#[WIP] Hadal Laboratories (Underwater Dungeon Mod)

3090 messages · Page 4 of 4 (latest)

echo ermine
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these would be the new pieces

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they would be used in place of the concave pieces that you use as blockers

ionic mica
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the A box is the default hallway piece?

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concave pieces being the dome endcaps?

echo ermine
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yes

ionic mica
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gotchya

echo ermine
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A would be a tile that has those dome endcaps

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and B also

ionic mica
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yea that wouldn't be too difficult if that'd fix it

echo ermine
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if hallways don't use the dome endcaps then they wouldn't need a connector like that

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it would

ionic mica
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I'll talk with Tolian to get his take on this

echo ermine
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basically the goal is to move the doorways from the red to the green:

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the red is where they are currently, and that is also where DunGen starts to allow other tiles to appear, which is why they clip when your dome endcaps show up instead

light aurora
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Something else that can happen, at least for me, is that the main entrance can be completely underwater. I think I manipulated the dungeon size too much and somehow the large elevator is spawning too high so it intersects with the sea in the exterior

ionic mica
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ah that would explain it yea, I think we'll need to shorten the interior

vale bay
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all the smart people talk in here is so cool

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its awesome seeing this get worked on

ionic mica
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I certainly don't feel smart when they talk about dungeon generation stuff 💀

native urchin
rose sonnet
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Chat

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Turn this into pressure themed interior or im calling sebastian on you/j

vale bay
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I should kill you for saying that

fervent thorn
rose sonnet
broken flint
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Hello, is this interior ready to be put in a big modpack or is still in a testing phase? Looks really good

high vault
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When the interior was loaded like 50% of the time it softlocked the game on the interior seed screen while landing

nimble thunder
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I'd wait til 1.0 release

modest narwhal
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How recent? I saw it got added to the interior bundle so i was hoping its relatively ready to go

ionic mica
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Personally I would wait a while, there's still a number of things needing fixes

rose sonnet
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The urge to be expendable

vale bay
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i hated getting that badge

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all i got was a fuckijgn Clown Suit

copper smelt
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I haven’t gotten round to lockerless yet. Whether that’s because I’m a wimp or I just don’t hate myself

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It’s apparently easier in the update because of sprint

vale bay
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they added sprinting??

copper smelt
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They added an item which doubles your movement speed for a short while

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Not sure how long ago you played it but it had a large update about 2 months ago I think?

tulip haven
opaque oar
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Anyone have this on a custom moon? Looking for a fitting one

sudden lance
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mod does come with one

opaque oar
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Oh wow I just loaded in and saw it

spring sundial
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There seems to be an issue running this and Tolian's moons together?

tall cave
tall cave
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My apologies

rustic goblet
tall cave
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Oh, was I thinking interiors?

rustic goblet
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i think the log will show what the problem is

spring sundial
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Ahh okay it was the interiora

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Didnt realize it was in that too since it only lists having 3

rustic goblet
stray heath
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False advertising, mod exploded 👉💥

rustic goblet
stray heath
viscid cargo
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@rustic goblet
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnMapObjects(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineRoundManager::SpawnMapObjects?-1662290494(RoundManager)
LethalLib.Modules.MapObjects.RoundManager_SpawnMapObjects (On.RoundManager+orig_SpawnMapObjects orig, RoundManager self) (at ./Modules/MapObjects.cs:39)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookRoundManager::SpawnMapObjects?116466484(RoundManager)
(wrapper dynamic-method) RoundManager.DMDRoundManager::GeneratedFloorPostProcessing(RoundManager)
(wrapper dynamic-method) RoundManager+<LoadNewLevelWait>d__131.DMD<RoundManager+<LoadNewLevelWait>d__131::MoveNext>(RoundManager/<LoadNewLevelWait>d__131)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)

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Get this when trying to land on Hadal and soft lock.

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Trying to figure out if its something else, but its happened 2 of the 3 times I've chosen to land here.

nimble thunder
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this was on an attempt with LQ disabled

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on my previous attempts i had LQ enabled, i could still land the ship but the entrance was always blocked

nimble thunder
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@viscid cargo i need to ask you something regarding the earlier error

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did you happen to have AdditionalNetworking Experimental installed when this happened

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it mightve been causing an unrelated issue on my end, which prompted me to check it against the other problems i've been having recently

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after i disabled experimental i started getting this error in addition to the lethallib one

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with an experimental (and tartarus) disabled i can at least get past the ship softlock, but the main still doesn't generate

viscid cargo
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I'll double check when I get to my computer but I'm certain I use the main version

nimble thunder
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after more testing that mod wasn't causing the issues with generation

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i just suspected it because it has a weird glitch where it repeats the pickup sound of some objects every frame

sinful wolf
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Hey is it already known that flooded weather clips into the main entrance of this interior? You'll probably drown before making it through main

nimble thunder
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If you have weather registry I'd recommend blacklisting this moon from any flooded weathers anyway

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Cus there isn't meaningful counterplay around it

sinful wolf
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Sure, though I feel this could be fixed by lowering the main entrance under the starting point of floods

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Truthfully had no idea they extended so far under the map

whole quiver
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will we get a v80 update

nimble thunder
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Tolian will get to it eventually

odd oak
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pls update this mod T.T

rustic goblet
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Updates coming after June 20. Exams got me tied up till then