#Scarlet Devil Mansion v2.2(紅魔館)

1 messages · Page 4 of 1

tranquil frigate
#

oh and the update is out

fallow prairie
#

ooo, ||rotating hallways and secret book shelves?||

tranquil frigate
#

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

tranquil frigate
#

just decorative, rotateable frames

#

oh i see how you got confused

fallow prairie
#

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

tranquil frigate
#

i wish i could have secret paths, but that sounds like a pain in the ass on God

fallow prairie
#

rotating bookshelves would be a cool additon to the base game mansion

#

it would make something for the person on the terminal to do

tranquil frigate
#

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

fallow prairie
#

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

pseudo current
#

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)

fallow prairie
#

i belive its from the coilhead stare mod

#

i have it and it got stuck for me

tranquil frigate
#

i fixed the coilhead interaction

#

but now it's a completely seperate script, so no matter what happens in the future, im safe

pseudo current
#

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

tranquil frigate
#

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

tranquil frigate
#

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

valid scaffold
#

Or were they caused by the LLL update

feral burrow
#

that looks awesome!

tranquil frigate
#

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

pseudo current
valid scaffold
#

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

tranquil frigate
#

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

valid scaffold
#

So yeah I suppose I’ll just disable the knight and items for the time being

pseudo current
#

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

valid scaffold
#

No point in wasting time supporting a version that isn’t even compatible anymore

tranquil frigate
#

Oh I mean that you can't disable them, AC technically disables them but that's just an fortunateuly unfortunate accident

valid scaffold
#

Ohhhh

#

So they just don’t even spawn using AC?

tranquil frigate
#

they didn't, now they are fixed

valid scaffold
#

That explains why I’ve never seen them while playing lol

#

Can’t wait to see them when LLL is updated next week! ^-^

hallow tinsel
#

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

tranquil frigate
#

the mushroom though, i assume thats an item

#

the tables have a item spawn location on the table for ease of grabbing

hallow tinsel
#

ah I never thought that was how the mushroom worked

#

neat

feral burrow
tranquil frigate
#

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

hallow tinsel
#

might be it I remember seeing it fail the main path a lot on generation

#

probably needs more testing though

hard mirage
#

would the new update work with LLL 1.0.7 or do we need 1.1.4

tranquil frigate
#

all new updates are LLL v1.1.0+ only

hard mirage
#

understandable

fathom flame
#
[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```

;/
tranquil frigate
#

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?

fathom flame
#

uh how can I get the full modlist

tranquil frigate
#

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

fathom flame
timid surge
#

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?

tranquil frigate
#

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

timid surge
#

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

tranquil frigate
#

fo sho

tranquil frigate
# fathom flame

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

fathom flame
#

rly?

#

I swear I downloaded the latest version

#

well, imma download it again

#

:c

tranquil frigate
#

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

fathom flame
#

oh yea I'm stuppid

#

I did download it but I never extracted it

#

well ty

tranquil frigate
#

yuhyuh

fallow prairie
#

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

tranquil frigate
#

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

fallow prairie
#

Makes sense

tranquil frigate
#

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

fallow prairie
#

Yeah

#

Will this make the map (temporarily) work with multiple fire exits?

tranquil frigate
#

Oh even after I add back the garden, the multiple fire exits will stay

fallow prairie
#

Alright

#

Would it be multiple gardens or another new unique less big room

#

For fire exits?

#

Or is it just random

tranquil frigate
#

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

little tundra
#

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

tranquil frigate
#

Mimics will still work, I can promise that

#

I like that mod too much

fallow prairie
#

😨

little tundra
#

oh like a red door will randomly spawn inside SDM?

#

and only a fool would fall for that?

fallow prairie
#

Patchouli's door trap

tranquil frigate
#

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

fallow prairie
#

She uses it to get Marisa when shes trying to leave

tranquil frigate
#

IN THEORY

hidden cape
#

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

little tundra
fallow prairie
#

Also if you make a custom fire exit door, can you please take the time to make a custom main entrance door too?

tranquil frigate
#

If the modeler that's helping me can make it, that's cool but no promises

fallow prairie
#

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.

uncut geyser
#

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 😢

tranquil frigate
tranquil frigate
#

I'm sure the regular lockpicker works

#

A modded version does not?

uncut geyser
#

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

tranquil frigate
#

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

uncut geyser
#

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

tranquil frigate
#

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

little tundra
tranquil frigate
#

But anyway ya, I'll look into it just don't forget to remind me

uncut geyser
#

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

uncut geyser
little tundra
#

yea triskelion was one of the moons I had to uninstall because it wouldn't load

#

good to know they had an update

uncut geyser
#

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

covert tartan
#

all my custom moons that have custom interiors on are pretty laggy for some reason

tranquil frigate
#

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

covert tartan
#

bet

covert tartan
#

heres the sacred log

tranquil frigate
covert tartan
tranquil frigate
#

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

covert tartan
covert tartan
#

and the errors are occlude audio errors?

tranquil frigate
#

Yep

covert tartan
#

ok thx

tranquil frigate
covert tartan
tranquil frigate
#

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)

covert tartan
#

ohhh

covert tartan
tranquil frigate
#

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

covert tartan
#

ok thanks

tidal belfry
#

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

tranquil frigate
tidal belfry
#

pretty sure nothings updated since last night

tranquil frigate
#

Strange and peculiar, I can't check my code rn for the potential culprit but I have a good idea

tidal belfry
#

is there any keywords i could look up in the log to learn anything for you ?

tranquil frigate
#

If you can grab the host's log, I'll read it through it

#

It's specifically a bug from the host's side

tidal belfry
#

i see, ill ask him when hes available

tranquil frigate
#

The bedroom sequence broke, which at the least can be patched to work even if it explodes

tidal belfry
#

would gettnig the log of the person who picked up the painting help at all, you think?

tranquil frigate
#

It's specifically the host, as they call the functions that release the doors

tidal belfry
#

right

tranquil frigate
#

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

tidal belfry
#

playing solo to test things

#

........is a jester supposed to be able to spawn from the ucsred painting?

#

LOL

#

honestly pretty scary

raven haven
#

From what Understand, the cursed painting should always spawn a knight?

#

I could be wrong.

arctic echo
#

first time i get this bug tho, can it be because of facility meltdown? (just downloaded it)

hard mirage
#

FacilityMeltdown shouldn't have interactions with SDM's cursed painting

tidal belfry
#

i do not have facilityemltdwon

arctic echo
#

not sure if it helps while i have like 3 mods that clean up log spam. but here it is

cosmic snow
#

@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

low ridge
#

@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

hallow tinsel
tranquil frigate
tidal belfry
#

i had a hunch

#

i think its awesome if rarely you just get a jester and your like "oh fuck"

tranquil frigate
tranquil frigate
#

@tidal belfry when you are solo testing, did any bugs happen?

tidal belfry
#

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

tranquil frigate
#

It would make sense ya, but it shouldn't

tidal belfry
#

i will say becuase it spawned a jester i do wonder if

#

it still cant spawn knights

tranquil frigate
#

Nah it spawns enemies the same way in base game

tidal belfry
#

ic

tranquil frigate
#

I'll look at the code again, maybe I messed something up

#

If not, I'll get a 2nd party to test

tidal belfry
#

if you need a 2nd person i am willing to help

tranquil frigate
#

Ya it looks like my friends are playing death stranding or something, they busy

tidal belfry
#

want me to hop on?

tranquil frigate
#

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?

ruby lodge
#

I'll drag them in

#

just tell them to start any old crew

tranquil frigate
#

I don't know what that means

#

But I assume you mean start crew vc?

ruby lodge
#

I can forcefully move them into the mod chat as long as they're in a voice channel

tranquil frigate
#

Ahh fo sho

tidal belfry
#

Infiltration

ruby lodge
#

espionage

tranquil frigate
#

I'll be there in 5 seca

ruby lodge
#

ping me if you need any more help with mod chat stuff

tranquil frigate
#

@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?

opal wigeon
#

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

tranquil frigate
#

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

low ridge
low ridge
#

Ah thats fair lol

lost arrow
tranquil frigate
#

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

lost arrow
#

Ahhh, that's why the Smiler isn't detected either

#

That makes total sense

#

Thanks!

tranquil frigate
#

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 :)

timid surge
#

glad to hear it, thanks for your work on that

#

hopefully it will help people out now if they're having performance problems

tranquil frigate
#

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

#

:)

tranquil frigate
#

The lighting is weird though. Are you automatically turning on the shadows for every renderer?

timid surge
#

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

tranquil frigate
#

however you want to do it

#

if you need me to make modifications, i have no issues

timid surge
#

I can probably cache the default after generation finishes, I would assume nobody would change the shadow mode dynamically

tranquil frigate
#

even with how much i mod the base code, I can't think of a reason for anyone to change the shadow mode dynamically

timid surge
#

yeah, hopefully that holds true

tranquil frigate
#

probably safe assumption until someone breaks the rule

timid surge
#

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

tranquil frigate
#

mkay, good luck chief 🫡

brave pendant
unreal horizon
tranquil frigate
#

D:

unreal horizon
#

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

tranquil frigate
#

nah, i just found a much smarter and less stupid way of coding what i wanted

unreal horizon
#

Much smarter and less stupid is always good

tranquil frigate
#

and the hardest

little tundra
covert tartan
#

using this interior on altanica moon

#

has some crazy lag

tranquil frigate
#

I would have to do some runtime analysis to see the cause

covert tartan
covert tartan
#

it runs at 40 fps in the interior

tranquil frigate
#

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?

covert tartan
#

on this moon with any custom interior, 40-50

#

inside the interior

#

40

tranquil frigate
#

Well sounds like a problem with that moon

covert tartan
covert tartan
tranquil frigate
#

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

feral burrow
#

we kinda had that convo earlier in wesleys thread 👀

covert tartan
#

not cause of my PCs hardware

#

since this lag issue didnt happen before

feral burrow
#

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

covert tartan
#

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

heady ridge
#

do the most recent scarlet versions not work with LLL 1.0.7?

timid surge
#

@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

tranquil frigate
feral burrow
#

is this crystal from your mod?

tranquil frigate
#

yuh

feral burrow
#

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

tranquil frigate
#

it looked good enough to me for when i added it

#

i assume you are using a pov mod?

feral burrow
#

yeah i got a big monitor, thats prolly why

#

nvm then ^^

tranquil frigate
#

ya, it looked right on my small ass tv

#

wont look right on a bigger on

feral burrow
#

the tiny idea i had, what if you hold it on the ball part

#

and instead like -- its |

tranquil frigate
#

wouldnt make sense, you dont hold a bottle on itd cap

#

you hold it where the weight is

feral burrow
#

oh thats a bottle

tranquil frigate
#

oh its not a bottle

feral burrow
#

i learned so much more

#

oh xD

tranquil frigate
#

but the shape is similar enough

#

big weight on one end, small ball at the other end

feral burrow
#

true

tranquil frigate
#

ill fix the holding animation to look better later

feral burrow
#

thanks, i was just a bit confused, but i totally forgot that i had fov_adjust mod as i play with that almost always

covert tartan
#

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

strange umbra
#

@tranquil frigate Suggestion for accessibility option for lower end system users, an option to disable shadowcasting on the lamps etc. ❤️

tranquil frigate
#

I'll look into it, not this patch but the following patch

strange umbra
# covert tartan

Is this after you increased chance spawns for lamps and chandeliers?

covert tartan
tranquil frigate
#

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

strange umbra
tranquil frigate
#

please don't say "receiving your load" ever again. I will execute you

#

lmao

strange umbra
#

😂 concern I'm a failed comedian! D:

tranquil frigate
#

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

karmic summit
#

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

tranquil frigate
#

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

raven haven
tranquil frigate
#

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

raven haven
#

Neat. Thank you

feral burrow
#

maybe if you want, you could also make an variation with your pfp

tranquil frigate
feral burrow
#

collecting your art be like

tranquil frigate
#

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

feral burrow
#

damn

tranquil frigate
#

also it wouldn't fit with the map's aesthic at all

feral burrow
#

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?

tranquil frigate
#

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

feral burrow
#

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

tranquil frigate
#

ya i only do the spawn chance manipulation when my dungeon loads, it doesn't load on other moons or dungeons naturally

feral burrow
#

was always a smart idea :)

marsh wadi
#

is this monster from this mod?

tranquil frigate
#

yuh

marsh wadi
#

oh

#

ty

#

ima install it and play with my friend

tranquil frigate
#

mmkays, enjoys

strange umbra
#

@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.

tranquil frigate
#

did i mess it up, one sec

#

well obviously i did, but the code

tranquil frigate
#

found the bug, easy to fix, will be fixed tomorrow

strange umbra
#

Hehe no stress! 😄 Good stuff ❤️

covert tartan
unreal fractal
#

Guys, does anyone else have this problem, sometimes takes a very long time to load the dungeon, in the console spam generation errors

timber moss
#

afaik intended

#

there are a ton of rules the dungeon has to follow, and generation is too random

raven haven
tranquil frigate
tranquil frigate
#

All my art was drawn by someone else. I'm a coder not an artist

tranquil frigate
#

We already have an artist, thanks for the offer though 🫡

solid plaza
#

Good shit!

lofty echo
#

There was a warning somewhere against increasing the size too much right? Just trying to remember if it was this one

little tundra
#

yes at large sizes like 5x and more you can randomly end up generating for a few minutes or forever

raven haven
#

You can make generation a bit faster by adjusting the config

#

It will make it bigger though

hard mirage
#

@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 👀)

tranquil frigate
hard mirage
#

WOOOOOO I am heavily looking forward to this! I love the new Sakuya painting too btw :D

tranquil frigate
#

The sakuya painting is some variety in your life frfr

hard mirage
#

Imagine if taking it makes everyone and the enemies freeze for 3 seconds

tranquil frigate
#

I can't imagine how much of the game it could potentially break, slowing down or pausing time

hard mirage
#

It will break stuff indeed

fallow prairie
#

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

fallow prairie
#

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)

tranquil frigate
solid plaza
#

Painting for Sakuya?

#

Where?

frozen topaz
#

That's no Scarlet Devil Mansion

dapper minnow
#

Can't wait for her someday 👀

tranquil frigate
#

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

fallow prairie
#

colored flashlights?

#

really cool idea

lost arrow
#

...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

uncut geyser
lost arrow
#

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

split plume
#

oh ok role color change in real time

lost arrow
#

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)

tranquil frigate
#

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

lost arrow
#

Niiiceee

hard mirage
#

Will this only work specifically for vanilla flashlights?

#

I don't know why I typed the original message in a messy way 💀

tranquil frigate
#

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

uncut geyser
lost arrow
#

That said, I do like the mod I saw recently that lets keys turn off turrets, that seems pretty neat

tranquil frigate
#

Hehehe, maybe locking doors for the base game may be broken but my dungeon will soon not have that potential problem

uncut geyser
#

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 😂

lost arrow
#

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

tranquil frigate
#

I already have the assets for it, and the code seems simple enough

lost arrow
#

New enemy? 👀

tranquil frigate
#

No new enemy (not for a while sadly)

tranquil frigate
#

@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

uncut geyser
#

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 yoiled

tranquil frigate
#

🫡

tranquil frigate
zinc shuttle
#

relatable

tranquil frigate
fleet sentinel
#

How to load this dungeon more faster? With default proprieties the loading is very slow

tranquil frigate
#

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

fleet sentinel
tranquil frigate
covert tartan
# tranquil frigate

btw I forgot to tell you, but the update did def help out with performance

tranquil frigate
#

nice

covert tartan
#

playing the map on rend, hardly any loot

tranquil frigate
#

however, the paintings give real money now if you can find it, and survive as well

timber moss
#

Do you have loot rooms?

tranquil frigate
#

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

tranquil frigate
#

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.

hallow tinsel
#

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

tranquil frigate
hallow tinsel
#

nice, what'd you use it for?

tranquil frigate
#

ive yet to get complains, so it seems to have worked

tranquil frigate
hallow tinsel
#

oh lol

#

pretty neat though

tranquil frigate
#

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

hallow tinsel
#

gl, hopefully you can find a way to optimize it :)

tranquil frigate
#

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

hallow tinsel
#

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?

tranquil frigate
#

its an awful function, it would help the vanilla loading times too (though not sure by how much)

hallow tinsel
#

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

tranquil frigate
#

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

hallow tinsel
#

true

hallow tinsel
uncut geyser
#

Hey @tranquil frigate I think a doorway failed to spawn here, should have grabbed the room I was in for another reference too

tranquil frigate
#

Ya I don't know which room we at

#

But I have a theories to test out

tranquil frigate
#

@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.

timid surge
#

wow, that's a massive improvement

#

I don't think you've mentioned what tile injection is to me though?

tranquil frigate
#

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.

timid surge
#

interesting, I see

tranquil frigate
#

The takeaway I got is:
The algorithm really helps with the extreme mins and maxs. And of course the average.

timid surge
#

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

tranquil frigate
#

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.

tranquil frigate
#

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)

tranquil frigate
#

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

nimble delta
#

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

tranquil frigate
#

You would think that, but it's actually more simplier than that

nimble delta
#

imagine a catwalk tile that can be any length between x and y meters. o- o

tranquil frigate
#

More doorways = slower

nimble delta
#

What if you made many similar-looking tiles that had a reason/coincidental-flaw to have a door not be available?

tranquil frigate
#

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.

nimble delta
#

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 . ,.

tranquil frigate
#

But what you said, that's my plan going forward

nimble delta
#

oh? .w.

#

See- even when I don't get what u said, we're on the same wavelength

#

ez <w<

tranquil frigate
#

Reduce the amount of doorways in general and use tile varaints to still give each room some visual variance

nimble delta
#

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 .

tranquil frigate
#

yuh, still not done unfortunately

nimble delta
#

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

tranquil frigate
#

what do you define as "lengthy"

nimble delta
#

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

tranquil frigate
#

i forced the multiplier to be 2x max, unless you changed that

nimble delta
#

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

tranquil frigate
#

but 30s sounds about right, just this fix should reduce that to 5s on average (~8s max)

nimble delta
#

wow . ,.

#

a 66% speed increase? That's commendable

tranquil frigate
#

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)

fleet sentinel
#

👀

cloud adder
#

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

uncut geyser
#

Rest in peace Garden tile 🥺

cloud adder
#

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

tranquil frigate
#

the map isnt lagging, its the map loading thats the issue

cloud adder
#

oh i see

cloud adder
tranquil frigate
#

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

cloud adder
#

well if you are able to get to it anyways

tranquil frigate
#

yuh

raven haven
tranquil frigate
#

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

tranquil frigate
#

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

tranquil frigate
#

Performance update is up. I also had to change the dungeon's "feel" so please let know how the generation feels like now

nimble delta
#

I shall definitely tell you my results next session, however your generation is made to be rare (for my pack) .w.

#

also- abouy :3

timid surge
#

congrats on the huge improvements! seeing the thorough testing is really cool as well

hallow tinsel
#

to bad it made load times 2321343x longer

weak stag
#

Marisa lootbug when

amber osprey
#

How does the map behave on March, now that there's normal fire exits?

fluid pike
#

Weird, after the update loading times stayed the same

amber osprey
amber osprey
#

Do keys spawn in the SDM?

tranquil frigate
# amber osprey 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

cloud adder
tranquil frigate
#

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

tranquil frigate
# weak stag Marisa lootbug when

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

tranquil frigate
weak stag
tranquil frigate
#

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

tranquil frigate
#

I tried it on my computer. I loaded in, then quit to main menu after a bit. I got no error.

tranquil frigate
#

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

tranquil frigate
#

oh I have to load in the map first then leave? I wasn't aware

#

alright, ill try again later

formal kraken
#

whats your config for HandheldMap?

cerulean ether
#

Reminder that #mod-showcase exists and that you should post in it

#

:p

tranquil frigate
cerulean ether
#

Whaaaat, the whole interior is interesting!

tranquil frigate
#

No big and flashing new additions atm

cerulean ether
#

Could always just showcase the mod itself if you've never posted it there 😮

tranquil frigate
#

Oh I have

#

#mod-showcase message
Dis

cerulean ether
#

Oops?

#

Ooh right one of the first

#

Well I hope you're able to make something big soon (assuming you want to) xd

tranquil frigate
#

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

cerulean ether
#

Lel

silver hare
# tranquil frigate As the new flashlights are inherently new items, I wouldn't be surprised if they...

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.

tranquil frigate
silver hare
#

Sounds good, thanks

nimble delta
#

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

tranquil frigate
#

You combined so many abbreviations that I don't know what you just said

nimble delta
#

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? ., .'

tranquil frigate
#

that makes sense

nimble delta
#

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

tranquil frigate
#

While I'm sure the feature could be added, I'm asusming most coders can't be bothered right now to do that

nimble delta
#

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

tranquil frigate
#

Usually it's easier to just "program better"

#

To add a billion, often unneccessary checks before you run your code

nimble delta
#

Modders are only human after all .3.

tranquil frigate
#

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)

nimble delta
#

Indeed, if everyone just coded appropriately we'd never need to bug report 😅

little tundra
#

any chance blobs could be made so they can't climb tables and stuff?

tranquil frigate
#

Unfortunately too much effort for a single enemy

little tundra
#

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

tranquil frigate
#

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

covert tartan
#

they fixed it

tranquil frigate
#

Im confused? How does the lighter mod relate to enemy pathing?

covert tartan
#

replied to the wrong thing

tranquil frigate
#

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

covert tartan
tranquil frigate
#

Decorative Flashlight, but I call it D. Flashlight in game

#

Only way the UI doesn't overflow

covert tartan
#

alr thx

amber osprey
#

The snare fleas seem to have a lot of trouble getting on the ceiling sometimes

tranquil frigate
#

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

hard mirage
#

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)

tranquil frigate
#

I assume you mean base game mansion?

timid surge
#

that's curious if it was spamming that after it was moving normally

hard mirage
#

funky snare flea interaction

hard mirage
tranquil frigate
#

Not suprised honestly that little bug

hard mirage
#

so it's quite funky

timid surge
#

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

tranquil frigate
#

^ usually me

hard mirage
#

that one surprisingly removes the error spam

#

for us anyway

#

The main culprits for that error are usually snare fleas and spiders for us

tranquil frigate
#

I'm taking that *friendly bug with me

cerulean ether
#

:p

hard mirage
#

We will be friendly in the depths of the abyss

tranquil frigate
#

Can't even say f word, my lords

hard mirage
#

👍

tranquil frigate
#

Next update is almost ready. I think I said earlier that it would feature 3 variants of the servant's quarters.

cerulean ether
hard mirage
#

👀

tranquil frigate
#

It will also feature a nice feature if you are using LethalConfig

hard mirage
#

I haven't followed through (cause irl busy) so this is news for me

tranquil frigate
#

A bunch of preset values for your convience.

hard mirage
#

Oh cool vanilla!

tranquil frigate
#

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

timid surge
#

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

tranquil frigate
#

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

timid surge
#

oh yeah I was wondering about that

#

does it get registered to LLL at startup?

#

or I suppose more likely game load-in

tranquil frigate
#

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)

timid surge
#

ahh, gotcha

tranquil frigate
#

I could reset the values, it's really not that much extra work

timid surge
#

that's something I hadn't thought about, ensuring that it's synced when changing it would be a pain

tranquil frigate
#

wait, no damn you right, it won't be sycned

timid surge
#

I had been wondering about it though since I had to switch guaranteed dungeons repeatedly for testing CullFactory

tranquil frigate
#

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.

timid surge
#

oh I see nice

tranquil frigate
#

bad bad code

little tundra
#

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

tranquil frigate
#

yuh that's a me fault

tranquil frigate
#

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.

nimble delta
#

So- nuke the config and just fix the rarity settings again. Got'chu 👌 ;p

tranquil frigate
#

Oh the config should be fine

#

But the preset value will literally override your config values if it's not set to Custom

nimble delta
#

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

tranquil frigate
#

If you says so

#

Shoot the config while you stare at it straight in the face

#

Don't pussy out

nimble delta
#

I'mma make it see the world of configs in front of it

timid surge
#

make sure to tell it that you're doing it out of love

nimble delta
#

that gif doesn't have the gun

#

but imagine the gun o -o/

tranquil frigate
#

The joke is over

#

Ruined

#

Mods, ban this dude

cerulean ether
nimble delta
#

:c

tranquil frigate
#

POGS

nimble delta
#

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

tranquil frigate
#

Spike up the weight

nimble delta
#

but I made it rare ;w;

#

some moons have it a tad higher than others

tranquil frigate
#

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.

nimble delta
#

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

tranquil frigate
#

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

nimble delta
#

Oh, and whilst I didn't have it recorded - I did witness it. Your lovely armor bois gave a few people some scare ;p

tranquil frigate
#

That's always great to hear

#

Fear

nimble delta
#

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

tranquil frigate
#

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

nimble delta
#

Also I swear you made it to where they can just choose the armor stands just standing there

tranquil frigate
#

Cause it does

tranquil frigate
#

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

nimble delta
#

lol... How the hell did you manage to make the map detect which one people have walked by? 🤣

#

that's evil

tranquil frigate
#

Code wise super easy lol

nimble delta
#

no wonder it felt like that..

tranquil frigate
#

Then I did a great job instilling fear

#

You can't trust any statue that you walk past

nimble delta
#

I also still have no idea what the hell the ||paintings|| do

#

but I disliked picking one up -w-

tranquil frigate
#

well, it's good value by default

nimble delta
#

you almost owed me new underwear

tranquil frigate
#

it can spawn even more loot too

#

it just also spawns in an enemy

#

well, the money's good

nimble delta
#

It's not scripted?

tranquil frigate
#

it is scripted

nimble delta
#

oh ok

#

because the god damn ||door went on fire- then a NUTCRACKER kicked the door open||

tranquil frigate
#

it's not too different from a regular apparatus

nimble delta
#

_>

tranquil frigate
#

well they don't really kick down doors, but they spawn in real close to you (often near doors i suppose)

nimble delta
#

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

tranquil frigate
#

anywho, i gotta eat. the next update I will address the ReserveYourFlashlight issues and the one issue that this fool got

nimble delta
#

scared the shit outta me a little

tranquil frigate
#

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

timid surge
#

oh, what item causes the issue with ReservedFlashlightSlot? I was thinking of playing with it

tranquil frigate
timid surge
#

ah, I see

#

unfortunate that it doesn't work but we can probably avoid doing that

#

ty!

tranquil frigate
#

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

timid surge
#

can neither LethalDevMode nor UnityExplorer help?

tranquil frigate
#

Dont know, never used them yet. LethalDevMode would probably work, it is a normally loaded in item

timid surge
#

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

silver hare
# tranquil frigate anywho, i gotta eat. the next update I will address the ReserveYourFlashlight is...

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.

tranquil frigate
#

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)

silver hare
tranquil frigate
#

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)

dusk maple
tranquil frigate
#

There you go

#

God bless

silver hare
#

A hero

dusk maple
#

: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

silver hare
#

nice, thanks

#

Well thanks for the help, will be checking that out later. Look forward to the next update ^^

formal kraken
#

It looks sooo cool

#

But just wondering

tranquil frigate
#

That tile alone accounted for 33% of the load times

formal kraken
tranquil frigate
#

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.

tranquil frigate
#

oh the flashlight was someone else

balmy ibex
#

im using ac with reservedcore+flashlight without the flashfix
am i supposed to find anything weird ?

tranquil frigate
#

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

tranquil frigate
#

@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

tranquil frigate
#

@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

tranquil frigate
#

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

tranquil frigate
#

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

brave pendant
#

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)..?

quiet pecan
#

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.

nimble delta
#

Does cullfactory cull entities or just rooms?

quiet pecan
#

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.

brisk pebble
#

ui

nimble delta
#

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

quiet pecan
#

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".

nimble delta
#

then could I not accidentally piss it off

#

even though I am accustomed to dealing with brackens

hidden cape
#

Stuff like vision calc iirc is done using the collision meshes which are untouched by cull factory

quiet pecan
# nimble delta then could I not accidentally piss it off

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.

nimble delta
#

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?

quiet pecan
#

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.

nimble delta
#

"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

quiet pecan
nimble delta
#

I suppose there's no harm in trying.

#

I do love any mod to up efficiency or FPS

quiet pecan
#

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.

tranquil frigate
tranquil frigate
#

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

silver hare
#

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.

quiet pecan
# tranquil frigate I was fairly certain that the average mansion length was 9.5, as I just used tha...

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. 👍

tranquil frigate
#

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)

timid surge
#

if there's a situation where a tile that an enemy is in is culled, that will only make it less obstructed

quiet pecan
#

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?

timid surge
#

right

#

only its eyes would likely be visible though, since lights would be culled

#

but like you said, it's purely visual

tranquil frigate
#

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

balmy ibex
#

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

tranquil frigate
#

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

nimble delta
#

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:

tranquil frigate
#

@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

dim basin
#

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.

tranquil frigate
#

Fo sho

dim basin
#

Also, I'm not Thunderstore affiliated, do note. I'm LethalModding affiliated.

tranquil frigate
#

I know, but you already knew about it and you're close enough for a good enough answer

dim basin
#

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.

#

It's so concerning they're removing it from the language entirely.

tranquil frigate
#

I'm aware of the dangers. I was only initially hesitant cause the "package" word was used to describe OdinSerializer

dim basin
#

Meh, I mean it's a package in the sense that it's a mod on the Thunderstore (to make dependencies easier.)

tranquil frigate
#

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