#[WIP] Hadal Laboratories (Underwater Dungeon Mod)
3090 messages · Page 4 of 4 (latest)
yes
gotchya
yea that wouldn't be too difficult if that'd fix it
if hallways don't use the dome endcaps then they wouldn't need a connector like that
it would
I'll talk with Tolian to get his take on this
basically the goal is to move the doorways from the red to the green:
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
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
ah that would explain it yea, I think we'll need to shorten the interior
I certainly don't feel smart when they talk about dungeon generation stuff 💀
Most of the dungeon stuff is actually pretty simple it's just hard to convey over text. If there was a couple of nice in-scene gizmos it would help a ton
I should kill you for saying that
The only thing sebastian gonna do is try to sell me overpriced makeship plushies mf 💀🙏
But i said /j :(
Hello, is this interior ready to be put in a big modpack or is still in a testing phase? Looks really good
From my experience, not yet
When the interior was loaded like 50% of the time it softlocked the game on the interior seed screen while landing
I'd wait til 1.0 release
How recent? I saw it got added to the interior bundle so i was hoping its relatively ready to go
Personally I would wait a while, there's still a number of things needing fixes
The urge to be expendable
MINIGAME
im getting lockerless flashbacks
i hated getting that badge
all i got was a fuckijgn Clown Suit
I haven’t gotten round to lockerless yet. Whether that’s because I’m a wimp or I just don’t hate myself
It’s apparently easier in the update because of sprint
they added sprinting??
They added an item which doubles your movement speed for a short while
Not sure how long ago you played it but it had a large update about 2 months ago I think?
the badge was supposed to be impossible lol
Anyone have this on a custom moon? Looking for a fitting one
mod does come with one
Oh wow I just loaded in and saw it
There seems to be an issue running this and Tolian's moons together?
It is included in tolians moons. Remove the standalone hadal 🫡
can i get the log?
My apologies
all right
Oh, was I thinking interiors?
Hadal Laboratories includes moon+interior and Tolian_Interior includes all 4 interiors including Hadal
i think the log will show what the problem is
Ahh okay it was the interiora
Didnt realize it was in that too since it only lists having 3
Yeah, i should fix that😅
False advertising, mod exploded 👉💥
log?
Oh I was joking about your interiors mod listing 3 in the readme lol
@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)
Get this when trying to land on Hadal and soft lock.
Trying to figure out if its something else, but its happened 2 of the 3 times I've chosen to land here.
i got this too
this was on an attempt with LQ disabled
on my previous attempts i had LQ enabled, i could still land the ship but the entrance was always blocked
in the process👍
@viscid cargo i need to ask you something regarding the earlier error
did you happen to have AdditionalNetworking Experimental installed when this happened
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
after i disabled experimental i started getting this error in addition to the lethallib one
with an experimental (and tartarus) disabled i can at least get past the ship softlock, but the main still doesn't generate
Nope I had the main version. Not the experimental version
I'll double check when I get to my computer but I'm certain I use the main version
gotcha
after more testing that mod wasn't causing the issues with generation
i just suspected it because it has a weird glitch where it repeats the pickup sound of some objects every frame
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
If you have weather registry I'd recommend blacklisting this moon from any flooded weathers anyway
Cus there isn't meaningful counterplay around it
Sure, though I feel this could be fixed by lowering the main entrance under the starting point of floods
Truthfully had no idea they extended so far under the map
will we get a v80 update
Tolian will get to it eventually
pls update this mod T.T
Updates coming after June 20. Exams got me tied up till then
good luck ^^