in #1175883003474485369
That's probably what he's working on right now
Yea
Might wait for documentation and a template mod
Before I start with my moons and interiors
It works :), thank you scoopy and batby
Ah got the dungen to work with v47?
even better, v49! Someone tell zeekers to chill
ikr, surprised me to see a second hotfix suddenly this morning
Has there been any thought on decoration outside of the windows to sell the ambiance? Like seaweed, maybe a shader or smthn?
Really vibing with this so far and I'd love to see the view from the windows get spiced up
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
These are all prototype dungeon tiles not reflective of the final product. Currently fleshing out vanilla game functionality and using them for testing. @ionic mica has the final pieces in the works and they look great. Hoping to do all sorts of environmental effects to supplement the dungeon tiles.
Let me know if you need anything 💖
ooo hadal is jumping on LLL?
if that and the vanilla structures get a config for specific rarity values on each moon then I can make perfect sexy pick percents
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
Looks like LECore's been trying to get compatibility to LLL as of recently
As noted by these changes for LECore

The modder handling LECore is awesome honestly
hm. the textures could maybe use a little bit of detail other than g r a y?
These are prototype pieces we are using to get vanilla dungeon functionality working, final pieces/textures are still cookin : )
looks sick, but it would be nice if the water was darker, so it looks scarier. I ud erstand tho that this is still WIP
Thankfully all the base features are working so we can focus on that now 🫡
i hope it wlll look scarier on release to fit the games atmosphere
I just can't wait to get people to download this when it's available and terrify my thallasaphobic friends.
theres some really cool fog and post processing effects unity offers that they can use to make it look sick
Making it more rustic and adding some kelp/misc objects outside the dungeon would do wonders for atmosphere
YES
oh that level is so good
Levithan
but yeah if you make it look close to that it will be insane
as the image he posted i mean
the rust adds to the atmosphere of the detail of being scarier
too
your level looks so modernized
i know this map from anywhere lol
oh there it is
hehe
bet
whats the black shadow moving at the top middle at the end of the video?
are we gonna have things floating in the water?
sand worm
hopefully we can try out fog some time to eliminate a lot of the issues
Once I get to texturing I'd like to add more rustic looking textures but that will be a long process probably
we'll likely do flat shading to test the new meshes before texturing
latest pieces
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
oh that would be amazing
honestly as someone who's used unity quite abit im just curious in general how to approach the issue
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 😅
worstcase you can just make the dungeon lower
the dungeon being below the moon is literally the dungeongenerator gameobject having a -200 y position
yee
I will never understand that convention lol
I wanna do this with a lot of interesting things on the outside, like sunken ships or maybe some ruins, kelp is a good idea
i have some past experience texturing in unreal engine if you needed help, but idk how different unity handles it
I appreciate it. I have a fair bit of experience texturing but only individual objects never large tilesets. I think the typical workflow is to use trimsheets but I have 0 experience with that.
dude this is so beautiful
no like this would honestly reach high up in the community's mod favorites
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
is there a way with water planes to have it only extend to the edges of the room?
heheh I hope so 😅
Buck is doing most of the hard work tbh, everything I'm doing is mostly in my wheel house
definitely
I get to do the 'fun' stuff
nah the quality of this is already so insane 😭
lol appreciate it
wym
ohhh like it masks?
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
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
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
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)
classic unreal
Here's all of the tileset pieces so far
Might be good resource
will we have any tilesets where we have to make a jump across something? maybe like a water pit ¯_(ツ)_/¯ idk
would be cool i think cause we’d be able to have a chance to get out (extension ladders)
a moonpool would be cool, no idea how that'd be implemented though
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
Lootable docked sub? 👀
Oh here’s a way you can implement that, hold on ill make a crappy doodle
crappy doodles are best doodles second to golden doodles
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
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
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
yes
loookin good !
Actually so insane
my beloved
BepInEx, LethalLib, and LethalLevelLoader
We love dungeons, we love Batby and the hard working individuals who make great contributions to this game
Do you plan to add alien fish swimming outside?
It'll become the sickest dungeon mod.
That's a cool idea
Image a weird ass staring at you from outside
Good enough to make a Thalassophobic person die of heart attack
I still want to make a kraken in the distance
kracken bracken skin?
i count at least 5 brackens in this video
I didn't even notice lol
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?
facility meltdown doesnt work on modded moons at the moment though :/
and it might need patching to work with this
Do lockpickers work if they are locked? 🙏
They should once we get locked doors working?
These are prototype pieces, final design is vastly different from these.
I had an issue with lockpicker locations on Scoopy's, they just eat my lockpickers :(
So I was just making sure
On the radar, thanks for bringing this up.
@tall cave @ionic mica figured it out, let me know if you need help
Uhh yes absolutely
That's soo damn cool
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
This is fog?
@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
ok but what is negative fog exactly?
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
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?
the negative fog volumes can just be in the tile prefabs themselves
so itll do it all automagically
do you think negative fog will work with HDlethalcomapny disablign fog setting?
depends on how that works
if it literally finds and disables all fog
no that would break
oh ok thanks, guess I willl have to renable fog for this mod, worth losing the frames
Would the performance impact of negative space volumes be proportional to the complexity of it? If so might be better to do either simplified models or primitives due to the frequency
I have no idea
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
Guess it'd depend on implementation by Unity
I know but he could have talked to them to get something working
^
Mhm and from my testing it does work on modded moons unless something broke
it did but a bunch of people reported it broke
maybe thats just the lethal expansion core problem with dependencies
cause i dont have that issue
At least people can move from LE to lethal level loader
As LLL is much better than it
not really for custom moons though so?
right now people still need LE
and LE is where you get the SDK so 😐
LLL is made for custom moons the and everyone is moving to it
Look at the guy who made Egypt
Next update he moving to it
ok but that's not this update
So did spooky the guy who made the dungeon interior
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
What am.just talking to you now
Due to how both API's mess with the same systems, there's only so much we can do about comptability
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
The author of Atlas Abyss is more than welcome to hit me up regarding the process 😄
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
i'm hyped for this one
i wish i knew how to make moons and dungeons for lethal company
Then why not learn?
i mean is there even a tutorial?
the atlas abyss author put that they're looking into LLL in the upcoming section in the description of their moons on thunderstore
word
well its not gonna hurt me any as long as i keep the worlds im using
secret labs and ether are the others
Where are they contactable?
@lyric stratus
#1193657447290769489
The mod appears simply before our eyes, wow!
I'm really looking forward to it
it should be cool adding fishes outside
it's gonna be funny seeing people who has thalasophobia playing this lol
Honestly I'm in the same boat, I feel like I'd be able to make stuff with blender and unity but have no idea where to start
we are two my guy
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!
if you have plans and modelling skills I've got SCP open sourced to analyse and can answer any questions you have
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
i never modeled in my life lol, but nothing is worth learning it!
I started unity and c# two weeks ago (I am a python developer by trade though). I say go for it!
even such as concept art can be really helpful for creating things
i want to learn 3d modelling more so i can make shit too
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
dayum he standing fruity
he is fruity
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
I second Big Spooky Fish as ambient decoration 
I reccomend plastic fish
oooh rumbling would be cool
kind of like the rumbling at the company building when you sell something
I like that one
could make them swim above the ceiling of the spawnable parts of the facility so they dont clip through it
yea that shouldn't be an issue
At least I think not, maybe I shouldn't say anything 💀
how will the fibsh work? will it just be decoration? a hazard?
just decoration
💀
you overestimate our abilities lol
we would like to have a flooding mechanic but that's like a big stretch goal
cool
i'd recommend not going for making any hazards until the mod is atleast finished and playable
still looks excellent so far
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
custom ai might not even be possible, because the custom dungeon could be anywhere and enemy spawning is connected to moon, not dungeon
Doesn't have to be 😉

i have ideas
amazing. keep up the good work!
fishy fish fish
@slate copper
From what I know most of the tile sets are done
Probably won't be long before bata testing happens

I am so ready for this
this is so awesome
soon
Are you suggesting there's a way to make specific enemy types spawn only in specific rooms or from specific spawn vents?
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?
This is probably what everyone is hoping for too, it’s exciting. No rush or even need to but it’s a cool thought, technically however it seems really hard
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)
wait for the moonserr mod to finish for guidance for custom ai
dungeon exclusives hazzards are a thing that all interiors mod should have, by hazzards I mean the map itself having something to be carefull of, not the creatures themselves
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 :)
it would be nice if pin all screenshots from now on
if only discord let thread makers pin stuff in their threads
im pretty sure u can
nope
not atleast with this servers perms
nope you can't
yeah the mods pinned them
fire in the hole
would be quite a nice feature
but discord would never add a useful feature
but then im sure there is a website where you can upload images in some sort of gallery
I agree
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.
lol I literally said the same idea and I did not realize you wrote that so it looked like I copied you 🤣
release a mod or prove you've got one in some kind of functional state of development (even if not released yet)
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
here
we also want to do some internal testing before release
should be able to get one of the admins to assign your role then
I have an odd but quick question, will this be compatible with facility meltdown?
I think they gotta actually finish the mod before they think about compatibility with other mods.
^
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
Don’t see why it wouldn’t work unless it’s built into the factory interior
Sounds would be pretty important i agree. I think thats our biggest skill gap
We have some ideas though
Another possible idea for when then water breaches is a loud siren just give people heart attacks.
Any sort of creaking sounds you'd expect to hear underwater, those sorts of ambient sounds suit it perfectly
Provided to YouTube by The Orchard Enterprises
Underwater Metal Creak Produced by Heavy Pressure · Sound Ideas
Foley: Creak & Squeak
℗ 2014 Hot Ideas
Released on: 2014-02-15
Music Publisher: Hot Ideas Inc.
Auto-generated by YouTube.
Hm out of curiosity does the mansion have any of its own unique insanity ambient sounds or are they shared between both vanilla interiors?
I believe it does, I've never heard the clock ambient sounds in the facility dungeon
each level can supply their own library of ambient noises, manor does use a different one yeah
This is great
Oh yeah, a mechanic like moon map from cod zombies
Having to hack something to prevent an event that makes it really risky to be around some parts of the dungeon, forcing a player to stay on ship and interact with the map or making the players have to find an interactable object to prevent this from happening
Thats waaay too ambicious i know lol, but its fun to brainstorm ideas
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).
Scoopys uses blue for the fire exit, so you could do that too if you wanted to
holy sheeet i actually love that blue lighting tho
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
Won’t break because this is using LLL 💪
we love LLL
Awesome 👍
Hell yeah
Wasnt sure if LLL had fixed the fire exit issue with custom interiors or not yet
Good to hear
More like 💧💧💧💧
what intrior mods are in the works? im excited for em
when will this have a beta or release?
I know of Scoopy's Variety Mod (dungeon interior), SCPFoundationDungeon, ScarletDevilMansion, Ooblterra, the creator of E Gypt is apparently making a pyramid interior, and of course Hadal Labratories.
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
everything KM323 said, and Backrooms, and IAmBatby has shown interest in making an interior mod once they finish their More moons mod.
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.
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
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.
I also may be making something at somepoint
https://discord.com/channels/1168655651455639582/1195174282364473375
Is there a thread for scarlet mansion?
#1195583267546595389
Ty! I want all the interiors followed I super hype for both of these
Trying to do daily updates when I can. Working on a flooding mechanic and here is a snapshot of the learning process lol
now model a reaper leviathan patrolling.
do you think later on, it will be possible to do this on the facility
This is what the end goal is
This Flooding mechanic. Will it be like the pipe mist leaks that we can turn off?
I think for initial release the plan is to have minor flooding after pulling the aparatus
The idea is you wouldn't drown but in later releases we want to utilize the scuba tanks from late game items
glug glug glug ikm drowningb mglllblbllblbbb,lblbblbllblblblblblblbl
YIPEEEEEe
me when i see my friends body float up after he pulled the apparatus
I like the idea here but what if people aren't using the late game upgrades mod? 🤔
since theres verticality extension ladders might be barely enough to explroe the map if its flooded?
jetpacks work underwater but thats abit scuffed
advanced company has flippers that allow swimming, plus then you have a dedicated boots slot for them
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
oh nice
This looks incredibly cool
Interesting entry way(?) of sorts 🤔 and sub
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
one of the modders made a functional elevator so maybe more possible https://cdn.discordapp.com/attachments/1168656318345777313/1193985351744753854/Lethal_Company_xHd9LeOguE.mp4?ex=65aeb483&is=659c3f83&hm=52756b45eaa9dc171ab538430946de386bf364dd806f537f1896029df087837f&
does it work without desync? imo that'd be one of the biggest issues
that is sick though
it would be nomnom who made this so they would be the one to know
i'll read around and see what's going on with their mod
woah, who did this?
is there a thread on this discord where I can read about it?
#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
We're too proud to ask for it but simultaneously really want it heheh
damnnnnnn
these sneak peeks are lokin delicious
do it
mainly since they want to incorporate it into LLL
so it might be the method you wanna use
yippiwe
so when are yall hooking me up with a alpha
looks very very dope but too bright imo (not sure if its like that for screenshots but yea)
Hope to see a lot of plastic fish
elevator?
yee
with the apparatus work wtih faciliry meltdown?
As cool as an elevator is, as far as gameplay goes, it's just less time to get to the ship. It's cool af, but the appreciation during gameplay is going to be limited.
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.
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
It would be an issue in vanilla so i doubt it
Ive never seen one in the tall room before myself in vanila
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
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.
this is sick, consider me pumped!
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
biggest concern is definitely the AI playing nice with it, since even in the base game, the closest thing to an elevator (ship) doesn't play nice when it starts moving
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 😅
Yep because I totally didnt copy most of his code for LLL
Awesome
It should probably be treated the same way as the ship is in that the AI aren't really able to be moved along with the ship once it starts moving.
i think a cool mechanic with the elvator is when water is rising and flooding and u go into the elvator
cool until you get left behind lol 😂
Better be quick then :)
@tall cave Is this legit?
Doing some multiplayer testing with some friends and this was the easiest way to test, you're welcome to try it out but please dont expect the final models or moon configs
@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
Ah okay glad to hear it's legit, thought someone being naughty 😛
Is there currently an estimated time of release?
@ionic mica
@young mantle
but yeah yall should really probably move that test upload to github or something instead of thunderstore
Point taken, will probably move it soon.
what mod is this from?
the models?
Scale seems perfect imo
Unless you're talking about the new tiles
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
We need scooters
from nomnom no mod for it yet
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
If you got it play away, should be removed by now though
Alrighty, thank you
We did a play test earlier with 6 people and had a lot of fun. Really excited for the final product.
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
Haven’t tried it so idk but a lot of modded interiors suffer from stuff being too spread out making it aids to find loot
I feel a few interiors are missing verticality in design, it makes more efficient use of space rather than an endless sprawl outwards
this looks so good on the monitor omg
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
very true
very true x2
I think the key to resolving this is room variety
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)
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.
Could increase loot room spawn rate and could also let loot spawn in tunnels
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
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.
Dang I missed getting to mess with this
I love the organic shape of the hallways!
Thx man
The what at the huh?
Hyperloop but smol and for packages
Going full circle using hyperloop to explain vacuum tubes
There might be a cultural disconnect lol
not for 1.0 but suprisingly not many big problems i can think of if you wanted to implement this, atleast if you wanted to shoot them back to the main room
Yeah I’m from ny, never seen that, the money is in atms here
I saw a concept someone made of a monster that throws scrap
we have those too lol
Drive thru banks are such a weird American thing
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?)
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
Looks cool, you guys said you were gonna mess with the materials you use on the meshes right ?
They talk about a waterfall in the latest lore, I feel like we're getting a new water moon next update
This mod might end up being a good fit if that's remotely true
This looks sick
yea you know maybe they should also add me theere too.. haha...
Hopefully
If we get a water moon, they may add some kind of diving gear
And a water monster
There is a moon that’s just water with 2 entrances lol
Also advanced company / late game upgrades both add some form of diving gear
Oh god
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.
will this support modded moons, modded scrap and modded ai?
It uses LLL, so yes
wb scrap and moons
can this be downloaded anywhere as of now?
No
soon
tbh I want to do a big playtest with all of you before release. Ya'll have been incredibly helpful and encouraging.
I'd be down for a playtest
yes pls
ik this might sound weird, but idk this feels perfect with infernis
How hard was it to put an apparatus in the building?
Will this work with the meltdown mod
when will the mod beta release
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
oh wow
@novel zinc
"SpawnAsaparagus" lol
so easy?
Basically instantiate a empty game object in your apparatus dungeon tile called "LungSpawn". Will need the tag "PhysicsProp" and be on the layer "Props".
i assume lungprop script handles turning off all poweredlights and stuff?
I havent got lights working yet so that is uncharted waters for me.
ah gotcha
prob pretty easy, might have a go with your patch after work and see if i can get poweredlights turning off
huh
so yes?
Easy now I know how to do it yes lol. I fought with it for a week before it was working.
ok thx
It has to do with the PoweredLight tag
{
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));
}
}```
technically yes
shhhh 💀
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.
Hopefully
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
I've heard of thumpers but these thumbpers are getting out of hand
lol
gottem!
holy shit so true
are there any plans for ship guy interactables (broadcast interactions I mean)?
besides the base game doors and traps ofc
Something akin to facility doors wouldn't sound outlandish but would require some additional time to develop and test
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.
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
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
Instead of an asparagus this tileset will have a sea cucumber 🥒 ⚡
thanks for reminding me of this nightmare of a movie
I remember my mom buying it on dvd for us and it came with 3d glasses
I was deathly ill and watching it in 3d on top of having a fever probably damaged my brain
I had fucking nightmares from the first spykids movie
second and third are bangers
zeekers after inventing the jester
yea agree
@tall cave when will the mod release?
holyyy now i want thumb people as enemies 
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
Would be cool if there was like big pieces of underwater fauna and such in the outside
yea that'd be sick
could play with crazy scale knowing its such a foriegn location
yeee
Been following, this is awesome work
appreciate it brother
youve really challenged yourselves with a dungeon thats so transparent haha
lol yes but it allows for some really cool possibilities
even the flat materials looks pretty cool
yeah basegame usually uses flat colours and gradiants with detail in the normalmap and it really helps with the style and consistency
looks good in substance painter
not sure how it's gonna look in unity or how unity handles emissive and opacity
on the other hand they're leveraging all the base games' capacity since there's no occlusion in the dungeon anyway, might as well show off everything
Yeah but that opens up to design problems, your not meant to see everything. Which is why theres that cool negative space fog trick I showed them 😛
interested to see how that fog looks when active
seeing 90% of threads be full of random suggestions is starting to become a pet peeve holy f-- lol
this looks sooo good
is that an elevator??????
Flora too
elevator is not planned to be functional as an elevator, maybe some day but it's not currently planned
Also learned the max number of fog volumes you can have rendered at one time is 80 lol
does this interfere with how things look or is it a limit the engine warns about?
- does negative volume count towards the limit?
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
