#Scarlet Devil Mansion v2.2(紅魔館)
1 messages · Page 6 of 1
Oh is that a bug only with my colored flashlights or flashlights in general?
I checked their code, it really looks like they messed up the code with literally one symbol
Yeah it seems to only mess with the colored ones, I can do without it tbh I don't consider the mod a necessity 😆
Wtf how
I have no idea
I'll take another look later. There's like no reason to why that should happen
You right it's not a necessity, but since that flashlight is just a regular flashlight, it should act like one
Yeah, it could just be the change of color triggers it to bug somehow who knows
Speaking of the colored flashlights, they seem to be mostly compatible with ReservedFlashlightSlot now, however when I first did the combination to create the new flashlight the sprite disappeared and the flashlight didn't function (though it did go into the slot). Once I dropped it onto the ground and picked it up again it worked as intended, but I ended up having a giant crystal show up in my hand rather than the flashlight which looked kind of funny. I also saw the crystal show up on the back of my playermodel, looking almost as if it's floating in the air - not sure if that's intended or some sort of bug. (Code: 018e4a5a-7ef2-6c6d-21dc-a697c16cfcdf) Other than all that, before you go on break, if you can put setting(s) in the config for the value of the demonic paintings and/or have it refer to FacilityMeltdown for the value before you leave, that'd be great. I know I mentioned it before but figured I'd say it again just in case since I don't think I saw it talked about recently.
ill be doing these in the next two days. which does include the stuff asked by @silver hare @rare needle @fluid pike
i will probably not add new content besides maybe a few library variants. this is mostly bug fixes and mod compability fixes
Thanks a lot
I never ran into any of these bugs
👀
Are you using a model replacement mod? Probably another issue with ModelReplacementAPI from the sounds of it
If not then idk
Lighting situation is good now. 👍 My friend who always inverses in who used to hate the map approves now.
glad to hear
Yeah I set it to the Bright preset and it's perfect
The only issue I have is trying to find the Fire Exit sometimes
Cus it's a solid black door and blends in it's so easy to miss it sometimes lol
Have you considered trying to make the main entrance have double doors btw? ;o
I imagine it wouldn't be too hard to do but I could be wrong ☠️
the modeler that was helping me out is busy with life atm
so technically easy, but no one to do it
Ahhhh well I hope you can manage it sometime soon 🙂
I still wonder what a friendly addition could be to make the fire exit easier to find, maybe a light above it or an outline around the door. I keep see a cool dark purple working for the atmosphere of the interior
making the fire exits look cooler and easier to spot, is on my list
i actually finished what i was supposed to do today, so ima try my hand on that
I already love the dark smoke underneath it
and while i do that, i will also add the regular fire exit config, so my dungeon can be used with mimics
Yeah, I personally removed Mimics after realizing it was unoptimized but I can see a lot of people loving the addition 🙂
It was the fact it was unoptimized paired with my friend group never dying to them anymore
😆
why does this require cullfactory
my dungeon benefits too much from its speed up
You should be using CullFactory anyways imo
i do believe it breaks with certain interiors i use though
You can exclude them, the interiors I use all work with it
from what i heard, most interiors have been fixed
I use Office, this one, and Dantors though
hm, alrighty
a fire exit config was supposed to be easy
but once again, zeekers throws some fun surprises
i had my fire exits all figured out
i even set it up so i can easily replace them
by zeeker's fire exits is just one simple prefab with a model, which network spawns the actual teleporting script
that's even more work wtf (for me)
i thought i told you about this haha
that must have been so nonsensical that it went from one ear to the other
unbelievable, i thought
fiction, i thought
its not that bad
well ya, but when you wanna support both, well i gotta go back from square 1 to do it right
(2 hours of life down the drain)
i will never forgive zeeks for this
what are you trying to mess with here
my dungeon fire exits OR the vanilla fire exits (based on a config)
as I do not have the time to setup my doors correctly for mimics, so ill just give them the vanilla fire exits instead
for mod purposes, i just said
She wants to add a config to use the Vanilla Fire Exit for compat with mimics
i dont actually understand the problem here
She's having trouble getting the config option to work
im asking them 👍
Ahhh okay okay ^^
My doors = good, but not mod compatible
Vanilla doors = shit, but mod compatible
Gamers = want both for funsies
yeah but whats the problem in doing that
My doors = setup correctly
Vanilla doors = setup like garbage
I gotta setup my doors like garbage so it fits with vanilla
Which is 2 hours
I'm lowkey seeething
what about them is setup like garbage
Half joke, half me being annoyed
Garbage? Well that's suggestive really
But I'm being inconvenienced, so it must be garbage
I don't make the rules here, but thems the facts
Batby while you're here, how easy/hard would it be for Raphtalia to get the main entrance doors to be double doors? They said they were working with someone on it but they were busy
like outside?
That's just a modeling issue
The interior doors for the main entrance lol
Nothing related to Batby
I mean the one door you already have is perfect, my guess to make them double could be as simple as moving it over a little, duplicating it then flipping the other to be beside the current one
no offense but if it was easy, i would have done it by now
i would have to stretch the doorway model, which will not look good. so i have to stretch it properly in a modeling software but thats not my expertise
That is entirely understandable
I love the mansion the way it is dw dw ^^ you've already done so much to make it match the way the vanilla game looks lol
I'd even go as far as to say it's better than the Vanilla mansion
Lol
And the Mansion is the only real good vanilla interior
😆
I've just done so many Rend ruins for higher quotas that having a new interior on Rend really breathes so much life into it tbh
Yeah, that's probably it then if normal models aren't having that issue.
Btw with Knight Weight Steal Percentage at 0, what would you recommend setting Knight Weight to? I'm guessing 1 so it's in line with Coil Heads
I prefer it to be a seperate enemy rather than have a chance of replacing the coil
I saw that Scarlet Devil Mansion now depends on CullFactory. Is that a hard dependency? If I disable it will it break?
you can disable it and it will still work
Ok thanks for answering at lightning speed!
If you want the knight and coil heads to be separate entities, set the Steal Percentage to 0 and the Knight Base Weight to like 20
iirc it's for performance reasons (and maybe something about the unity light limit?), if you have a beefy enough build you should be fine
Yah I was having issues with players not seeing each other and thought maybe I should disable CullFactory since it was the only "new" mod in my modpack. But it wasnt the problem so I'm keeping it haha. I have a beefy PC but the people I'm playing with might like the addition of CullFactory
i could be super wrong for saying this, but my issues with players not seeing each other seems to always be caused by modelreplacement
It was a mix of the new LateCompany update and MoreCompany
ahh, i could see that as well
I reverted LateCompany and it's fine
noice
Just have to tell my friends not to press the big "Update All" button which they are so quick to press 😂
for real, the button is too enticing
I always do it too haha
please report any issues with interiors, I am not aware of any issues with fully released interiors as of now
is there a way to use the demonic painting as furniture and put it on the wall of the ship?
this image isnt real. i just edited it. but yeah i want to be able to do this. 😔
it should work like LethalSnap's polaroid pictures where u pin the picture item to walls
i guess this is the closest i can actually replicate it ingame. (taking a picture of the painting and pinning the picture to the wall 🤣)
OH
I just remembered
looking into here
@tranquil frigate It's gonna drive me nuts: ||is there a purpose to the ability of rotating pictures found throughout the interior? Purpose as in: it does more than just rotate for looks||
"The Portraits
Rotateable portaits can be found on tables and dressers. They serve no other purpose. "
thats what it says on the mod page
I imagined that you could rotate the portraits to mark your navigation path back to the entrance, but then I realized it's too hard to do that
So I want to later switch them to a regular grabbable object so you can grab them and drop them at will
any plans to make the painting pinnable on the wall? 🥹
ill take it and furnish the ship
maybe u can ask the LethalSnap creator how they did it with their polaroid pictures
I swear those didn't exist when i was in there prior.... ; w; ... is it new or did I just never look at a darn photograph
It's been there for a while at this point
But it's hidden under a drop-down button
Either A, I would have to figure out a way to place scrap items on surfaces (which is not the same as dropping) which adds a lot of room for issues
Or B, a furniture item appears after selling a painting once or something
Probably b since it's less literally to break shit
the polaroid pictures from that mod are actual scrap items, not furniture
not sure how they did it, but they manage to make it pinnable and they dont seem to fall through the ship
Ahh really, I'll look at it later then
It won't be part of this patch though, future stuff
understandable, since u do have to figure out how to make it work
lovely interior btw. a nice addition to my modpack. cant wait for my friends to explore it!
Less that, more that I'm being forced into a 2 week break so if I add code that breaks shit, then I can't fix it for a long while
ah i see
seeing as i have to redo the doorway model to fit the fire exit, ive been a bit busy
Cool
praying for the door
I love this ;o
I hope you keep the black smoke btw I really like that part
Released the final update for this month (more or less). See here or the changelog to see if your fix requested was fixed.
I wish I could have addressed them all, but time will not allow.
Any fixes from now to till next week will only be major gamebreaking bug fixes
And I require a 5 page, 12 roman font, double-spaced, 1 inch margin explanation directed to my friend, whose staying at my house for his vacation, to why I have to leave him to fix a bug.
Still report any bad bugs though. I added the vanilla fire exit config but I don't actually know it if works with mimics. I could not get the time to test it
i’ll try to do some testing later
I do what I want
I look forward to seeing that new fire exit design you showcased it looked sick!!!!
Hey there. Was just curious if there is a certain mod that conflicts with Scarlet Devil Manor since I can't seem to get it to appear on Rend, Dine or Titan even with 99999 values set for 99.9% chance.
when is the mod going to offically stopped be worked on
the update is out, so I assume the break has already started
#1195583267546595389 message
Thank you for implementing my requests, the update is fantastic overall. I hate to be a bit of a nitpick though, but you set the max painting value too low to match it with FacilityMeltdown, which was the intention. Its default value is 240 and max value 500, and you set the max to 200. Not a huge deal honestly, so if you want to wait on fixing it, that's fine, and thank you for your hard work!
There shouldn't be a mod conflict that bad. Sounds like a different issue entirely
The break has started, but the official end is yet to be determined
I theorized this month but maybe I can do one more month but nothing more than that
Whoops 💀 if I need to fix a major bug, I can add that fix
I play with about 8 people and we have not figured out how to get the manor to show up when playing the game. Any ideas on what could cause it?
Ayyy I just noticed I no longer get flipped when I enter the fire exits anymore with GI 😄
Love the new Fire Exit design so much 💜
It is very fucking impressive now that I just realized this - about to send a bug report-ish in here
your interior generated on a moon where another interior had 9999 weight on it
lol
anyways - "Potential Issue with Huntdown 'Bug Mafia' and SDM's interior?". Console spammed hard when that interior rolled with bug mafia. Gonna force that to happen to see if it consistently breaks.
during my next load, I'mma use the simulate command to show how rare that was-
Forced attempt 1 :Fully succeeded.
🤷♂️
The odds
"Enemy does not spawn naturally on this moon. Temporarily adding it to spawnable enemies"? ... Anyways. Your interior rolled a 0.19% chance when attempting to exist (Impressive), Huntdown rolled a 75% chance to make a mission, then made a weight-50 roll succeed, to have me notice this weird interaction.
But the odd part is - when forcing SDM to exist on Experimentation with this very mission... nothing wrong happens
Odd 🤷♂️
Whether or not you wanna use this info for some bug report or somethin' - up to ye. Didn't crash anything or cause anything other than error spamming.
I guess I should also state, this is v1.3.6 - not 1.3.7
Interesting, this is the first time that's it been reported. I'll take a look when I can
And also i gave away my computer to the post office so I actually can't do anything for the next week now
it's so specific, it doesn't warrant care unless you got nothing else to bugfix/do o ,o
seems to need the SCP exterior, SDM interior, and roll that huntdown mission
so rare, near impossible to happen for me lol
I still can't believe your SDM got rolled at a 0.19% chance
It happens
that's rare as hell
Luck of the heavens I would say
God said, get fucked, you gotta another bug to fix
And a bug mafia at that
lol
You mailed your computer away so you couldn’t use it? You’re really dedicated to enforcing this mandatory break 😂
Less of that, and more like I have to transfer so much important stuff across an ocean
Ain't got much of a choice
👀 ah yes, that makes so much more sense, also oof
btw whats a valid level name to write in mimics config?
Uhh, you would have to ask the mimics mod to what they use to refer the dungeon
And also, I don't remember what I named my dungeon under the hood
I can maybe ask one of the devs here to look at it for me. But first ask the mimics mod to how they refer dungeons
something about level flows when it comes to vanilla interiors and office interior
Ahh then that's easy
SDMLevel
Try that
If not, honestly try bugging a dev to look at it for you
For i cannot
Apologies
okay will do when i get home
it’s no biggie. honestly i’m not gonna use the feature in my own modpack, but just wanted to bug test it for you since u did ask for someone to check.
btw fire exits are gonna be generated without any dungeon tiles behind them right? otherwise we might see mimics sticking through the interior
Ahh that second part, probably not
Fire exits are just regular doorways being turned into fire exits
They will probably be next to other rooms tbh
That's an additional check I can do, but not now
started testing
i have titan weight set to 99,999
prior to messing with the mimics config to add the SDMLevel interior and enabling vanilla exits in SDM, it was getting SDM all the time
but after the config changes, it just shows the other interiors. no errors popping up in console.
yeah i believe SDMLevel was correct
give me a bit.. doing more testing could be issue from something else
do LLL weights override SDM's weights?
Would the mimic mod even work with these custom fire exits?
well ill test that too, but my guess is the custom fire exit will overlap the mimic. so i imagine exit door and the mouth will just clip out of the black portal when u open it.
there's an option to change to vanilla exit
tbh i dont think any modded interiors really support mimics that well. office interior used to, but now even that's become borked.
ok finally fixed SDM weight to be constant on titan
lets see if mimics spawn 😮
the vanilla door setting definitely works
hmm
using freecam mod and im not spotting any mimics and even with guaranteed mimic spawn configured
my mimics config:
the entire SDM interior on titan
if there were mimics you would see red blocks
not seeing any of the tiles coz ofc cullfactory is doing its job 🙏 .. which also makes it easy to spot all the scraps, hazards, monsters, and doors
I don't know if I should remove the mimics, since it basically only works on the normal interiors
so we always know the fire exits are real when we're in a custom interior
id like to make something similar to #1190496400123908206 ... but with more conditions for u to spawn at a mimic door when enter through a fire exit from the outside
-rare chance to occur
-alone
-entering that particular fire exit for the first time
-has never exited that particular fire exit before
all those conditions are meant to prevent obvious context clues that its a mimic.. this way the only surefire way to know its fake is by whacking it with a shovel. but if its a rare chance, maybe they forget to do that. 🤫
Speaking of under the hood, what did you name your flashlights? It probably doesn't matter, but I saw mods such as LobbyControl have flashlights set to not sync by default and figured I'd add it just in case. Honestly, I'm not sure what it means by not syncing since I'm pretty sure you'd want to see other people's flashlights, so if someone could explain, I'd appreciate it lol
I'm not entirely sure what they mean about syncing in that instance
But the flashlight names one sec
Asset name is "Scarlet Pro Flashlight" and "Scarlet Flashlight"
Display name is "D. Pro Flashlight" and "D. Flashlight"
I'll ask the Mimics mod guy if I need something more to make the mimics work properly
I've been trying to figure out how to get those flashlights to stay on teleport (without allowing everything) and haven't had any success. I first discovered this issue yesterday when one of them was dropped on teleport despite having it set to allow NonScrap with the GeneralImprovements mod. It doesn't seem like it's customizable with that mod specifically (just none/nonscrap/all) so I've been trying the BetterTeleporter mod but haven't had any luck. It looks like it doesn't use spaces in its config, so I've tried D.Flashlight,D.ProFlashlight,Deco.Flashlight,Deco.flashlight,ScarletFlashlight,ScarletProFlashlight (basically every combo I can think of), but still no success. Not sure what other options I have here really.
When you wrote "D. Flashlight" did you put a space in between?
No that was exactly how I had it since it seemed to imply to remove spaces in the config... just tried it with "D. Flashlight" though and still no luck, so perhaps it's a mod conflict. I can try taking out GeneralImprovements just to see, not going to be an ideal solution though
Yeah, unfortunately that didn't work, I also tried that same list from earlier with GeneralImprovements disabled and still no luck. I do want to note that when getting the flashlight, unlike regular flashlights, it'll show in the bottom right when brought onto the ship - as if it's scrap, though with 0 value. I think that may have something to do with it. If the game thinks it's scrap of some sort, that would certainly explain why the NonScrap setting didn't work on the teleporter in the first place. Still not sure why I can't get it to work manually though, this is kind of weird... D. Pro Flashlight, Deco. Flashlight didn't work either. Maybe BetterTeleporter just doesn't support modded items?
Can't provide much help unfortunately. However the flashlights are indeed classified as scrap items
There is a bug where the target in Huntdown mode turns into an knight. / I used a translator.
@tawdry path sorry for bug. We cannot look or fix for another week.
Did you get errors in the console?
Do you think you can change this when you get back then (reclassify it as just a tool), if it's not too complicated? I'd really appreciate it. In the meantime, maybe I'll try learning how to mod the game so I can get some sort of teleporter workaround working lol
I'll be open to try and have both. It's scrap since it should carry some of the value from the crystal used to form it
Fair enough, it can always be another config setting. If it is supposed to be carrying some of the value of the crystal, it doesn't seem to be transferring over though. It's possible spawning in the crystal/flashlight with dev tools might've messed something up, I'll have to double check. (I did notice directly spawning in the modded flashlight with dev tools causes it to be non-functional, but I'm assuming that's because it's missing a value it gets from the crystal or something)
Spawning it with dev tools with not give it good values
It would be cool if you can set to spawn knights also without the SDM interior
They fit very well with the scoopy dungeon
has anyone tried using lethal quantities to make this work?
You can use Lethal quantities for it
Thanks
Is it mandatory to have Cull Factory?
why wouldn’t u have cull factory? it’s a great performance boost without noticeable impact to visuals.
it’s just not rendering parts of the dungeon u don’t see any way
Because the last time I reviewed the mod about a month and a half ago, people were complaining about bugs when looking through the windows in the doors or through more than two open doors since it didn't load the environment. I don't know if the mod is currently polished or not.
well that was a month and a half ago
there’s been updates
and it’s been pretty solid
that was likely before it had portal occlusion culling
I force the download, but it's not a dependency code wise so you can disable it
It’s polished now dw
I got stuck on random seed while trying to load SDM on Tolian's Zenit
I've been able to reproduce it as well, it happens every time it tries to load SDM in particular on that moon. Haven't had issues with SDM on other moons though
Now that is hella strange, there were no other errors either
My break is soon to be over so I can address all the reported issues soonish
Is it possible to disable the custom scraps?
if you set the scrap's weight to 0, you will effectively disable it
however why would you want to disable scraps?
I don't really like the crystals tbh
in that case, this should be fine
@tranquil frigate Can I ask if those triangle places are where enemies appear?
I've been meanin' to figure that out
Yes
You may occasionally hear like a magic ramp-up sound when walking around, that's them spawning on the sigils
haven't heard that once yet. Granted I've only been in the interior like 5 times
Enemies spawning near you in general is rare after all (and they may spawn immediately so you don't even hear the sound to begin with). You have higher chances on this map but it's still a bit rare.
You say this when like - the last 2 sessions I waited around like 6 enemies coming out of vents 😅
god do I hate your enemy though.
Define the hate
Even after I limit their maximum to 3 -w -
They are limited to the same way as Coil-heads
I get you
My game plan until the end of v1.3:
Fix mimics
Fix pivot of breakable door pieces
Fix weird ass FlashlightDim bug
Whatever the heck happened to JDS bug
Fix LethalResance bug
Wall placeable paintings not pratical
Grabblable portraits
Huntdown issues
Whatever is happening with GeneralImprovements/BetterTeleporter
Add half crystal (so you can create two deco. flashlights with one crystal)
Whatever happened with Tolain's Zenit
I don't think I will have much conflicts with v50 (besides LLL fixing their stuff). v1.4 is up in the air but until then I will get this stuff done
Does this work with v50?
I can't test until LLL works with v50
ohhh ok
think there's an issue with more interiors? they add a green apparatus, and for whatever reason whenever we try to mix one of the crystals with a flashlight it always makes their energy core instead of the colored flashlight. would that be an issue to take up here, or with more interiors?
Uhh I can take it up with more interiors. Don't worries about it
Except for the whole making flashlights but you actually make a huge energy core thing
Worry about the economy for that one
ok cool. thanks!
I checked. It's not an issue with MoreInteriors. I believe it's an issue with another mod entirely.
should i grab my mods list then? its over 200, so if itd be easier to not worry about it then its no big deal
With a mod list of 200, I cannot help you with which mod is breaking everything. That's way too much bro
yeah, i figured as much. oh well, thanks though!
If you want to narrow it down though, you can use LethalDevMode to spawn in the crystal and flashlight, then start removing mods until you find the one causing issues.
If you remove half the mods each time, you will find the culript relatively quickly
sounds like a plan
well, when i opened the game with lethaldevmode and almost no other changes to do a control test it gave me the decorative flashlight correctly the first time. so i guess whatever went wrong was fixed by either: adding a mod to disable helmet visor, adding lethal dev mode, or deleting some disabled mods
nah that actually answers my initial theory
which also makes it realy hard to fix
some mod that you have, somehow adds/removes items in the middle of gameplay
which messes up the list of the items and shifts the spawned item (it so happens that the core is next to the flashlight)
but what mod would do such a thing, really hard to find
yeah i noticed they were next to eachother and made that connection, but i wasnt sure why itd offset the items list by exactly one
cause someone's deleting/adding to the items list
in the middle of gameplay
which is a huge no-no
i can see the modder adding/deleting items when you load up a save. the bug may appear if you load a save, go back to main menu, load up a save again, then creating the item.
The CullFactory is absolutely necessary or I will have too many performance problems when I am in this interior. '^'
i highly recommend you using it, but you don't have to
Ohhh, I understand, thank you very much. '^'
Mimics compability is a lot harder than it first seemed
Wish there was some way for the mimics to be compatible with custom doors
its more work than its worth for that one unfortunately
it would end up coming to LLL if it happens
Would be very cool, I personally like a lot of the custom fire exits people have made. SDM's is sick, would be a shame to not see it to have the mimics
man i wonder if it'd be possible to create fire exit mimics using tech similar to the portals from valve's game.
that way u wouldnt have to require the entire block of space behind the fire exit for the mimic monster.
it could just be flat and interior modders wouldnt have to make sure there's no tiles intersecting with the mimic behind the door.
The later sentence is already done by the mimics mod
So the portal thing is completely unnecessary. It's also much much much easier to do a box check for rooms than the portal thing
doing it via rendertexture type stuff means it has more places it can viably spawn tho
would be fun if one of the mimic variants actually was just the regular fire exit
that'd definitely get me a few times before i learn
It's possible but it's up to the mimic mod to whether or not that's worth it.
yee
Personally I think it's way too complicated since most rooms will have some doorway next to empty space to place a mimic
the most ideal mimics mod in my head would be one where interior modders wouldnt have to do anything extra in consideration for it imo.
the portal thing would help with that. also maybe have LLL interiors allow access to their door object and size so the mimic could adjust itself to fit would be cool too. like basically mimic doing all the work instead of other way around of individual interior modders going out of there way to add support for it.
that way we could see more mimics in more types of modded interiors.
coz as of rn i only know office and SDM having support for mimics
After making mimics work, I believe that the issue has more to do with how modder interiors like to create unique looking fire exit walls. The second it deviates from the vanilla fire exits, it because practically impossible for the Mimics mod to find out where to place its mimic
The empty space is actually not much an issue factor
ur talking about the walls u see on the inside with the mimic?
Walls inside with the mimic? I don't understand
Not exactly, but that explanation is easy enough to understand.
Door/doorway/the wall behind the door different -> mimic cannot find the fire exit to place a mimic
@tranquil frigate just got custom item's correctly saving and loading when modpacks are adjusted 🙂
nice
makes my life and future life easy
@opal wigeon did you perhaps remember me asking to add an event that calls after the custom dungeon items are loaded?
that should be in now i think
so I can modify the list or even my items a bit before sending it to SpawnScrap
then nice
sure
https://pastebin.com/5FHspHRA
I call this function right before I start the dungeon generation process.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
My understanding of what you added, is that I could add my custom items/enemies using LLL, and tell it to load only my dungeon is loaded correct?
I really only need to update the weights of my custom scrap and enemies (and the other weights too) before it starts spawning them
And for it to properly reset next day. That's the purpose of the (last/current)[Items/Enemies]Rarirty variables that I set in the beginning of the function. I can mess up the items and enemies lists as much as I want since I know it will be fixed next day
oh yeah you wont need any of that
LLL's ExtendedItem & ExtendedEnemyType have slots for scriptableobject data classes called Matching Properties
these are what you previously used for your dungeon with all those lists (contentsourcenames, levelnames, routeprices etc.) but built into 1 standerdized so
so you can inject your items and enemies into your dungeon the same way you inject your dungeon into levels
Ya I saw that before. That's good but I can edit the weights of the item/enemy list too yes?
yeah but ideally if i dont forget to make it work you could actually add those weights to the vanilla extendedenemies
but regardless the way your thinking will be probhapsably viable too
Well if I edit the weights of the vanilla extendedenemies, since it sounds like a scriptableobject it sounds more permanent
Unless I do my current method where I copy the list, which means my code doesn't actually change that much
which is fine
because you can make the vanilla enemies inject via rarity on your specific dungeon
the same way you would for your custom one
we'll see tho, untested waters haha
perhaps because i can't see the code, I still can't fully understand what you saying
I wonder if an alternative mimic style would be possible by leveraging the doorway system in dungen
so it wouldn't be fire exits but regular doors, would be a bit more flexible
then if a custom fire exit model fits nicely over the dungen doorway the mimic could be scaled appropriately and swing any given custom model door
i almost wasn't gonna do this, but i had to mess with the mimic renders anyway so i went for it
This is amazing
Now you must share your knowledge with every interior maker XD
i would tell them that its a massive pain
I'm sure some would be willing to suffer lol
I may come back for more info in a month or so for my own interior, that is if there's not an easier way by then
there you go, it works for both doors now
That looks FUCKING FIRE
So cool 🤩
my friends are totally not gonna expect mimics in a modded interior
Perhaps, if I can peep raphtalias
👀 ...
you the scp boi? >:o
looking up mod
👁️
Omg they are-
Why the hecc are you peeping in here so coincidentally?! 🤣
cough ahem- yes
You should peep raph
:p
@young geyser
Already showed them
I'll probably need to do some tweaks though, probably removing all the atypical spots for fire exits
#1181019013409677312 message
🤣
Chain of pinging
triple-ensure 753 sees that fire stuff~ :3
And adding a back to the custom model since right now it's basically just a hat that sits on the normal blocker
yo custom fire exit mimic???
Honestly, there needs to be some like... what's the word?... custom-mimic code that custom-interior mod devs can just attach to their mod somehow?... .... I am failing to find the right word for this...
some like - open-ended blueprint to allow that kinda stuff easier
copy-paste, put texture there, disable/enable this or that here - bam.
I love that animation, and would love to see every interior all of a sudden not be safe from mimics >:3
753 hasnt been working on the mod so it hasn't been high priority on my side either
thats not a diss or anything just be like that sometimes
yus
But when it gets picked up (hopefully eventually)- think of like... how to do that- #1195583267546595389 message - but all the interior dev has to do is copy-paste a section of code and customize a few things to suit their interior correctly
I request people to put clips of those falling for mimics of this interior when it drops
pls
The code stuff I asked from 753, if implemented should make custom mimic doors "relatively" easy to setup
there also needs to be custom behavior written to prevent clipping per-map usually though
rendertexture time
Don't you already do collider check for rooms behind though?
[copy paste code start]
[section to modify]
[commented out section of saying "Put custom behavior stuff here"]
[copy pasta end]? o -o
or is it not as easy as copy-pasta somewhere inside the custom-interior gen code? o, o
does it have to be fragmented here 'n there? . ,.
I try, but I still have to manually exclude some rooms
because not every room has a well set up bounding box
Ohh I see what you mean. That explains the room checks that I saw
raphtalias?
I checked again what I did. The code isn't rough but you do have to restructure your fire exit blocker prefab so Mimic can recognize it
Could probably use some fixing up anyway, maybe I'll do it as part of the port to v50
let me know when you start doing that. like i figured out how to do it but it's a couple of weird steps
I'll have to get a v50 proj setup but could look into it this arvo
is this Yukari's pet
More like Patchy's
<@&1173795317469159444> some mod plz pin this plz love you
love ya
Really wish users had pin perms in their own threads.
they do, thru Jeb. Haven't announced it tho
/Jeb Pin <message id>
they can moderate their own slowmode, too
:3
999sec lets go
If you're the thread owner you can do it
you should be fine if slowmode is back off
@tranquil frigate Good now? 🙂
Good good. Jeb won't pin their own announcement now.
solid pinned message 👌
Sekibanki coilhead updated to now be "TouhouEnemyModels", and now has Satori as the nutcracker.
https://thunderstore.io/c/lethal-company/p/BeanCan/TouhouSekibankiSpringManCoilHead/
It will be interesting to see if they do others like a Lootbug Marisa, it'll synergise very nicely with your mod
I tried Flandre Ghost girl but it didnt seem to work
saw the video of it
pretty cool
Oh and they replaced the spring head replacement too
well I got some free time, see if i can learn from them
2-3 weeks later. i can say that pinnable portraits, while certainly possible, is too much to add and maintain for such an unimportant item
Unless... I simplify it to only the ship's hull
Let me try this Lol nope not gonna work easily not worth it
Or what if it were a purchaseable furniture item with the same model?
i thought about it, but it would be confusing to why you can pick up and sell the floor portraits but not the wall ones
sure you can contribute it to being a game, but i don't like that answer when i can compromise a solution
The Flandre mod works but is incompatible with the Diversity revamp that's probs why
i dont even have that and it wasnt working for me, so idk whats causing it
i dont have any other ghost girl mods besides what....i assume Lethal Resonance messing with the sounds (?)
I doubt it'd be that lol
DiFFoZ has showcased the mod working though so it does work
Do you have Symbiosis?
I know I used to have that and learned it causes a lot of strange issues and conflicts
Thanks to @forest lark
Well nvm I doubt it's that mod
Hmmmmm
I do have it
My list is:
wait what
why where
anyone know if this works with LethalLevelLoaderFixed?
I don't know how LLLFixed works but I don't see why not
Yes it does
omaigod im gonna play it now then
tried using lethal level loader fixed just now and hm..
How'd you get it to work?
I have LethalLevelLoader disabled, and LethalLevelLoaderFixed enabled
I'm not sure if I'm going crazy but is that just a black screen?
uh yeah, I can't see. but I'm "ingame"
This is when I start a new save
I can jump around and stuff but its literally a black screen, can't see pause menu either so I gotta alt + F4
Try whatever they said
I also have that disabled already
Modlist?
You should also provide the log
Would that be logoutput.log?
do you use r2modmanager?
I'm using r2modman
Yes
I think this is the log
Dependency string list
BepInEx-BepInExPack-5.4.2100
notnotnotswipez-MoreCompany-1.8.1
KoderTeh-Boombox_Controller-1.2.4
Evaisa-FixPluginTypesSerialization-1.1.1
Evaisa-HookGenPatcher-0.0.5
Rune580-LethalCompany_InputUtils-0.7.3
Sigurd-CSync-4.1.0
Evaisa-LethalLib-0.15.1
Zaggy1024-OpenBodyCams-1.3.0
Badham_Mods-CirnoFumoScrap-2.0.1
coderCleric-Poltergeist-0.3.1
Scintesto-Monster_Plushies-1.2.8
x753-More_Suits-1.4.3
BunyaPineTree-ModelReplacementAPI-2.4.1
doppelwrangler-Commando_Suit-1.0.0
SethC-RiskOfRainItems-0.2.7
FlipMods-TooManyEmotes-2.0.11
doppelwrangler-V1_and_V2_Suits-0.4.0
Pee_John_Labs-Lethal_Master_Chief-0.1.0
Pee_John_Labs-LethalIsaac-1.0.0
randomPMenjoyer-Limbus_Suit-1.0.4
FEB-SCP_Suits-1.1.0
Kittenji-Dont_Touch_Me-1.2.1
no00ob-LCSoundTool-1.5.1
Clementinise-CustomSounds-2.3.2
LeagueOfSlaves-LobotomyJester-1.1.0
NotAtomicBomb-TerminalApi-1.5.2
darmuh-suitsTerminal-1.0.6
AinaVT-YippeeScrap-1.0.7
LethalAPI-LethalAPI_Terminal-1.0.1
Caigan-Archipelago_Scrap-2.1.0
APLC-APLC-0.5.21
Pooble-LCBetterSaves-1.7.3
Nikki-NikkisCosmeticKingdom-2.0.0
Jordo-NeedyCats-1.2.1
Lordfirespeed-OdinSerializer-2022.11.9
fumiko-CullFactory-0.9.3
IAmBatby-LethalLevelLoader-1.1.6
Alice-ScarletDevilMansion-1.3.7
xilophor-LethalNetworkAPI-2.1.6
Piggy-LC_Office-1.1.23
Refract-LethalLevelLoaderFixed-1.1.0
These're the latest mods I got, the scarlet devil mansion and lc_office
Should I try disabling LC_Office and LethalNetworkAPI?
[Info :LethalLevelLoader] LethalLevelLoader(Fixed) loaded!!
[Info :LethalLevelLoader] Transpiling GenerateNewLevelClientRpc
[Error : HarmonyX] Failed to patch bool RoundManager::SpawnRandomDaytimeEnemy(UnityEngine.GameObject[] spawnPoints, float timeUpToCurrentHour): System.Exception: Cannot assign method return type System.Boolean to __result type UnityEngine.GameObject for method bool RoundManager::SpawnRandomDaytimeEnemy(UnityEngine.GameObject[] spawnPoints, float timeUpToCurrentHour)
That's where it failed
So the loader was able to start but had an error I'm assuming?
The loader failed bad trying to load
I don't really know how to read these properly so I'm just wondering what it means
o
do I have to be on ver v49?
Were you on v50?
mhm
ah, ok. So I can run it on v49 then.
Yuh
gonna try it on v49 then.
If it works, then yay. I can run it with Archipelago/Multiworld Randomizer runs :o
Archipelago takes a bunch of games and spreads their items across the other games right?
How does that even work for Lethal company
Is this the correct way of writing it?
Looks like it yes
Does the knight and jester already spawn using the special spawn logic by default from this event, or would I need to change this config?
If it's default, you don't have to change it. It already has the special spawn logic
My answer
Gotcha, thank you
im trying to get this update out with the mimics combability and other small minor changes. but after this update and the v50 fixes, it's gonna be slow updating
ill keep it updated to the major updates (for as long as I can), but expect major updates to this mod to be slow
@weak stag I figured out what was causing the Flandre model to not work
Disable the dress girl patch in TooManyEmotes
With Diversity it's flat out creepy btw
XD
Oh NICE
Is anyone else having issues with the devil mansion?
Its not compatible rn with v50 from what me and friends tested it
I was told of the existence of v50 experimental build, so I can start the updating process
Woo!
Still making progress on fixing my dungeon for v50. I am accidently finding bugs for it that's preventing me from finishing it (but at least I am contributing to the v50's stable update)
wait holy shit
why am i just now finding out about this
Cause I've been pranked for 2-3 weeks and not been able to release it
oh damn
1 week of negotiating with Mimics mod bro to get an api up, then almost the second i am given the final test version, v50 releases now I gotta wait for LLL
yippeee
It's a journey
can’t catch a break can you 🤣
Is there a outside looking of the building?
I suggest put the building at March, since there is a lake and sometimes foggy😋
ya about that, we have something special in the work (in curtesy of someone very cool)
it will probably release the same time the v50 patch comes out
👀
@timid fox you're the creator of the TouhouCompany mod, right? The one with the model/sound replacements for enemies.
v0.9.3 seems to not be working at all
Gimme a minute and I'll give a log
NVM, opened an issue on the github: https://github.com/BoredBean/TouhouCompany/issues/5
not me sorry
i just make this dungeon
Lol I cannot read, you weren't even @'ing me
Sorry, I put it here because they sent a message here yesterday
Nah you chill
Like I write in README, discord is not a good option to contact me.
Espicially, in someone else's post.
From what me read, this still not work on v50, correct? (´・ω・`)
It doesn't not work on v50. From what I understand, they are waiting for Lethal Level Loader to update, since this mod was made with that, and won't work without it.
Me tried with the test github version and the dungeon didn't show up as well, so only waiting then... _(:3 」∠
Basically what Leaf said. I don't necessarily need LLL v50 but I'm not as free as I used to be. I don't have the time to make it work without LLL atm so I'm just waiting for that to update
Oki (´・ω・`)
LLL updated 33 minutes ago.
Seems that some interiors work right away. I haven't tested this one yet, but just letting anyone paying attention know.
this one will need an update
Great news, the update is basically ready and hot
Let's gooooo
But LLL boi has to fix some code so my default dungeon loading parameters save properly
yall can wait one more day
this update is just so the mod works, besides a change to the deco flashlights to make them more worthwhile, there's no changes yet
let me know if it breaks. if no, i can go back to updating the mod bit by bit (like actually adding the mimics compability)
yippee!
oh ya i can make polls
lets try this
answer however you like
i will be finishing the v1.3 series with the mimics patch and of course adding the v50 elements
v1.4's focus will be the answer to the poll above, but it just won't be as fast as it was before
No more planetary weight configuration options in the cfg file?
Oh I forgot to mention, use the LLL config now for that
Thanks.
It's in LLL's config now
Only one who voted for a new prop? Shame. Anyways, how hard would it be to have the little rotatable paintings be occasionally be replaced with a fumo?
Ah
Best I can do is add mod compatibility with the fumos mod, but that would probably confuse the player on what's a prop and what's loot, probably not a smart move
Fair enough
Does this version of SDM have the mimic compatibility you were working on?
not yet, i need to make sure if the v50 patch is not completely busted (and it also updated to LLL v1.2 which is also asking for more potential issues)
but it looks like there's no issues yet? so I will get the mimic thing in soon
Take your time, no rush. I was just curious 🙂
Excited for what you cook up in the future
oh i don't feel rushed or anything. i want the mimics thing out (for the past 2 weeks)
You killed it, it looks so good🤩
I think adding more tiles would be better, i still feel like it plays a bit to much like the manor, adding some more unique rooms would be nice
Have felt some lag in the SDM. Party members have had the same too. Not sure what the circumstances that cause it are since it isn't constant its just occasional small spike. Didn't have it before v50
It's possible that it's an enemy inefficiently pathfinding around the mansion
I get them too, and usually it's cause I spooked a braken or something
If I am given some consistent pattern to when it happens, I should be able to solve it (or at the least force a pathfining mod dependency)
@tranquil frigate any chance clients spawn different items than what you expect when combining flashlights?
I'm being blamed cuz my scrap is spawning lol
Yeah when clients converted a flashlight with TheGiantSpecimens installed it turned into a redwood heart
Which I cant see being my fault somehow lol
sounds like a fault with TheGiantSpecimens
one sec
well to be exact, not exactly your fault your fault, but an unexpected consequence
ill go sniffing your code with dnspy
It's on github :3
i find dnspy easier with finding specific lines of code
btw
how do you add your items?
Oh actually it's a bit too updates on github so might be a bit not what you expect, not sure 
I register through LL
And the heart spawns through similar code to lgu, spawning the network object after the Redwood dies
Among a couple other things like setting the price etc
@cerulean ether i can say that it is in fact, not you
Yay
but another mod, to which i have to ask the original dude's mod list
but if you would look here
you notice your heart is next to my flashlight?
Mhm
something is moving the item list by one index, which is messing up my index caching
someone's mod
and the mod is inserting the item into the list AFTER someone creates a flashlight
you know actually, that may be fault now actually
nonono wait
nm, i was thinking about scrap
the scrap list gets moved around of course, but i cached my item in the regular global items list
which should never be touched after the Initiation phase
anyway
@rare needle the list now
it wouldn't be that mod, i had a similar bug complaint a while ago
its someone's mod, but i gotta look for it
huh
do you
Inb4 it's LLL
My first guess was a problem with LL and LLL since I still use LL but dunno
i cache it after the flashlight creation is called once
which is way way way after StartOfRound etc.
and i cache it in the global item list, which is never affected in theory
and if it is affected, it should be appended at the end list
but someone is inserting their item multiple times, after the first StartOfRound
AKA
someone's in trouble
is it offset up or down
offset up
it shouldn’t matter for this problem but
Ok cool
I gotta check but i think i remove two things from the list on SoR awake
I should keep that in mind just incase
Lmk when you find the problematic mod
You could test uploading the version you have ported to LLL and I could help you find out
Or send me a beta build you have ready you consider stable enough to test
I havent ported yet, I'm studying for exams lol
I'm pulling a whitespike on this operation
First time you run the game
[06:13:45.1693610] [Info :ImoutoSama.ScarletMansion] 0: Binoculars
[06:13:45.1693610] [Info :ImoutoSama.ScarletMansion] 1: Boombox
[06:13:45.1693610] [Info :ImoutoSama.ScarletMansion] 2: Flashlight
[06:13:45.1693610] [Info :ImoutoSama.ScarletMansion] 3: Jetpack
[06:13:45.1693610] [Info :ImoutoSama.ScarletMansion] 4: Key
[06:13:45.1693610] [Info :ImoutoSama.ScarletMansion] 5: Lockpicker
[06:13:45.1693610] [Info :ImoutoSama.ScarletMansion] 6: Apparatus
[06:13:45.1693610] [Info :ImoutoSama.ScarletMansion] 7: Mapper
[06:13:45.1693610] [Info :ImoutoSama.ScarletMansion] 8: Pro-flashlight
[06:13:45.1693610] [Info :ImoutoSama.ScarletMansion] 9: Shovel
[06:13:45.1693610] [Info :ImoutoSama.ScarletMansion] 10: Stun grenade
Second time you run the game
[06:14:40.9692646] [Info :ImoutoSama.ScarletMansion] 0: Binoculars
[06:14:40.9692646] [Info :ImoutoSama.ScarletMansion] 1: Boombox
[06:14:40.9692646] [Info :ImoutoSama.ScarletMansion] 2: Jetpack
[06:14:40.9692646] [Info :ImoutoSama.ScarletMansion] 3: Key
[06:14:40.9692646] [Info :ImoutoSama.ScarletMansion] 4: Lockpicker
[06:14:40.9692646] [Info :ImoutoSama.ScarletMansion] 5: Apparatus
[06:14:40.9692646] [Info :ImoutoSama.ScarletMansion] 6: Mapper
[06:14:40.9692646] [Info :ImoutoSama.ScarletMansion] 7: Pro-flashlight
[06:14:40.9692646] [Info :ImoutoSama.ScarletMansion] 8: Shovel
[06:14:40.9692646] [Info :ImoutoSama.ScarletMansion] 9: Stun grenade
[06:14:40.9692646] [Info :ImoutoSama.ScarletMansion] 10: Extension ladder
you may notice that the flashlight
has been gaslit from existance
the question i have is, how do i detect which mod
lmaoo
I would guess it's a scrap mod no?
I will say, maybe the rotation shit in GI? It does make flashlights spawn crooked from the dropship when enabled
I did switch it to false after posting the pack earlier for that reason but 🤔
i think i found the cause of the issue
i think it's LLL having a weird interaction with some mod
My guess is
TheGiantSpecimens then right?
Cus when I disabled it everything worked as normal
@cerulean ether you did theorize this same thing too
LOL
I just dunno of any mods that touch the flashlight
I had someone dm that they had an issue where their loot would completely change everytime they loaded into a ship
They unloaded LethalModDataLib and apparently it fixed?
I don't which mod is exactly is at fault, but I can say that it's not GiantSpecimen
If they unload moddata lib itll unload both our mods lmao
that issue is me doing something wrong to trigger an issue with moddatalib
well, that would then lead back to you
LLL boi
back to the computer
after your nap tonight
😳
for now, temporarily, would SDM have to change the way it spawns the flashlight?
Oh now that you're here
I did have a bug with LightsOut where items from ImmersiveScrap like the Lamps and Lanterns would be permanently off after dropping them in the ship and they wouldn't turn back on after picking them up
So yeah something for you to fix
Weather boi
😳🥲
https://thunderstore.io/c/lethal-company/p/Glitch/NoPropShadows/ I guess this exists til you do fix it
Lol
Assuming it still works
OH IT'S XU'S MOD 🥲🥲
Yup
:3
I use different methods for disable and enable
could be it
don't know tho
Will check Monday
Had this yesterday aswell, flashlights turned into shovels, and overall loot on the ship changed to other loot (though the value didnt change)
It'll be fixed soon, Smart Item Saving is being integrated into LLL in the mean time use SmartItemSaving
Thank you :3
Does ScarletDevilMansion spawn monsters now?
It has always spawned monsters? Do you perhaps mean a much earlier version?
Version 1.3.8. I waited at ScarletDevilMansion until night and couldn't see the monster either
There's a strange log :[Warning:CullFactory] A MeshRenderer in SM_MayorEntrance_FINAL_32x24 Tile(Clone) was unexpectedly destroyed.
Hmm, maybe there's a bug or something with your mod list
Oh you can ignore that, CullFactory will hate me for that but you can ignore it
Can you send me your mod list and I will be able to take a look tomorrow
Maybe it is my fault but I can't really know right
Oh just all the basic ones hmm
Just the basics, that's all.
I'll check it and I'll report back. I haven't had anyone report bugging enemy spawns yet
Maybe the enemies got locked behind locked doors by bad luck? Well I'll see
I've only changed two things.
Oh? What are those changes?
Ohh Titan ya
I need to find a better solution but, Titan is so big that with the 3 different paths, it's possible that enemies take forever to get to you
Maybe that's the issue but I'll check
Love you and thanks for sharing the mod
Damn no one confessed to me for my mod creation
This concern me lol is this ok?
Probably scary
well im thoroughly spooked
Put a Discord link in your README!
Will do for the next update xd
I'm very sorry, monsters can spawn normally. The cause of the problem is a problem with my game archive
But sometimes it says:Max shadow requests count reached, dropping all exceeding requests. You can increase this limit by changing the Maximum Shadows on Screen property in the HDRP asset. Is this because the map is too big?
Are you using Advanced Company by chance?
Ya that issue, I'll fix it somehow one day eventually i hope
thank you
highlighting this poll again, but im pretty sure the result is set in stone
I wouldn't mind helping making a new enemy if you're ever in the mood for it, it's pretty fun
@tranquil frigate sup, quick question : are the paintings considered as apparatice ?
They are not, they are unique
But they can trigger Meltdown if you have that mod and you toggle the config
meltdown's config or sdm's?
Sdm's config
Since my painting will spawn an enemy by default, you can choose whether or not the painting
- triggers Meltdown and an enemy
- just Meltdown
- just spawn an enemy
I already hired someone to make an enemy model and animations, sorry
I noticed that a lot of people want a new enemy, but I won't be able to do that and new tiles at the same time
So at the least I will make an enemy variant
Daym, moneyh, I can't wait to see how it turns out
So, I wanted to try out the mod, but when it was loading I noticed this error
What the hell
Didn't think much of it, but then if I load any save (even new) it's just black screen
This shouldn't be happening
It's kinda hard, I instal every thing manualy
That's fine, if you take a screenshot of your mod folder
I can at least give it a look and see why
It may be faster actually to give me the full log, if you still have it
I think it's the auto translator mod but I'll give it a proper look later tonight
damn
That mod also seems to break other mods too
I don't think I can fix my mod to make it work with the auto-translator mod (I think it is literally translating the text in my code)
Super sorry
yep, it was the auto-translator! Everything is fine without it
Pushed small update. Fixed a few bugs but more importantly added the spike trap
Pushed the mimics compatibility update and an experimental fix for the max light warning spam
That fix also seemed to cause a weird lighting issue with Mimics' hole weirdly enough (when my dungeon is active), but I'll take it over the warning spam
@tranquil frigate Got sent into the Shadow Realm and got this error
this as well
and this LOL
it keeps going
Reverting to 1.3.9 fixed it idk why 1.3.10 is brokey
I've found a bug that is caused by the latest version of SDM, when I try to create a lobby, it gets stuck in this screen, no input whatsoever works and cant quit the game (aside from alt+f4), making the game unplayable. Disabling SDM fixes this issue and reenabling it breaks it again.
I got sent into the Shadow Realm entirely I think it breaks if you don't use Mimics atm
also worth mentioning, during this state the console is heavily spammed with
[19:58:09.2702691] [Info : Unity Log] soumdmanager: True; False
interesting
do you need to have it enabled or just installed?
Idk I downgraded it, my friend theorized it was trying to request the Mimics API though
We'll find out once @tranquil frigate sifts through my log
oh wait was it the classic shadow count thing? that happens even with CullFactory? that seems a little worrying potentially
it shouldn't be possible to render that many lights with CullFactory except in long hallways I would expect
What the heck did I forget one sec
guess you're forced to use the Mimics mod >:)
Lol
Tbf only reason I removed it is cus my group just never died to them anymore
I lowered the spawn rate a bit so now they're more of a surprise
is this gonna be a quick update, wondering cause my friends and i play in an hour
entirely a coil flip
if you don't see me posting that it's fixed, assume it's broken
noted, thanks
unless you have mimics installed :)
understandable, but v1.3.9 is still good
oh ok, noted
this is probably the fix. just had to make a separate .dll
well ain't that my fault
@young geyser i still believe that a class is the best approach, but it would require future developers to make and load a separate .dll if they want to soft depend on Mimics
well, i figured it out and it's really only an annoyance, but I can see it being a potenial problem
well i'll think about later for the time being
Surely you just don't have an if(loaded) somewhere or something and you can still have all the mimic-referencing code as long as it isn't called, right?
well what happened was, since I have to create a class based on a MimicsAPI base class, it forces it into becoming a type
a type that cannot be determined when you do this
var types = Assembly.GetExecutingAssembly().GetTypes();
and everyone calls that for the NetcodePatcher
oh hmm
I have a solution in mind, sure more annoying for me, but it doesn't require a separate .dll
BUT
Im the only person using the mimics api so you won't bother anyone else :)
So...\
If I don't have mimics itll be ok?
da thing
Huh
awesome
cant wait to have this interior back on the list
least obvious mimics ad
yippee
Why is it saying page not found?
Lol
☠️ You got this
not trying to bit-mine your computer i promise
Haha
So I think I saw in here that in order to edit the weight for this interior, you have to do that through Lethal Level Loader but where do I do that? I have it like this but I still don't get the interior.
And weirdly enough, the circus interior has a ridiculous spawn rate.
That was just me copy and pasting from the other config.
Should I remove it to see if that does anything?
not sure
I also never assigned this. Looking in both configs for circus (I don't know why there's two of them) there's nothing there.
I fixed it. The reason why the circus flow was so high was because the config in for the Bozoros moon was set really high. And for Scarlet Devil Mansion, I noticed the config was not updated (SDM still had the dungeon spawn weight config option) so I uninstalled it, same with Lethal Level Loader just in case, and installed it back again and edited the configs accordingly.
My config doesn't do anything anymore, but hey if it's fixed, then it's all good
Yeah, when I said "edited the configs accordingly" I meant LLL's. The config for yours didn't have any dungeon spawn weights or anything.
Ohh okay, makes sense then
Thank you for trying your best to help, though! And big fan of the interior. Well done on it!
🫡
Amen soldier
So I'm assuming in LLL - I gotta transfer the dungeon weight config from the old config into LLL's "Dungeon Injection Settings - Manual Level Names List"?... and instead of "Rend@200", gotta make it "Rend:200" .,. ..... time to quickly learn how to replace in a line . ,. ... but I suppose also this means just because you add the mod now - doesn't mean anything in it is activated until you go into LLL's config and enable it huh?
Yup! Manual Level Names List is where you want to put it, and make sure you have content configuration enabled in the LLL config
Do I just need to enable content configuration, or do I need to also enable Dynamic Dungeon Size Restriction? Or does the scarlet config override that section and not need to be enabled?
You just need Enable Content Configuration set to true. If you want to adjust the size of SDM you can enable the Dynamic Size Restriction, but you don't need to
I love how there's an injection setting specifically for mod names
If I just typed "Wesleys Moons" in there, would it put scarlet devil mansion on the pool of all wesley's moons?
oh but it'd put the same rarity on all the moons that mod adds...
better to individualize it via. level names instead
I honestly wouldn't recommend using LE with LLL, will just lead to issues. They're not really compatible, Wesleys Moons should be ported over to LLL soon. As for if Wesleys Moons works in the Mod Name Injection, I honestly have no idea. You can test interior chances at the terminal using the simulate command
Wesley uses LE right now? ._ .
oh - it uses LEC. Heart nearly dropped 🤣
I'd be like "Why the hell would they change to LE when they were transitioning"
Still not really compatible
If you run into issues with LLL, I would first assume it's caused by having LEC
Yeh - not like I can even use wesley moons atm o- o... they're transitioning afaik so it'll only be a matter of time
I just wondered where the LE comment came from outta nowhere 😅
... @glass walrus
Do I need to set the weight manually - individually - per level eue
LEC isnt supported anymore either
if it works it works
if it doesnt it doesnt
If using Level List then yeah
Is there no base weight somewhere.... default weight? e-e
For the tags list you could do Vanilla:300
Could I do "Modded:20" and that'd make all modded moons 20 weight?
iirc, in v49, enabling any LLL config while using LEC would brick the terminal
No idea about it working with v50
we have some hallway renovations under way
Hot
Always wonder how people manage to design these things, unity feels really unintuitive to me.
Marisa lootbug in SDM looks so funny
@timid fox you do good! 👍
Eh
So weird that I can use stickers from elsewhere but not emotes from elsewhere anymore
I must get footage myself of them on the sdm
I was also horrified to find that she has a chance to have a different appearance as well
Peak comedy
lmao
It's beautiful
Its him!!
also
@tranquil frigate Do you have plans to make any other mods?
just this
Ah i see
I've been considering taking a shot at doing a former hell/animal realm interior or something with some friends
How much experience did you have with modelling, unity and proc. gen prior to this? And how tricky have you found it?
Modding is fun, I'm about to start an interior with no experience myself, dunno about lady raph, but I've had 0 experience with anything related to code and modding and I'm doing great, just takes some time 
It's real real hard and tedious, but the result payoff is real good
I had an advantage with the Touhou-ish 3d assets that I already had (they were from previous game jams I've done)
omg Xu
Thats awesome actually, i just tried the new giant out last night with a friend, we loved it
Which without, this mod would be never possible
As I have no modeling experience. Which means you would have to be decent at making 3d assets
ooohhh, i see
I know someone who's offered to work with me on it and does modelling, she's the one who got me into touhou actually
Shes quite a nerd for like japanese architecture as well which would help alot with the interior i would wanna go for
Modelling is probably the most tedious process for me so I'd definitely take that help if you're being offered it!
Also ty 🩷
The payoff is indeed nice, seeing people play the mod
10/10 would get yeeted into quicksand again
Hahaha that's amazing
I gtg for a couple hours but I highly recommend u go for it, its pretty fun to mod (imo), and ask anytime you need help with anything, people here, atleast me, love helping
Alright, sure!
simple jump puzzles added
also changed the dungeon generation a fair bit
update in a fat minute
the gist of the dungeon generations changes are the following:
each main path has an preset "entrance" tile
bigger tiles are generally rarer
branching paths are much shorter
obviously two new jump puzzles/death pit to make hallways more scary
overall, the dungeon should feel smaller, let me know how the changes feel
@tranquil frigate Why so many dang turrets now?
