#Scarlet Devil Mansion v2.2(紅魔館)
1 messages · Page 7 of 1
Lost count how many times now I've went around a corner and there's 2 right next to each other
Walk in another room and another turret
lol
Modding is fun, but modeling is not. At least no fun for me.
It's great that you optimized all your assets.
I'm the one who stuffed players' disk with huge models.
Btw I'm not a fan of how there's only like 1 pathway most of the time now after the SDM update
I like the new update but it was nice having branching areas to go to and different rooms and stuff
@tranquil frigate
🤣
Actually I'm getting lost everywhere.
Cannot pick up :(
The new dungeon generation makes the interior just feel way too linear, I love the new jump puzzle hallways though
I preferred the old generation thoguh
x.x
you using vanilla generation?
It's linear
are you using the vanilla generation
One path
Well before
It matched the size of vanilla mansion essentially
and had matching branching paths
So it wasn't an issue
Idk if it feels less linear with defaults now
thats why i use slightly modified
I might downgrade the mod though, til the linear stuff is fixed cus the linear generation now just feels well...
Bad
Good to know, I'll look into it
Ty ^^ I do love the new changes and jump puzzles but it feels weird going in main entrance and only having 1 real passage way be available XD
Btw @tranquil frigate Enemies can't pathfind across the jump gaps
i told them enemies to, once sec
Which has also led to when a Masked enemy spawns in for an example and someone is outside they get stuck trying to walk against a wall to get out rather than pathfinding to the main door
lol
I saw 2 situations today where 2 spawned in stuck trying to leave through a wall
XD
Fumo!
btw map hazard didn't change, it's still completely based on the moon's difficulty
Yeah I just noticed they were spawning closer together on moons that have them
XD
oh wait, did you say that you were using vanilla generation?
Yeah
ahhh
well that explains it
@rare needle since you actually play the vanilla generation, what are your thoughts of the bottom floor
i feel like since you have only 1 main path, having 3 different floors to find the real main path is a pain in the ass?
It can be yeah, previously I really liked the Vanilla generation but I may swap it to the Default now after the Revamp tbh
I don't mind the different floors, just find it weird the branching paths are gone
XD
Cus it used to have multiple different rooms and sections
what are your thoughts of me locking the bottom floor for vanilla generation?
That may help
I only ever did the Vanilla generation since a lot of times I start off playing with 1 other person tbh
Lol
I'll test how Default feels
Haha
but i should be able to easily lock off the bottom floor
Yeah I imagine blocking off sections that won't have a path generate when using the new vanilla generation will help
Also I will say we had a couple times where scrap was unable to be grabbed
something spawned under a bed, and another time something spawned under a table
Couldn't grab them
ya im confused about that
since on my end, it looks like it shouldnt be doing that
Could it be part of the vanilla generation maybe?
doubt it
Got it
wait, were these issues recent by chance?
hmmst
I think I found out why the mayor wasn't branching out anymore
Just how to fix it though
Oooh
Yeah cus before with vanilla generation it would always branch out even the downstairs area usually, I just dunno why with the new update it doesn't lol
I guess for Vanilla generation restore the old method if it's only an issue with the vanilla gen
I also found a century-old bug in my generation
which explains why one path is always bigger
Haha I didn't even notice that but nice find
More dungeon generation code altering later
Update up
I had to alter the DunGen code AGAIN for branching paths to spawn on my special intersection tiles (i.e. the mayor entrance and the new hallway entrances)
In English, the mayor is fixed
Also @rare needle added a toggle to disable the mayor basement, it's automaticaly toggled on with the Vanilla preset
Oki ^^
I also may have fixed the items spawning below the bed, but if it still happens too frequently, I'm just gonna shotgun it by added specific spawns to each tile
Okay will let you know if it happens lol
The new update is really good, so glad you fixed it ^^
fosho, couldnt leave it broken
Yeeee
good morning
Im here to mess shit up config wise
As I understand all the weight configs have been moved to LLL right?
on a scale of 1 to 10 how much would this mess up the generation?
0
Would you recommend using the clamp setting for your dungeon to help reduce the size but not hard cap it to 1.5
It will probably be fine. I used to clamp it to 2.0 for Titan and it seemed to remove the worst of out Titan's hugeness
2.0 for the max dungeon size setting and 0 for the restrict scaler?
Ya I used to that, but that was for the previous dungeon generation
Now, I don't know what is best, but 1.5 for max dungeon size and 0.5 for scaler will probably work fine
Btw, what was your settings for this
Curious to how people tuned their dungeons
have you seen the tile size field yet? it's not included in LLL config but might be nice to try out
it lets you scale the dungeon length multiplier by a fixed value instead of clamping it, could be nice
1.5 more loot. 1.4 hazard multiplier, min enemy spawn count 3
increased painting value
Not sure what you mean, also not sure who you are directly that to
yea was that towards me?
Ahh lol, that's a risking dungeon alright
Devilish
Dubious
it was to you, sorry
Then I have not seen it
there's a new value in ExtendedDungeonFlow that corresponds to the value Zeekers uses to scale the mansion interior
MapTileSize
the s1 spawns the special behaviors for enemies such as jester pre cranking his shit right
(ill wait you can talk to zaggy first btw i got numerous questions)
Ohh that value, I've been assuming that's always 1.5
No I'm pretty sure it's always 1.5 no matter the place
I was testing just yesterday, and despite my length being 4 to 5, LLL log reported 6 to 7.5
Unless I'm missing something
Perhaps the default value for extended dungeon flow (I create mine at Plugin.Awake) is 1.5
Wut it is 1
I'll look into that later
What be your questions
The special spawn conditions thingy
I see you have them for your knight and the jester
when on the jester it makes it spawn already cranking
for your knight it does...

It's kinda backwards for the knight, maybe I should fix it but...
The knight by default wants to spawn on a statue, and if it cant find a statue it stay on the vent/sigil that spawned it, that is its default spawning pattern
By setting the special spawn condition to 1, you disable that spawning pattern, meaning that it spawns normally
Just those two, I don't know what else I could add that wouldn't be completely unfair
Oh I can easily think of ways to destroy the player
But I rather not, or if I did it will not be enabled by default
does
does the ghost girl auto hunt sound like a thing you can do with minimal stress
hypothetically speaking
Minimal stress it should be
I do have to visit the painting enemies soon since I've been needing to add the butler
So if there's anything else I could add to that event, I would be able to
This also been in the back of my mind (it's still on my phone tab) so I'll try this as well
https://www.google.com/search?q=unity+ghosty+material&client=ms-android-att-us-revc&sca_esv=5e1cf30a8e60a482&sxsrf=ACQVn0_vgi8ji_OG85TiFZHsKba3aTprNQ%3A1709878661194&ei=ha3qZZK0C-Tl2roP6uWUiA4&oq=unity+ghosty+material&gs_lp=EhNtb2JpbGUtZ3dzLXdpei1zZXJwGgIYAiIVdW5pdHkgZ2hvc3R5IG1hdGVyaWFsMggQABiABBiiBDIIEAAYiQUYogQyCBAAGIAEGKIESLM1UNAKWKgzcAB4AJABAJgBjAKgAa4oqgEGMS4zMS40uAEDyAEA-AEBmAIZoAKTHcICBBAjGCfCAgcQABiABBgTwgIGEAAYHhgTwgIIEAAYHhgPGBPCAggQABgIGB4YE8ICBxAAGIAEGATCAgUQABiABMICBBAAGB7CAg0QABiABBgEGLEDGIMBwgIKEAAYgAQYBBiLA8ICBhAAGAMYBMICDhAAGIAEGLEDGIMBGIsDwgIQEAAYgAQYigUYQxixAxiDAcICCxAAGIAEGLEDGIMBwgIIEAAYgAQYsQPCAgoQABiABBiKBRhDwgIHEAAYgAQYDcICDRAAGIAEGA0YsQMYgwHCAgkQABiABBgNGBPCAgUQIRigAcICBBAhGBWYAwCIBgGSBwYwLjIyLjOgB4qIAQ&sclient=mobile-gws-wiz-serp
that seems odd, I confirmed it worked well for Black Mesa when I implemented the config option
you were increasing it to make your dungen length smaller, right?
No I never touched that as I assumed everywhere was 1.5 multiplier
oh I see, I misread
factory is 1 so that it's the "base" size, mansion is 1.5 to be 75% the length of that
er, 66%
for Black Mesa we ended up on a value of 2 iirc, the tiles there are quite large so it needs to be scaled down quite a bit
We did 2.5 actually 😛
oh I forgor lol
Koishi as special ghost girl variant?
I am aware that there's a mod for that already
idea : allow butlers to spawn in the SDM, and they drop sakuya's knife on death
Counter idea, it's the butler but in a maid skin
Already in the works
nice then
who would be the butler variant
It doesn't need to be someone with a knife, the knife could be reskinned into idk, a sake bottle
kogasa as a jester
Sakuya would still fit far more than anyone
Mansion, sweeping and cleaning, similar mannerisms, association with knives
Remember they gotta drop the knife when they die too right? Or else its an even worse butler
Maid flash here and there with unlimited knives
Is this perhaps working in v50 ? 
I'm really sorry if the question has already been asked, i tried searching a bit higher in the thread but couldn't see it
Really wanted to try this interior even tho i don't know anything about what it's based of of
pretty sure it works
Thanks (:
sometimes it be like that
As an aside your interior seems to disagree with LethalFixes #1235731485894643722 message
small update in a bit, enemies that spawn from the painting event have special colouring (only the default enemies for now)
I love this tbh, does this mean if one of the Nutcrackers spawned is killed you'll get a unique variant of the shotgun? ;o
it's a regular looking shotgun, anything past that is too annoying for this small flavour feature
Fair I do really like it though, the cursed designs are cool
@cerulean ether btw check it, what i was doing yesterday
ah nice, i think it looks good, dunno if its the colourblindness or how you actually made it but im barely able to see it lol, maybe its just the angle
when they are standing still it's real hard to pick out the shape
thats fair yeah
but when they moving, I found it quite clear. They are unlit so they glow even in the dark
well, people will complain to me eventually that if its too hard to see
and there is always the config to disable it
no point in listening to complaints if u have the config optionn then
well if everyone is complaining and disabling the feature, then i probably messed up big time
fair
when i added my new enemy there were a few things that split people in half quite a bit
ya adding new of anything is quite difficult
prone to break shit, both the balance and the code
oh yeah definitely, especially when i switched to LLL
im still confused to why you would switch to LLL for just your enemies?
nah i switched to LLL for all parts of that mod, not just the enemies, but the enemies part is the most broken
probably gonna switch back to LL today
lel
i can get rid of my hotfix garbage code for stuff like the debug menu lol
atleast config will work for people too
nice
oh yeah, have u seen the weather i've working on?
i have not, i assume you mean the meteors?
yee
it's going pretty well and hoping to release it soon, balancing things is always annoying though 
yeah im waiting for the "meteor is too big" nitpicks, though i kinda enjoy working on weather
wonder why no one's done it before
the same reason why I ask to why no one else has modified the DunGen code to improve their interiors
I assume it's difficult for most people
maybe, i've seen a few interior makers talk about how daunting it is lol, i think i saw someone re-make my weather code in like one function as a joke
, kinda funny, gonna see how far i can take the weather stuff
just hoping i can find some good particle assets or something along those lines
ya interiors are up there in the hardest things to mod
you really need every skill in the book
ill be giving it a go at some point 
i think im only missing having made a moon and an interior so far
good f'ing luck
oh and ship upgrades and those type of things
interiors require so much upfront work
yeah, plus my imagination is horrible so it probably wont look that good lmao
did buy dungen on discount earlier to make things a little easier
ive been using dungen through LC since the beginning
ya dungen on discount is probably a lot lot easier than what i did

even the ||ghost girl||?
@tranquil frigate you'll love the new moon Tolian dropped, it's like completely designed for SDM ^^
It sounds like it was designed for sdm
It was
Oh, wow, I could've never expected that
Vanilla,
Or modded?
What would make you think a Tolian Moon is Vanilla?
XD
Because I Never Heard of that mod before?
Mainly because Before I Joined this server, "LethalLevelLoader" was a Curse upon the game?
It Could be a Vanilla Challenge or Beta moon.
There are Thousands of Mods on the Thunderstore,
And moons are Not the interesting kind
I've never heard anyone say LLL was a curse XD
Because without One Mod that NOWHERE ELSE points out,
It Will either:
-Crash your Game
-Not Allow you to Go to certain Moons, Especially the Company
So? Use TerminalFormatter with it, Batby will have the issue fixed when they release 1.2.3
It's weird for you to be shit talking LLL in a thread about a custom interior that uses LLL
Really weird
Did you Not Read what I had Said Before?
Now you Are ignoring what I said earlier.
Neat!
I understand your frustration but this isn't the place to talk about LLL issues, I just make funny mansion mod
I'm not ignoring what you said
and agreed with Raphtalia as I said this isn't the place for you to shit talk LLL and talk about issues with it
🤔
Aside from . . . That,
Good to know Yukari is Still as Evil as ever.
Any Other Monsters in mind?
We have another enemy variant in the work, but no actual unique enemy for a while
I'm currently focused on the dungeon exploration with new rooms and dungeon mechanics
Please No Yuyuko traps
Define yuyuko traps
Om Nom Nom
making mods be hard sometimes 😔
We know you got this Batby, glad you're taking your time working on the next update tbh
Never Said it Wasn't,
Just Still Peeved that no fixes were mentioned Anywhere,
Really wanted to try out This mod with my friend, glad there Was a fix Somewhere
becuase i haven't worked on the project so its yet to be fixed 😛
pay me 😛
i was about to say personal issue but it's actually a personal issue
cause you are actually busy/tired
Wouldn't it be better to make that Terminal mod a Requirement to Download it, like Bepin?
that mod didnt fix the problem until after i took a break
its fixed on the unreleased build that will come out eventually
Which was . . .?
bouta week ago
how come the fix is not out yet?
was other stuff i needed to work on before dropping the update
I assume you mean, it's ready but it's not live ready
And you haven't had the time yet to make sure it's live ready?
theres other stuff i needed to like do
unrelated to that specific problem
eg. the item saving pr\
well good luck with that
Found a mod that fixes That issue,
Funnily Enough
hmmst, I would love to have something like that as a scrap
like those mechanic toys things uhh what are they called one sec
i know there are things like this but its like a house decor and they spin
wait a minute, i have some spare assets from previous games, i may try something like that later
Can't Wait for the New Doll jumpscares
they won't be jumpscares, they will just be decorative scrap
akin to a snowglobe
N'aw, now we Won't have Koishi Blinking at us,
Or Satori being Suddenly Smug at us
Least we still get Painting Jumpscare
you imply that Satori just being smug is a jumpscare?
understandable to an extent
Like looking Into the Player's "Eyes" suddenly,
With her 3 Eyes and that Typical Smug Look on her face, like she just heard the Funniest joke in the World
[13:29:57.4645129] [Error :ImoutoSama.ScarletMansion] GiftBoxItem could not inject Items. Probably scary
[13:29:57.4704950] [Error :ImoutoSama.ScarletMansion] SpawnScrapInLevel could not inject Items. Probably scary
I'm scared
second line also prints when other interior mods awake
but everything seems to be working fine..? 🤷♂️
by chance are you using AdvancedCompany?
yup
then the potato guy probably changed how he did his code
the sepcific compatiblity with your mod?
well the mod will still work, and nothing should break
well I added compability a long time ago so my interior would work
right, I member that
but since AC is no longer on the thunderstore, it's legimatically too much of a pain to fix that code for whatever potato is coding these days
that being said
LLL should have a new feature eventually that will basically remove that error above
but my interior will still work even with that error above, you just won't get my items or enemies
i see. understandable.
I think it was introduced with switching my entire pack to v50 inlcuding your mod, LLL and AC so something probably changed in that regard.
Thanks for the info
Hello,
First of all, thanks for the mod that is amazing since the begining (and all the possibilities to tweak it in the config file).
I have a little question, I can't find anymore the dungeon spawn weight in the config, have you deleted it on purpose or is it just a bug that will be fixed in the future ? (Or maybe I have a bug in my files).
Thanks again o/
I deleted it on purpose since I moved it to the LLL config. You need to edit it there now. Sorrys!
No need to apologies you are doing an awesome work, thanks for the fast answers, I'll come back again if I have some trouble 😄
interestingly enough I just saw a Knight spawn in with that setup (and the errors)
knight, tulip snake (v50) and ac in one picture
Menacing
Question,
Did I Miss an Option to make the SDM Spawn on Other moons?
I want to Honor Sanguin
#1195583267546595389 message
I AM BLIND
What are the Symbols on the Ground for?
they are basically vents (||enemy spawns||)
And the Crystal Flashlight?
Aside from being Best color?
it has improved battery life, just keep in mind it counts as scrap and not just a tool (hopefully a config option will be set for this soon)
it seems about half of the time, even with the basement disabled (as you can see), basement floors still generate. you can see the scrap underneath the floor there. (there's a way down just past the doorway in the picture) i assume this is a bug of some sort, unless it's intended to still have some rooms be able to generate at the basement level
That's particular, I'll take a look thx
Yall are experts, how do you set the dungeon to spawn on all moons?
Is it "All" in the dynamic levels tag section?
That's how it was for LL
Do make sure the tag isn't broken though, like custom is broken for enemies rn
Yeah hopefully the bugs you had get fixed when LLL 1.2.3 drops, it's just the implementation isn't quite there yet for your use case
that bug is gonna frustrate me, I actually disable the bottom floor to prevent this and it still wants to spawn scrap there
And I checked again my mayor tile, and there's nothing that suggests that that should happen
But I'll keep sniffing
but i suppose you don't have the seed for that generation right? :)
the observent viewer will notice that, the nav mesh is still going through the wall
i think i know why
you may think to yourself, how are these item issues showing up again, especially after the Mimics patch
well it's quite simple, I changed how I had to generate my walls so it work with Mimics
HOWEVER
I forgot to account for the navmesh, which is created after the dungeon generates but before I fix my walls
In English, I fixed this inconsistency
I'll add one more room, maybe two, and that'd be the update for tonight, tonight at 12am probs
Spent more time updating the Readme go figure
Yukari's Eyes have made my friend Scared of jumping,
Mission Accomplished
does an arm randomly reach out and try to pull someone into the pit 
You shouldn't be giving me ideas like that
I may actually do it
that's the point. it should be a rare thing like every 45-90 seconds, so the odds are really low and it doesn't get frustrating
a pit with an arm coming out of it…
an arm pit!! 
Possible fix to [...] wall phasing enemy movement
sounds like a feature to me 👀
Nah it's a fix to a potential previous bug
Ye, I'm not actually gonna add a mechanic to destroy the player just for existing
I know I saw someone doing hand enemies with Diverse something?
Shouldn't be too rough to do something similar (but not now)
Vile Vending Machine has a arm with a hand coming out of it
On the Nutcrackers,
If you can somehow disable pits/jump puzzles from generating like this, that'd be great, because it kind of defeats the purpose of them when you can just walk across. It's not an issue most of the time as these were the only instances I got from a few generations, but it's still a possibility.
like you said, it's not an issue most of the time. i knew it was a possibility but it's rare enough that im fine with it
about a 1/16 chance i think, well i could make it a bit rarer
it only effects the default enemies that I choose for the bedroom event, I wanted to know if the feature wasn't destructive before i went further
The fact you made it so it can spawn the ghost girl is evil XD
btw, i assume since that no one complained so its probs fine but, the colouring of the bedroom enemies is not impossible to see?
i know they can hard to see when standing still, but in motion they are clear yes?
See
You never get to see the ghost girl anymore in modded
I feel bad for her
I meannn
You haven't been to Sector-0 recently or Starlancer's new moon then
XD
Is the config for the moons the interior spawns on gone?
its in LLL now
Ah
the mod page has a tutorial on how to set that up
O alright
just in case ya dont know
Thank you
Uh when you say the tutorial is on the mod page do you mean scarlet Devil mansions mod page or lethal level loaders
SDM
Or am I just trippin and it’s somewhere else
I dont think LLL has one yet?
top of the page, its by a dropdown
i can make that more obvious
I Wish the Nutslayer could spawn with that coloring,
Or from that event
BUT,
That'd make things Too hard for my friend
This message was sent Way Earlier,
BUT, Discord is ran by Dicks
the nutman can spawn
but the enemies that can spawn are completely based on what that moon can spawn
I'm talkin' about the one from Brutal Company
I Fear doing that
you just have to add the nutman's name into that list
well you need the real default list but r2modman never lets me show more
knight@s1,crawler,nutcracker,springman,maskedplayerenemy,jester@s1,butler
just add any custom enemy you list at the end of that list
with a comma to separate
oh wait the painting event will only spawn available enemies from the moon?
and not force an unnatural spawn
yes
oh thats radical
you correct
I added dogs

that works?
uh havent seen it yet actually
i suppose i could make ONLY dogs spawn and test it

tomorrow mayb
When is Col. Brolli Diamondback being added?
when am i being added
Make it a touhou reference and I'll consider it
damn, gotta think real hard about how im going to do this
Consider the following, this is in my mod as a portrait, but it's a touhou character instead
aint no way
i know so little about touhou 😭
quick google search tells me me and ran yakumo same species
(i have no clue)
Find out what part of you that you wanna add
And how you will represent it
And I'll find the touhou character
If you are going for a fox girl, than Ran is up there
ooo interesting okay i can work with that prob
Tell you what
If you were to model a snow globe or something
And you provide a picture of what you would like if you were a touhou kitsune/fox looking thing (or model really whatever but ya gotta look touhou-ish)
Then I can have that rotate and do fun snow globe stuff, while letting me add some of my 2d touhou stuff
🍮 scrap?
Basically that yes
ill try my best
I just got the same problem, is mimic installed, or do I need something else? constant spam in the console
Fox-girl?
Tsukasa
ez
If you could provide your mod list, it would help me determine the issue. Those errors are coming from so many different places that it is hard to tell
Working on it now, just finished up what I've been spending the last week on, you might be a bit interested but prolly already figured out most of it
#1238598452137562223 message
Ahh shit look at that
Ya I've already figured most of it but it's still cool to see people post tutorials and stuff
Yee
018f6470-634b-8dc6-aa07-e4f3174dedde
Ty. I'll take a look tonight
Col. Brolli Diamondback IS a Touhou
Seems the SDM crystals reset colour to white when reloading, without any mods changing
We are using BetterItemSaving tho
So it could be from that
do you have more than 250 items on the ship? I may be wrong, but I don't think that SmartItemSaving modifies the limit on the item metadata count in a save
actually not sure if it was 250 for saves, I might be thinking of the number for synchronizing items from the host
I Know the Item limit is something like 30, wasn't it?
looks like it's 45
although it does appear that that limit applies to the total number of items rather than their metadata separately, so it is a bit odd for that to happen I think
might be worth keeping a copy of that save and using UnityExplorer to modify the color of those crystals to see if it reverts upon save and reload
is this was an enemy, what would it do?
shrimp reskin? 
imagine this as a bracken and it stands up on 2 legs when spotted
mayb
hey this is completely unrelated
but if by chance any chad here is playing Rabbit and Steel
feel free to stick this in the animation files
And Brolli Diamondback?
sorry for delay. I think the error is ReservedItemSlotCore
I think anyway. I'm not too sure
I don't recognize this name so it's not a touhou reference
As such, sorry not adding
But . . . he is?
well im not getting it so i need an explanation
I disabled the mods one by one. The problem is this "BepInEx Faster Load AssetBundles Patcher"
Is it possible to fix this?
let me see what that mod does
I mean this sounds like an issue for @hallow hatch and @flat leaf to look into if it's a compatibility issue with Reserved Items and Faster Load right?
Reserved Items does not affect the lobby problem in any way, only scarlett mansion and faster load
i think i had a similar person report a similar problem
I think it's the russian translation mod sadly
now that's a weird one
If you disable "BepInEx Faster Load AssetBundles Patcher," it's fine
If you disable the Russian translation mod, it's fine
But if you have both on, my mod breaks
scarlet works for me now, that's the main thing)
RTLC breaks mod?
NM I was wrong, I think it's not the Russian mod but XUnity_AutoTranslator
oh hmmm
I don't really understand why, but when I disable RTLC, but I leave XUnity on, it breaks
but, I may be able to find a solution, next update though
Brolli Diamondback was a Good Kid,
However, the Plans of Yukari can Never be denied.
Problem with new LLL update
just released an update that fixes that
oops sorry didnt saw it. thank you
late reply but the color of the crystals are based on its scrap value. i don't know how the scrap value got messed up but it explains its whiteness
well i say that, but even at value 0 it would be blue
maybe BetterItemSaving does something unique, ill check it later
i did some looking and some debugging, it's not an easy fix and i don't know how to even fix it
i will try communicating with the mod creator and see if i can find a solution
Oh, well now that is VERY interesting
I do a bingo event with friends from time to time
One of the challenges is to get all sdm crystals, or rather, 5 different coloured ones or something
And our scrap value changes depending on the weather....
Previously it was an rng challenge but, this changes things
Well it's still mostly rng
The colors are based on the multiple of the scrap value
So like 0,7,14,21 is blue
1,8,15,22 is red or something etc.
And ez way too :P
yeah, pretty creative, i like it
What is the difference between Manual Level Names List and Dynamic Level Tags List? I set it as shown in the picture (Acidir: 9999) and found that there is a high probability that the original dungeon will appear in Acidir.
You see Enable Content Configuration at the top? That needs to be true
That will enable all changes you are doing
My answer
Oh! Thank you, I'm foolish.
Manual Level Names is just the moon names
Dynamic Level Tags is a set of special tags (the only ones I know is All, Vanilla, and Custom)
I roughly understand, thank you.
That’s a list of used vanilla level tags, if for example you specify Valley:100 all moons marked Valley internally will have that weighting
Whether LLL adds more non-vanilla tags I don’t know
I talked with the FasterLoaerAssetBundles mod. I think they will release an update soon that fixes the issue
I read this on Github, thank you very much 🥹
Pour one out for Brolli Diamondback,
Our boy Never came Home 🍺
🤔
u sure thats not just a tulip snake outside?
go disable all outside monsters first
happens to me often in vanilla
best if u have teh seed to replicate
this only happens when SDM is generated
can I choose custom moons in the config of this interior?
Yes, if you have Sanguine you Should change it
what is sanguine?
Sanguine is a custom moon themed around Touhou
But the original question yes
If you look at the mod page, there is an explanation near the top of the page
could not find the option, I have edited the value sin lethallevelloader.cfg now
thanks, will do!
Any idea why two main entrance tiles would generate?
I dont know much about this mod, so Ill let lunx explain most of it xD
@tranquil frigate we had a funny bug happen with Vanilla generation where we got 2 main entrance generations
XD
now that's a new bug
i can check later to the potential cause of bug, but it may be a mod interaction
It happened on PsychSanctum if that matters, I think it might be a really rare bug tbh
@tranquil frigate Any reason why with the basement disabled it still sometimes generates the mansion with the basement?
Do you mean like, both tiles spawn in the same dungeon or like it randomly ignores the config?
I have Vanilla generation on so it should never generate but it still does sometimes, I almost wonder if the config is borked lol
Randomly ignores it I think
Probably my fault somewhere, I'll see if I can take a look tonight
@tranquil frigate and it generated with 2 mains again XD
So I think the config is just borked, cus Bongo fixed the compat issues with Terbium I hope you manage to get it fixed lol
👍
I'm having issues with the mod's config generation. It just keeps... vanishing? I know I had it here last night and when the config vanishes so too does the knight in my LQ list. Launching the game SHOULD regenerate missing configs, but it's not working.
Sounds like a really nasty mod conflict somewhere probably
Configs don't normally do that
send me over your mod list and i'll take a look to which mod may be causing it
I got it back, it was being weird due to (LLL) not being on the right version. I don't get how or why, but 1.2.3 wasn't good enough for it.
For LLL, I often recommend using the latest version, and if that is acting weird, whatever the latest patch/fix is out there
Yeah, I typically hold off on updates to wait for bug reports before updating so I always expect something... but the weird thing is (LLL) 1.2.3 worked fine last week and neither mod updated in that time span. Whatever the issue is it's gone, but it feels like there was a third piece somewhere in the issue. Weird feedback, but just thought I'd bring it up since I found the solution to it.
we shall never know, LLL breaks in mysterious ways
but thanks for the info, it may become of use
SDM has been great on a lot of my group's recent runs. Occasionally you see something odd like a stairway to nowhere, but it really is a great interior. It's come a long way.
Perfect for hunting fumos.
Tyty, it's unfortunate that my free time has dried up so I can't develop further atm but glad ya enjoy it
i remembered there use to be a config setting to adjust spawn weight on moons. what happened to that? or i guess we gotta use LLL or LQ
i moved it to LLL
does LLL config accept "All" or do i gotta list every moon individually?
it accepts All
looks legal to me
well the good news is no errors
the bad news is that All spawn weight didnt seem to apply
uhh
Oh I remember again
https://thunderstore.io/c/lethal-company/p/Alice/ScarletDevilMansion/
I put all the instructions here near the top of the mod page
but it's in the dynamic level tags list section
not level names section
that should have been fine, tbh i don't know what the issue is
no obvious errors on the console
Next best thing to try is prob Vanilla + Modded
Or is it Custom for modded moons I forgot
ill try that and then ill try a fresh pack with just SDM
wait, what version of LLL are you using? Just to be sure
Huh, I remember there was a bug in the past where my dungeon wouldn't load properly if it was the only LLL mod
It's possible that a similar bug arised
we'll see.. ill test bit more and let u kno
if you get stuck, send me the log so i can take a quick glance
maybe i can find the issue from there
Is it California "Girls" or "Gurls"?
#sanae #touhou #californiagirls #dance
Original Model: bowlroll dot net file/294445
Vanilla:40,Custom:40 vanilla, custom was the solution
huh, that don't make a lick of sense
thank you very much tumble & raph 🙇♂️
maybe batby changed All to a different word like Everything 🤣
theres no all
thats LL
wut, i swear I used All before
maybe in an old version?
I never supported all
i guess i gaslight myself into thinking that it worked
yeah you gotta do "Vanilla:" and "Custom:"
oh my god im message number 6666 in here
Calling out for help. Custom enemy. Why the hell is the player being pushed by the enemy collider, but it doesn't trigger the OnTriggerStay function unless you try really hard to enter the collider.
I've been stuck on this for the past 4 hours
I did not have this issue for the knight, it's just this new enemy. I even copied knight's nav mesh agent and collider to the new enemy, same issue.
Truly cursed
are the layers right
I have checked 20 times I'm sure
Just for sanity sake, I disabed the enemy collider to make sure there wasn't a rogue collider. Nope no issues. The enemy collider is pushing the player
Which means that collider should be triggering the OnTriggerStay function
but it doesn't
im confused, no? 😭
oh lmao, sorry im a bit daft
your collision detection
on the rigidbody
shouldnt be continuous
make it discrete
other than that, looks good to me
it was continous for the original enemy that i was copying
and it was discrete earlier, where it still have issues
continuous means the rigidbody is able to collide with colliders
but, ill will try again
which u don't want basically
discrete and continuous should be the same, it only affects how physics interaction fixes itself
if you're still being pushed past this, then the enemy type scriptable object also has a force push thing that you might've allowed
yeah, it's a v50 thing
ima trying halfing it and see whats up
this is what im currently using to be clear and the player goes through the enemy just fine
if trigger on, gravity does nothing
no
nono, if "kinematic" is on, gravity does nothing
ok but gravity is on
ye, gravity gets autodisabled when kinematic is on
yeah that's what i do
your 100% sure the model doesn't have a collider doing it?
i turned off the enemy collider to be sure for a test, no other collider
but im trying the discrete + reducing the push force by 25%
if that doesn't work, then probably need to take a deeper look at your other gameobjects
oh nah it does
all my colliders are IsTrigger and the player gets pushed with zeeker's push force thing
it was the fuckin push force
figured it's the second reason, lol
that is horrifying
@rare needle a month later I checked the bug but I can't repliate the multiple main tiles
alright pushed that update, the new enemy doesn't have anything that special yet (nor do they drop a cool special knife), but I don't know exactly what I would want to do with them yet. But it's been a long while since an update, might as well push something
Open to suggestions, but not anything too crazy. There are essentially skins and not a new enemy here
yeah nothing too crazy…
i think u should add every touhou character. fully animated & voiced.
turn the inside of the SDM into a bullet bell.
not too ambitious and can be easily done. 
Ya you're fired
No and don't plan to. My resources will be used a lot better if I focus on the interior itself
The enemy was just something extra for the fun and flavour of it, but it takes a lot of time for relatively little return
enemies are painful yeah
kind of, idk it just feels like nowadays i can get an enemy polished in a couple days but when i started it took me like a month lol
xu “the lethal enemy expert” xiaolan
Btw I'm still waiting on that snow globe
i had this interior + meltdown
and i told my friend “my hands are full, could u go get the painting in that room?”
i dipped real quick 🙊
we got a bit carried away making the snowglobe
holy
Now that's sick
pretty 
You sent your friend to their death?
yeah, i dont even remember the initial reason for making the snowglobe anymore 😂
I wanted to put funny touhou characters in there
i gotta keep them on their toes. teach them that danger lurks in unexpected places. 
oh true, it was majorly made by someone else in my team so ill ask if i can share it the model and stuff like that
Mkay, let them know how they want to credited
i think i remember the config showing an option for how many painting rooms there are
and the default is 2 iirc
makes me wonder if u could trigger 2 meltdowns.. or maybe only 1 happens
That would be based on Meltdown, and I believe they only allow one
Since meltdown is based on thr apparatus event, which is only 1 normally, and I'm just using their API
ah okay
https://i.gyazo.com/dfb8a346c8cbd8c7aaee66ccbd524e6e.png painting spawned like this.
how about adding a knife related trap to the interior?
or a sakuya room tile with a guaranteed sakuya butler and knife traps.
knife traps throw knives across the room/tile.
could be timed to be predictable or u see a glowy after-image before it actually passes through.
idk if that’s the kind of suggestion ur looking for. 🤷♂️
or not a throwing knife trap, but similar to the spike trap but its knives coming out of the ground.
or both
It looks like the painting was trying to spawn as a normal scrap. I would need a mod list since it's probably a mod conflict
Keep in mind the bug only started after the new update
That's a big mod list, let me ask to make sure what I saw on the picture
I assume the painting spawned on the wall but for some reason it spawned flat like that, and it clipped to the nearby room?
Yeah kind of lol
With a mod list as big as yours, I'm just gonna have to wait for the next complaint
Since that mod list is too huge to find the culprit
just credit them for the snowglobe's stuff that you keep, SolidStone (person who made shockwave drone), so what do ya want me to send you? just the mesh model?
the mesh model and whatever else you are doing to create that snowglobe effect (unity prefab, particles, script I guess)
that way i could recreate that cool-ass effect
alright, ill be saving it all as a unity package, and sending a couple scripts, keep in mind it's gonna be a bit more than you expect purely because it messes with player animator (only when held) 
i see i see, ill do my best 🫡
do ya allow dms btw?
alright, when unity decides to open ill be able to send it
gotta finish the polish and test out multiplayer, but this is the concept of the maid's knife. hurt yourself but get a guaranteed one shot kill on anything
gotta make sure that you can't oneshot your friend though
new knife added, dropped by the maid. made the maid take a bit more longer to get aggressive
don't know if the knife is way too strong for its effect. if it is, i could make the maid's death spawn a knight to chase you down
very cool knife
is it only when u hold it?
only when you feed it
so you choose when to hurt yourself
but its a lot of damage
i’d rather have control over my death than let those monsters take me
at the least your friend will have a strong weapon in return
becoming one with the knife
want to say i appreciate ur work on this mod
and the various other contributions you’ve made to this modding community
🫡
Would it be possible to have the maid's knife deal damage equal to 50% of your max health instead of just dealing 50 damage? With how it is right now, you can use the Stimpack upgrade from Late Game Upgrades to increase your max health and then use the knife more than once per life, which makes it a little OP and kind of defeats the purpose of it. By doing so it'd keep the same functionality while also preventing people from trying to get around the 50 damage "cost"
This is absolutely my favorite interior mod out there. I kind of wish there was a config for where/how often it can spawn so I can get it more but otherwise this is SO COOL and I love it
The amount of just. Things on this map is absolutely preposterous and I can't believe this is a thing.
Sure I can try to see if I can do that
And thanks
Oh you edit the spawn rate with the LLL config. I explain how to do it on my mod page
How to load on custom moons with Lethal Level Loader
that section, well I guess I should include editing spawn rate in the sentence
I was hoping that there was a max health value for the player script, but it's 100 by default. Late game upgrades does a lot stuff in the background to increase the max health and it's not worth it for this small combability feature (other mods in the future may change max health too).
What I can do is 50% of the current health, or 50 health, whichever is higher
Plz send me all bug or mod combability issues now or forever hold your peace. v1.3.19 will be the last update for v1.3 with the snowglobe item (it will just be a valuable 2-handed scrap)
I will skipping v1.4 and just going for v2.0 after this. That will be the definite "release" update (can you call it a release when this "beta" has been out for 6 months). It will include the outdoor tiles, another dungeon event that involves a timer instead, and a treasure room.
Along with any other fun stuff I want to add
That’s huge
Thats what she said
Mods, castrate this fool ^
NOOOOO 
sure that works, i figured there was going to be some sort of issue like that. thanks
@cerulean ether all thanks to her and her army
i cannot believe that GrabClipboard is an animator parameter and HoldClipboard is the actual animation to override
2 hours to learn that I f'ing swear
ill release once i get a touhou sound file for this


Oh these look really cool
@warm blade @cerulean ether thank these two for this
update coming on in a hot minute
item + new pit room + *some *safety railings for the pit rooms
look sooo nice 
im actually gonna have one more update for v2.0
since I have to do the snowglobe animator properly, and I want to add a few more mansion room variants
properly teehee
nah, fast pace the snowglobe with the entirety of Bad Apple (the remix one with the vocals) 🙂
/joke
snowglobes that play the corresponding character theme but the mod file is so big I gotta buy another ssd 🙏
real talk though this is amazing
, it's okay, 20 seconds of an audio clip with good quality can be compressed to like 200kb or less anyway
yeah ogg is great, this audio clip is 52 seconds
damn that's neat
interior doesn't load properly for clients, this happened before and after v56
Never had the interior loading problems, I would need your mod list
BepInEx-BepInExPack-5.4.2100
notnotnotswipez-MoreCompany-1.9.4
Rune580-LethalCompany_InputUtils-0.7.7
Evaisa-LethalLib-0.16.0
Evaisa-HookGenPatcher-0.0.5
Evaisa-FixPluginTypesSerialization-1.1.1
Lordfirespeed-OdinSerializer-2022.11.9
xilophor-LethalNetworkAPI-2.2.0
MegaPiggy-EnumUtils-1.0.3
SolidStone-SolidLib-1.1.4
Sigurd-CSync-5.0.1
Owen3H-CSync-3.0.1
ShaosilGaming-GeneralImprovements-1.3.0
AlexCodesGames-AdditionalContentFramework-1.0.3
AlexCodesGames-AdditionalSuits-2.0.0
BMX-LobbyCompatibility-1.1.0
AinaVT-LethalConfig-1.4.2
malco-Lategame_Upgrades-3.9.0
WhiteSpike-Interactive_Terminal_API-1.1.2
mrov-TerminalFormatter-0.2.18
darmuh-darmuhsTerminalStuff-3.2.5
darmuh-ghostCodes-2.0.6
Zaggy1024-OpenBodyCams-2.2.1
AVeryGoodTeam-SomePriceMod-1.0.1
IAmBatby-LethalLevelLoader-1.2.4
IAmBatby-LethalToolbox-1.0.2
MaxWasUnavailable-LethalModDataLib-1.2.2
mrov-DisplayAllMoons-0.0.2
Hardy-LCMaxSoundsFix-1.2.0
fumiko-CullFactory-1.1.4
Tolian-Sanguine-0.4.3
Alice-ScarletDevilMansion-1.3.19
Magic_Wesley-Infernis-4.0.5
Magic_Wesley-Atlantica-3.0.6
Magic_Wesley-Oldred-2.0.9
s1ckboy-Seichi-0.6.4
WiderStein-LertzMod-1.0.6
Tolian-Zenit-0.8.5
LethalMatt-Bozoros-1.0.1
Magic_Wesley-WesleysInteriors-1.2.3
RosiePies-CozyOffice-1.2.1
RosiePies-Sector0_Interior-2.0.3
mrov-MrovLib-0.1.5
mrov-WeatherRegistry-0.1.13
mrov-BetaWeatherTweaksBeta-0.20.8
loaforc-FacilityMeltdown-2.6.12
zealsprince-Malfunctions-1.8.7
XuXiaolan-CodeRebirth-0.1.9
AudioKnight-StarlancerAIFix-3.6.0
AudioKnight-StarlancerEnemyEscape-2.4.2
TheFluff-FairAI-1.3.6
Entity378-SellBodiesFixed-1.9.1
Bobbie-UniTask-2.5.0
Bobbie-NAudio-2.2.2
qwbarch-BarchLib-1.0.2
qwbarch-Mirage-1.8.0
Zehs-KidnapperFoxSettings-1.0.0
zealsprince-Locker-1.2.2
XuXiaolan-TheGiantSpecimens-2.1.5
SolidStone-ShockwaveDroneEnemy-0.6.2
SurfacedTeam-Surfaced-1.0.3
Dev1A3-BetterVehicleControls-1.1.0
DiggC-CruiserImproved-1.0.3
DiFFoZ-CompanyCruiserFix-1.0.3
EladNLG-EladsHUD-1.3.0
Woecust-Immersive_Visor-0.5.2
slayer6409-Emergency_Dice_Updated-1.2.5
Inoyu-Giant_Extension_Ladders-3.2.0
TestAccount666-GoodItemScan-1.1.0
Ty, let me update the mod today (I've been wanting to but I've been sick the past 2 days). Then I'll see what's up
By chance, do you have advancedcompany loaded
no
been trying my best to find substitutes for it lately btw lol
(LGU and SomePricingMod are great options)
Sadly good luck with that, no good substitute.
Anyway, I'll try and let you know today
it's kind of inconsistent as well
loads for me always, loaded for one client up until recently, does not load for a different client at all
though it's less of not loading, more like being desynced, where they see the interior in a different place
as the default mansion as well
Ohh hmm
By chance, do you have different LLL configs compared to your friends?
I have had happen to me once, and my current theory is that
I'll ask them when I can
swear it should have synced with sharing it through code right
You right it should sync, so maybe that's not it
But if the LLL configs are synced and the interior loading is still desynced, then we have a bug to fix
But I'll check it
In theory that shouldn't be relevant
LLL should be only caring about the host's config
and i believe you, but i had one game session where my friend desynced on me (my interior conveniently enough)
so something is happening, no clue what but something
my friends wont like it but ima try and rope them into a bug finding session for this desync
Updated to final v.1.3.20 version: inspired by some things I saw when trying out other people's interiors (I got to play the game lmao). Some new tiles, some more visuals/sound effects to the pit rooms
Final? ;o
Final for v.1.3 (except for any quick bug patchs)
The true "final" update is the next one, v2.0. It's not the final one but it's the final major update. Release date a while
i love my finalfinalfinal folder
Haha
another pit room 
i gotta push a fix since i left a ceiling open
also i noticed that the jump puzzles for one of the new pit rooms is just too brutal, so i gotta fix that
uhh tomorrow though
the new pit room is more like a fancy stair room with the chance of failing if panicing or if you get pushed around
question, has anyone got this error spam with my mod in multiplayer
[Error : Unity Log] [Netcode-Server Sender=1] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead.
I've seen that error before in my logs but never knew what mod it was from
So yeah
hmmst, ill be on the search for that
Alright I patched up that missing ceiling and I decided to make my keys red so they can stand out a little better in the black and white mansion
I was surprised you never did it sooner 😂 I manually set it to 9999 for that moon a long time ago though
I assumed that the moons could decide the interiors, apparently they never were able to
So truly I trolled Tolian hard
Lol
Oh I didn't state but I did remove the pit hallway room that was a straight line (with one entrance and exit doorway)
Found it too boring and tedious for its boredom
Lol
yum yum
@tranquil frigate Just a small bug to report with the SnowGlobe, for me as the host I could hold it correctly and also see clients holding it correctly but for clients they were seeing it held improperly. I wanted to let you know so you can look into it
@tranquil frigate 🤔
Vacationing at Vegas, will look at later
damn, i wanna gamble too
does this interior tank performance, i wanna play it but i only got a laptop that usually gets 30-50 fps on lethal
You'll have to get experiences from other people. I want to say with cullfactory and the low poly count for each room prop should make it easy on your laptop
ok thanks
How has this interior been working for you?
It works fine
Wut? That's a scary one
Yeah I'm gonna guess that's why clients couldn't see the Snow Globe held properly and only the Host can
in the config for Dungeon Painting Event.. is "Enemy List" specifically for the bedroom enemy or throughout the entire dungeon?
Only for the bedroom event
And it only spawns the monster if that moon could spawn the monster
Uhh, I actually don't remember at all
Could be maid
are they included in the enemy list's default?
The log will tell you if it works
currently says "The following string "default" is a preset that uses the following string "knight@s1,crawler,nutcracker,springman,maskedplayerenemy,jester@s1,butler"."
alright
Maid is not in the default list yet, as she would be not threatening
Hell, bulter by himself isn't threatening either. I gotta make them angry immediately or something
oh i assumed they get angry right away or something coz butler was on the list
is jester also not instantly angered too?
They don't have special spawn logic, just haven't touched it yet
Jester has that special logic
ah ok
thanks for ur answers
actually one more question.. could i use other modded enemies in the list?
Ya, there's no issues
Either their display name or internal name should work
The log will tell you if they found the enemy with the name provided, and if it errored
Even if it errors, nothing breaks
is that a challenge? 
Finally got the chance to try this on Sanguine, incredible interior
My group was trying to figure out ||if the crimson keys or rotateable portraits did anything but doesn't seem so||
Host and clients seemed to see different variants of the snowglobes too, but that could've been a bug from another mod since we had a few item related issues.
Probably my favorite interior though, great job
||the keys are just red to stand out better in the grayscale map, they are normal keys otherwise. The portrait's rotation was originally added with the idea of the player marking the path back to the entrance, but it didn't really work out in practice||
But the snowglobes variants should be based on the item's price, maybe it's a mod issue maybe it's a me issue but I don't know
But thanks for trying it out
I love your Scarlet Devil Mansion interior so much. If there was a way to mount the paintings on your ship, they would be so much better
that sounds fun
Should work if you use this probably https://thunderstore.io/c/lethal-company/p/Mellowdy/NoNailsRequired/
I'll give it a shot, thank you
Oh yeah, there's something that's been bugging me. I swear I've seen the butler and the knight almost every time I go to the mansion, the maid has been virtually absent (painting events not included). Just how rare is she?
She's essentially the same rarity as the butler, but she doesn't spawn from the painting event
Maybe she is too rare or maybe her spawn rate is bugged or may she's bugged herself but I can't really verify till later
I feel like the spawns pretty balanced in my game tbh
I've never seen either but I haven't played SDM in a long time
It will 100% be included in Chaos Company v2
Well she was added like a month-ish ago
Good to know. Even in my own friend playthroughs, the butler be rare
Yeah I've never seen the Knight tho
I still dunno how I feel about the Knight lol
I love the Butler, I have them spawn pretty frequently on Gorgonzola and they like dying to spike traps XD
I like the Red Variant otherwise I kinda dislike them XD
If you play with AC, it's possible you never seen the Knight. Otherwise it's crazy luck
Care to explain out of curiosity?
Oh? Why does AC break it?
Lol it's more so they like to spawn at the worst times and show up out of the blue
😂
I used to play with it, and may or may not for modpack v2, so I'm curious
Not that AC breaks them, but AC does so many changes to the LC code that I can't account for them
Ah that's fair enough then
Also AC is banned from thunderstore so I can't fix the code for them easily
The knight likes to spawn near yall, so I purposely make them slower than a normal coilhead to balance them
Yeah XD
Also in ChaosCompany_1.0
Normal!Knight spawns in every moon or 2, but the Maid has been practically absent in general. I even took a look at the configs and their spawn rates are about the same. They even overtake the Butler and the Coilheads. She's been weirdly absent, which is unfortunate because the Maid's Knife is the only unique scrap item I haven't gotten in a while now
Could she be bugged atm?
I might be chiming in without knowing what I’m fully talking about but if you declare a rarity for some modded entities, then watch the console as it calls out their spawn probability, the weights do not match up for half the modded enemies I use
I don’t know why on a technical level this is happening in v56
But this may be related to what’s happening here
have you watched the console to see what it says the spawn chance for the Maid actually comes out to once you’re landed on a moon?
iirc enemy spawns work similar-ish to interior spawns but are mroe complicated too, yo ucan assign each a number and it will pool all of the numbers together and then make a % probability to determine which oen can spawn based on the games current power level and how much power each enemy needs to be able to spawn alongside the time of day and how many entities of that type have spawned. It works in curves and has different algorithms for nighttime and daytime. So numbers never really align or represent any true %
Sorry for the late response, but figured as much. The only thing I'm afraid of is that whatever I have set up is either making the odds of her appearance extremely low, or not at all. But that's only part of it really, because not even the Butler has shown up on other Moons
since the maid's weight is based on the butler's, that would explain why you havent seen both
Now to figure out why the butler has been absent
how hardcoded is this? what if you declare separate rarities with LQ or CC
i dont know how LQ or CC works, but my code directly grabs the the butler/coil-head's weight after the dungeon generation finishes, reduces the weight, and uses the reduced amount as the corresponding's monsters weight
if you modify the maid/knight's weight with LQ or CC, I don't know what would happen tbh
if its after dungen im thinking your method will take precedence
i'll find out
Hi can someone check this with me, i found a problem when you load ScarletMansionMimicsPatch.dll with mimics installed my ram usage goes form 7.75GB Average to 12-13 GB
Are you sure the only mod you added was Mimics? I don't think it should be taking 4+ GB of RAM
Het uhm
speaking of which
753
What mods does Mimic have compatibility with?
and not by default
I mean like custom fire exit doors
or do people do that on their own
So far only maps that have similar fire exit setups to vanilla, as well as Scarlet Devil Mansion which is the only interior using a compatibility API PR'd by @tranquil frigate
I agree with the others, the patch .dll is only 10kb. Some other mod is a amiss
There should be more that have compatibility
I do have a moon idea I kinda wanna do
I wanna make it heavily western themed
