#Scarlet Devil Mansion v2.2(紅魔館)
1 messages · Page 3 of 1
||it does, but it also increases the max count. i also said earlier that the enemies start to spawn faster too since i add a mini-eclipse in the dungeon||
Alright
I think its kinda a 1minute after the challenge moon update
Unless ure talking about your own take on how they gonna go
oh, then its a minute
ill just be reusing the minute counter, least likely to break mods
Ah ok then.. Is anything else gonna happen while ure getting tp'ed out from taking the thing?
nothing should break if you are tp'ed out, you lose your loot like normal
Cuz i was thinking there is some mod that is making u keeps the item, lategame upgrade portable teleporter is one of it but more of pay to win instead of straight of free
giving some short of 'curse' if the item didnt went thru the main entrance or fire exit maybe sounds less cheesy? Just some ideas tho not forcing u 
probably not. i can't consider the balance of my mod with other mods as there's simply too many mods now
plus, while i don't like cheese mods like those, the people who play them do and i don't want to ruin their experience if that's their preferred playstyle
Hello what's the name of the config ? i don't seem to be getting it
the config is created when you load up modded once when my mod is loaded
well now that u said that i agree 
maybe because my version of lethallib is too high, i'm on version 13 and you mod says 11
its fine, thats normal
you mean that's not the problem ?
i assume you still having config problems?
yes
by chance do you know how to link logs, i can check
[Error : BepInEx] Could not load [Scarlet Mansion 1.2.0] because it has missing dependencies: evaisa.lethallib (v0.13.2 or newer)
huh weird
[Info : BepInEx] Loading [LethalLib 0.13.1]
ill check real quick
is there any particular reason to why you havent updated lethal lib?
cause that would fix it
ok i see ! i tried once but it bugs out tons of my mods so i waited, but i'll try to check if everything works again, it's a pain when you have a big modlist so i'm not always motivated enough haha
Thank you i'll try your mod soon !
well i supposed that makes sense, most mods should have been updated to work with the recent lethal lib updates (they shouldn't be breaking in general but who knows how they coded it)
if they dont, there's a chance they just won't ever be updated again
also something in my modlist is breaking the whole interaction after i took the ||painting. the knight jst dance or stay still. i can still get damaged if i touch it tho||
and its not the coilheadstare this time
ill drop this for now
If you mean the cranking process, it takes 42 seconds before it pops (nothing changed basically). But if you mean the time before the crankign starts, its what got lengthened on v47
But I am not sure if it uses the whole 42 seconds or just pops at a range of 30-42 seconds
now its morecompany thats breaking it
okay ill just bite the bullet and just make the knight enemy its own script
too many mods breaking things smh
no nice things 
my only guess to the bug, for the nerds in the room that are interested, is that I think MoreCompany loads in its own coil-heads or modifies them in some way
my enemies don't get those changes, and bugs happens
but im just talking out of my ass, i have no clue
Truly a MC moment
btw thanks for info, 30-42 seconds is enough time to escape
I think there is an issue with auralis moon. It starts to lag
Only with this interior
it could have spawned a really big dungeon, which would lag anyone's computer
or a bug happened
thats my guess without a log
Ok I will send it later
So! Thoughts after finally experiencing it
Really fun overall once gameplay hits, hopefully optimization does come as it currently takes a WHILE to load on Acidir
Like, a solid minute lmao
Fire exit worked as intended, would it be possible to add mini-gardens instead of randomly spawning fire exits for maps with more than one? Cuz the gardens are a really cool touch
I swapped to BiggerLobby, because More Company breaks a few different mods. It doesn't have all the cosmetics, but I haven't had the same issues.
If you haven't tried it already, AdvancedCompany is an all encompassing solution for MoreCompany/BiggerLobby, LateJoin/ShipLobby, Cosmetics, as well as many other features, pretty much all of which can be toggled as you see fit. Definitely worth looking into at least
I'll consider it...
And works fine with my 100+ mods as well
oh that's right. I didn't like it because it added so much stuff.
Yeah, you can disable it, but it's just a chore
I have tried it before
Shrug, up to you. I like it for large modpacks since everything is configurable
For a 100+ mod pack, you are already handling a ton of stuff, so I can see why it would be nice
And it doesn't help that I've had issues with every other more players / join late solution, whereas AC just slotted in seamlessly for me haha
And if anything breaks Potatoe is quick to fix
But I try to keep the game relatively vanilla, but with a few thins I wish were in the base game. Like more Interiors, and more environment variety on moons. (more than just Desert-like, Forest, Snowy)
Valid
I do occasionally try a huge mod pack, but I don't want to ruin my enjoyment of the base game. At least, not until it has had a full release, and I can see what Zeekers wants the game to be.
I have 80 mods that is still true to the base game
I've ruined games for myself before by installing too many mods, and basically making a different game, or a game with so much more than the base game, that the base is dull and boring by comparison.
I'm okay doing that once I've seen the full game, and have formed my own opinions of what I wish would be added/expanded upon.
but I try to limit myself until then.
I suppose
But as long as ur having fun in modded it’s fine
My modpack doesn’t change much about the base game, but mainly just adds on top of it
I even created a wiki for all of its new content
I mean, as long you aren't bothering other people, I think anyone can do whatever they want. The way I play only affects how I play, and everyone else should play however they want. I just wanted to explain why I play the way that I do.
Your mod pack sounds interesting though. What does it add?
I mostly just have all the new interiors, and a few new moons, plus a mod to let me look straight down/up.
sorry didnt see the message
Since it looks like the new dungeon event didn't break (shocking), I can focus on optimization for a bit
More specifically, I'll be finding dungeon generation values that can generate dungeons more consistently while still making the dungeon condensed
For the gardens thing, not yet unfortunately
Yeah I wasn't expecting it immediately by any stretch
Just thought that might be a more interesting idea than just adding doors
But otherwise, it's a really cool and unique interior and I like it a lot, friends seemed to too
We got hopelessly lost last time we played it (this is why I don't use Inverse Teleporters), but it was super fun and mostly bug-free
If the gardens were interesting and varied, probably but currently they take up a lot of space and are mostly empty space
That's why I posed the mini-garden idea
I'm also torn currently on the direction to take the garden section. Should it be a whole branch, should it be an alternative entrance, should it be just exits
I like it as exits atm but I can definitely see the dilemma for maps that have too many
But making standard fire exits with a different skin, that's easy
I'll be thinking
Could add the extra exits as like secret ninja exits like behind wardrobes etc without ruining the garden
Make the wardrobes exits 
Exits should be distinct in some way
so if the wardrobe casn have some variation that only exists when it is an exit, that could work
or at least, that's my opinion.
The wardrobes will open and close eventually, with loot and props inside
For the fire exit doors, they will look something like this one sec
Oh that's cool as fuck
I'm have the assets already, just not the time to implement
||Fire Exit has rare chance for a certain vampire lady's laughter to happen||
Don't you mean sister?
The sister that never leaves her basement
both are vampire p sure but yes
the sister that is also the reason why masa hair pulls
Not in that way >:C
The generation tried to load on Egypt - the game just turned off
018d78a5-0b1e-2e73-d532-9f731fdcdd60
Maybe this generation cannot be loaded on other planets? Does it work stably for Titan and Dine&Rend?
it works fine on dinre and rend for sure. havent tried titan
tried Acidir moon and it works fine
the map paramaters you gave it are super small
I found increasing size REALLY helped with generation. @old crater
its to be expected, the small sizes currently really hamper the generation times
I am actually thankful you added these var's in to be honest ❤️
its why ill be taking another look to find values that has a good mix between quality and generation time spent
I will test my settings against Egypt now 😛 I only messed with the size atm not the lanes and length etc
It would be convenient for him to determine the map himself and set the required dimensions...
i initially created the values for only dine/rend, where it works nice enough there but it doesn't scale well at all for bigger moons
No @old crater this is different lol 😛
Generation of Scarlet is different from other interiors
It stresses out my computer too much
You have 170+ mods.
No, it's not just because of that
I have a regular build of 15 mods
it still loads like that
when you mean load, do you mean that it takes a while to load or that it crashes
Then change the bound box size like I've given as example 😛 It's loading like that because it's trying to find paths to generate.
The updates are coming anyway - the generation will be better and more optimized
not loading
And being inside
i still dont get what you mean
Somehow I don’t want to mess around with the configs
and configure something
it should either work right away or delete it
..........
😛 - starts to irritate
This is how I described the behavior of my friends
I can change everything - so that it works
Okay I will load default Scarlet on Egypt, Vs my config. I will see out of curiosity.
ok, I won't distract you
they are not entirely wrong but expecting mods in the middle of development to work immediately and flawlessly is a bit too much i would say
How much influence do mods have on different Loot?
Especially when generation occurs
The more different loot there is, the more difficult it is for the game itself?
I've always been interested in this
He just has a loot database and takes random loot from there and shoves it into the generation
I just loaded Egypt with Scarlet in less than 2 seconds.
my config.
now test default
i cant speak for mods affecting loot generation (there's like 10k mods now or something). my dungeon just grabs the loot from the moon's database. this is what the basegame does too
Maybe make the default bounding box length & bigger, first generation crashed LC, 2nd generation took a few good seconds to load in to level because of generation. (Egypt) Default Config
ow wait
Nvm
second generation failed and reverted to another interior
I will try third time with defauls, see what happens
3rd times charm
Third times charm
but did halt for like 3 seconds
ya nothing looks wrong in the data log
which makes sense, my values work well for that size of dungeon
but not well enough
First two attempts did fail though but that's what a succesful generation looked like on Egypt.
what do you mean by fail?
do you have a mod that changes the dungeon being loaded if it fails or something?
First generation crashed LC, second failed and chose another interior.
In all honesty neither has it for me, I even tried defaults last night on Egypt - why I was so adamant that it works absolutely fine 😛
With Bounding Box length and width set to this and max dungeon multiplier set to 2.5, I had no issues generating Scarlet 3 times. There was a little pause on 2 of the generations but that happens often on bigger lems and stuff. Acidir has a nasty pause sometimes when generating but yeah 😛
makes sense, make the bounding box big enough that it ignores the entire reason that the dungeon fails to begin with
would fix it
Don't know if it's relative as well, I don't know how this stuff totally works but when the weather was clear there was literally not much of a pause in generation. Never really noticed it before to be honest 😛
But yeah bigger bounding box definitely helped for me 😛
if I got a level with 2.4/2.5 Dungeon multiplier it made a huge difference
alright for real brother, one more tongue sticking out and ima get a mod to cut it out
live on camera
i allow, two per hour
🤪 Does this one count as tongue sticking out???? D: 😂 Okay 2 per hour!
Mods, castrate this individual please

they just really wana be kogasa huh...
they are getting treated like kogasa too
lmao
we put no cap to increase the chances that it will be used
and therefore playtested
it will be reduced to 2 max in a later patch
may i ask, how difficult did the dungeon become afterwards
Lady, is one of your mobs called 'KNIGHT' for config?
Dont know either. That's how it showed in the cfg for another mod
only did the dungeon once on this update rn so have to see more of it
mmkay
noticed that the loot is quite spread despite having 40 items inside
...though this is titan so like lol
titan is big
i did check to see if maybe the items were being eaten by the void
but nothing suggests thats possible
it's very large, heavily emphasized by the SDM
also no they're not really being eaten by the void
sdm will often triple the size of the map
due to the 3 paths
alright nerd information ahead ⚠️
41 Experimentation: 1.5
Min size required: 79101.75 - 86451.13
Max size required: 537600
Taken space: 0.15 - 0.16220 Assurance: 1.5
Min size required: 79101.75 - 86451.13
Max size required: 537600
Taken space: 0.15 - 0.1656 Vow: 1.725
Min size required: 86451.13 - 93800.66
Max size required: 618240
Taken space: 0.14 - 0.1561 March: 3
Min size required: 130549.4 - 152598.9
Max size required: 1075200
Taken space: 0.12 - 0.1485 Rend: 1.8
Min size required: 86451.13 - 101150.3
Max size required: 645120
Taken space: 0.13 - 0.167 Dine: 1.95
Min size required: 93800.66 - 108500
Max size required: 698880
Taken space: 0.13 - 0.1621 Offense: 1.875
Min size required: 86451.13 - 101150.3
Max size required: 672000
Taken space: 0.13 - 0.158 Titan: 3.525
Min size required: 152598.9 - 174648.5
Max size required: 1263360
Taken space: 0.12 - 0.14
i did some analysis on the dungeon generation, to see if perhaps the dungeon failing is due to a lack of space
but the data shows me that, the space required for the main paths is plentiful, in fact there is a lot of empty space
but obviously it still fails, so perhaps the real problem is that the main paths don't know how to use the all 5 levels of the mansion properly
let me see here, what happens if i assume that the dungeon only uses 3 levels
hmmst, the values are still high
Alright, I will try adding a set of doorways under the mayor that will act like a "basement." If I do that, and I force the dungeon to use effectively all 3 levels of the mayor (2nd, 1st, basement), I believe the dungeon is more likely to use more of the empty space
And therefore, fail less
And to increase the odds ever further, I believe if I make the up stairs more likely towards the end of the main path, and the down stairs more likely towards the beginning, it should further encourage the dungeon generation to use the empty spce
a lot of ifs, but its better than nothing
do you think you could make it so that more then 2 paintings can spawn on higher end moons?
or maybe a config thing
This interior mod, casting aside from my bias for Touhou in general, is very fitting as a mansion alternative just because it has variety that my group wants. The only gripe we had (which was that the interior was too dark) is pretty much solved.
We will be testing the SDM more on Rend and Dine (not Titan, it is just too huge for us to even collect half of the scrap present there) to get more of a constructive and solid feedback for the interior.
We never encountered the knight just yet on our playthrough yesterday so that is also something I would be excited to see my friends' reaction at
Hells ya, I always love to hear constructive criticism
Ya config easy to add
you said paintings are supposed to spawn knights correct?
Yuh, more enemy variety to come
oh shit i think theres something wrong with it
specifically my side
do you know if there are any compatability issues with
coil head models or the like
I recently added something that should maybe fix it
Knights were bugging out with coil head stare
Maybe I made the bug worse, but I did something to maybe fix it
do you know if theres something that causes them to straight up not spawn?
Shouldn't be
If you could send me the log of the playthrough, I can find the potential culprit
damn let me see
i couldnt get a log i only thought to clip it
let me see if i can get a log of it rq
initial tests for the dungeon generation v3 looks promising
bottom center box is the starting tile. previously the main paths would spawn from all sides, but now im going to force it to spawn towards the spawn
noice
that plus the new basement level to the main entrance, should really increase the odds of not failure
oh btw are the enemies sposed to be able to jump down from there ?
they can, if the railing is broken
🫡 i got caught off guard from a bracken suddenly dropped down from there lol
i know the base mansion has it, but i think the dropdown is somewhere kinda obvious and out of the way
well i dont think i need to adjust the railings dropdown but it's not a difficult possibililty
ill need one more day to make sure this new dungeon gen works good and all that jazz
for real
Woah that is soo compact, looks sweet!
Just tried the mod in my modlist after updating lethallib, it was working fine at first did 3 runs on it (really cool btw) then it started not showing anymore :/
probably some incompatibility somewhere haven't tried to find the culprit yet any idea what it could be ? here is the log message:
[Info :ImoutoSama.ScarletMansion] Properly read level2 dungeon flow to find values to reference
[Error :ImoutoSama.ScarletMansion] Error when reading base game's dungeon flow. Pretty big error I would say
[Error :ImoutoSama.ScarletMansion] System.NullReferenceException: Object reference not set to an instance of an object
at ScarletMansion.GamePatch.InitPatch.FixDungeonPrefabValues (RoundManager manager) [0x0024d] in C:\Users\Jose Garcia\Desktop\LethalCompany Modding\ScarletMansion\ScarletMansion\GamePatch\InitPatch.cs:185
"Pretty big error I would say" 🤣
thats so unlucky, i recently messed with my scripts, so i dont know where line 185 is pointing exactly
let me backtrack, all in the session, you used this mod and had my dungeon 3 times, and the last time you had this bug
or was it, you had three different save files, and the last one has this bug
yes now i'm trying to get it again without success
new save file each time( each 3 days)
I checked what line 185 was (or the most likely spot) and it points to a line that should never never ever be null
To describe how unlikely this is, if this happened even 1% of the time, this thread will have people complaining all the time
lool
haha ok i'll try my mods 1 by 1 and let you know
Nah, it can't be
If it happens again, link me the full log
You don't have to check one mod at a time
i have the full log, want it in txt ?
Send me the text file
? 🤣
i do not understand
it failed to patch a function? what the hell
i recommend you to take your computer to the nearest church
hahaha
actual demons in there
anyway
for whatever reason, the patching system that every mod uses to fix up functions to add their own functionality
completely failed for you
not just my mod, but a bunch of other mods too
i have no idea that could even happen
impossible to say what's the cause, this is beyond my knowledge
what is the line that says the patching failed ?
the first failed patch is when harmony tried to patch SandSpiderAI:HitEnemy()
the second is me
then MoreInteriors SpawnScrap function failed
and so on
it straight up makes no sense, you're gonna have to ask someone else to what happened
the harmony error could be mirage it uses mods that goes into the core folder, i'll try to check
is the fire exit always at a corner of the map on the lowest level?
well maybe not lowest level but entrence level
fire exit is currently always at the garden, wherever that tile decides to spawn
hm
and is the only paramter for a garden spawning in is if it has enough room and adjacent rooms? with there only being one of them
a garden will always spawn on a main path (only one of them)
room and adjacent rooms is irrevelent, the garden will find a place to place itself
alright
So i brought my PC to the church, the priest exorcised it and its working now, thank you !
Jokes aside i narrowed it down and the culprit was the mod HoarderBud for some reason it has beef with your mod, and only your mod XD
tried it with the others interior mods that had failed error and it doesn't anymore, only when scarlet mansion is there too
same if i have your mod and not hoarderbud, no errors
So these 2 have beef
I just wanna say, LadyRaph, I love how compact and maze-like your interior is
Constantly feels like I'm taking turns and I feel like I should be making progress but I never am when I'm trying to find the exit

is this a new interior
i apologize if this has been asked before, discord never introduced searching of threads so i can't really check, but has the Lady considered adding colored textures to the map as maybe a config toggle or something?
the black and white is cool, and i love the fan game it's from, but it'd be fun to see it in red and pink too ^^
There will never be colored textures. They were made years ago for a different game but the original modeler is now busy with life so I realistically cannot get them updated
okie! i love it and will put it in every modpack i make all the same~!
pairs very well with a mod that replaces the ghost girl with flan too~
if it's just a texture update, that should be pretty simple.
no new modeling. You could just tone shift the textures. I could do it in an hour or so for all textures. Maybe less depending on how many there are.
If someone more knowledgeable than me wanted to, they could make a shader that would do it on the fly while you played the game
I don't deny that recolouring the textures would be fast, it's the process afterwards that I'm afraid. Ignoring the fact that some textures have areas that I have to color tone out of, and the fact that some textures use black as the outline so they won't look right, and also the fact that the texture will only be a single colour, I would have to go through each tile to make sure the colours look right. And this is all assuming that the final product will look nicer than before to justify the dev time spent.
Aka, there's a lot of ifs that make me afraid of messing with it when I have many other things that I need to implement to.
If God allows it, development for this mod will end around late March/early April so I'll add what I can till then 🫡
😦
Does this mean you would not update for future versions of the game?
I'll still update for future versions and game breaking bugs with other mods
But in terms of new content, it will either come out in sporadic times or not at all
Out of curiously, do you think the random generation of props and random variations of the hallways and the kitchens help you navigate the dungeon? Besides looking cool and fresh each time you enter a new room, it was made so the rooms didn't look the exact same and you can get some feel of direction?
if u have time to implement it would be cool to have honestly
Question goes to everyone too. I know not every room has unique enough generation, so perhaps I need to prioritize that
100%. I was definitely making progress, cuz the rooms weren't the same. I could tell when I got turned around. The problem was consistently finding a direction, which I felt was a good thing for the overall experience tbh
Every room will eventually have unique variations and random prop generation. It's high on my to-do-list
an example of how big SDM is on titan
fitting for titan's name, but it's a little much
oh my, that's HUGE
I liked the interior but I found it very dark
in the config, you can edit the chances of lights appearing. i initially set them as very low values as i thought it would make the interior too bright, but it turned out i went way overboard and the map is still dark
ill be increasing the default values soon(tm) so you won't have to mess with it, but what i said earlier is an option until I do it
I didn't know that was a option, good to know
Thank you for aswering
I'll try later
just doing my job
I like the painting mechanic, really cool !
it's like what my friend always says
hey thaanks
i always loved the appartus, but i always wanted it to be an actual threat
Agree i like that mods like diversity add some dificulty to getting it
im having an issue with the config file where it decides to revert to default settings after modifying it and launching the game.
I occassionaly get issues where the config file doesn't like my saving my changes
It don't make a lick of sense. It has nothing to do with my mod
strange, i tried to make it read only after modifying it but it still wont load in-game and i get errors in the log
That being said, I have been wrong before. If by chance there are errors in the log, please send them so I can look
ok ill try and replicate it
for starters this is my first launch after editing the config file and not locking it to read only, it seems like its updating it and overriding my configuration? i've set rend/dine weight to 99999 but after this launch its back to 300
and if i do lock it to read only so it does not override my configs this happens, it really wants to revert it back
well locking it to read only will mess with it
this was added so i can update my config values based on old versions
the old config values should be deleted, and it shouldnt appear again
turn off the readonly, run the mod and let it update the old values, and turn off the game
the config should be updated without any of the old config values, and everything will go back to normal
okay how can i guarantee it to spawn on rend or dine because thats whats confusing me
or a custom moon
if you just want rend and dine, make sure the custom moons section is empty, and set the rend/dine weight to be 99999
it pretty much guarantees the dungeon to spawn on that moon
should i ignore the [network general] part?
yes, those should be deleted after you run the game once and close it
well, you should run the game once first before updating the config values
okay i guess ill just delete the whole config file and let it generate a new one
probably safer tbh
my settings as the host will be synced with whoever joins right i do not need to share the config file
yes, you dont have to share anything, it should be all synced
awesome
omg it finally worked
lmao
why have i never thought of deleting the config file and let it generate a new one
its been a while since i made those config changes, probably best to delete the feature now
before they creep up and create problems like that again
yep, thanks for your help and time 👌
not sure how annoying it is to bother the player about config default value changes (even if the window only shows up once)
but i rather the player (yall) know that your dungeon generation values are changing than for me to replace them in the background
Do you need to change peoples values on update
that mostly will annoy average player but kinda helpful for the one building the modpack lol
Is there a way of checking if they had the previous default value and only changing it then to the new default xd
not really, as they could have changed the value to something completely different as my original default values were not the best. i rather they use the new improved values but hey its a free country
i think the values only change when its untouched?
as in its replacing the default
if we already tampered it wont touched the changed one, unless theres new options in there
once the values are set, changing the default values wont do anything unless i force it. so it's either i force it or i annoy the player than i want to force it
just delete their whole config every update like a chad
true and based
but not everyone will
well, its a one time bother. at least they get a flandre for their troubles
what about like an option in the config to auto change default values on update that defaults to on
lmao
are u feeling dejavu yet
it's nice as info on updates to let people know what changed
ye, im thinking that im going to bother all my players rather than have these past two hours go to waste
then its decided 
at the least, i can expand on it as a proper update window. but it won't pop up on start up
I'm guessing it wouldn't affect modpacks since people wouldn't be updating mods themselves when using a pack anyway?
Well they shouldn't be
you know they would
ye but then they deserve the problems anyway
the headache goes to the modpack maker usually
~~are the mansion color getting near yet ~~
ill be updating some small things to help with navigation in the nearish future
mostly map elements that can help orientate yourself
The dungeon gen improvement fix is out. You know what they say, it's someone else's problem now

just what i wanted hell ye
you mean the changelog? says improve
here it says that
where most players would read it
lmao rip
I cant believe you would do this…
Ty for this. I want other mods to warn me when the heckin' config changes/updates like this -u -
👍 Very nice
knights dont seem to be working..? i would assume a compatbility bug.. probably morecompany since coilheads used to be buggy with morecompany
im fairly certain that morecompany is causing me problems
likely
if they're based off coil-head behavior morecompany used to have problems with those
i picked up the painting so the knight would spawn and it just stands there and does nothing even when i look away
ya, most likely morecompany
ill get it fixed real soon, honestly tomorrow since its been nothing but problems with the knight
adding enemies is hard id bet LOL
i hoped that i could just copy and paste the coil-head script, but there's always one mod that breaks it
coilheads man
well, its an quick fix, probably
just doing God's work
got the knight toki ll me?
i stood on its head
and it started moving at the max speed
but it just walked away from me
but did damage me in the process
so i walked up to it again and itkilled me
LOL
i did realize once that i could step on their heads
the behaviour afterwards can be unexpected, but its comedic enough so i leave it be
im not sure quite how fast they are beucase its hard to tell when they're.. not atcualyl working
but i like them being not that fast because
having a map where theres just guaranteed coilhaed spawns is like
😓
oh wow did discord add a feature that prevents you from using nitro emojis in cveratin servers
they are purposely not as fast as a regular coilhead as they like to spawn near you
that wasnt meant to be that emoji LOL
even a slower coilhead could still be a "okay time to leave the planet"
i think if they're not too fast it makes them a bit less of a threat and makes them like
runnable from
you CAN escape coilheads by clsing them behind a door and then running so they lose agro
but you do have to find a door to close on them
and it dwont awlays work because they are. fast.
its an okay tradeoff i think
maybe like
what if they were giant speed?
giants are slightly slower than you when your not carrying much
and running
but much faster than you when your walking
probably not, i think that would nerf them way too much
true
they are still fast enough that you have to respect them
but they wont instant gank kill you
it is ur vision im just rambling LOL
which is necessary since they are more likely to find oyu
im down for changes, but often times im recommended changes that i already thought before and realized to be not practical
makes sense !
truth be told, i would like if the knights were a bit more distinct, but i dont have the most dev time so i have to make do with what i have
ahh dont worry, its already crazy
code wise anyway
im pretty sure im the only dungeon mod who messed with the dun gen code itself
it gives me a lot of problems getting it right, and getting to working, but its the only way i can create a unique feeling dungeon imo
its awesome!!
like flandre sacrlet doesnt come out of a wall and start shootin glasers at you; it feels not out of place in lethal company despite being directly taken from touhou
..but i also wouldnt be surprised if that changes sometime in the future and im excited to see where things go nonetheless!!!!!
i tried my best to make a lethal company dungeon that happens to be very inspired by touhou
well, i don't have a real reason for it besides it being cool
but you will see flandre eventually
tbh i really wnat someone to make an interior that feels more in line wit h the normal facility; whenever im picking what moons for custom interiors to show up on im never abel to make anything show up on Titan b/c hte normal facility is the only thing that looks right in titan LOL
unrelated tangent though
maybe cause the normal facility is good enough
i just like variety..
i didn't like the base game's mansion very much, so i decided to make my own
variety is good, but modding is a pain in the ass
the 2nd best time to learn anything is always today
but i gotta get back to my study, im already about to die in my seat and i havent even started
gotcha !!
if ur sticking to alt versions of enemies im betting on a flandre ghost girl LOL
flandre will be less of an enemy and more of a result for having skill issues
if it doesnt make sense, its cause its gonna be cryptic until its added
MoreCompany stinky, use AdvancedCompany

Granted, I've had nothing but issues with MoreCompany, so am biased
It's not bias. AC just better. 😉
i havent checked out advanced company
are all the new items disable-able???
because i dont really want the new store items
nor the perks and stuff like hat
yeah
Just looked at the page it does say customizable ignore me im silly blehh
Scarlet Devil Mansion(紅魔館)
Your post is impossible to find when the words are smashed together. Discord has really bad searching so I split it up for you
Understandable, have a nice day
the company will appreciate your bravery
^^ i love the ||knight|| a bunch! thanks for making everything
would be cool if in a sepret mod you added in the mistress painting as a buyable deceration object
or some other assets form the mansion
like flandre fairy lights
speaking of which has anyone acutely found the faldnre gems in the mansons?
might just be cus of my other iitem mods but ii haven't seen a single one
(do they only spawn on rend and dine?)
Their spawn chance is about the same as the magnifying glass
Chances are, you are just unlucky, but they spawn whenever this dungeon is loaded
hm
think you could add in some config for it to allow them to spawn anywhere or their rarites
understandable
There will be a use case for the flandre crystals soonish though
I heard it described as a "fun" change
But probably not flandre ship decorations for a fat while, a real long fat while honestly
Do you happen to know how i put the mansion on Acidir?
I mean, the name of the map is Acidir or Porcerin (that's the name on files)
And how do i put it? Literally Acidir@99999?
Or mayber the mod creator can answer that idk
Not saying that its hard to find out since the description tells you exactly how to do it but moon@weight
It was confusing bcuz the name of Acidir is Porcerin both on mod files and Bepinex prompt
Nevermind. Found out that it's literally Acidir
I guess it fits. Since Acidir it's literally a Mansion outside too
New LLL patch. There's a good chance that SDM broken right now. Please wait like 6 hours
not certain if this will cause issues but Im seeing this on launch
will test later prob
LLL just updated for reference
That will cause problems, nothing I can do until I get back
LLL may release another hot fix patch, to which it will have a temporary bandagde fix just for me
But other than that, just wait for nows
alr 👍
Absolutely yes please
yeah LLL kinda exploded with its recent updates
but it will still work with the old version of LLL I hope
the latest LLL broke the terminal so they told me to just go back to version 1.0.7 from 3 weeks ago
You can still use the old 1.2.1 version with LLL v1.0.7
I can try and see if I can have my mod support both versions for now (I don't think it would be hard, but I can't say for sure)
Is the terminal broke though? It seemed to work for me but I only had my dungeon installed
well I have a lot of custom moons and LLL 1.1.3 didn't let me use the 'moons' command, and 1.1.2 only listed vanilla moons
Ahh makes sense
I think I will have to find the incompatibility on my side, maybe not many people will be going back to an old LLL version
I'll have to see how easy it is for me to make my mod work with two different versions
and I can wait before updating SDM
It's either stupid easy, or impossible
Should be fixed
Pog, me no do work
then it's a me problem if 1.1.3 doesn't let me use the 'moons' command. I have other mods that patch the terminal like RouteRandom and SellFromTerminal so I can try to find the incompatibility
ah
@opal wigeon speaking of you problem. I got another bone to pick with you >:(
okie
Your terminal patch has ruined my amazing text editing for my amazingly popular moon route price mod >:( (9k downloads and growing strong 💪 )
I'm in shambles
For real though, the way you patch the terminal moon section, is that how you are keeping it for the foreseeable future
Where you replace the whole text
It’s not final final but it’s gonna be fairly close. I do have ways to work with it though! And I’m happy to hear suggestions
I do intend on taking more or less a sledgehammer to the moonscatalogue node but I want a beautiful sculpture in its place
Well, the way I'm going to suggest patching it sounds hell on earth so maybe best to keep it that way
Since you are intend on keeping the moon text sorting, doesn't really feel like there's a way to do it cleanly without breaking other mods
do what
Doing the moon text listing
Wait wait wait
I think its still possible, but you would have to go to the moon terminal node, replace the moon's listing with some [moonList] string, then update the value in PostTextProcess or whatever its called
Like, the text after the TheCompany, the entire moon section till the end of the page, you replace that entire section with a [field] than later fill it in with the Terminal's PostTextProcess
To which you can fill in that [field] with whatever you were using before
Ill give a callback for the moons names later but
I got y’all hooked up with this
gives you a callback with the level, the preview type trying to be used and any string you send back will be used instead
oh nono, not that
I mean this function
internal static string GetMoonsTerminalText()
{
string str = "Welcome to the exomoons catalogue.\r\nTo route the autopilot to a moon, use the word ROUTE.\r\nTo learn about any moon, use the word INFO.\r\n____________________________\r\n\r\n* The Company Building // Buying at [companyBuyingPercent].\r\n\r\n";
return str + TerminalManager.GetMoonCatalogDisplayListings() + "\r\n";
}
Oh you want to change like the text before the moons list?
like give me a specific example of what you want to do
You should probably move those errors and logs to the LLL threads. I'm just the sdm creator guy
Understandable opinion. Finding the balance between every room being connected to the whole dungeon is one line with random short branching paths, is not an easy balance to find
The rooms being too connected will probably be a trait for the rest of the dungeons existence, so we are working on adding map features to make the navigation back not impossible
The first step is to make enough unique-ish rooms and variations to give a sense of direction
The second step is add map props that you can interact with, as to give the player a way to mark the places they'll been at
I probably can't do it for props like candles, books, and such, as there is just so many that spawn and while 500 networked objects doesn't sound impossible for unity, I don't like those numbers for scalability
But man that would be fun (scattering books everywhere)
I'll look into it
Secret room levers 👀
i do want to add secret rooms, just figuring out what would be the best way
levers may be fine, but they don't fit aesthetically
certain walls that can be destroyed by shovels? maybe but i think there should be alternate opening ways as to not require a shovel to get loot
Can't wait to eventually see her room
you will die when you fall into enter HER room
It'll be worth it when Masa enters
H E R
room
the company will not tolerate such sucidial behaviour
Tbh to get to h e r room dont you have to go through a extremely long ever shifting maze
🤔
Or is that just canon to Scarlet Curiosity
but anyway, im thinking on how to add alternate rooms in a way that is secretive, worth it to open (loot), offers shortcuts if you have the right tools but not necessary, and offers a decent challenge for solo and co-op
no clue, i dont think it was talked about in canon. there's just a basement
Interactable knights maybe
every fanwork portrays it differently
on easy, smh
normal then sheesh
:0 The achievement didnt save because it was offline
I have a question
When will FPS be optimized on this card? What exactly makes her so stressed?*
Just curious to know...
you mean interior?
im confused what
so you think this is a moon?
the dungeon does take longer to generate compared to other dungeons. you can ignore this by changing some values in the config (the dungeon will less compact and consistent as a result though). once the dungeon loads it can also still lag as the map loads in more tiles compared to the base game
Understood
But will it be optimized in the future?
i just dont understand it, sdm loads really fast for me
I can't really optimize the dungeon generation any further. (It's already as fast as it could be for the most part). However, you can set the max dungeon size to something like 1.5 or whatever value is manageable by your computer
Setting the dungeon size is the easiest and safest thing you can edit in the dungeon generation config. The rest of the values you can edit if you know what you are doing
Why are there so many settings, I'm confused...
I'll leave it as it is, by default, so as not to create problems
Great job by the way :3
Like I said the easiest and safest value to change is the Dungeon Size Max value. Set it to something like 1.5
The rest of the values are for mod pack creators or people who like tinkering
And thaanks
altanrica floods your interior which makes it funny when going down some stairs, then we are underwater weee
Why not make it the default?
Like this setting doesn't fully reveal the entire dungeon?
I don't know what you mean by reveal
But most* computers can handle up to 2 for the dungeon size. If they can't, they can lower it no problem
Well, in terms of the entire architecture of the dungeon
I don't know how to explain this, the translator doesn't help
Ahh that makes sense
Make that value 1.5
I'll go play around
how quickly does the manion flood, out of curiousity
there's two floors below the entrance/foyer
does it flood the bottom one immediately or something?
i might have used wrong phrasing, the water is already there, but when you go down it usually poofs which is nice
nice, thats cool
i will spam atlantica until i get sdm on it, so will be taking a bit haha
i got sdm almost in the same procent as mansion
ohh, is that a mod pack that puts my map on atlantica
yus!
now thats an interesting choice
also on others but i just had that funny idea of water in a mansion lmao
the fact that it works does sound funny ngl
its so over
yeah but dont worry he made it so once you are in the water, it goes slowly away-- am at second try
i got dungeon
second try failed lmao
Hmm that’s interesting
Whay dungeons have you found to work with it
how the heck did dungeon win while sdm is so high in chance
real mansion, sdm, scp, sewers are all good
office not so much but it works
im at attempt 5 and didnt happen yet haha.. my luck
Assurance@5,Vow@10,Atlantica@150,Offense@10,March@30,Infernis@10,Rend@300,Acidir@300,Dine@300,Asteroid13@50,Titan@50
my setting is accurate
sometimes, you are just unlucky
yes
i love how dungeon with 30% wins more
30 weight*
my new mission is to get sdm no matter how long it takes
unless LLL is sabotaging me here
OH
i cheated and looked at my bep and i got sdm finally
D:
death
ahh but thats cool
it stays until you go down the stairs
oh the water matches the player's position?
i think you already said that, but i can't wrap my head around it
kind of, when you are underwater, it just goes down slowly and is gone i think wesley can tell you more
it doesnt level with you no
ohh, its like a temporary block to the lower levels?
man that must really screw with them now, there's a basement in the mayor now
i will try to demonstrate it haha second
i hope i get bunker for it its the easiest to show off
and dont worry the process is fast
so this is the start
underwater
and its gone
(( also hell for this luck that bunker was instantly there ))
a special effect if anything, for the funs
yus!
this is better with your mansion or real mansion since miney or tp traps are kinda hidden by it
and then woosh
also your spawn X's are hidden too 👀
sounds like a skill issue to me
if its dark your light doesnt help much, but if the place has power you can see throught the water better
and your mansion likes to be darker then usual even with light so its better ^^
picked up the cursed painting, particle effect apeared for the knight to spawn,
no knight
alot of enemies have spawned already so i wonder if it could be an issue of all the indoor power being taken up and it Couldnt spawn
Trust me. They never stop
ic
By chance are you using more company?
i am using advancedcompany now, but with morecompany installed fro the cosmetics(ac says it automaitcally disables mc and just uses the cosmetics)
the issue i had with mc before was them not really functioning right
right now they're just.. not spawning
Still weird, if you can link me the log, I can look at it when I awaken
They should always spawn, they are programmed to murder
In the r2modman application, go to the settings section, then look for a button called Browse Profile Folder (should be near the top), open the bepinex folder, and there should be a LogOutput.Log file there
Send me that entire file and I'll look at it
Thx. I'll look at it later
<@&1173795317469159444> hey mods, could you pin this comment plz. Would love you
done :3
@tranquil frigate how could i figure out interior percentages for myself if i have 4 total interiors
when im going for a balanced one but having the default facility be the most common
there was a nice print out of the current weights in the console from LLL every time you go to a moon but I think it got removed for some reason
Divide the interior weight by the sum of all interior weights
so dont have to account for the default facility?
wouldnt that make it 5
you could also use somethin like https://www.standarddeviationcalculator.io/pie-chart-calculator this
Pie Chart Calculator
You do have to account for all interiors
There is also just a Settings -> Copy LogOutput.txt to clipboard
No way
hey, I'm here from https://discord.com/channels/1168655651455639582/1200144261333659729, looking at a compat issue with this interior. It looks like the DoorwaySocket sizes aren't accurate to the actual dimensions of the doorway:
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
this causes portal occlusion culling to delete the room ahead when standing at a normal height in the doorway, so I'm wondering if you're able to resize that to be as large as or larger than the doorway's actual opening?
huh, never thought it would it be a problem till now. ill get the fix in next patch
tyty!
you say to make the socket sizes bigger than than the actual doorway?
and yeah, it's not really a value that gets used in vanilla, but it's incredibly useful for culling
as accurate as possible ideally, but when in doubt make them bigger
I can send this test mod if you want to visualize them
mmkay i understand, ill get it in my tonight with the next patch
oh perfect thank you!
oh I should be clearer, though you may have understood already
it's a 2d bounding box around the doorway, so it must encompass the entirety of the open space in the door, hence why it should err on the side of being larger
Ye I understood. Thanks for the clarity still though
is there a way to increase performance when this interior spawns? fps drops a lot when i play with it active
If you mean when the dungeon is loaded in, you can try this https://thunderstore.io/c/lethal-company/p/fumiko/CullFactory/
If the dungeon lag happens with maps like Titan (big maps), you can decrease the max dungeon size in the config to something like 1.5
k ill try that out, thanks
it's worth noting that CullFactory's new update should work best on large interiors like on Titan, hopefully you'll see a big increase there
though it will cull things incorrectly until LadyRaphtalia's update goes out (I assume it's not out yet?)
yeah, no rush! I'm just trying to head off bug reports in the CullFactory thread
just wasn't sure of your time zone, didn't mean to seem impatient
ah gotcha, all good lol
Had my game crash when trying to load SDM in EGypt
Not 100% sure if SDM is the culprit or not, but here's what appear to be the important parts of my log
I've heard CullFactory horribly breaks Office as well
Hopefully once things are more stable I'd love to add it
Just custom interiors and CullFactory seems to play not so nice relatively consistently
Mods I'm using that may have relevance:
- BepInExPack v5.4.2100
- LethalLib v0.14.2
- HookGenPatcher v0.0.5
- AdvancedCompany v1.0.149
- GeneralImprovements v1.1.9
- BetterLadders v1.4.2
- LethalLevelLoader v1.0.7
- E Gypt Moon v2.0.14
- ScarletDevilMansion v1.2.1
The map looked to have loaded correctly. I've heard that Egypt had problems when LLL updated so maybe it still haven't updated properly?
Huh, weird
And LLL shouldn’t be an issue, I’m using the old version of everything
Oh, is it an old version of my mod too?
Since there are multiple old versions happening here, I don't know what could have happened without the full log
And it will be hard for me to patch bugs for old versions too
Yes, all are the updates right before the most recent LLL updates
Ahh okay okay, ohh duh it says so it the mods you listed
You would have to link the full log for me to know what could have happened
Also, the fact that the game crashed after loading makes me it think it's more of an Egypt error
I don't run any code after the ship lands (I could be wrong of course)
I absolutely do, it’s just pretty big lol. I’ll send it in a few minutes
It's fine if it's big. We modders have trained eyes to find the bugs
Tbf
Not saying it is your fault
But if the game hangs long enough it can just crash
And ScarletDevilMansion likes to hang if it gets picked
😛
Sometimes it's 10 seconds, sometimes it's 10 minutes
exaggeration but definitely the longest load time of any interior atm
Here you go!
also that was with the block all logs function of logneuter on, so clearly that doesn't work lol
does the new update still work if im at LLL 1.0.7
isn't the new update just an update to work for LLL 1.1
yea im just making sure if its still gonna work with old LLL
cant try rn thats why im asking 🥺
ohh
I read it and thought it over. I can't say for certain (until later) but Egypt apparently edited DunGen scripts recently. Since my dungeon also edits them, maybe bad shit happened
But honestly, I'm lost. No errors spat out so I can't even know
If it does, let me know. My time is already being stretched thin
Seeing now
would this maybe be reproducible with a seed?
Tough to say. Random crashes are spooky
SDM didn't spawn (i"ll try again with the odds set to max) but i had a weird issue where when i left the facility all of the background audio was gone
t'was weird
Okay changed the config to raise the chance of SDM being on EGypt, booting again now
It worked this time, so maybe you'll be able to see what went differently (I also disabled LogNeuter which I assume wouldn't have an effect)
had the audio thing again too lol
I'll try again with it enabled for good measure
worked this time as well
one notable difference is that i'm doing this alone rather than with two others
but
here's the log for it
I'll check but there's nothing worse than a mystery crash
According to KayNetsua this is likely an EGypt issue, not a SDM issue
if true, God bless
I've yet to get any (recent) reports about SDM crashing besides people messing with the dungeon generation settings, but I'll still be on lookout if it happens again
oh wtf damn this jumpscared me 👀
Started me too lmfao
@tranquil frigate Do the updated interiors still work with older versions of LLL or should I keep them outdated for now?
only v1.2.1 will work with older verisons of LLL. v1.2.2 is only for the new LLL patch
Okay, thank you ❤️
so the concern of it being very broken is finally gone? like generally all interior, moon and LLL, since i have been taking a break for it to get fixed
I can't speak for every lll dungeon. But mine is fixed
LLL may still be buggy, but that's about it
ah okay
I gotta admit, Touhou is the last thing I expected to see here
Been a hot minute since I touched any of the games
Joke lore about Remilia taking over random moons after the whole "building a magic rocket" incident
tbh, I was more thinking that Yukari was messing with the borders again and accidently make a portal from the moons to the mansion
Fair enough
Dunno if I'm going to download it in its current form, but I will congratulate you for a cool concept and the work that was put into it
the mod is fairly stable atm if thats what you mean. it only has issues with more company i think (which im fixing) and LLL just had a major update so there's still a few lingering problems I hear
In that case, I might give it a shot
Yeah I found out the LLL problems the hard way when I got the (then latest) version for a pal ^^;
There is a knight and. A painting
And the interior is from the game touhou
Well yeah I know that
^^ I just added my own take on this topic here in particular
it looks like something override the enemies list, it wouldn't surprise me if it's advanced company
my knight was not recognized
well at least my failsafe worked
would not be surprised either lol
wait, that may explain why some people wouldn't find my dungeon's enemy or items
AdvancedCompany replaces those loot/enemy tables with their own
how do i do this then shiiit
Is the knight a separate entity or a coilhead reskin 🤔
code wise, it is not a separate entity anymore
mechanically, it's more or less a coilhead reskin
If it's the latter code-wise, AC could have something to do with it
since it doesn't recognize it as an enemy in the enemies tab
quite unsure about this speculation but i do encounter that error too
nah for AC, the function that grabs the enemy list has been completely replaced
so I have to account for AC as well
i thought it was just because the spawn limit got hit already but seeing someone else having this problem too, i am doubting it rn
oh i see
code wise, it is annoying, but at the same time my approach to injecting enemies and items into the dungeon only when my dungeon loads, was kinda prone to break something eventually
time to do it smarts
@unreal horizon Hey terribly weird question, I'm trying to inject my custom enemies and items into the level when the dungeon specifically loads. That's easy for the base game but I have to do a bit more magic for it to work with AC.
My question is, do you know if anything particular will explode with your mod if I inject a function that swallows either the base game's or your List, then spits out the modified List if my dungeon is loaded?
I'm not modifiying your code as I only inject the code in the base game's code, in the places where you injected too as well.
Problem is that AC patches all mods it finds and accessing those fields (ldfld only) so you stfld a new list into it and when accessing it AC will have replaced that ldfld with a call which returns the list AC currently holds
Oh that part is fine
You can prevent AC doing this but at the downside that ALL of your code wont be touched
I look for either a ldfld (base game) or call (yours) function, then inject my function afterwards
I mean you can continue this road as 1.2 of AC will introduce the full fledged API :)
:o
Including a simple .cs file you can drop in your project to make AC accessible as soft dependency. That CS file will check if AC is present for you
Including also the possiblity to create wearable items :D
A wearable touhou hat, now that's something
And directly accessing the config given by server and modify it
I dont recommend to modify stuff like that but sometimes it necessary
But to return quickly to the og question, you don't think anything will break with what I said earlier
the way you modified the enemies and scarp list is only to link to your functions right?
I am not sure if your approach will work as AC will create its lists in the 2nd frame :D
besides the config stuff i saw
And not just when the dungeon load
the 2nd frame oh no
(2nd frame to give all others mod priority)
ill look back into the og code and see, but where in particular do you create the enemy and item lists
I can however add a new check for every dungeon generation :) 2nd frame after dungeon is generated for example 
In my code its in AdvancedCompany.Game.Manager and its subclasses (especially Moons)
Alright thanks chief 🫡
When you access outsideEnemies ldfld for example it gets replaced by a call to this:
public static List<SpawnableEnemyWithRarity> GetOutsideEnemies(SelectableLevel level)
{
if (MoonsByName.ContainsKey(level.PlanetName))
return MoonsByName[level.PlanetName].GetOutsideEnemies(level.OutsideEnemies);
return level.OutsideEnemies;
}
Interesting 👀
And this is how the list is formed:
public List<SpawnableEnemyWithRarity> GetOutsideEnemies(List<SpawnableEnemyWithRarity> found)
{
if (Config == null) return found;
if (_CurrentOutsideEnemies == null)
{
var ret = found.ToList();
if (_OverrideOutsideEnemies == null)
{
_OverrideOutsideEnemies = new();
foreach (var e in Config.OutsideEnemies)
{
if (Enemies.EnemiesByName.ContainsKey(e.Key))
{
if (!Enemies.IsSpawnable(Enemies.EnemiesByName[e.Key].EnemyType))
_OverrideOutsideEnemies.Add(e.Key, 0);
else if (Enemies.EnemiesByName.ContainsKey(e.Key))
{
if (e.Value.Override)
{
_OverrideOutsideEnemies.Add(e.Key, e.Value.Rarity);
}
}
}
}
}
HashSet<string> foundEnemies = new HashSet<string>();
for (var i = 0; i < ret.Count; i++)
{
var element = ret[i];
foundEnemies.Add(element.enemyType.enemyName);
if (_OverrideOutsideEnemies.ContainsKey(element.enemyType.enemyName))
{
var rarity = _OverrideOutsideEnemies[element.enemyType.enemyName];
if (rarity == 0)
{
ret.RemoveAt(i);
i--;
continue;
}
ret[i] = new SpawnableEnemyWithRarity() { enemyType = element.enemyType, rarity = rarity };
}
}
foreach (var e in _OverrideOutsideEnemies)
{
if (!foundEnemies.Contains(e.Key))
{
var rarity = e.Value;
if (rarity > 0)
ret.Add(new SpawnableEnemyWithRarity() { enemyType = Enemies.EnemiesByName[e.Key].EnemyType, rarity = rarity });
}
}
_CurrentOutsideEnemies = ret;
}
return _CurrentOutsideEnemies;
}
oh ya, i basically do this to find both calls
new CodeInstruction(OpCodes.Ldfld, typeof(SelectableLevel).GetField("Enemies")),
new CodeInstruction(OpCodes.Call, typeof(AdvancedCompany.Game.Moons).GetMethod("GetInsideEnemies"))
I am all for it, do you know my bunny ears?
i dont know your bunny ears, i didnt know you ever had a pair of them
When they are laying around in the facility they light in RGB and play this song:
https://www.youtube.com/watch?v=v1FrSo-4V00
Title - Moonie landing
Circle - Moon-Tone
Download - https://moon-tone.bandcamp.com/album/downtime-sessions-toho-chill
Original - The Rabbit Has Landed
alright
When you put them on you cant take them off and you can only jump
you are the top of my based list
And music switches to this
Danmaku Matrix Generation, Touhou fan arrange album out now!
Get it on bandcamp: https://zahranworrell.bandcamp.com/album/danmaku-matrix-generation
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LSDj chiptune arrangement of 兎は舞い降りた
(The Rabbit Has Landed) from 東方紺珠伝 ~ Legacy of Lunatic Kingdom.
・♫・・・・・・・・・・・・・・・・・・
Origin: 東方紺珠伝 ~ Legacy of Lunatic Kingdom
Original Tit...
I loved your map because of the touhou reference :>
:'D
There will be Touhou references in my game as well. There will be a lot of game references tho :D
oh, did you mean that you create your lists at the second frame of Terminal?
Basically yes :)
I'm only making my modifications after my dungeon is decided
I mean if you access them first frame that method still gets called but should just return the original list
More touhou pog
AKA, I should be safe
Jelly donuts?
I guess so, yea
They're scary
Ill leave that to another chump
And I am sure I can find a place to put emils mask in my game or place a "2b or not 2b"
Hm
But I wont any longer hold this thread hostage 
I fail to see how you can hold this thread at gunpoint
But understandable
@unreal horizon oh but what you said about having the AC redo the moons and items list after I modify them, or by asking AC politely to redo with a provided list, would be nice so I don't have to this transpilier annoyance and cause more problems somewhere in the future
i cant recall if an interior is able to get music
if you don't write any code, music would be a challenge
if you can write any code <- me, its easy
but music would clash with the defeaning silence of lethal company so ill probably not add it
i meant like an entrance track but i get you, makes alot of sense yeah
oh if you mean entrance track, i have an audio clip to sample from
just, gotta do it
yus like a perfect horror entrance track that is like 10 to 30 seconds and then its already spooky
i have a feeling sdm moon would look very identical to its interior very nice but its not required yet
the simple big mansion entrance had always reminded me of resident evil 1 but i love how the alternations of other places make it also really great happening just like the og mansion and sdm itself i just love the interior design
jeez, i wonder what purpose a rotatable portrait can have in a maze-like dungeon game
also shockingly, the changes to get my mod to work with AC, suprisingly worked well
I only wasted 1 hour on the difference between AdvancedCompany.Game.Manager+Moons and AdvancedCompany.Game.Manager.Moons
