#Scarlet Devil Mansion v2.2(紅魔館)
1 messages · Page 4 of 1
oh and the update is out
ooo, ||rotating hallways and secret book shelves?||
the dungeon should work better (and work in general) for AdvancedCompany now
also the enemy variant shouldn't get stunlocked by other people's mods now too
no secret book shelves sorry
just decorative, rotateable frames
oh i see how you got confused
no not confused i was just saying it as a semi suggestion
cus "oh funny dungeon like interior with the scret flipping booksehlve"
"that turns to reveal a new path"
lol
tbh
i wish i could have secret paths, but that sounds like a pain in the ass on God
rotating bookshelves would be a cool additon to the base game mansion
it would make something for the person on the terminal to do
im pretty sure we already have that for the factory dungeon
well at least to my group, we find it annoying
cause we always 6 man the dungeon like wild chickens
lmfao
what i do is on mrch
i peak my head in to the fire exit on the left
then i go back and do terminal stuff
and i just check terminal for aorund a few minutes before going in
I did noticed the enemy variant got stuck with morecompany v1.7.6, but I tested solo in last night the variant and MC v1.8.1 and it moves just fine now (SDM v1.2.1)
i fixed the coilhead interaction
but now it's a completely seperate script, so no matter what happens in the future, im safe
yeah thats cool to hear! Love the map and touhou ref in this one. Currently still on 1.0.7 LLL for stability sake, so going to missed out on new stuff that got add after 1.1.1 LLL update 😅
Cant wait to try it though
you see, the secret strat is to just run and get out with loot before the braken spawns
to counter the only silent enemy that can clap you when not paying attention
then watch your friends die on the monitor, then later say that you did your part so you are not to blame
I know LLL is stable with just my dungeon. It's really the fault of certain moons and dungeons that haven't updated yet to the new LLL
Of course LLL is still a little buggy which doesn't help matters, but at the least I can say, my dungeon by itself should be fine
What issues was it having with AC?
Or were they caused by the LLL update
that looks awesome!
Oh no, it's just that AC replaced a lot of function calls that I was depending on. There were no errors per say, just that my custom enemy and item logic was not working
I simply accounted for AC's replacement, it should be fine now I hope
Oh I'm not too worried about the dungeon! It's more of the other mods that may or may not break with LLL update my group only play once a week on friday. I just need time to test stuff during the week before playtime 😅
Ahh, gotcha. I don’t plan to update LLL until it becomes a bit more stable in a few days once Batby returns and has time to fix things, as I’ve heard it’s pretty rocky atm. Would you say I should disable it in my modpack (that uses AC) in the meantime?
or ig I could just disable the knight/custom items in the meantime
that’s a much better solution than disabling the whole map lol
The last version that works with LLL v1.0.7 is v.2.2.1, which doesn't have the AC fixes
I don't plan to patch for both LLL versions since it's only a few days from being fixed, so nothing much to do except wait
So yeah I suppose I’ll just disable the knight and items for the time being
Oh I wouldn’t expect you to
Just letting people know that if you're not using AC, MC 1.8.1 and SDM 1.2.1 shouldnt break enemy variant anymore if you're still on 1.0.7 LLL
No point in wasting time supporting a version that isn’t even compatible anymore
Oh I mean that you can't disable them, AC technically disables them but that's just an fortunateuly unfortunate accident
they didn't, now they are fixed
That explains why I’ve never seen them while playing lol
Can’t wait to see them when LLL is updated next week! ^-^
does the dungeon usually take like 40 seconds to generate?
also pretty sick that the mushroom can spawn on the table (probably a coincidence lol)
dont know which mod to compliment for that
the dungeon can take a while to generate (i made improvements to it and its still slow)
the mushroom though, i assume thats an item
the tables have a item spawn location on the table for ease of grabbing
it might be slow but it loads fast and fluent for most of the part
im starting to think its really the fault of the garden tile.
tile may be too big and can fail a lot cause of it
might be it I remember seeing it fail the main path a lot on generation
probably needs more testing though
would the new update work with LLL 1.0.7 or do we need 1.1.4
all new updates are LLL v1.1.0+ only
understandable
[Error :ImoutoSama.ScarletMansion] System.NullReferenceException: Object reference not set to an instance of an object
at ScarletMansion.GamePatch.InitPatch.FixMapReferences (StartOfRound round) [0x000ae] in C:\Users\Jose Garcia\Desktop\LethalCompany Modding\ScarletMansion\ScarletMansion\GamePatch\InitPatch.cs:69
[Error :ImoutoSama.ScarletMansion] Error when reading base game's item list. 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.FixItemPrefabValues (StartOfRound round) [0x00032] in C:\Users\Jose Garcia\Desktop\LethalCompany Modding\ScarletMansion\ScarletMansion\GamePatch\InitPatch.cs:95```
;/
quite a big error i would say so too
what's the mod list you running, and could i have the full error log too?
uh how can I get the full modlist
that one i dont know yet, but the full error log will list out the mods anyway so it'd be fine. this is how you get the error log
sorry to make more work for you, but it looks like the big halls still have door sockets that are too small:
is this gonna be tricky to solve since these hallway tiles can connect to normal sized doors?
uhh OHHH
sorry, i forgot about the hallways
i set the size of the door sockets based on the regular doors, i forgot that the hallway doors are just bigger
that is a my bad, im dumb
ahh i see
glad if it's not too difficult to fix at least
I gotta get fumiko to release this version that lets you see the portals in game, should help with ensuring that everything is good
fo sho
you're running an old version of my dungeon on the new version of LLL
it will crash, you need to update my dungeon to the latest version
according to the logs
Loading [Scarlet Mansion 1.1.7]
just to be sure that im not dumb
yep, somehow you have the old version
yuhyuh
Is it possible to split the garden tile into 2 or 4 tiles that gen next to each other to see if it would lessen the strain?
Id imagin the issue comes from it finding a place to spawn
So making small and big gardens or chunking them might be a good idea but I'm not sure
Pretty much what you said is correct, if I split up the garden it will be less straining
But if I do that, I might as make the rest of the garden tiles to make a whole garden path
Well I don't have it to, but the code to forcefully make the garden tiles spawn next to each other, is gonna have to been made
It's once of those, I gotta do it all in one go features
Makes sense
Since random fire exits is on my plan list, I may remove the garden tile temporarily (to see if it is leading cause of generation times) and add the random fire exits
Then re add the garden when's it fully realized
You know, that's not a bad idea
Oh even after I add back the garden, the multiple fire exits will stay
Alright
Would it be multiple gardens or another new unique less big room
For fire exits?
Or is it just random
Fire exits will be like base game, spawns randomly, just with a different model
The gardens will be redone to be a single path
I may do it like a main path that branches off into normal rooms
Or do a whole line that cuts through the map
The later is much much harder
haha the mimics mod is becoming more and more obsolete with custom interiors. at least it's still good fun every time we play on vanilla interiors
I mean the fake fire exit mod
😨
oh like a red door will randomly spawn inside SDM?
and only a fool would fall for that?
Patchouli's door trap
I'll see how the mimic mod does it, but I don't see why I can't I replace the fire exit model with my custom door model
She uses it to get Marisa when shes trying to leave
IN THEORY
I think batby wanted to make mimics work on all interiors, no idea how he'll pull it off with how varied everyone decided to make fire exits though
I don't remember seeing any mimics on SDM but I'll have to fly around with noclip to confirm if they spawn or not
Also if you make a custom fire exit door, can you please take the time to make a custom main entrance door too?
They do not spawn
I have models for a thematic fire exit. I don't have models for a proper entrance door
If the modeler that's helping me can make it, that's cool but no promises
Alright
Cus when I was playing it I was like "where the hell is the main entrance" then I realized it wasn't a double door.
Hey not a huge issue but sometimes when using lockpicker enhanced to lock doors the lockpicker will he put on the opposite side of the door you are looking at, my poor lockpickers are being given to the knights as a toy 😢
Ya honestly I don't see how, but I believe. I know I can do it for my door specifically but for everyone that's tough
The lockpicker enhanced? That's weird
I'm sure the regular lockpicker works
A modded version does not?
Yeah it seems to work, and even locking it works a lot of the time, but sometimes it just goes on the opposite side to lock the door
Oh no lockpicker enhanced just adds the feature to lock doors
Same item, same functionality
If you bug me about that in a week, I'll look into it
I spent the last week fixing bugs, I gotta be adding some content
Yeah no problem, the LLL and generation stuff looks like a headache. I've still not updated LLL and interiors/moons because I dunno what works and what doesn't yet
Understandable, I just put more troubles on myself by doing many unique things
I couldn't just let my custom enemy and items spawn on other moons, no, I had to make it only spawn on my dungeon which means I have to some fancy injection to avoid mod conflicts
Apparatus? Lame, how bout an entire new event
Dungeon generation? How much my own version
Well I'm not really complaining, just stating the issues I face
the new LLL version was worth it for me because I can finally adjust vanilla dungeon rarities for every moon. I did have to find workarounds for multiple gamebreaking bugs but in the end it's playable
But anyway ya, I'll look into it just don't forget to remind me
I've really liked the little events and stuff for the interior, like taking the paintings spawning little knights and loot or the amount of looping, I feel not enough interiors loop but branch out into the distance
I really want to sort the moons by difficulty 😭 I just need to see if stuff is broke, I know starlancer moons had a lot of issues that are ironed out now
yea triskelion was one of the moons I had to uninstall because it wouldn't load
good to know they had an update
I love Triskelion, it's easily my favourite moon from theming. I'd love if the Callisto dev was contactable, there's a few problems with that moon that people here could give advice on
all my custom moons that have custom interiors on are pretty laggy for some reason
Sounds like an LLL issue or moon issue or something?
Like sure my mod could cause it but the description is too vague for me to do anything with
Without the sacred log
bet
My mod isn't part of the mod list? I can't help if it isnt my mod causing issues. I don't know what the other mods are doing
it is, any custom interior on a modded moon causes lag issues
I checked again, my mod isn't on that list
However I did see a huge section of Occlude Audio errors
Unfortunately the log doesn't tell me where the error is happening or what mod is causing it
But something is causing errors like crazy -> which is the lag causer
ok thanks
and the errors are occlude audio errors?
Yep
ok thx
It may be on the list but it's not in the log
thats weird
Oh that's why, obvious, you didn't update LLL
My newer updates only works on the new LLL update
So the mod loader denied my mod
[Error : BepInEx] Could not load [Scarlet Mansion 1.2.3] because it has missing dependencies: imabatby.lethallevelloader (v1.1.0 or newer)
ohhh
do u think that could be causing the lag?
I said earlier, the huge section of errors is probably the culprit (every frame it gets an error and prints it into a log file, and I mean every frame)
That load error is only BepInEx aborting the mod load process early. My mod is never loaded and can never affect your game
The cause of the errors could be anything
ok thanks
encountered a pretty bad bug last night playing; someone in the server picked up the cursed painting. the barriers came up on the doors, but never came down, and no knight ever spawned
we only got them out b/c we had a teleporter, but the barriers never went down
i believe the barriers even blocked off a part of the map because that room was the only way forward
we did encounter a knight later though, and it was (mostly) functional, so that was cool
What version were you using and what was your mod list? I know that interaction happened with a specific mod in the past, but I was pretty sure that I fixed it
Strange and peculiar, I can't check my code rn for the potential culprit but I have a good idea
is there any keywords i could look up in the log to learn anything for you ?
If you can grab the host's log, I'll read it through it
It's specifically a bug from the host's side
i see, ill ask him when hes available
The bedroom sequence broke, which at the least can be patched to work even if it explodes
would gettnig the log of the person who picked up the painting help at all, you think?
It's specifically the host, as they call the functions that release the doors
right
Whoever picks up the painting just starts the sequence, but it's the host that actually does everything
At the least however, you can send me the mod list so I can test solo
This shouldn't be a multiplayer only issue
I'll test it when I properly wake up
playing solo to test things
........is a jester supposed to be able to spawn from the ucsred painting?
LOL
honestly pretty scary
From what Understand, the cursed painting should always spawn a knight?
I could be wrong.
this literally just happened to me too.
first time i get this bug tho, can it be because of facility meltdown? (just downloaded it)
FacilityMeltdown shouldn't have interactions with SDM's cursed painting
i do not have facilityemltdwon
not sure if it helps while i have like 3 mods that clean up log spam. but here it is
@tranquil frigate if I want to use scarlet mansion with LLL 1.0.7 do I need to use an older version of scarlet. And if so what one
SDM v1.2.1 for LLL v1.0.7
@tranquil frigate quick question, does the new enemies from the interior spawn on any interior, and if they do, does it work on modded interiors and modded moons
I got a coilhead one run. Pretty fucking terrifying lmao
I've been doing a bit of trolling, I added more enemies to the painting spawn list
i had a hunch
i think its awesome if rarely you just get a jester and your like "oh fuck"
Unfortunately, the mod that cleans the logs makes it worse, because I'm sure an error is supposed to show up
The new enemy only spawns in my dungeon. If a mod were to spawn in my enemy anyway in their custom dungeon, nothing will break
@tidal belfry when you are solo testing, did any bugs happen?
i only tried it out once but it seemed to have worked
i have a hunch you'd need as econd person
maybe it works for the host
It would make sense ya, but it shouldn't
Nah it spawns enemies the same way in base game
ic
I'll look at the code again, maybe I messed something up
If not, I'll get a 2nd party to test
if you need a 2nd person i am willing to help
Ya it looks like my friends are playing death stranding or something, they busy
want me to hop on?
Uhh hey <@&1173795317469159444>, is the mod dev vc only for people with the modder role? I can't take a non modder in there temporary?
I can forcefully move them into the mod chat as long as they're in a voice channel
Ahh fo sho
Infiltration
espionage
I'll be there in 5 seca
ping me if you need any more help with mod chat stuff
@unreal horizon i know your mod automatically fixes script references to certain fields (SelectableLevel.Enemies, SelectableLevel.spawnableScrap etc.) for other mods
but by chance, does it not work for IEnumerator functions?
It’s possible it’s on my end as well
Can’t think of s specific but I may have missed a consideration for custom enemies since their so new
Oh no I checked. I have to do extra logic stuff for my enemies stuff.
I assumed since AC changes certain variable calls to theirs, it would fix every one of mine too (I think it ignores IEnumerators). I already changed it so that bug won't happen
Are you planning to implement a config to allow it to spawn in other dungeons?
yes, just not now
Ah thats fair lol
This was a question I had: Your enemy doesn't show up in AdvancedCompany's menu, despite other modded enemies showing up. Any idea why that would be? Is it a Coilhead internally?
my enemy and item is loaded into the game but not into any moon. AC checks enemies and items loaded into moons to create its config.
my mod inserts the custom enemy and item when it detects my dungeon
Pushed an update that should fix the bedroom event, with multiple failsafes just in case it breaks again
Also a new bedroom variant
@timid surge im sure i fixed the door sockets this time, i didnt actually test it yet but ill do it now :)
glad to hear it, thanks for your work on that
hopefully it will help people out now if they're having performance problems
i know thats me, i cant run my own map sometimes
whoops, I almost left my debug code in
yall would have seen only jesters
:)
I tested it, no clipping issues so it looks good
The lighting is weird though. Are you automatically turning on the shadows for every renderer?
yes actually, I was wondering if I saw something go wrong with that
it's so that when a renderer is outside visible tiles but occluding a light source it only has to render into the shadow depth buffer
but I guess I'll probably want to save the previous state or just make it render fully instead
however you want to do it
if you need me to make modifications, i have no issues
I can probably cache the default after generation finishes, I would assume nobody would change the shadow mode dynamically
even with how much i mod the base code, I can't think of a reason for anyone to change the shadow mode dynamically
yeah, hopefully that holds true
probably safe assumption until someone breaks the rule
having to store and restore that every frame makes things quite a bit more hairy
I'll try to throw that in soon
it should prevent shadow flicker on your map
mkay, good luck chief 🫡
did u manage to set vanilla dungeon weights lower than default tho?
nope
Yea, might be true :D
D:
I guessed that it wont be a huge problem. Can you put the access to those fields into a seperate method and call that maybe? If you want AC to patch it :D
Otherwise I might fix this later
nah, i just found a much smarter and less stupid way of coding what i wanted
and the hardest
but you can easily change every dungeon other than vanilla to more than 300 in the LLL config
Nothing strikes me for which mod, mine or anyone else's, is the cause of lag
I would have to do some runtime analysis to see the cause
would that invlove me
im so damn confused
it runs at 40 fps in the interior
It would involve only me
What's your initial fps?
I would love to have 40fps in general for me
Wait do you mean outside is laggy and inside is fine?
in other moons, like 120
on this moon with any custom interior, 40-50
inside the interior
40
Well sounds like a problem with that moon
lmao on my laptop I play at 15 fps and im happy with it, on my pc, anything below 80 feels bad
yea wesleys moon are a;; having issues for me
Well if it's a problem with that moon and not my dungeon, it's up to them to find the lag causer
It's no mods causing issues, it's probably just that moon
we kinda had that convo earlier in wesleys thread 👀
Its def some issue tho
not cause of my PCs hardware
since this lag issue didnt happen before
i played today on Gratar sdm, Atlantica bunker and Asteroid Office and had no lag issues, the only thing which are quite normal is asteriod load time and sdm short pause for loading
SDM itself isn't an issue even on Titan or Secret Labs, it might be huge, the pause is a little longer, but other then that no issues on fps or lag or similiar
could always install +HDcompany and turn down graphics
once again, there is a certian mod causing it, as these issues did not happen before, its not because of my pc being weak lol
also its not just this moon
any moon I have used with SDM on it, thats modded is always laggy
yep
without SDM, it runs very smoothly
do the most recent scarlet versions not work with LLL 1.0.7?
@tranquil frigate next update for CullFactory will have a fix for that shadow flickering, turns out that we aren't getting any benefit from setting shadows-only anyway
Only v1.2.1 works with LLL v1.0.7
🫡
is this crystal from your mod?
yuh
ah is the way you hold it work in progress, or should i tell you that this doesnt look right? haha just wanna make sure
it looked good enough to me for when i added it
i assume you are using a pov mod?
the tiny idea i had, what if you hold it on the ball part
and instead like -- its |
wouldnt make sense, you dont hold a bottle on itd cap
you hold it where the weight is
oh thats a bottle
oh its not a bottle
but the shape is similar enough
big weight on one end, small ball at the other end
true
ill fix the holding animation to look better later
thanks, i was just a bit confused, but i totally forgot that i had fov_adjust mod as i play with that almost always
remember yesterday when I was having issues with SDM on a custom moon, same lag issues even happen on titan
I also have this spamming on LC OFFICE
but the lag is different on that, it spikes
I get the same exact lag as the the one I get on alalntica
@tranquil frigate Suggestion for accessibility option for lower end system users, an option to disable shadowcasting on the lamps etc. ❤️
I remember seeing that error a few times throughout development but I could never guess the cause
I'll look into it, not this patch but the following patch
alr thx
Is this after you increased chance spawns for lamps and chandeliers?
yep lol, still havent tested it, pretty busy, will try tmr evening
releasing update in a fat minute, both paintings have been added and the late bedroom variant has been added
also did some things to the lighting that may improve performance a bit. Also, I've just started using CullFactory and it's been great at helping performance. It will probably remove the shadows warning you keep getting
@covert tartan that last message for ya
Looking forward to recieving your load 😄
😂
I'm a failed comedian! D:
also, seeing that the dungeon event bugs are fixed, I capped the painting spawns to 2 but you can increase the cap in the config
I been meaning to explore this one but i can never get it to spawn from luck
might just set it to 100 for a minute to adventure
you will still have the same luck even if you set it to 100, it previously always spawned as long as you found a bedroom
but i did make the library slightly less common so maybe you'll find it a bit easier
I'm do some polishing to the guest bedrooms before I finish the v1.2 series.
I may continue polishing with the servant quarters room as I don't have anything particularly ready for the v1.3, but I shall see
LMAOOO
does it always spawn 1 of each painting? And if we increase it, does it try to keep the numbers of each painting even?
by default yes, it spawns 1 of each. you can increase it to an odd number it doesn't matter
under the hood, it just cycles between the materials
Neat. Thank you
maybe if you want, you could also make an variation with your pfp
wha chu mean?
another one of those but the variant would be your profile pic 👀
collecting your art be like
can't, all the assets dungeons ||(except some the sounds don't tell anyone)|| are all original, created for many of my previous projects
my profile pic is someone's art and i aint know that person
damn
also it wouldn't fit with the map's aesthic at all
i still love your interior, whenever it pops up i have fear of the knight lmao
the only question i would have is, did you ever thought about, when its your interior, that the knight enemy you have, is replacing coilhead on that matter?
the knight does replace the coilhead, somewhat
the knight steals 75% of the coilhead's spawn chance for itself
so they can both spawn, but the knight is much more likely
interesting
i was only getting this here, since herobrine is able to replace the girl as a setting, but i think thats also global so nvm
ya i only do the spawn chance manipulation when my dungeon loads, it doesn't load on other moons or dungeons naturally
was always a smart idea :)
is this monster from this mod?
yuh
mmkays, enjoys
@tranquil frigate On playthrough the picture frames you can rotate, only me (host) could rotate them, not any client. They could see me rotate them fine etc.
found the bug, easy to fix, will be fixed tomorrow
Hehe no stress! 😄 Good stuff ❤️
yoooooooo they look good
thank you!, will try adding the interior again now
Guys, does anyone else have this problem, sometimes takes a very long time to load the dungeon, in the console spam generation errors
afaik intended
there are a ton of rules the dungeon has to follow, and generation is too random
You drew the art!? They are very nice. good job.
It ideally never fails that often. In my experiences it rarely takes that long but sometimes you are just unlucky
All my art was drawn by someone else. I'm a coder not an artist
We already have an artist, thanks for the offer though 🫡
Good shit!
There was a warning somewhere against increasing the size too much right? Just trying to remember if it was this one
yes at large sizes like 5x and more you can randomly end up generating for a few minutes or forever
You can make generation a bit faster by adjusting the config
It will make it bigger though
@tranquil frigate As an avid nameless little devil fan, can we have a little devil easter egg on library sections of the interior 👀
(In addition, Patchouli easter egg too 👀)
I do have something that may work as an Easter egg for Koakuma. It won't be themed based on the library as we aren't there yet
WOOOOOO I am heavily looking forward to this! I love the new Sakuya painting too btw :D
The sakuya painting is some variety in your life frfr
Imagine if taking it makes everyone and the enemies freeze for 3 seconds
I can't imagine how much of the game it could potentially break, slowing down or pausing time
It will break stuff indeed
What if different paintings give different varieties of monsters
With the intensity being determined by the charicters
rumia painting turns off all the lights in the mansion for a few hours
cirno painting spawns a spore lizard or snare flee, dayousi painting spawns I was going to say bees but a hiveless bee swam is really annoying so idk maybe a slime or something, meiling spawns prob a thumper or bunker spider, patchouli would spawn in a bracken or bunker spider tho I'm not sure how you'd deal with a bracken spawning on top of you in a room where you have no where to go... Kouakuma would spawn in probably a knight or a random monster , sakuya would spawn in a knight or a nutcracker in its attack state but im not sure how youd deal with an attacking nutcracker without anything to hide behind lol. Remelia would spawn in a masked or a winding jester or something. Flandre spawns I an eyeless dog or 4 knights lmfao. (Joke)
thanks for the suggestion. however, we only have grand paintings for Remilia and Sakuya so we can't do any of the characters. but we will probably give each painting slightly different enemy spawns for sure
here
YOOOO
We need a Myon painting
That's no Scarlet Devil Mansion
Can't wait for her someday 👀
i picked the 2nd worst crystal colour for this, but the idea is there
im giving an 2nd purpose for flandre's crystals for fun reasons. i'll test it for multiplayer tomorrow before i release it. seemingly no problems for singleplayer
...might uninstall the Colored Flashlights mod for this
But if I do I'll have to make the crystals spawn in other interiors occasionally if possible
Cuz SDM is already pretty rare in my configs
Hello again, it's ya boy the one and only lockpicker user in existence coming back at ya to remind you of those knights stealing my lockpickers
I'll look again 🫡
The one person in the world who uses lockpickers is reporting a bug
o7
Meanwhile I just installed the mod that lets me bash down doors with shovels
doesnt colored flashlights already come with stuff like terminalstuff
oh ok role color change in real time
Eh I was just messing with it cuz depression making me think I don't deserve the Gameplay role atm
idk tbh
don't use terminalstuff
I have the Colored Flashlights mod and that's it lol
(for this type of thing at least)
Colored flashlights have already been done, but the colored part is the flavour effect. The real gameplay purpose is to refresh the flashlight battery while improving on the battery life
Niiiceee
Will this only work specifically for vanilla flashlights?
I don't know why I typed the original message in a messy way 💀
It turns the vanilla flashlights into my own flashlights (which are just copies of the vanilla with the crystals mesh and a different script)
For modded flashlights, depending on how they do it, functionality may or may not be easy
The one thing I'm afraid of is mods such as ReserveYourFlashlight. It's common enough mod that I have to make sure it works with that. Either other mod is God's (or the og modder's) will
It's more for Lockpicker enhanced, you may be opening doors, but I am closing them
Ahhh. Valid. I thought that mod was kinda busted since most enemies can't get through locked doors at all
That said, I do like the mod I saw recently that lets keys turn off turrets, that seems pretty neat
Hehehe, maybe locking doors for the base game may be broken but my dungeon will soon not have that potential problem
I mostly use it for coilheads and if possible Jesters, coils are just a pain to keep around. As for turrets in a similar fashion to busting open doors I like KillItWithShovel as you disable them with a shovel 😂
Looping paths With no doors
To be fair, shutting a door stops a Coil for a whle
Long enough to break line of sight and find somewhere to run to
I'm thinking something more destructive and permanent
I already have the assets for it, and the code seems simple enough
New enemy? 👀
No new enemy (not for a while sadly)
@uncut geyser i looked at the lockpicker code (for both the base game and the mod), I think it's a bug in the mod actually
Vector3.Distance(component2.lockPickerPosition.position, __instance.playerHeldBy.transform.position) < Vector3.Distance(component2.lockPickerPosition2.position, __instance.transform.position
to explain in english, this code picks the closest door handle to attach the lockpicker. however, the dev messed up. they used the player as the starting position for one of distance checks and they used the lockpicker as the starting position for the another distance check
aka, you will get inconsistent results no matter what sadly. i moved the lockpicker positions a little farther away, that may help a bit
Ahh that would make sense, I remember having it happen one time in the facility dungeon and raised it with the mod dev, I'll mention this but thank you very much for looking into it 
🫡
Thx for noticing
just doing what God intented me to do. eat, shit, make Touhou mods, and write code
relatable
turns that it needed a bit more code (the damn helmet light), now its ready for single player, just waiting for my partners in crime to test out the multiplayer code again turns out that I can't trust Zeekers code in the slightest
How to load this dungeon more faster? With default proprieties the loading is very slow
you can increase the following values in the config to increase the bounding box of the dungeon, and making it less likely to fail. something like 120 and 80 -> 160 and 120 will work
however, i will soon be doing a code analysis soon on the dungeon generation and see where i can speed it up. along with that, I will be adding a window in the main menu where you can pick preset dungeon generation values so you don't have to mess with the config
if you can yes please, in my pc only these dungeon load slow
btw I forgot to tell you, but the update did def help out with performance
nice
playing the map on rend, hardly any loot
its a common complaint, all the loot does spawn like normal. but since the map has more area and the loot tends to spawn uniformly, it feels sparse
however, the paintings give real money now if you can find it, and survive as well
Do you have loot rooms?
there are loot rooms, but every room has a chance to spawn loot, even the hallways have a small chance of spawning a cabient that can spawn loot
and since there are 3 main paths, the loot is going distribute between those 3 paths
almost finished with this (was supposedly to be small and quick) update, then I can go back on track
I will probably add another dungeon event type for v1.3, to help with loot and to increase the fun of danger
What was supposed to be a quick fun addition took 4 days, at least it's over.
As the new flashlights are inherently new items, I wouldn't be surprised if they don't function with mods like ReserveYourFlashlight. But since other mod combability issues may show up as well, I'll address those when they are reported as well.
did you ever figure out that item consumption thing you were talking about in #dev-general a couple days back?
dont need it or anything just curious if you solved it
solved it, added it for the last update
nice, what'd you use it for?
ive yet to get complains, so it seems to have worked
just this
its a very relatively advanced feature and code for a relatively simple feature for fun, but i did it
now im back to addressing my dungeon's load times
gl, hopefully you can find a way to optimize it :)
and i have discovered a lot of issues with the dungen's code, that is actually directly affecting my dungeon
the issue is so bad, im suprised the original dungen coder never found it
well, the fix will be out soon, so at least this update is fast
nice. Is it that its not a good algorithm for your dungeon generation or just some overall flaws that would even help with the default dungeon flow?
its an awful function, it would help the vanilla loading times too (though not sure by how much)
lol
if you manage to optimize it a ton maybe you should let zeekerzz know
though its probably not a concern for him because its necessarily broken for his uses
its not broken as in its glitchy and funny. its broken as in its terribly slow for no reason other the an oversight
zeekers would probably like it, but its not really that important. its something that you would bring up in the big code suggestion list that the modders are cooking up right now
true
oops I meant to put NOT necissarily broken
Hey @tranquil frigate I think a doorway failed to spawn here, should have grabbed the room I was in for another reference too
@timid surge @opal wigeon I spent 2 hours of my computer running the fixed doorway algorithm to compare performance. This is only for my dungeon, I'm going to check vanilla maps in a bit.
C = The amount of successful dungeons created
T = The time in milliseconds for a successful dungeon to be created. The first two values is the min/max based on its average +/- its standard deviation. The last value is the average
S = The amount of restarts made by my personal algorithm
R = The amount of restarts due to failed dungeon generation (includes C and S)
Each tile has an average of ~320 doorways to check with a min/max of (-20 - 680). Ya I know the min is negative but you understand.
Before optimization fix
Exp: C93 T([7455.88]) S265, R732 (the real time avg. is probably like 8500+)
After optimization fix
Exp: C72 T(1088.21 - 4830.83[2959.52]), S289, R752
Rend: C62 T(682.67 - 5914.48[3298.57]), S320, R752
Titan: C40 T(1885.57 - 16029.36[8957.46]), S453, R722
Before optimization fix, after removing tile injection
Exp: C99 T(3479.53 - 10142.97[6811.25]), S272, R412
Rend: C99 T(5011.04 - 13109.08[9060.06]), S358, R535
Titan: C25 T(12545.70 - 39211.45[25878.58]), S165, R229
After optimization fix, after removing tile injection
Exp: C99 T(1089.13 - 2469.67[1779.40]), S318, R480
Rend: C99 T(1311.60 - 3009.50[2160.55]), S383, R549
Titan: C79 T(2745.61 - 7807.69[5276.65]), S510, R676
I didn't do Titan all the way it takes way too long. Also Titan isn't the full 2.3x map size multiplier, it was capped at 2x. I forgot about that.
wow, that's a massive improvement
I don't think you've mentioned what tile injection is to me though?
Oh, that's just unique to my dungeon. It's to force the garden tile to spawn (since it's the only tile with the fire exit). I thought it was causing isssues when I realized it's terrible tile size and I was right.
interesting, I see
The takeaway I got is:
The algorithm really helps with the extreme mins and maxs. And of course the average.
so vanilla doesn't force any rooms to spawn? I guess I only know that some are limited to one, but idk if they're forced
I'm not entirely sure if vanilla has tile injections, but even if it did, they don't have any bounds so it probably doesn't fail that often
Ill test out the algorithm with vanilla now. I don't expect the craziest performance improvements but it's still worth to try out.
The vanilla map version (only Facility)
T = The time in milliseconds for a successful dungeon to be created. The first two values is the min/max based on its average +/- its standard deviation. The last value is the average
R = The amount of restarts due to failed dungeon generation
Each tile has an average of ~65 doorways to check with a min/max of (25 - 105)
After optimization fix
Exp: T(95.99 - 253.09[174.54]), R1
Rend: T(138.77 - 281.95[210.36]), R1
Titan: T(257.99 - 694.87[476.43]), R5
Before optimization fix
Exp: T(105.05 - 255.29[180.17]), R1
Rend: T(129.20 - 311.38[220.29]), R3
Titan: T(269.24 - 681.88[475.56]), R7
Barely any improvements, if any really
But it does expose a few important details regarding the performance of dungeon creation. The more tiles and the more doorways each tile has, the more it will affect performance (though admitly this may be a false statement since I do generate more tiles than usual). As such, the optimization fix does seem to defend against that performance drop so it may of help for custom dungeons.
Unfortunately this seems like a bust for performance improvements for dungeon generation in general. But for me, it's a huge boost.
I could see how much my dungeon's generation performance would be affected by removing the bounds, but if I find these boosts good for now (just gotta find a solution to reduce the amount of doorways for me)
(I cannot follow what you said, but I approve of the optimization)
Let me simplify it a bit
My map -> Many many many doorways -> bad performance
Vanilla map -> Not many doorways -> bad performance but it doesn't matter cause not many doorways
I suppose due to your wanting of the map to be very condensed, it causes tile generation to be elongated trying to figure out what can fit and what can't
a shame hallways can't be like... dynamic
You would think that, but it's actually more simplier than that
imagine a catwalk tile that can be any length between x and y meters. o- o
More doorways = slower
What if you made many similar-looking tiles that had a reason/coincidental-flaw to have a door not be available?
It's really that simple. My dungeon assets are very malliable so I can make almost any wall into a potential doorway, but that adds up a lot.
a "fake door" or 2 added to copies of similar-lookin' tiles to reduce the door count o, o
like, one tile shows a "door" boarded up, another shows a fire/furniture barricading it, etc . ,.
But what you said, that's my plan going forward
oh? .w.
See- even when I don't get what u said, we're on the same wavelength
ez <w<
Reduce the amount of doorways in general and use tile varaints to still give each room some visual variance
If ye want, I can come up with 50 reasons doors can't function >:D ... From boarded up, to statues in the way, to a chair barricading the doorknob
good luck .w .
yuh, still not done unfortunately
No rush. Tbh the interior just feels lengthy is all in terms of being generated. Otherwised, very fleshed out and pretty 👍
optimization always is good, no matter what mod or game or thing. But optimization takes a heckin' long time sometimes
what do you define as "lengthy"
Like ... I wanna say as little as 12 seconds - but I have had instances where it took 30+
However, I'd like to point out - those had map multipliers of like 3-4
in terms of dungeon-size
i forced the multiplier to be 2x max, unless you changed that
ah . , . - I did not change that
so it was 2x tops then
I never change interior generation settings in any interior mod. I only screw with the rarities
but 30s sounds about right, just this fix should reduce that to 5s on average (~8s max)
with one more fix, i can probably reduce that even more. just gotta figure out how exactly
the speed boost wasn't that hard to code, it's just that original dungen coder left a bad whoopies somewhere important
a bad whoopies that messes with dungeons like mine
anyway, tomorrow I will release these optimization fixes as I need to do one more thing first (adding real fire exits, I'm killing the garden tile for performance reasons)
👀
oh if you are gonna make a moon (later on) it should be like always foggy with a 70% of eclipsed since the red mist
for a 100% chance of SDM atleast
Rest in peace Garden tile 🥺
the garden tile was awesome, maybe you could work around it?
i found this mod thats called cullfactory
which doesn't load rooms that you arent facing towards
me personally tho, i don't have any lag but it would be system related
ill be redoing the garden tiles later into something more proper and fleshed out. but it's part of the loading problem so i have to axe it for now
the map isnt lagging, its the map loading thats the issue
oh i see
btw if you make a moon for the SDM it should be foggy always
ya i saw, probably no moon though. i don't have enough time to get to it. development will heavily slow down after march 15th-ish so i wont have time for it
well if you are able to get to it anyways
yuh
Could you leave the garden tile as a possible spawn, but no longer guarantee it? So we can still see it occasionally?
Not worth it. The tile has nothing of real value besides it being unique. I would also have to remove the fire exit gate if it was a possible tile spawn as well. It's coming back eventually anyway so no need to fret
Last optimization notes
C = The amount of successful dungeons created
T = The time in milliseconds for a successful dungeon to be created. The first two values is the min/max based on its average +/- its standard deviation. The last value is the average
S = The amount of restarts made by my personal algorithm
R = The amount of restarts due to failed dungeon generation (includes C and S)
Each tile has an average of ~320 doorways to check with a min/max of (-20 - 680). Ya I know the min is negative but you understand.
Before optimization fix, after removing tile injection
Exp: C99 T(3479.53 - 10142.97[6811.25]), S272, R412
Rend: C99 T(5011.04 - 13109.08[9060.06]), S358, R535
Titan: C25 T(12545.70 - 39211.45[25878.58]), S165, R229
After optimization fix, after removing tile injection
Exp: C99 T(1089.13 - 2469.67[1779.40]), S318, R480
Rend: C99 T(1311.60 - 3009.50[2160.55]), S383, R549
Titan: C79 T(2745.61 - 7807.69[5276.65]), S510, R676
Each tile has an average of ~200 doorways to check with a min/max of (40 - 360).
After tileset rework
Exp: C100, T(716.95 - 1676.41[1196.68]), S?, R424
Rend: C100, T(791.48 - 2906.96[1849.22]), S?, R653
Titan: C60, T(1876.63 - 7868.92[4872.77]), S506, R673
After tileset work (updated width/length)
Exp: C100, T(770.73 - 1452.32[1111.53]), S172, R301
Rend: C100, T(955.33 - 1844.45[1399.89]), S196, R329
Titan: C100, T(2074.14 - 5045.51[3559.82]), S406, R572
The final results:
Experimentation avg. load times from ~9.5s -> 1.1s
Rend avg. load times from ~12.6s -> 1.4s
Tital avg. load times from ~36.1s -> 3.6s
About a 90% reduction across the board, and the deviation from the average has been massively decreased too, meaning that it won't deviate from the average that often.
I'm super fine with these changes, just gotta check if the dungeon didn't break now before I release this update
Performance update is up. I also had to change the dungeon's "feel" so please let know how the generation feels like now
I shall definitely tell you my results next session, however your generation is made to be rare (for my pack) .w.
also- abouy :3
congrats on the huge improvements! seeing the thorough testing is really cool as well
nooo I liked that one
to bad it made load times 2321343x longer
Marisa lootbug when
How does the map behave on March, now that there's normal fire exits?
Weird, after the update loading times stayed the same
Did a test run. 2 fire exits lead to the same place, but the third one was separate. Also loading was fast.
Do keys spawn in the SDM?
I'll up the fire door spawn rate, I went too low for no reason I suppose. Keys do spawn and they spawn like normal. Keys are supposed to spawn near locked doors, but truly I don't how they spawn and they may be getting stuck in inconvenient places
nazrin lootbug
I don't see a bug that I'm responsible with. I've seen OccludeAudio null references occur with a multitude of other mods
Also unfortunately, I can't know if that is even my bug. That error is so vague
What's your mod list BTW? I think I can inject in some code to see the culprit
I know my friends asked me to give every monster a chance to spawn in with a funny touhou hat. I may have a marisa hat model somewhere in my folders to use
The mod list with scarlet is just this txt file + scarlet
The load times may be the same if you increased the bounding box values. But otherwise I don't know what happened with just that info.
That is also awesome
Naides
I'll check in an hour or so
Oh I didn't even think of that. A profile code would be much much better yes
Ty
I tried it on my computer. I loaded in, then quit to main menu after a bit. I got no error.
I'm honestly baffled that I never tried using LethalConfig. And it looks easily configurable for programmers too. I've been wanting to add config presets for the longest time so I'll add in that feature next update.
Next update will also have 3 variants of the servant quarter rooms
oh I have to load in the map first then leave? I wasn't aware
alright, ill try again later
whats your config for HandheldMap?
Im aware, i just have nothing to interesting enough to post yet
Whaaaat, the whole interior is interesting!
Yuh but at the updates currently are small incremental improvements, bug fixes, speed ups
No big and flashing new additions atm
Could always just showcase the mod itself if you've never posted it there 😮
Oops?
Ooh right one of the first
Well I hope you're able to make something big soon (assuming you want to) xd
Big and flashy is how you get the burst of traction. Even if it tends to makes me fix all its bugs over 2 weeks
Lel
Hey, scrolled up to this point and it appears nobody reported on this happening yet so I figure I will. I have ReservedFlashlightSlot in the modpack I've made for my friends, and when we tried to use the new flashlight features, it pretty much broke everything imaginable. One of my friends was able to successfully do the combination and make the new flashlight, and was even able to turn it on and off. but that was literally it. He could no longer scroll, pick anything up, go up ladders, you name it. That included dropping the flashlight - he was stuck with this cursed item. He had to leave and rejoin. I then picked it up and had the same exact experience, seeing that the flashlight would get stuck in a regular inventory slot and not go to the reserved flashlight slot. FYI, the only other flashlight mod I have in the pack is FlashlightFix, which is mainly QoL stuff, so I don't think it'd interfere much if at all.
Not entirely surprised that it broke. I will spend some time in the following patch to fix it
Sounds good, thanks
Sounds like me when I dealt with GI using-keys-from-inventory + LethalUtilities lock-doors feature
I literally couldn't open or close doors, leave the facility, pick up or drop items, scroll, etc.
I could however, keep pressing E on the doors to attempt to "Lock" or "Unlock" them as if I still had a key
You combined so many abbreviations that I don't know what you just said
Couldn't open them, but could make the noise as if I locked/unlocked them.
huh o- o
Erm-
Sounds like me when I had GeneralImprovements with the config setting UnlockDoorsFromInventory set to true with LethalUtilities Gear Setting KeysCanLockDoors set to true, and attempted to use the key to lock a door from my inventory (not being held).
any better? ., .'
that makes sense
Those two settings do not go hand in hand, and will brick your game hard.
You can still, thankfully, move and crouch
but that's about all you can do
I wonder... like
Source games have commands to put in the console to basically "refresh" the player's sounds, or controls, or fov, or effects, etc
Could someone not make like... a "oh shit" button mod?... Hold like... Alt + tilde to initiate a "player refresh"
it would somehow have to be able to mimic as if the player just joined the lobby
through all the steps that does
and then combine that with tricking the game that you've gone through a "Teleport" or left the game - so all items you're currently holding just drops to the floor beneath you - and bam
in... theory - should resolve every player-wise softlock
While I'm sure the feature could be added, I'm asusming most coders can't be bothered right now to do that
Someone oughta make a "Debug mod" pack. Comes with a feature like that... a feature to hit a hotkey to save the last 20 seconds of time of logs somewhere... maybe allow errors to appear on the top right of the screen if a button toggles its visibility with the ability to customize which errors you want to see or not (so you can disable setdestination errors and calculatepolygonpath)
so in realtime you could push E on some object and it just flashes on the top right "HEY! Error!" - Oh... something screwed up the second I pushed E here
instead of people having to guess when the hell something broke down the line
Usually it's easier to just "program better"
To add a billion, often unneccessary checks before you run your code
Modders are only human after all .3.
To make sure that no mod conflicts cause catatrostic errors
While I know a rollback feature won't be the hardest thing in the world, with how LC is coded it's gonna be a lot of work.
More work than most of us are willing to go through
When the solution, "code better" is often easier (relatively easier anyway)
Indeed, if everyone just coded appropriately we'd never need to bug report 😅
any chance blobs could be made so they can't climb tables and stuff?
Unfortunately too much effort for a single enemy
yea it's just confusing since vanilla teaches you to climb something to avoid blobs, but not a biggie
there is other taller furniture that still works
you can only really avoid blobs with railings in base game, which isn't the same as tables
all mobs lose to tall furniture anyhow
this was the same issue with the ligher from abanadonedcompanyaessets
they fixed it
Im confused? How does the lighter mod relate to enemy pathing?
replied to the wrong thing
this
makes more sense
the fix won't the hardest, just have to put in the time for it. I did look at this code a bit to see anything crazy that I had to watch out for
nothing of the sort really. should be a quick fix I hope
btw what is the new flashlight called?
Decorative Flashlight, but I call it D. Flashlight in game
Only way the UI doesn't overflow
alr thx
The snare fleas seem to have a lot of trouble getting on the ceiling sometimes
Snare fleas are always trouble those ones
I often don't get snare flea issues, so it's been too hard to try and fully solve
I remember a snare flea being stuck on a place in mansion layout in Rend because the jester blocked its way (it started winding so it was just there in place) while running away from one of my friends
and then it just spammed CalculatePolygonPath endlessly
(it still stayed stuck there even after the jester wandered away)
I assume you mean base game mansion?
that's curious if it was spamming that after it was moving normally
funky snare flea interaction
yeah the base game mansion
Not suprised honestly that little bug
so it's quite funky
I would've expected it to still be on the navmesh even if it got pushed
but yeah they are often the culprits for that spam
I think the most common cause is someone jumping off a railing with one on their head
^ usually me
that one surprisingly removes the error spam
for us anyway
The main culprits for that error are usually snare fleas and spiders for us
I'm taking that *friendly bug with me
:p
We will be friendly in the depths of the abyss
Can't even say f word, my lords
👍
Next update is almost ready. I think I said earlier that it would feature 3 variants of the servant's quarters.
👀
It will also feature a nice feature if you are using LethalConfig
I haven't followed through (cause irl busy) so this is news for me
A bunch of preset values for your convience.
Oh cool vanilla!
LethalConfig will be a soft dependancy, so you won't ever need it, but the option is there if you like it
oh shit, lethal config can be opened in game?
i was not expecting that shits
yeah it's pretty handy for testing stuff
I set up all my config options to update in-game so I can switch them quickly
never bothered to make a soft dependency though so it still warns that you might need a restart lol
I manually set up the toggles in there so the text would go away
but looks like I need to set a restart text for the dungeon weight. I can't be bothered to make that work after loading in
oh yeah I was wondering about that
does it get registered to LLL at startup?
or I suppose more likely game load-in
I do it at startup, but I did a bit of extra logic to make it synced (before LLL make dungeon loading synced no matter what)
ahh, gotcha
I could reset the values, it's really not that much extra work
that's something I hadn't thought about, ensuring that it's synced when changing it would be a pain
wait, no damn you right, it won't be sycned
I had been wondering about it though since I had to switch guaranteed dungeons repeatedly for testing CullFactory
Alright, it is actually too much work to resync it. But since the synced config and personal config are two different things, nothing bad will happen.
oh I see nice
i figured out what happened. i had a spawner spawn two fire exits on top of each other. it was an arms race on which one gets picked
bad bad code
that reminds me I got in through a fire exit but then it was blocked when I tried to exit
but I'm not sure if that's a feature of a painting or if it was a bug
yuh that's a me fault
Update is out. The new preset config feature will most definitely override your current configs. However, once you set the new preset config value to "Custom", your config values will never be overriden again
Otherwise, you can stick to the presets and the configs will automatically update to any changes I make to the presets.
So- nuke the config and just fix the rarity settings again. Got'chu 👌 ;p
Oh the config should be fine
But the preset value will literally override your config values if it's not set to Custom
Well, you touched config- so I take no chances. Config gon' get shot like a teammate in front of a turret. In comes new config >:D
If you says so
Shoot the config while you stare at it straight in the face
Don't pussy out
I'mma make it see the world of configs in front of it
make sure to tell it that you're doing it out of love
On it
:c
POGS
It's a shame since the effeciency update you did- scarlet hasn't been rolled once
😅 ... couldn't tell you how better or worse it got if I wanted to
Spike up the weight
I have also got to finally play my own dungeon for the first time two days ago, and I think I can finally understand what yall mean about the scrap count.
It's sorta hit or miss tbh
half the time - can barely find 1-2 scrap runnin' down hallways here or there
other time I go into some bedroom and see like 5
It's why I added these presets (like the More Loot preset), and also increased the default scrap count multiplier from 1.25 to 1.5
Oh, and whilst I didn't have it recorded - I did witness it. Your lovely armor bois gave a few people some scare ;p
that damn noise they make when they walk is so creepy to people XD
even though it's like
pitter patter of coconuts or somethin'
but we're more afraid of them than coil heads, so job well done ;p
It's supposed to be sounds of a someone stepping on metal stairs really fast
But the sound became distinct enough so that's good
Also I swear you made it to where they can just choose the armor stands just standing there
Cause it does
The dungeon will randomly have a knight prop see you walk by
And priortize those for the spawn
It's why they walk slower than a regular coil-head, as I thought it would be too unfair otherwise
lol... How the hell did you manage to make the map detect which one people have walked by? 🤣
that's evil
Code wise super easy lol
no wonder it felt like that..
Then I did a great job instilling fear
You can't trust any statue that you walk past
I also still have no idea what the hell the ||paintings|| do
but I disliked picking one up -w-
well, it's good value by default
you almost owed me new underwear
it can spawn even more loot too
it just also spawns in an enemy
well, the money's good
It's not scripted?
it is scripted
oh ok
because the god damn ||door went on fire- then a NUTCRACKER kicked the door open||
it's not too different from a regular apparatus
_>
well they don't really kick down doors, but they spawn in real close to you (often near doors i suppose)
I kid you not
the door was locked or just uninteractable - i took the painting, it went on fire, then proceeded to get kicked open
anywho, i gotta eat. the next update I will address the ReserveYourFlashlight issues and the one issue that this fool got
scared the shit outta me a little
oh you mean that
ya you cant leave until the sequence ends
which consequently is when the enemy spawns in
but the loot is good dont forget
oh, what item causes the issue with ReservedFlashlightSlot? I was thinking of playing with it
@timid surge this one https://i.imgur.com/2OQdNlf.png
you have to find this scrap item first,
https://i.imgur.com/bYaIofR.png
then you combine that scrap item with any flashlight
ah, I see
unfortunate that it doesn't work but we can probably avoid doing that
ty!
the rarity is 30, and i dont have an easy cheating way to forcefully spawn it yet without me going to my code and setting the rarity to 999999
the fix is probably easy, I have to see what error is showing up and then go on from there
can neither LethalDevMode nor UnityExplorer help?
Dont know, never used them yet. LethalDevMode would probably work, it is a normally loaded in item
yeah, probably worth a try
it picks up every item that gets added to the game as far as I've seen
it's literally just enabling the dev menu that is built in by zeekers
Besides the flashlight stuff, I forgot to ask about making the config easier to understand/change in regards to "weight" values. It should be percentage instead, because as it is, unless you're using one of the examples you specified in the config, it's pretty much a guessing game as to what the corresponding percentage is when you choose a weight value for a setting. I did see you provided a formula of some sort but I'm not sure how it's supposed to be used, maybe I'm missing something obvious (which is something I tend to do) but as it is I find fine-tuning things to be harder than it should be. I think your presets should definitely help with most of the stuff, but if I want to do something like fine-tuning appearance chance, I'm not sure how to calculate 5 or 10% for example.
To put it simply, I can't
For planet dungeon weights, if you have other dungeon mods as well, any percentage I give will be completely useless
The percentages I give in the text give example values to work with, but it's the best I can provide
I know LLL can tell you the dungeon percentages in the terminal (though you have to load in the ship to see)
Ohhh right. Didn't consider that since I don't bother using others. Makes sense.
I know people have been using some graph, some excel sheet, that gives the correct dungeon chances based on weight. But you are gonna have to ask around for that (I don't have it)
A hero
:D
You can make a copy and edit it to be what you want
Or use this modpack which has all the configs, and just remove / add the moons you want
nice, thanks
Well thanks for the help, will be checking that out later. Look forward to the next update ^^
By how much did the garden tile increase load times?
It looks sooo cool
But just wondering
That tile alone accounted for 33% of the load times
Gotcha :P shame but I see how that’s a problem
my initial test with ReservedFlashlightSlot worked great weirdly enough. Perhaps it is FlashlightFix that is the issue?
tried that and I had no problems
I could see the issue being network related? I could also see the issue being one person has ReserveYourFlashlight and others do not. Looking at the code, I could also see an issue with a player having more item slots locally where the other players don't know about those more item slots.
Basically I have no idea.
Looking again at your original post, the item was successfully created, and your friend could pick it up and interact with it, but the rest of his character was bugging out. And anyone who picked up the item was bugging out as well. Because of that, I can say that the bug probably has to do with the flashlight. But the flashlight is nothing special, it's just a regular flashlight with a bit of extra code to enable the colored lights. Maybe it's actually an interaction with a different mod that's causing it?
As for the flashlight not entering the reserve list, that's expected. It's a new item, but I'll add some code to incorporate my flashlights into ReserveYourFlashlight
If you provide me the mods you were using, maybe I can have better luck with finding the issue.
oh the flashlight was someone else
im using ac with reservedcore+flashlight without the flashfix
am i supposed to find anything weird ?
when you combine my mod's decoration crystal with any flashlight, it was reported to break shit
with reserve flashlight mod that is, i didn't try it along with AC, but I solved my issues with AC already so it shouldnt be that
@strange umbra i tried again to find the error in the log, but nothing showed up. I landed on a moon with my dungeon loaded, then quit no error. I did it again, but instead I entered the dungeon before I quit. Still nothing
Ill try going through a round, then quitting
ahh, i see i see
@strange umbra
this is the script causing issues
I don't know what mod ToyHammer is from, but it's not my mod
I also had difficulty getting the error to trigger, I think it only happens after the ship goes to space but right before it saves/the day counter goes up
It's a very tight window
I'm not sure what issue the ToyHammer could have? I don't think she would leave anything weird?
I checked the LethalThings code, I see nothing weird of the sort that could cause this bug. My best bet? is that the network object for the ToyHammer was messed up.
Eitherway, this is way beyond the scope of my mod. Can't help you any further
I think I have a theory to the loot issue (at least one of them)
The way that loot spawns, it uses a sphere to spawn things
But since my dungeon is so compact, loot spawns from a bottom floor may find their way to the upper floors
I don't know the best way of fixing this but I'll try some things
I shrunk the map a tiny bit more, made the hallway tiles less likely in general, and made adjustments to the loot spawns so they would be better spread out. I would love your constructive and truthful feedback on this iteration of the dungeon generation. The update will be out in a short bit.
This will be the last update of the v1.2 series. It's in an great state right now I think. The next v1.3 series may or may not be the last series of updates depending on how life goes. The big new feature will be destroyable doors (for both the enemy and maybe you?). I want to finish the library and guest bedroom tiles, along with making a few more connector room tiles and small room end tiles. Depending on what time allows, I want to re-add the garden tiles as an entire section and add another dungeon event.
The final day where development will slow down a huge bunch will be March 15th, any update after that will be slow and unpredictable
When you say 'increased loot count' in the changelog what do you mean by that? I thought min and max loot are defined by the level (moon)..?
This particular interior mod has a config setting called Loot Multiplier that defaults to 1.5x loot.
However, I don't think the Loot Multiplier a good long-term solution. Loot isn't the only thing that is scarce, so are monsters, turrets, landmines... Also the Loot Multiplier doesn't work at all when Advanced Company is running. What I've found is a much better solution is Additional Main Path Count = 1 (reduced from 2), Main Path Length Min = 3 (reduced from 4), and Main Path Length Max = 4 (reduced from 5). Scarlet Devil Mansion, like almost every other modded interior, produces dramatically larger dungeons than the vanilla facility and mansion, and that is why loot is scarce. Really the only modded interiors that feel usable are the ones that let you configure their scale factor.
I haven't had a chance to thoroughly test if the latest version's change to spread out loot is working well, but another issue I've found previously is that loot tends to concentrate in one place. I've often picked up multiple items from atop the same dresser, all being spawned inside each other in the exact same location. Here's what one room just inside a fire exit looked like in SDM 1.2.8, with the loot multiplier turned off (i.e. 1x), just by reducing the size of the mansion:
These gargantuanly oversized modded interiors also play a huge role in why they get such worse framerates than the vanilla interiors, and why the CullFactory mod is so helpful for playing modded interiors.
To put things in perspective, a vanilla interior has an average total path length of 8, while SDM 1.2.8 had an average total path length of 16.5. That's more than two entire vanilla interiors, that it then tried stuffing like Tetris into a tiny bounding box much smaller than a typical vanilla interior, which is why the load times were so astronomically high. The current version of SDM generates an average total path length of 13.5, so that's slightly better I guess.
Does cullfactory cull entities or just rooms?
It culls everything. But code in the culled places still runs. So a bracken could exist down a hallway but you just can't see it. I don't know how this interacts with the bracken AI. Probably you trigger it without knowing, because you can't see it, but it knows you're looking at it anyway.
I personally haven't noticed any problems with this, because Portal Occlusion Culling works perfectly with vanilla interiors and also the modded interiors I use (including Scarlet Devil Mansion), so CullFactory never has to fall back to distance culling, which is disabled by default, so I never see missing tiles.
ui
so a bracken could get closer even though you should be able to see it?
tis the only edge case I'm afraid of, an enemy being able to see you- but you unable to see the enemy.
Be it bracken, thumper, or even a nutcracker
No. Rather, the opposite of that, I think. The bracken doesn't care about what's rendering on your screen. You could be task-switched out of the game so you can't see anything in front of you in-game, but that doesn't give the bracken the ability to sneak up on you from the front. It cares about where you're facing, not about what you're "seeing".
then could I not accidentally piss it off
even though I am accustomed to dealing with brackens
Stuff like vision calc iirc is done using the collision meshes which are untouched by cull factory
There is a minuscule chance that you could accidentally piss off a bracken you can't see, but only if you're using distance culling, which should be disabled anyway, and also only if the bracken that's 50+ meters away gets backed into a corner (because that's what triggers the aggression, not time spent staring). In which case, the bracken will probably de-aggro before it reaches you anyway, because it's starting from too far away.
I mean, time spent staring does affect it, specifically if it hasn't started retreating
which is why 3 people looking at it for just a second pisses it off near instantly
since they all contribute to the "timer"
(which isn't much of a timer, more just an anger meter)
I could, theoretically with this mod, accidentally keep staring at a bracken and not let it retreat as I walk towards a culled room
yes?
Interesting. I admit I don't fully understand the AI. I've seen them being chased for long periods of time down winding paths, and I've also seen them aggro instantly because of bad luck to find them already backed into a corner. But I guess it makes sense if there is also a timer involved when they're stationary.
"Timer" isn't the best term, but it's close
I don't know what I'd call it, more or less a meter
but the meter climbs exceptionally fast if enough people stared at it at the same time for even a second
This is also the reason you can finally realize why like - in a group - brackens seem to just get pissed off and kill off one of you
even though you're all "sure" you didn't stare at it
it really isn't most people's fault if you travel as a group and all notice the bracken at the same time
Again, only if distance culling is enabled. I personally have never had this happen, because I've never seen unloaded tiles. If there's a long hallway, I see all the way to the end of it. You could play with the mod and find out for yourself?
CullFactory can provide insane performance boosts. Most normal 3D games do culling, and it's weird that Lethal Company doesn't. In a worst case scenario, like an oversized modded interior generated on Titan, I've had CullFactory make the difference between struggling at 40 fps and being vsync'd at 120 fps.
Keep in mind, that's a worst case. With vanilla interiors on smaller moons, there's hardly a difference at all.
Thank you for this writeup. I was fairly certain loot multiplier worked with AC, but maybe AC changed their code recently so I gotta go fix that. It actually didn't occur to me that map hazards would not be scaled by the map's larger scale, I will address that.
I was fairly certain that the average mansion length was 9.5, as I just used that value to get the new 13.5 value (about a 140% size dif). I could experiment with lowering that value even further though I'm afraid of how short the main paths will become (the current main paths are about half a dungeon). Well it doesn’t hurt to try.
But the long load times had nothing to do with the tile packing into a box that I do. Sure it didn't help matters and only made things a lot worse, but the real issue was doorways and the game's horrible function with doorways.
As for the loot spawn, I did another sweep keeping in mind with how the game uses the loot spawn. My first 2 tests seemed to remove the mega-concentrated loot piles and spread out the loot around more in general
018dca77-eea6-da89-f41b-3eae7ea6f130 Here's the code for what we would've been using at the time. Yeah, we have a lot. But we do make sure to all sync up with the code I put out before playing, there shouldn't have been mismatched mods or anything like that. Maybe it was just a chain reaction of errors from one mod to another, who knows.
I'll keep an eye out for when you publish the update with the compatibility patch and let you know how it works on my end.
Fair enough. I'm probably mistaken about the details. As for the path length, are the two extra main paths necessary? With only one extra main path, it gives you a lot more flexibility with the dungeon generation. Either way, I'm glad you expose the settings in such detail so that users like me can change them as desired, even if the way I have it configured doesn't exactly match your vision. 👍
The two extra main paths were a design choice after my party of 5 all realized that the game has only a single, usable main path that we all funnel through. The idea with 2 extra and smaller main paths is that every player could find a usable path to explore.
But then that means I'm designing my dungeon for large parties is which is not the whole player base. That's something you made me realize indirectly. I will add another preset directly for solo/duo (using your values as reference)
fyi, CullFactory doesn't currently cull any dynamic objects, be it items or enemies
if there's a situation where a tile that an enemy is in is culled, that will only make it less obstructed
Oh, interesting. I didn't realize that. So if a bracken is in a visibly culled tile, you actually might see a bracken floating in the void?
right
only its eyes would likely be visible though, since lights would be culled
but like you said, it's purely visual
this feels overkill but if I want to made dungeon generation settings to fit a small party, I gotta expose almost every setting I got
at some point u prolly need to make a preset for it at the top 😂
nvm im blind
but you know why now, some people be lazy reading like me

Well the preset exists cause 95% of players don't care about the settings and just want the damn game/mod to play
But for the other 5%, you can do whatever you want
You know me too well
I only balance entities and cost of moons (as well as scrap amount... value is off the table due recent events (and LLL can't do that... 😓 ))
The way you setup default lighting, doorways, etc - that's how it always be c:
@dim basin hey honest question, how long are yall willing to not execute my mod with a bullet through the back of it's head on a cold empty dark alley, since it still has the BinaryFormatter code thing?
I assume the answer is, as soon as you can don't test my patience, type of answer
I'd recommend not introducing RCEs and ACEs into the community as much as possible (lol.)
But I get the feel of "but this is easier" - so just like... fix it at the earliest convenience.
Fo sho
Also, I'm not Thunderstore affiliated, do note. I'm LethalModding affiliated.
I know, but you already knew about it and you're close enough for a good enough answer
Fair on yeah.
The primary concern is someone else using your mod as part of an exploit/malicious intention.
BinaryFormatter is capable of being exploited to create RCE and thus malicious action.
And, as a note as well: https://github.com/dotnet/announcements/issues/293
It's so concerning they're removing it from the language entirely.
I'm aware of the dangers. I was only initially hesitant cause the "package" word was used to describe OdinSerializer
Meh, I mean it's a package in the sense that it's a mod on the Thunderstore (to make dependencies easier.)
And like, my life flashed before my eyes as I don't think I ever got anything that was labeled as a "package" installed correctly on my computer ever. Nothing but trouble with this computer
