#Scarlet Devil Mansion v2.2(紅魔館)
1 messages · Page 2 of 1
We'll give the moon a look over and make sure it isn't a mod conflict the next we test our pack:)
You'll hear from me if it is but don't expect it to be actually your fault 😂 I'm just the guy poking things with a stick
I couldn't tell you what 99% of the log is spatting out
It's still fine to report to me if it seems like my mod is breaking something
My dungeon map does a lot of code fuckery to fit the design in my head, which also means it has a habit of breaking things
Sometimes its my fault, sometimes it's not. Always hard to say so poke at me I don't mind
Well, I can guarantee we won't blame you for it 😂
Three of us stayed up till 9 in the morning trying to figure out why his audio mod wasn't working. Turns out he added .wav to the sound file making it .wav.wav 🥰😅
Was an adventure solving that one.
Doesn't even compare to the amount of detail you have to pay attention to
did the mod addd support for custom moons?
@covert tartan read here
ok thanks
@tranquil frigate CONGRATS
The emergence of the LethalLevelLoader API has made it possible for people to add custom interors/dungeons to the game, and some modders have already uploaded their own to the Thunderstore catalog.
It seems that the Lethal Company modding community has made a breakthrough with adding modded interiors with this one, and I'm excited to see what t...
Meiling jumpscare
I mean your work is really good
I didn't expect the Scarlet Mansion to be gray.
My only gripe is him stating that LLL was the cause for me to make the map. But that's probably just my pride taking a hit
Well I'm not used to people making videos about my stuff, it is what it is
It's not but it was the assets I had available to use, so now the mansion is in grayscale because of it
I see. Still looks very cool despite that.
Grayscale is a great horror colour, so it fits well
Indeed.
I have not yet tested this yet for my pack.
I've been busy rebalancing Advanced and Lategame together and ensuring it doesn't explode
"mod team" it's just one person
Is moreinteriors compatable with this yet?
better iwth the theme
I like the grayscale interior tho it is a bit drab id say
so when it says mansion 50% does that mean of the percent chance mansion already has?
like on titan does it mean of the very small chance it can be mansion half of that chance can be scarlet or is it 50% chance scarlet on titan
Id say would be cool if there was an alternative interior with more color in it but mehh nah it's not needed
yes
Thank you, heck ya!
yea I dont like how sheff austin comments on moons/maps/interiors
he sounds like he knows everything about it
it irks me a lttle
dose he ever talk to the commmunity/ mod devs ever like in this server?
or is it all just assumption/ script freshining to make it look better on his end
i dont even think hes in this server
oh wow
i think its this
wait nvm
he is in the server
well someday maybe speek your mind to let them ask questions first before claimning this and im sure itll be fine
tho i wouldent want any drama to come from this
as members of the LC community we have got to at least somewhat try to keep drama around the game to a minimum
agreed
btw is there not an art channel in this server
or would that just go in #off-topic-memes
yea jsut go off topic for now
unrelated to that, i honestly kind of like the grayscale look. the textures kind of feel like cardboard, which seems fitting for an artificial or "fake" feel, which the original mansion does
i think there should be a colored one on the side
i have never played these games but this seems cool so i am trying it rn
what, touhou project?
yeah
well have fun
fun fact a lot of touhou fans dont even play the games, their fans becuase of the music, community and the characters
tho if you want to play the games i reccmend starting with either some of the newest ones (besides 19 less you really like it) or try with touhou 7 or i think 10
(touhous 1 thru 5 are on the pc98 so they are harder to obtain and generally you shouldn't start with them either)
The map has a long load time due to how often it fails the dungen generation
It's possible that it will speed up as I add more tiles (or make it worse)
As it turns out, the way the base game does the nav mesh is beyond messed up
I fixed some of the enemy pathing issues, but i gotta take more drastic measures if i want the pathing to be more easy to work with
unless you have the limited edition pre timeskip reimu, that reimu is MID tier
new update, as i said earlier, it should fix *most of the enemy pathing issues which is why enemies were so rare. also custom moon support
let me know if the custom moon thing even works, the values should be synced by the host but honestly it may just break too
Yup, I personally play the games semi regularly
The ones I'm trying to beat RN are ddc and ufo
very nice to see more people being hooked in touhou 
Bad game dev code my beloved
its not even code
the blue is the navmesh in map it is baked at runtime after genration of dungeon
ye took me a while to figure out DunGen can bake navmesh at runtime and that is how AI uses for pathing the Nav Obsticles to block where ai can go took lot of test
lays room and collides and navmesh surface
had to use tool inside unity game adapter that dungen provides on git hub
this how i got the mod set up done
for the more interiors project
it has been fun learning how game is made and how to make mod for it hoping to get a guide made on it
I'm aware how that nav mesh thingy works but appreciate the concern anyway
Ohh, that's the layers they use exactly
It's already out?
Yes
Cool
Had a weird interaction with a ghost girl in testing the map yesterday. Spotted her then she immediately decided to haunt me a second time with no cooldown. Anyone else have that on this map?
I've heard people have that interaction with the ghost girl in general, but in case it's me map problem, I can check
It's not a big deal if it's a lot of trouble, just nearly had a heart attack since I run with the Herobrine mod as well
Turn around and both were there, followed by the instant double ghost girl
Got to admit, it was weird how the console showcased them as both instantly spawning together though
It's just me looking at the code and see if it's possible for the girl to instantly haunt you
The hero brine mod may be borrowing from the ghost girl script, which is why that may happen
If it's that, then it's a them problem and not mine (hell ya no bugs for me)
Yeah the herobrine mod has a ghost girl override feature if you wish less for spectral ghost girl and more for mysterious cubic white-eyed man
Always a good day when the bug is not your fault
XD
Yuyuko banned fron scalret devil mansion
Reason: to scarry for flan (she was curious why they called her flan, thinking about the food)
Based
Very spooky, the mansion I live in no longer has a basement, is no longer scarlet, and my sister had miss Patchouli make the knight statues move
can we spray paint the walls and floors of SDM?
ive heard from many dungeon creators that spraying in general is weird
I see
Ah okay 😄
i never use sprays so its not on my priority to fix, sorry to say
that being said, if it's an easy fix and someone lets me know, ill add it no problem
I heard via batby that apparently someone has made progress on getting it working
but I spent about half a day on it and gave up because it kinda makes zero sense why it just dont work
I wonder if Sprays has a set texture/model list it can be used on?
Neither UABE nor the source code for the spray paint seem to indicate that
but I can check again
UABE can be pretty hard to read
Sweet! appriciate it! ❤️
thanks
i dont think the knight is terrifying enough, so expect a very slight change to them in the future
small update:
new scrap item (emits a bit of colourful light)
somehow enabled the og lethal company dungeon lighting?
possibly some enemy pathing fixes
the knight enemy will still spawn even if the map doesn't have an coil-heads (primarily for experimentation and custom maps)
the update will out in a fat minute
ooo they're really pretty
flandre's wings as scrap 😭
not our fault that its just laying around
rip flan
that looks epic
I'm fine
What's not fine is that I can no longer post fumo emotes
would it be possible to add a setting to make the summoning sigils into regular vents? variation is nice but the summoning sigils are a bit too unrecognizable (and noticable) as an enemy spawn point
coding wise it would be a relatively fast and easy feature to add, but style/theming wise I am very much against the idea. if it's truly a balancing/visibility issue, I can address it later down the line
alright 👍
however since it is an easy feature to add, I can add it towards the end of the dungeon's development
Gotta have the touhou models mod with this
not just better sprays its sprays in general
tried using it the other day since i got lost in the mansion on the previous misson
and it dindt work
Just got this interior for the first time in Ether, is there currently support of fire exits or multiple fire exits? Ether has 2 and it told me it was blocked on one of them, bar that it was really good! Love the knights, love the generation and rooms
Imagine taking one of the crystals and Flandre herself spawns in somewhere in the interior and attempts to kill you
wish i can add this to other moons though
You can add it to all moons
Could I add this interior to custom moons?
yeah now
the first time i downloaded you could only do the 3 paid vanilla ones
that doesn't seem to be the case anymore
as i just checked
How do I do it
assuming you have thunderstore
see Edit config
then type in scarlet
I have r2modmanager. Its practically the same thing
its prolly better too
i just am too lazy to switch
Holy in name of jesus of mods ._.
It doesn't randomly crash if that helps, made me switch when my pack got about 90+
ohhh is that why that happens
reaching for 200 mods for the random combustion feature 🙏
Yeah TS not so great with huge packs from my expierence xD it self destructs D:
She'll kill you in a different way I can promise
:)
Oopsie woopsie, head go rolly rolly
Touhou Company modpack
Ya you can probably use that for now, but I got a different idea
(There's also one that replaces her with Koishi)
(For those who prefer a sharp pebble instead of chandelier vampire)
holy crap flandre scarlet touhou
YESS
IVE BEEN WAITING FOR THIS
everythime i come across the ghost girl im just like "oh hi flandre"
Will also share this so people don't need to look for it
I WAS gonna say waiting for someoent o make a mod that makes sher into koishi or flandre
would be cool if it would cycle between one or the other on the start of the misson
Would be cool but no idea of how you'd make that function
Anyways. Since we're on topic of sharing Touhou model replacements
Also have this if you didn't know it existed
tbh only way id think it would work is by making it so that they are 2 new enemies
ive had this one thanks for posting it here tho
my frined really wants alice to be added to that
Is mainly for anyone who doesn't know it exists
kind of like the herobrian mod
where it is its own enemy instead of the ghost girl tho functions simmilary to her
an additoal feature to the flandre ghost girl is that it would try to spawn 4 of them, 3 being illusions and 1 having a hitbox
I have that mod, and nearly had a heart attack when SDM map rng made both spawn behind me at the same time
XD
Truly funky the SDM enemy generation
agreed
Nothing but flies, bugs, and the not very occasional ghost girl
i get brakens and masked all the time in there
Could be because I test on Dine mainly or smth
she spawns more on rend but its still high on dine
I see
I thought I fixed the map to not have enemies get stuck randomly? I guess I gotta check some more
Dunno if they get stuck, but I'm using Lategame wall-ignoring scanner and the only things I ever found was mainly those
Besides exactly one slime
If that's the case, just random luck
In my testing I have both the coilhead and knight jump in with a bracken chilling in the back
Sometimes, nothing really spawns
Funky
Should go back and try more then
Maybe I'll get nuked with everything in my next run because of this
Right on
Actually, let's go test my luck right now-
Or not, since I forgot to guarantee its spawn
Great
i mean im about to play some rn if you wana join me
tho my modpack is massive
)172)
Oh this game is very funny
Sets SDM spawn weight to 99999
Gets bunker
I've been made fun of
Brilliant stuff
Nah, I've got a lot of config testing to do
Hm
Actually, can't tell if that's the case or not, but my custom moons config section is set to modded only
alr
Hm yeah, seems like the modded moons section now overrides that whole thing if you set it to only modded
Eh
Tough time getting this layout to spawn.
Wonder what config I broke this time
ACK
Uh
Are you supposed to be able to climb out the windows?
This window on the left I can climb out of it apparently
Seems legit
3 coils heads, a bunker spider, 1 flea and 2 masked in one map. Guess I just got really lucky it seems
I'm guessing either you messed up the config or bunker also has 99999 weight?
Nope. Bunker is set to 100
You're not supposed to, they are just fancy eyecandy
Noted. I jumped on the table and fell out
Thankfully it respawns you at the entrance
Unless you already figured it out, you would have to show me the console log for why that happened
But it probably already gotten overwritten I think
I guessed it was due to setting config to "modded"
Which I changed to paid
Which didn't quite work, specifically setting Rend/Dine setting doesn't seem to do anything
Strange, but I'll check it later
Tried changing custom moons to 99k
Also didn't work
Seemed to work again after I changed custom moons to "all"
Share me what you typed in later
The configs?
Sure. Going to go test a few more times just to make sure it wasn't one or two coincidences
It shouldn't be a coincidence. You can look at the console when you load a save file and it should give you information on how the code understood your config entry. You can also look at the console when you start a moon to see what dungeons are competiting to be loaded and their weights
For "All" it seems to be working at least
Matches what I put
(General section is at default 300 Rend/Dine 69 Titan)
Tested it on Castle Grounds, my only modded moon with Custom set to "Modded"
Yeah that's weird
Shouldn't be like this on Rend
i don't think this works on modded moons yet?
oh wait I thought they updated it
oh its only the weight values
Can't be sure if this mod works on modded moons
Doing testing right now actually
It didn't appear on Castle Grounds which is weird
dont use castle grounds
for modded interiors
from what I heard, its never compatible
Beats me
yea try a different modded moon
Every single one besides SDM appears when I run it
SDM?
nvm
im dumb
Yeah
hey
That's my only modded moon
oh then installl another one lol
In all honesty, I'm not going to test on other modded moons that aren't going into this pack of mine
do you manually install?
Since I'm specifically spending a week of my life testing just this pack
No
I use R2
then just make a quick new profile and test it out
I've got other settings to test at the moment
or I can test it out, but I dont have the versionw here you can choose moons
yea but I cant choose where to spawn SDM
do you only have it?
The new update has a config setting to set the dungeon spawn to specify moons
No, I'm just a random here with an oddly appropriate pfp for this mod
As far as I know, the modded tag doesn't work
Paid doesn't seem to either
guess r2 didnt update it for me
Castle Grounds again shows nothin
Going to test on a normal moon real quick
... once Lethal stops freezing
Lethal didn't like that, killed it. Testing with Paid as the only change
Oh
Right
I forgot that outside emotes are gone now
Not as many as others but yes
cause r2 is hella laggy for me with a lot of mods
and i have a decent pc where it shouldnt lag
I have 90ish, but I geniunlly think i created the best modpack of all time
I don't know what you're running but for major mods
not the game itself, r2modman manager
Lategame, Advanced, SDM, MoreInteriors, CoomfyDungeons, Whatever the Dungeon one is called, Fumo Scrap, Minecraft Scrap should be the list of major change mods
For me anyways
I heard coomfydungeon causes issues now
it has not been updated in a while too
and the mod creator left the discord
Seems to work fine for me
I don't know about scrap scaling, but it certainly makes maps feel less big for 1 player
Feels legit
yeqa
You're fine to stop testing, if things are not working that much, I'll look at it again for problems
But if you could, could you send me your log file
Sure
Think this is it
Settings be:
Custom Moons: Paid, Weight: 99999
Rend/Dine: 300
Titan: 69
And if need be, I can keep testing :p
Programming lessons: Knowing where on earth your code broke is always a nice first step
it started to work after sometime actually
That's normal according to Raphtalia
Since it's running a custom script to make 3 paths instead of 1 deep path like normal gen
And to keep it in sort of a rectanglular shape I think?
So it'll cause a few errors in the log and also take a bit longer
But in exchange, doesn't feel like you're running 3 miles/kilometers into a linear "mansion" tunnel
edit extension to mp4 and reupload, mkv don't embed
oh
Easy mistake haha I do it all the time and get reminded xD
XD
as oyu guys can see
modded moons work fine for me
Well if it doesn't work for Castle Grounds, that's fine by me
like I said, it has issues with custom interios
You can't really tell me that when the only one that has issues is SDM
And Castle Grounds without any custom interior mods is just Mansion anyways
SCP, Bunker, Dungeon, these 3 work just fine in the weight generation
That might just be a LethalExpansion (LE) thing when using LEC/LLL as well. Since dropping LE and LE Modded Moons I have 0 issues 😛
Which is fair, but I can't get rid of it since a friend requested it
I don't know since LE update though although LE update didn't really do much.
I use pure Core now at suggestion of some folks here
Yeah LEc and LLL are absolutely fine, shouldn't have any issues
And I utilize Advanced Company to substitute the game modifications I used to run on LE
Chalking it up to Castle Grounds being the main issue
Wouldn't be surprised, since weight for Castle Grounds defaults to 1 for Mansion variant and 0 for Factory
Looking at the Flandre's log, there looks to be no issues
With 200 mods though, it's practically impossible to know which mod is causing issues
I've done a good job then of condensing 200 mods into 46 xd
And I suppose it's fine
More SDM is more good
true
Who needs a factory when you can just have funky Mansion 2.0
... probably should go fix my settings now
Hm. I wonder if setting Custom Moons to All will use the general setting
Or the custom moons one
Time to find out
Guess it uses the Custom Moons one.
Noted.
This is the stuff we love to see 😄
Other people I play with don't like dealing with mods so I am the one in charge of making the packs
And well
The less mods the better
So I've probably spent like 5 hours total just testing pack configs now
And I briefly despair whenever I see Lategame has another new major update
Less mods = less updates too xD if you're using active mods anyway! I know people still using mods from Oct/Nov last year xD
and they complain stuff don't work... I wonder why
Well let's see...
xD
I've got...
SDM (lol)
MoreMoneyStart
CoomfyDungeon
IncreasedDeadlines(Progressive sounds like hell)
SCP, Scoop Variety, More Interior
SellBodies
PathfindingLagFix (dunno if it works, never had lag really)
Herobrine
HoldScanButton
MoreEmotes
TooManyEmotes
MinecraftScraps + FumoCompany
Advanced and Lategame
Backrooms
NoSellLimit
PeachCastle
FastPlayerSwitchInMonitor
TouhouPlayerModels
Suit Mods
ShipLoot
Think that sums up my mod list
Beyond a few things like Coroner and other things
Typed it out myself because no one needs to see the APIs
why do so many people have the peach's castle moon
m
I'm the pack maker of my group and they really can't be bothered to deal with crashes and whatnot
So I spend my time like I'm some sort of modpack chemist making sure the whole pack doesn't go up in flames
Or like a software developer
"A Lethal Company Modpack Maker walks into the ship, jumps into the ship, etc"
I probably should have stopped testing extensively like 3 hours into the testing part
"A hoarding bug picks up an item. The whole moon goes up in flames."
I would need to see the full file to see what went potentially wrong. That just shows my map loading which I know is fine
But it still fine, I'll do my testing and make sure that the config works with the base minimum mods
And as such, I would know if it's a me problem or one of the 200 mods problem
I am super excited to see this in action soon, I tried when I played with my friends for a few hours the other day but couldn't convince them to go to Rend/Dine/Titan with all the modded moons I've got 😛 Now I don't have to!
Brilliant
I looked at the custom moon loading code, and I'm definitely not understanding something but until the creator is online I can't resolve it. It appears that the "all" dynamic preset and specifying the exact moon does work correctly
Dont die :)
I might not but they will :)
I assume right now only one fire exit will function still?
yuh, the reworked fire exit will come in due time
ill probably put it in my priority list now that custom moons is possible
but i want to say, within a week's time?
All good! Take your time. Just verifying so when my friends inevitably say "WHY FIRE EXIT BLOCKED >:(" I can inform them
"Fire exits now only work when there's actually a fire in the facility"
They still have PTSD from the pre-LLL days of that being a constant issue lmao
I think of my group, that only happened to me thankfully thru testing only
Another small update
I pushed the spray can fix and some hallway polishing. Oh and the enemy variant shouldn't trouble with doors anymore
Also the enemy variant has a very slight spawn change, all I can say is don't trust any statues
why is SDM always fail in gernation
also
some more light source would be nice
its literally pitch black everywhere
Working on it, it's a process
thats SO COOL :P
bet
Forgot to respond, my dungeon generation takes a quality over quantity approach in hopes it can create an actual mazelike dungeon instead of a straight line.
The base dungeon generation code wasn't exactly made for that, so I cheated in a lot of funky code to get that effect. But as a result it has a habit of failing
It didn't correctly reply whoops
this is good 👍 the biggest problem i've seen with custom interiors is being too much of a straight line with side paths being far too short
might as well just overwrite the dungeon generation with an entirely custom one at this rate
dungen clearly isn't designed for what the game is after
If only I could, but I want to spend more time making funny touhou dungeon than making improved dungen code
My "fix" took a day so it's a good tradeoff for now
might get around to making something more like WFC since it'd be a perfect fit for SCP and its uniform tiles
The real shit, that would be rad
My tiles aren't in uniform size so I don't think I can use wfc, but since they are in multiples of 4x4, I can probably modify the dungen code even further to instead fill the holes instead of making branching paths
Woah wait that's a good idea actually
I'm writing that down for later
getting this error when im not even in the scarlet mansion map.
Certainly a weird one, I thought I fixed it correctly, can you send me the log by chance?
The error should only annoy you at best, I'm guessing you happened to load sdm, quitted to main menu, and loaded back to a dungeon that wasn't sdm
Even if it wasn't that, it's a bad error on my part, ill get it fixed
so basically it keeps trying untill you get a dungeon code
While not technically correct, in practice you are correct
sorry I misworded that
so basically it keeps trying until it creates good dungeon generation?
Yuh, that's perfectly correct
The base game does the same thing, but it never tells you that it failed (because it will retry just like mine)
Then it spits out the longest dungeon to ever exist on Titan
oh damn
Hey @tranquil frigate , could I get permission to use a screenshot from the interior on my modpack page, provided I credit you and the mod?
Specifically this one:
https://thunderstore.io/c/lethal-company/p/Easyidle123/Easyidles_Quality_Moons/
What did comfy dungen do to make the interiors better?
You do you, you good
Thanks!
Weird bug, no clue. It uses the same code that lethal things would use so who knows
All mobs open doors by, being near a closed door they don't have to be moving
It looks like comfy dungeons just makes dungeons have more branches at the beginning. This does create a more branched out dungeon but it doesn't create the circular path I want
Circular pathing sounds nice. Can you make a separate mod that adds that circular pathing to other interiors, just as Comfy does?
I would be will to compensate with a 1 time donation.
If it's more convenient, you could keep as part of this mod actually.
That's harder with the base tiles, while I would have to look at the sizes of the tiles to see if it's even possible, I would also have to write a whole new dungeon generation system
My dun gen doesn't necessarily create a circular path, but it has a decent chance of it
Ah, sounds pretty involved, and tedious.
But to force it, it's new code
I can see why you would hesitate to commit to doing that.
I'm more interested in funny touhou dungeon over dungeon generation code
I'm not sure if you know this already but just in case, Badham explained to me ages ago that it's easier to get tiles to loop in on themselves when all the doors are a normalized distance away from the center of the tile
Understandable. It's easier to motivate for things that you can enjoy
Which is why all my tiles are multiples of 4x4
I'd be very interested in working with Lady on this in a way that implements these changes as options dungeon creators can use in LLL
Has SDM got a limit for it's generation?
other than that the only thing that's improved WTO's generation was just minimizing the amount of doorways that are across from each other and tweaking values
Or can it endlessly generate trying to loop?
Oh I remember sending these codes to Bad, but ya it's not hard code to implement at all
It only tries to make 3 main paths of a certain length for it to succeed. The base game only does one path but it has no limit in how far it can go. My dungeon has a box it can't escape out of, which is why it fails a fair bit
Yeah this makes a lot more sense then
https://pastebin.com/c2AmaNyP
I changed the code a bit a while ago but it's practically the same
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
also when you want to implement it (i can imagine that you have a billion other things on your plate), just let me know and I can rewrite into something more generic
We have no flandre pictures laying around, so no paintings of her sadly.
We also have plans for the paintings to be used more as just decoration, but it's gonna require no duplicates of each painting
We will be using different decorations to fill the empty walls, but we are just not there yet
I don't completely understand but
Rare chance of a painting to just be a portrait of a Flan/Remi fumo when
(Probably not soon, sounds like a pain to program and not exactly viable with how I understand procedural generation to function)
Actually really easy, but fumos aren't scary so I'm not putting them in sorry
Someone can mod it in probably, but that's not me
Very fair.
i mean id be open to draw some but it would go against the style
i just recently got an artist to help me with some picture decoration
thanks for the offer though
Alright
@tranquil frigate Just a heads up that the little indents in corridors are missing ceilings, I could peek out and look at the dungeon a little
hey @tranquil frigate , just a quick question, does your coilhead reskin change any of its hitboxes?
just quickly checking to see if a lethal escape issue could have been caused by the reskin
It does have different hitboxes yes, why is that? What issue could lethal escape be doing?
I have a question actually was gonna ask like 4 days ago xD How likely do you think the game will reskin the reskins back into coilheads? I had a playthrough where they turned into coilheads but interesting part was there was no info of any ai in log - so I got confused xD
The knights just take 75% of the coilheads spawn chance. Meaning that coilheads can still spawn, though rarely
No info of any ai, I don't change how the coilhead functions at all so there is no reason it shouldn't work
Code wise the knight is based on the coilhead, but game wise they are separate entities
They should have functioning ai info
Ow it all works, it was just this one playthrough that I noticed the statues disappearing but an army of coilheads began plotting. I must of created some serious funk on my end haha - I love the knights 😄
Ohh I see, ya it could have just been luck then
Apparently, once a knight leaves the area on some moons (like the ones with the concrete slab in front of the door, uh dine I think is one) it gets stuck in the slab
It could be an unrelated issue
The knights don't leave the dungeon with my mod, so it must be a different mod
that happens with any enemy
And it may be that that different mod doesn't properly fix the pathing for my knight or any other custom enemies
lethal escape makes them leave, since they're similar enough to coilheads
As far what lethal escape thinks, knights are basically just coilheads
So I can see why that's happening
but yeah that's not related to this at all, dine gets things stuck in the little platform
Oh sorry, I meant to say that (while I don't know how lethal escape decides on who gets to leave) the fact that knights are able to escape may be an unintended behavior for both our mods
I'm not talking about the platform as I know nothing about how lethal escape works
i was speaking of the platform, not your mod
Damn a lot of miscommunication and misinterpretation lol
Enemies getting stuck on the platform is not me fault
me and a friend encounterd a bug the other day in the staircase room where we couldent go down the stairs/ there was some weird invisable colison. We also killed a braken on those staricases incase that has anything to do with it
i wasn't recording at the time so i have no refrence but just know its the staircase that gose left and right at the end of hallways
only encounterd this once so far
sorry to say that's not specific enough for me to be able to check :(
if you have a seed or logs, i can maybe load it up and see what could have happened though
alright
by the way how do i see the seed im playing on after the game loads/ after i land on the moon
you would have to see the logs, if you still have them, you can send it over and i can take a peek
you may have loaded SDM many times that session so it may be impossible to find the issue, but at the least I can check
r2modman, the profile you were using, click on the settings tab, then you click the "browse profile folder", inside that folder click on BepInEx, and there should be a LogOutput.log file
here it is
tho i will mind you the session it happend was a few sessions ago
so this might not be the right log
ahh if thats the case it's probably not the right log
it gets replaced every time you load up the mod profile
thanks anyway though
fo sho
Is it expected that when selecting a moon and it ends up having this dungeon, it takes forever to start the game and the game is terribly laggy even outside
the dungeon has custom dungeon generation code to improve the quality of the dungeon, and that process has a habit of a taking fat while to start up
||the kight can spawn in normal dungeons and normal maps or is only for this dungeon?||
the laggy part, i've only really felt that in Titan cause it's a really big map and it loads a lot a lot tiles for the map
only when the dungeon is loaded will the enemy variant spawn. it doesn't matter which moon, as long as the dungeon loads, the enemy has a chance to spawn
||then is only for this dungeon, he can't spawn in the normal dungeon. Nice, ty||
yaya, if this dungeon doesn't load, the enemy wont spawn
and if the off chance the enemy spawns due to a bug, it shouldnt break your game either
Cool, ty for the answer
yo is it supposed to be this dark?
its like the darkest custom interior with no actual lights other than flash
shit has me spooked
we currently have an update in the work to help brighten up the place just a bit. we never intended the dungeon to be this dark as honestly lighting is not my strongsuit, so its been a struggle
however even after this update and all future lighting updates, the dungeon will still be mostly dark
plz do
alright
new update, new wall lamps can be found in the hallways to provide some light. in the next update, the remaining last hallways will get the polish and wall lamp treatment
also candles for some ambience (only in hallways and the entrance)
let me know if the hallway wall lamps dont spawn enough for your liking, though they won't spawn in 25% of the current hallway tiles, that should be enough to get a first impression
Was on march getting god awful frame rates
hey does scarlet devil mansion work with multiple fire exits?
was playing on Auralis from Starlancer moons and only one fire exit would work
latest update causing issues with Advanced Company 😢
same but a different map
tbh they did not do much, you still need flashlights. There rarley hallway lights, and they hardly do anything. And they never are in the rooms either.
just hallways
ive been informed sdm purprosefully only has one fire exit currently
aw what
i do not know why though
maybe cus theres only 1 garden
what if there were diffrent room tiles for diffrent fire exits like one was a garden one the other was like some odd bathroom one, another was like a sky light or something which.. now that im thinking about it no a sky light would NOT be in the SDM, their vampires. lmfao
we just played with this map and the fumo mod and we had a case of a youmu spawning underneath a table somewhere but we couldn't reach her from any angle to pick her up. I'm not sure what chooses spawning location but just mentioning it in case you guys can like set a blocklist for that region
is this map causing lag?
confirmed
it is scarletmansion
even on maps it dont spawn
youmu was hiding from yuyuko trying to not work, she hid too well
Hi guys does anyone know if this mod has a .cfg file? Thanks!
yes
Yep generates after launching, you can set the rariry per moon, I'd avoid setting it for moons with more than 1 fire exit though
I think all Dungeons especially if using LLL have a config.
Thanks, hmm it's weird the .cfg was not generated in my config folder just like the ScoopysVariety did
Now that's something that shouldn't be happening ever. What's the mod list you are using so I can see how the lag could happen?
I initially only intended for one fire exit but I have changed my tune, but there's a lot on my plate currently so I haven't fixed it yet
We have been trying to get the dungeon to disallow the space underneath the tables, but it still likes to put stuff underneath. It's the same issue that causes enemies to walk through tables which makes me frustrated that it won't work
I believe Scoopy's has a similar problem. i had landmines spawn under some furnature
Shits weird, but I'll find the solution
I'll probably download this, it seems pretty good quality. Maybe look at how they've done it in the real dune and rend?
I figured as much as the lights spawning isn't spread around yet, thanks for the feedback
I probably gotta take another look ya, it's beyond cursed for me
Navmeshobstacle
?
In theory I should be using navmeshmodifier and telling the box region underneath the table is not walkable
Idk if that’s enough @tranquil frigate
nvm
It should be, as it's just to stop that area from being baked as a nav mesh
No nav mesh, no walking, no item dropping
I can check tonight but I think it picks a random navmesh point in a given range from the position. Idk if it checks its layers during that
as In i'm still downloading it to try it. Does it have the configuration for adding it to modded or other vanilla moons?
It does, you run it once and the config file would run like that normal
There are a few dynamic tags to make it easy
alr hopefully we can try to find the lag fix tmr, im to tired to it rn
ti send my mod list
I think something was messed with my save, no lag now
thanks the Gods then, but let me know the next time it happenes
perhaps it isnt my mod, but something else in your mod pack, i can at the least look at your LogOutput.log file and find the culprit
ok thanks
idk how to find that
I probabaly can figuire it out
follow this to get to the file
none of the mods are calling to me for the cause of your previous lag, so if it does happen, link me this file again
that being a said, its looks like a fair bit of your mods are failing the initialization process. it's possible that you have some outdated mods causing the lag
How does one know if a mod failed initialization?
i feel like there is a lot less loot that normal is that correct?
i have quite a few mods installed so that could be the issue
ok I actually only think now it lags on outpost31
same it's really hard to find loots in this interior
The interior is really nice tho 🥺
I've been getting a lot of reports since the beginning that the the loot is small. My internal testing has shown me that the loot does spawn correctly and in bounds, but perhaps since the loot is spread uniformly around the whole mansion on 3 separate paths, it's harder to find them in general
I'll check again to make sure it isn't loot spawning in the air
Also, I can add a networked configable option to increase the amount of loot spawned in case it is too little for you
I can see if a error is printed in the console, and if an error happens when a mod is just preparing itself to be used, it's usually not a good sign
The amount of loot for dungeon sizes is typically a bit too little
Usually like half the dungeon is empty, and the other half has loot in clumps
Uniformly spreading a normal amount of loot over an entire facility is gonna make it seem very sparse
And this mansion seems comparable to a facility map size multiplier of maybe 1.5-1.8? March is 2 and Titan is 2.35 iirc
Something like that
Also the rooms are bigger
Same number of rooms but bigger -> much bigger map
This is why map size 1.3 rend is positively enormous on the inside, mansion layout is just very big
Titan mansion is a joke
Look at this bih having friends
The most I can play with is 3 others
I have two friends groups but one group can't get the game because they can't really afford it so there is no chance they all can play together
Patch for the light boys
I added spawns for hallway wall lamps to every hallway and spawns for chandeliers for *almost every room. The chandeliers most certainly don't provide the best of light but it's good enough for now. In case the lights just don't spawn enough for your liking, its spawn settings can be modified in the config
is it possible to set different probability weights on rend and dine? Would this work?
SDM Rend Weight = 0 SDM Dine Weight = 300
so did that come out
It did come out
The changelog is updated too what chu mean

You would have to use the custom moon's for that
Something like Dine@300 should be fine
That added enemy variant was grooving!
clapped
im confused to why it gets stuck in animation sometimes, i gotta relook at the animation stuff
i think its just dancing
not stuck
It didn't seem to really chase me earlier as well, even when I turned my back purposely to try and get it to kill me. Here's a snippet of the log showing the errors. CoilHeadStare throws one immediately after spawn, then seemingly MoreCompany errors every frame after. My modlist is huge, so not sure sure where the conflict is, possibly CoilHeadStare, which just updated. I'm disabling it, and will post again if I see this happen again.
Gets too excited to sit still
scary red text
i dont have any meshes with those names in my mod
is it possible that a mod is injecting tiles into my dungeon?
weiiiiird
I had that happen while testing as well
spooky spooder
dont mind the spider, hes chilling
it looks like stare script doesnt error out correctly, to be fair it wasn't meant for mods like mine that copy the coil-head's script
Here's a second snippet that shows the same errors as Enratic. Actually happened on the same moon as my above clip / logs
The latest update for CoilHeadStare says "increased compatibility with reskins", so they're probably trying to make it work with others
for the coil head mod
Important: This mod is incompatible with many model replacements or reskins of the Coil Head.
oh they say they trying to solve the issues, thats nice
i would know how to fix it, but i have no way to contact them
whats the mod called for that moon?
The moon I went to was Acidir, but it looks like Enratic was going to Orion
i dont think those mods are the cause of the issues, but it's hard to say
tbh, finding the root of that error chain seems like a major pain even with a mod list. probably can't help any further
as the meshes it is complaining about aren't mine, just like someone said once, someone else's problem
In-game, the only weird thing I noticed was that dancing enemy, so it's probably not worth worrying about unless it starts causing problems.
One friend that I play with always freaks out "There was some red errors in the log!" and I always have to tell him to just ignore it, lol
if the dancing is caused by the red errors from other mods, i can rest easy for now
What if fiend was on this map fr
fiend?
Yeah new enemy
sir, what's a fiend?
Demon or evil spirit
there's no reason it can't work on my map, if it can spawn on the moon, it can spawn on my dungeon
it would fit in this environment
i understand but that's not my mod. you can use both that mod and my mod together thats no problem
I'm creator of the mod and I'm saying my mod would fit in your spooky map
I said it as a compliment 
wasn't aware my bads, i don't keep up with the modding scene much tbh
I didn't realize it either, lol. I agree, I think it fits the aesthetic decently
There's lots of neat WIP stuff right now, I can't wait for them to get finished. Of course, right when all of it comes out, update v50 will probably come and break everything again...
masked jumpscare
I would have to figuratively ban you if you post another emote like that again.
But ya no problem, I will get that in the next update, along with the scrap count modifier
Lol no I'm joking you didn't have to
nah it was cringe from me, sorry
I would literally
its how you talk no needs to apologize
thank you for considering adding that, no biggie if it's a lot of work. I appreciate your hard work
its easy fix, just never knew it was a desired feature
on that same token, i also would like to give people the option to change the extra main branch count, but I feel like people would break things easily with that
I had the mod repeatedly print the "alt. main branch failed to generate" messages for 5 minutes straight a couple times so my suspicion is that custom moon = insane size multiplier = generation breaks
oh ya that may cause it actually
i do know that dungeon has trouble with maps like Titan (its a really big map), it never occured to me that someone would have a custom moon even bigger than Titan
that's why i set all custom dungeons to vanilla
cuz there are some really big modded moons, but also moon makers never post the sizes
yes I noticed that on most custom moons I'm just exploring further and further in and I never reach dead ends so they must be cranked up
alright then, next update will be the last hallways polished and most the dungeon generation settings exposed for those who would like it
from the Scoopy mod's config file:
For reference, the vanilla modifiers are as follows: Experimentation 1x, Assurance 1x, Vow 1.15x, Rend 1.2x, Offense 1.25x, Dine 1.3x, March 2x, Titan 2.35x,
i dont know if its a titan thing or a lethal company thing, but titan has a secret extra modifier that makes it 3x
they can be real big
that explains the one person who said March had problems
This would be huge, I've had some people playing my modpack complain that the scarlet mansion is way too big so scrap is spread out but I'd really prefer to keep it in cause its awesome
ill do what i can chief
thanks :D
LLL lets you limit how high the size can be btw
🙈
yukri dies live on camera, so sad
new update which exposes most of the dungeon generation values for yall to tweak to your liking
nothing else for this update, writing the configs was actually aids but I still hope this is useful
the picture above is missing a config, but it's to give an example on what was added. please load up the update to see all the options. also the description for Loot Multiplier is wrong, it multiplies the loot count not the value. that'd be fixed next update
@little tundra @dusk maple let me know if this is satisfactory for you both
it's perfect, now anyone can make it work with custom moons or potato CPUs. thank you.
just 1 idea, I'd keep the Dungeon Weight section at the top of the config file but that's just my preference
really cool
the config forcefully put that section at the top for me, there's probably a correct way to position the sections to my liking, but im not aware atm
but still, glad ya like it
oh sections might be alphabetically sorted actually
I saw lots of mods using special characters for sorting
example from brutal company minus
welp
my Gods for real
well its an easy fix for me, i simply expected the config to have an any form of ordering system
unless...
i harmony patch the config
It doesn't seem to do anything for me.
I do min 10, max 100:
Experimentation:
Time: Instant generation
Set new dungeon bounds with, (0.00, 4.00, 0.00) and (120.00, 40.00, 112.00)
Length of main path be: (7,5 - 9)
March:
Time: Few seconds
Set new dungeon bounds with, (0.00, 4.00, 0.00) and (240.00, 40.00, 112.00)
Length of main path be: (15 - 18)
Custom moon "Egg Carrier" from the Dafis pack:
Time: Random between 10s and 5+ minutes
Set new dungeon bounds with, (0.00, 4.00, 0.00) and (600.00, 40.00, 112.00)
Length of main path be: (37,5 - 45)
And I do settings min 1, max 1, and it's exactly the same numbers and time
600!, jesus no wonder
yea that author didn't really think it through
that's why I thought the size limiter would be nice
checking the code one more time to see if i missed something
now I'm paranoid if other interiors' size settings do anything
i may know the issue one second
i forgot to set one value, whoops ill push the fix in a fat minute
thank you, I can try it right away
@opal wigeon i have a bone to pick with you
even if it technically isn't your fault
the bone must be picked
Looks perfect! Thanks :)
same
ya usually that isnt good, could you show the entire log
ahh thats so annoying let me see this
doesn't happen in previous version, just checked
i see the the potential issue, in order to modify the scrap count of my dungeon, I had to insert some code into a particular, probably often patched function (I literally did the safest thing ever to insert in my code)
i hoped no one actually replaced that entire line of code but AdvancedCompany does just that
the mod will still work as normal, I'll get an alternate fix in later. The scrap multiplier config will just not work with AdvancedCompany for now
got it, thanks
wait, actually wait, am i dumb
@opal wigeon actually question https://github.com/IAmBatby/LethalLevelLoader/blob/main/LethalLevelLoader/Loaders/DungeonLoader.cs
PatchDungeonSize, the 2nd if statement that does an (int) comparison check, doesn't that majorly mess up the dungeonsize fixing?
did you just get wrecked by one?
No
I uhh..
I’ve had this mod installed for about 2 weeks now playing every day
And I have not seen a single one
Ever
I thought they were still in dev
a lot of their problems have been fixed
Let me see if I’m missing confit
for one, they didn't knew how doors worked for some reason
Config*
Even yesterday we went into the mansion like, 3 times and I didn’t see a single one
for two, they like to prank you now
they share almost the same spawn chance as a regular coil head
[Error :ImoutoSama.ScarletMansion] HarmonyTranspiler for connect has failed. BIG PROBLEM! i got this
Hmm.
if coil heads are rare for you, knights will be rare too
We ran into a bunch of coil heads and stuff
Like, 3 actually
At once before
Usually we get atleast one coil head per mansion visit
They usually force us out
it seems to be a problem with AdvancedCompany, the mod will still work but the scrap config will not. it will be fixed later
Do you know if knights show up in the advanced company config?
Or are they just a variant of coil heads that just spawn
they steal the coil heads spawn chance
Do they replace coil heads or just steal their chance
since those two monsters are basically the same, their spawn rates are linked
they just steal
if by chance the map doesn't have coil heads as a possible enemy, the knights will still spawn but at a lower chance
watch your back
@opal wigeon im pretty sure you meant to do something like
extendedLevel.selectableLevel.factorySizeMultiplier != extendedDungeonFlow.dungeonSizeMax
or something (actually what were you trying to do)
cause the dungeon size patch will never be called
Ah alright, good luck fixing it!
I pushed the hotfix @little tundra, the LLL's code seems bugged or something? so I forced it to use some workin code instead. This should only affect my dungeon and my dungeon only until the issue is fixed
The AdvancedCompany error still exists, but it will give you a friendly message that the mod isnt completely broken
Does the AdvancedCompany issue effectively set the scrap multiplier to 1.0, or the default of 1.25?
AdvancedCompany replaces the entire line of code that sets the scrap count, so even if my patching runs before or after AC, it will still be overriden
I'll do a better patch for it tomorrow
👍 thanks
It should be setting to defaults unless changed in AC.
@tranquil frigate fuck thats bad, sincere apologies
was in the middle of a refactor on that stuff anyways
prob would have found that today aha
i only accept apologies in the form of reparations
you'll be speaking to my lawyer soon
if it makes you feel better the code that does the dungeon matching is so much better now
it doesn't solve the the hour i lost trying to figure out why the size wasn't changing
though honest real talk
i know it was your honest mistake
but man i thought i was going crazy
extremely valid. im gonna be cute with it and add a config option to add the resulting size to my upcoming simulate keyword for you
it's probably too late in the night for me now, that sentence didn't make any sense
have you seen the simulate terminal thing?
oh that okay, i get it now
hellz ya
also, before you go to bed. in general is the concept of that dungeon scaling setting feel ok to you?
wasn't sure what the best way to handle a system like that was
wanted a way to let you scale the level's number down a little bit and/or fully restrict it
i still have studying to do so i cant even sleep
but in terms of the dungeon scaling? it didn't seem like it had problems or anything of the like
i have number, it gets clamped between two values, that's all i wanted
Hey!
I'm getting the following error spammed when a Knight stares me down. The error mentions MoreCompany a lot so I guess there's some incompatibility going on here maybe?
MoreCompany.SpringManAIIntervalPatch.Prefix (SpringManAI __instance) (at <f243ad0068b34a34ba6e9f8fcac40783>:IL_00B3)
(wrapper dynamic-method) SpringManAI.DMD<SpringManAI::DoAIInterval>(SpringManAI)
MoreCompany.SpringManAIUpdatePatch.UpdateBase (EnemyAI __instance, System.Single& updateDestinationInterval, UnityEngine.Vector3& tempVelocity, System.Single& targetYRotation, System.Single& setDestinationToPlayerInterval, System.Single& previousYRotation) (at <f243ad0068b34a34ba6e9f8fcac40783>:IL_040C)
MoreCompany.SpringManAIUpdatePatch.Prefix (SpringManAI __instance, System.Single& ___timeSinceHittingPlayer, System.Single& ___stopAndGoMinimumInterval, System.Boolean& ___wasOwnerLastFrame, System.Boolean& ___stoppingMovement, System.Single& ___currentChaseSpeed, System.Boolean& ___hasStopped, System.Single& ___currentAnimSpeed, System.Single& ___updateDestinationInterval, UnityEngine.Vector3& ___tempVelocity, System.Single& ___targetYRotation, System.Single& ___setDestinationToPlayerInterval, System.Single& ___previousYRotation) (at <f243ad0068b34a34ba6e9f8fcac40783>:IL_0001)
(wrapper dynamic-method) SpringManAI.DMD<SpringManAI::Update>(SpringManAI)```
Thanks for the reporting the error. Unfortunately that message isn't enough for me to know what's happening. Can you send me the whole log if you still have it by chance?
Hey! we seemed to be falling into the void after entering your dungeon (Log related to it should be somewhere at the bottom) Client Log :
Host Log:
(Not certain it is necessarily your fault, we just thought to let you know as it was your interior)
to specify, 2 clients were clipping under the map
myself and another
mod list: https://docs.google.com/spreadsheets/d/15tnjM09mIC1s_0QHXYs0C9PUIHvWSSK-Ua40-tFYdi8/edit?usp=sharing
(its too big for discord to post)
I think you should be capable of viewing it correctly now, For some reason google doesnt allow users to open the categories?
either way ez fix on our end
❤️ if its still broken you should be able to make a copy
Do you and your friends all have matching configs?
This is often caused by either Lethal Expansion or config mismatches
we do not use Lethal Expansion and our Configs are supposed to be the same, though it could be that. i could double check and have them clear their caches next time i have them update with code
The configs for my mod should network correctly and be the same, that being said I can check the logs and make sure
Failing through the void would imply that the same dungeon didn't load for whatever reason
Well, a lot of things can cause that but I'll try and find the cause
Thank you! Im sure it's a combination of A LOT of things considering its like 125 mods as of the moment
but didnt have any falling issues until that point
anyone else end up with a bug where the dungeon interior bugs out. i thing we where in 2 seperage dungeons because on everyones screen we where wallclipping and doors where cutting into walls and where unusable
This happens when configs don't match, make sure you have the same settings for all your interior mods
thanks a bunch
What my gut instinct is telling me
I changed the code that sends the networked config slightly, I didn't imagine anything bad would happen but it's possible that it did
But that's a me problem for now
To be fair I believe I have quite a lot of errors related to who knows what lol
My mod setups properly for clients (not the host) when it receives the networked configs
I will first check that that the network config even works (with no 130 mods)
If that fails, then I'm blame
and it looks your boy in their infinite wisdom
forgot to write a single variable and messed up the network messages
pushed the fixes to the networked configs and the loot multiplier should work with advanced company now
apologies for the nasty ass bugs
Is ScarletDevilMansion taxing on the FPS? Because Masa's friends lagged a lot on the map compared to others. Cant say if its normally laggy or if it was a bug that made it laggy because Masa's computer is 💪strong
without seeing the logs of your friends, i can't say what would be the cause of the lag
it could be a nonstop stream of errors causing lag, to which i just fixed some of them
Might drag a friend and make them a testing dummy whenever they are available then 👌
i know my computer doesn't like SDM when it loads on titan, as it loads a lot a lot of tiles
Specifically the one that was complaining about lag.
Couldn't play your mod because of that :C
Oh uh, think it was loaded on modded moon
Acidir?
acidir, uhh hold that thought
nm, i thought it was something else
They were lagging hard on Acidir so Masa was like 'okay but we are going to scarletdevilmansion whether you like or not so we will go to dine' and then they still lagged
if you know to get the LogOutput.log file from your friend and send it to me, I can find out the potential cause
by chance, where you the host for the game?
Yuh. If not, Masa will just test drive them into the mansion again 👌
Oh! Yes. Masa was host.
0 lag
well, i can make a lot of guesses to the issue but really it's probably best until I see the log
there is one mod that could help with the lag, one sec
:O ?
https://discordapp.com/channels/1168655651455639582/1200144261333659729
ive been made aware of this mod
to explain in english, most games have techniques to reduce the amount of stuff it has to draw on screen. However due to the nature of this game, those nice features just don't exist. That mod basically enables that feature which i heard increases frame rate by a far bit
Ah okay! Will make sure to see through it then.
Thank you very much, and love your mod! Very cool to see Touhou based exploration. 💜
pushed the last update for 1.1, all hallways have been polished
next update is 1.2 series, it will come with a new dungeon event
in the case i need to fix a big error, i will do it, but otherwise the next update will come in 2-3 days
can't get sdm to generate on rend even with 99999 rarity
generation had size multiplier min at 2, bounding box width and length base at 200, bounding box length and width multiplier at 1
It sounds like the dungeon isn't being loaded at all? You would have to send me the log to know what could have even happened
this guy just keep dancing
Ima guess a conflict with a different mod (it looks like hes on a different map entirely which he shouldnt be)
I'll be moving him to his own script as it looks like too many scripts mess with coil heads that it causes him to bug out
though i really do wish that i knew which coil-head mod is causing him problems
🤔
ive seen a lot of people have problems with the knight dancing, but it has never happened to me
the only coil head mod im using rn is the coilheadstare
you know, i think its that mod honestly
someone else earlier had that same problem, with that mod
the mod, in its setup process, looks for the coilheads's uhh head to do stuff with, but it fails when it does it for the knight and it breaks him
are the knight randomly picking the monster to mimic ? what about making a blacklist for monsters ?
the knight only copies the coil-head, as it makes development for him much much much quicker
oh... hmm
cuz honestly the dancing is fine but its the stepping audio that eats up other audio when up close
guess ill embrace the dancing knight for now 😂
as a dev, i refuse
the dancing ends now
them legs about to be broken
but ill just force a solution so it doesn't break with that mod
bro ain fw the dancing knight 😭
did i do an oopsie trying to set the duengon size max to 4.7 on a custom moon (Ganimedes) that has the size 4.7 ?
ya, ya did
the dungeon doesn't like big dungeon sizes at the moment, it fails a lot
you can try, but i find max 2 or 2.3 is fine enough
ok good leason to learn
fo sho
the v1.2 update is almost out, like an hour or so. if you'd like to see the new dungeon event in action and don't care for spoilers, see here https://discordapp.com/channels/1168655651455639582/1202690343792021554/1203706967558848562
for better or for worse (i hope there's no major bugs for real), the update is out
https://thunderstore.io/c/lethal-company/p/Alice/ScarletDevilMansion/
in the spoiler, what mod is the minimap one (I need to save that for sure)
i think its just called minimap
oh good, thank you
this one
so did the event come out in the latest update
could you explain to me what it is like tho
still kinda confused
it says it right there
why i believe in seeing it to believe it, if you would like to know exactly what happens
So taking the painting turns off all lanterns, and spawns all inactive knights on the map?
||the bedroom paintings are worth a good amount, but it will spawn an enemy on top of you (currently only the knight) and enemies start to spawn faster. as a trade off, even more scrap spawn on the map (currently it only spawns in the bedroom)||
full spoilers there ^
ok thanks
||it only spawns a single enemy on top of you (currently only the knight), it doesn't affect any of the inactive statues||
You make it sound like another enemy might be added in the future?
oh specially for the event, ill just be adding more enemies to that list, base game enemies no new enemies
its an entirely new feature so i implemented the rough outline for now
What if the painting ||guaranteed haunting||?
||yup, it's already on the list. including a jester who's already cranking||
well all that is assuming that it can programmed easily
Okay that's kind of evil
well loot is loot
True. Better hope the painting never spawns too far away
also, im pretty sure it takes 30 secs to fully crank? so its not a death sentence
but if it far, well, take your chances
it would be cool if the ||lights keep flickering for longer||
I guess you could time teleports and come back...
Agreed
ya, do whatever you need to do to get out alive
ill be modifying and iterating on the visuals and such to get to just right in the coming week
Will the ||enemy spawned by the painting|| count towards the enemy power for the current level?



