#Scarlet Devil Mansion v2.2(紅魔館)
1 messages · Page 8 of 1
So I'm currently having a major issue with the interior, especially on Sanguine. I set the Moon to only load up SDM, but it'll occassionaly load up the Vanilla Interiors, and it caused me to desync from everyone and fall into an abyss and die. Am I just forced to include the Vanilla Interiors regardless?
Sounds more like a LLL issue @opal wigeon
This is like the 4th time of someone having mismatched configs on my interior causing a desync
If Bat doesn't/can't check, I'll check later tonight
It's weird because the config should be the same for everyone else. It's based on my modpack
But even then, it'll occassionally toss me into the Vanilla interiors even on solo playthrough, despite those interiors being disabled on the config for LLL
So I'm unsure as to why it still loads the wrong interiors at all
is it possible you don't have the SDM category itself set to true
Where would I need to find that on the config, and which config for that matter?
LethalLevelLoader.cfg
Awesome, thank you
So I've noticed the config keeps resetting the values for the odds of a particular dungeon appearing in whatever moon is listed for it. This is in reference to the Vanilla Dungeons. Every time I start up the game, then exit it, the config resets for those dungeons, making it possible for them to appear in custom moons where they're specifically written not to spawn for.
Is there a permanent solution? Or do the Vanilla Dungeons not matter? Is it still OK if I have the content figuration up there enabled for the custom dungeons that have specific moons for 'em?
I may know of the possible reason, I can do a quick check in like 30mins of so
i checked but i couldnt replicate your issue
Here, I'll provide an example of what I mean:
And every time I load up LLL, it'll place back all the custom moons I removed (i.e. EGypt, Xen, School, etc.). Overwriting the file does nothing to fix the issue
And that's just an example with the Facility. I've gotten it on Sanguine at least 2 times. The Library was a little more frequent (prior to 753's suggestion, that is)
Now, do mind that I haven't gotten the Library since I followed 753's advice, but I don't think I've played through Sanguine enough to confirm for certain that this is the case, especially when LLL still places back everything I removed from the Vanilla Dungeon randomization pools
For interiors with their own individual config, there’s a few reasons not to configure them with LLL cfg and just leave everything disabled and use the mods own cfg
Oh, good to know
It’s annoying but I found it also helps with rarity and stuff
I finally got the Maids to work
Ngl, I'm very damn close to just enabling the Moon to spawn w/e interior the damn game wants, because trying to solve this issue is more trouble than it's worth (and I just want to make a functional modpack for my group of friends)
Though I think I might know what messed everything up, so I'm gonna do another fresh run this time around
there has be to some other mod causing issues cause what the hell is that
For sure I've never had this happen
lol
What
A particular version of LLL that caused everything to go outta whack. The latest version brought a whole bunch of problems, so I swapped back to an older version where everything had been working just fine up until then
Everything's going good now. At least so far 👍
Problem shouldn't be with latest version, cuz it's working just fine for everyone lol, but if it works for u fair enough
Yeah, I'm certain there's something else going on, but it's too much of a headache trying to make sense of what the root issue could be
If all else fails, I'll just have to cave in and enable every moon to load the vanilla dungeons so I can put the desync problems to rest
oml was this updated to have multiplayer compat???
I need one willing participate who plays this interior to give me feedback for my v2.0 update ideas
Warning, you will be spoiled of everything
I'd love to, but I'd be too unreliable. Any potentional reports would likely just be problems coming from my end
it's not testing the mod, just the giving feedback of ideas on paper (more like on screen)
more color pls
Oh okay, fair enough. I don't mind providing some input on my end
Raises hand! Me me me I love it!
When adding the monsters that exclusively spawn in the Scarlet Devil Mansion to mods like LethalLevelLoader, do I put Maid or The Maid and Knight or The Knight?
The same question for the scrap items too like the decorative crystals and snow globes - what are they called internally?
i only use maid
and it work on other mods
knight also work just fine
Thanks for the quick response! Do you do the same when it comes to the scrap?
Me wanna know that snow globe name as well.
Nvm, found it, "Doll Snow Globe"
Would there be more variation of demonic portraits later, like Patchouli? Flandre? all me found were those smol one on the table. (´・ω・`)
It will probably only ever be Remilia and Sakuya. They are the only portraits that fit perfectly for the portraits. The smaller ones are cropped images from concept art or quickly-drawn, low-quality art (the small size and game filters help hide the imperfections)
I'd love to!
Little late response but just dm me. I assume you are somewhat familiar with my interior yes?
im pretty familiar
did anyone ever figure out how to configure the Maid with something like LethalQuantities or CentralConfig?
It's just Maid for Central Config
Yea but I guess the spawn rarity is somehow tied to the butler?
I use the interior enemy injection to add it to the spawn pool
that's what I will do too if you havent had quirks with it
Not that I've noticed. Let me know if you notice anything
Code wise, the maid's rarity is tied to the butler, but only when my dungeon spawns. You may get two chances for my enemy to spawn but that's about it.
easy
thanks
basically the maid replaces the butler when it spawns
Yea
As ur would seem to work on paper tho
Is how it worked just fine with CC
can you inject the maid itself into other moons?
I am not sure I have butler and maid at equal rarity
But I have seen both about equally
Yes it works when not on SDM if that’s what you mean
hmm
WAIT ARE YOU THE LODAC THAT POSTS THE DELTARUNE TRACKS
umnn nooo 😁
😔
maybe ..😁
i seem to be getting that a lot recently (last night)
lol
still working on the garden tiles
that being said working on some of the qol changes
not that hard to edit the label colors of LethalConfig
the brigther red labels are the configs I automatically update with my preset values
Now that I think about, I wonder if any other modder touches LethalConfig's API
progress report
code rebirth be like 🥺 indoor meteor?
it would funny for sure
Indoor Tornado?💀
Just gotta beg @karmic jackal for assistance
not necesary an issue in getting it working
more of an issue of making it balanced and fit inside the dungeon
Yeah idk how meteors or a tornado would work inside😂 is this a tile or a whole archetype?
i mean this alone already looks awesome enough for variety wise
imagine a tileset without roof and u can just see the sky and weather(kinda)
i was gonna do an archetype of tiles, but after working on it somewhat, it's probably better as a set of two random tiles near the entrance
opening more possibilities 
at the end of the day, just reopening these garden tiles is already causing the generation to fail a bunch again
So does that mean if there was a modded weather that was more on line with the vanilla ones existed you'd be able to make it work in these tiles?
in theory yes
but nothing set in stone
o yea i forgor why u removed it in the first place lol
if my sharknado isnt there, i dont want this mod to ever update
i did say maybe
I'm helping someone with a weather, I'll definitely be back when we get further along
Surfaced x Code Rebirth when?😂
like a tiny mini ass sharknado that's smaller than the player would be hilarious, but i am just kidding lol
actual sharknado ty
in the coderebirth repos lol
ayo
For a full Sharknado tho? I want like six Bruces in a tornado 😂😂
it'll be the water tornado but with shakrs lol
It would be a beautiful sight
Commit shark spin
holy shit
uniroincly a hero amoung men
been using this interior for awhile and just realized I have no idea how it actually works with the markings on the ground and the rotating pictures
the black sigils? those markings on the ground?
those are just vents
you may occasionally hear a sound like this
that's them spawning soon
the rotating pictures were originally meant for something else, but it never really worked out in practice. they don't do anything
I actually really appreciate you removing the shroud of mystery because I would spend several seconds dinking around trying to figure it out every time
everything is explained on my mod page, but i could understand that that may spoil everything
It is a very thorough readme
Too thorough for a man of my attention span
Interior is fye tho
right on
Got a clip of a nutcracker spawning from one and scary my buddy 😆
Been getting the scarlet mansion a lot more lately and it's been nice.
nice
I think there should be default values for this in more modded moons. For my modpack I just copied and pasted the mansion’s spawn rates to this interior.
@harsh zodiac I saw you talk about loot density in another mod thread. Could I hear your thoughts about the loot density of my interior? I always love to hear feedback, bad or not
I have to update my mod for the new API I developed. I got a few days before I get the mod icon for it, so I'd add a few fun stuff/changes in these two-ish days
Inspired by @tardy merlin, falling in the pit/void will no longer kill you immediately. You'll get a second chance, just not what I would call ideal conditions
Omg this is gonna be good!
getting gapped will no longer be lethal, great
You'll still be gapped if you fall in the second time or if you were already at critical health
Though I'll be baffled in how you fall in twice in the same day
Will strategic gapping for faster loot transfer be a thing?
Honestly I haven’t even hardly played it enough to be detailed
Rn I have like a 2% chance per interior
But I will be removing some soon
A lot of them are ass in general
I got over zealous from only having like 5 interiors in v49
Wood multiple mods in your Bugfix modpack stop me from killing oldbirds. Even with butteryfixes disabled I couldnt drive over them
Had maybe a similar bug on Wednesday where when one person started the snowglobe song, everyone else holding a snowglobe had their snowglobe model disappear from their hands. Didn’t affect gameplay, they were still there in people’s hands and you could drop and pick them up fine. I was host and it seemed to be affecting host and client the same.
You can strategically gap at the start of the dungeon to go deep, just can't be picky about your new health value
The flipside though, falling in on purpose when deep in the dungeon, may not be possible. It picks the farthest AiNode to be gapped to, so it may gap you to the complete other side of the dungeon
I used a very ghetto way to do the snowglobe animations. Like you said it's weird visually but it won't affect gameplay. We fixing it
Because someone said that maid's knife was too strong for how weak the maid was, I added an extra threat to the player if the maid dies.
You won't escape the threat (most likely anyway) but at least you won't completely die either
Is the threat different than the butler bees?
think of the bees (they're not bees), except they gonna reach you eventually
but these bees will only bring you down to critical health
you can escape the damage if you're fast enough or in a good position
I already like the sound of them😁 not a fan of the vanilla butler bees 😅
sad the maid doesn't conveniently explode like the butler
The new threat leaving you barely alive sounds fun. Like you're just being toyed with
work in progress music box. received permisson from https://www.youtube.com/@StasGavrik to use their songs and help from @warm blade to make the music box
I did stuff too :< (I didnt)
you saved the snowglobe code
Damn I'm useless 
ooh i love the addition of a music box!
prototype of treasure rooms, this will be expanded on the v2.0 update but every room type will have a treasure room locked behind some gimmick. in the case of the kitchen, it's shrimply time-based
skip to 40s, i did not time it right
ooh
how about a treasure room you can only unlock by giving it a human corpse 
or killing a particular indoor monster
I don't want to encourage someone to die for loot/features. Hell my friend immediately teamkilled me to try out Oobleterra's revive thingy.
Indoor monster not a bad ide tbh, I would have to force spawn it but that's easy
or giving up a particular scrap
how about instead of giving up a corpse.. someone has to be alive to walk into and trigger a sacrificial ritual that unlocks the room.
that way no team killing and it’s up to the people who want to sacrifice themselves for loot.
another idea: co-op puzzle to open the room
something simple like two people standing on two different spots at the same time to unlock room
playing the snowglobe music to unlock da room
could have more complicated co-op puzzles too but i don’t have brain power rn to think one up 
But then what happens for single player?
Co-op is good don't get me wrong, but making puzzles both co-op and single-player possible seems weird
Just make them single-player by default, saves me dev time
true, then u could place scraps on different spots to activate. 😔
players standing on the spots can activate them too.
how about some silly ideas.
jump on a bed a certain amount of times.
turning a particular portrait face down.
gift a hoarding bug something.
smack a coilhead.
dance under a spike trap.
new update, this update is mostly to include the new API I created, but it has a few of the new stuff I've been doing
https://thunderstore.io/c/lethal-company/p/Alice/ScarletDevilMansion/
i rushed out the update for the new API. something probably broke, i fix tomorrow
Like your snowglobe code. It's broken. Broken cause I had to dnyspy your code since I didn't get the full code block from you
Permanently broken
oWo
(also yeah it's currently a bit broken if u grab the item crouched, which is why i force the player to uncrouch when swapping clips LOL)
Nah lol it's hella broken in a different way. I was gonna ask and show you but it's only visually buggy and was not a priority
Do you have a picture of the Ghost?
You'll know when it appears (didn't grab a picture of it during testing, its just a reskin)
The new dependency (DungeonsGenerationPlus) makes it so the ship lever doenst load modded moons anymore. Dont see anyone else mentioning it so is it just on my end?
I'll check that on my end, I don't see how it would mess with modded moons
ahh shit wtf, i did not test this?
pushed fix, my 🅱️
thanks
I haven't had the time to test out anything as of late. Would love to leave feedback soon
I only had the issue with the snow globe last night otherwise Scarlet Mansion worked great!
Also what does the Ghost do? He scared the crap out of me.
Hunts the maid's killer until it hits you or you leave the dungeon
He will only deal damage to set you to critical, unless you were already critical and such as you die
Makes the maid more harder I hope
I absolutely loved it cause I was not expecting it. I got so excited to find the maid and kill her lol then that happened and I said NOPE THATS NEW, IM OUT!
Even in testing the knight is freaky. So I know I made something good
You're Freaky
So I started playing again, and I don't know why, but the game no longer generates a config file for the mansion. It doesn't even show up on LLL anymore
make sure you load up the lobby too
my dungeon load config has been to moved to LLL. you have to load up a lobby once for my dungeon (or more accurately all LLL dungeons) to show up in the LLL config
But I already loaded up a lobby twice and it still doesn't show up on LLL
Wait, okay, I think I might know what the issue is
right on
Needed DGP
By any chances, are there any major mods with known conflicts with DungeonGenerationPlus? Just as a precaution
@tranquil frigate Have you thought about sending your red skins for your enemies to the devs of ColorfulEnemyVariety so the skins can be added as reskins?
Minus the Knight
that mod is just my SDM dungeon generation code separated into a new mod
Since that's exclusive lol
and my mod hasn't had issues with any other mod in a fat while, so it should be fine
no mod also really touches dungeon generation, so once again it should be fine
the skins are a really simple shader effect, im happy to share them the shader but it's real simple
if they are interested, i can share them no issue
There we go, fixed
This brings up another question now that I'm able to see everything for it on LLL. Are we able to toggle values for the Knight, Maid, and unique dungeon scraps in another way?
Wait, ignore that
I see the new config
If Raph is fine sharing the shader then I could see about making them as reskins. Though I'd probably just make it its own standalone mod instead of putting them in Colorful or Extra, since it'd be adding a skin for every enemy
For whoever really wants the demonic colored enemies as skins
Hey @tranquil frigate, so I've noticed that your interior is causing extra scrap to spawn. The Paintings and Doll Snow Globe both seem to add to the scrap pool in addition to the normal limit. For example, I'm testing on Solace, which normally has 12-14 max scrap according to LLL, however whenever your interior loads it almost always has more than that. Is this by design, or is this an unintended bug?
Consistently 12-14 scrap unless your interior loads, consistently 19 if yours loads... very weird 
Nevermind, I see the scrap multiplier stuff in the settings, interesting. Ignore me 
Basically that, my dungeon spawns more loot than usual
Gotcha, I probably will disable that as I'm trying to figure out balancing for my modpack and that's throwing off my numbers eheh
know that my dungeon will always spawn at least 1 enemy per spawn wave, default settings anyway
which is why the loot pool is higher
can't remember what the effect is called but it be real simple
https://thunderstore.io/c/lethal-company/p/Alice/ScarletDevilMansion/
treasure rooms in this update
and @cerulean ether helped my sillyass fix my 2 mistakes in the snow globe code
Yeey
Lady can confirm to ya the jump puzzle rooms are fantastic. Getting randomly teleported is terrifying and not knowing where you are.
Also love the radio you added. I keep finding it and just hanging out there lol
Niiice, this is great
So good news: I got to test out the modpack I had been working on for a week or so, and I'm happy to report I haven't had any desyncs in last night's session. All is well
Oh man I need to turn that off too nice
Already buffed the loot on a lot of moons plus SDM spawns high value loot
the default multiplier is 1.4x
I got a SDM with 6k total loot and was like “wow must’ve spawned a lot of snow globes”
Okay so I'm not sure that the setting is working, I just had Rend spawn with 31 items despite having the modifier at 1.0x
Rend has 18-26 by default
paintings are 2 more items, that could spawn more items after being picked up
i recently added treasure rooms where 2-3 items will spawn, up to 2 rooms can spawn
that would be 6-8 more items
Yeesh q.q I'm trying to keep the spawns of the mod relatively within range of vanilla, I figured the Paintings spawned items after they were picked up
Would it be possible to add a config for the treasure rooms or something? I wanna keep all my modded interiors relatively equal in terms of value
Oh wait nvm
I'm blind
a config already exists
Yeah I just saw it lmao
you can edit if they even spawn or edit how many items can spawn
Yeee, appreciate it
I set the paintings to 80 value instead of 100 and made it so there's a max of 1 treasure room instead of 2 which makes it a bit more in-line with the 240 cost Apparatus from FacilityMeltdown
question
the thing that appear after killing the maid, are their explosion AOE or just the one who got hit ?
Only the maid's killer should be attacked
Well tbh, it's the player closest to the maid when it dies (if you feeling like pranking a friend)
that answered my question that i havent asked but ty lol
so that means no explosion?(im guessing its from my other mod then)
Ya no explosion. You confused me when you said that cause I'm like, my guys don't explode what the heck did you see
yea i was using everythingcandie and their default animation on modded enemies when they die are explosion lol
it was unintended but funi so ill prob keep it
Ohhh ya that makes sense. The ghost knight technically dies when it disappears for any reason (like when it hits you once) that's funny
oh thats what it does, I never got hit by one. That's a nice way of trying to balance coils
oh that's just for the ghost knight that spawns from a killed maid. the butler drops bees to constantly harass you when it dies. the maid instead drops a ghost knight to deal almost guaranteed damage, but not necessarily kill you, when it dies. the regular knight is just a slower coilhead but perhaps you have noticed, it likes spawning near players
What is my name
oxo
@tranquil frigate Got this error earlier
There's a few in there
We did have some issues with SDM feeling weird today, scrap spawns especially felt very sparse
Maybe the log will help
If it helps I think Piggy's Variety Mod may have been potentially responsible for the generation feeling weird, will have to do some testing now that @cerulean ether lmk the mod causes issues
Butler_0 was the name of the butler it tried to spawn
and the next one is Nutcracker_0
That's super super weird
Cus I know @upper garnet got a wicked desync where he saw Multiple Fire Exits once that the rest of us couldn't see
and he couldn't use them
That's not the normal enemy names, something crazy happened behind the scenes
Yeah
019129f1-8d81-734b-4b92-69cc92213edd My current mod pack if it helps, minus Piggy's mod cus I just took that out if it works fine then it was likely Piggy's mod
01912907-ffc2-fef0-197e-0f868fb58648 This would be the one that we used on stream today
I can check later to see what the hell Piggy was doing to cause all them weird stuff
Cause dungeon generation desyncs and the character names being changed?
that's weird
Dungeon generation desyncs I can only pin down
To the Tesla traps
Names being changed I'm not sure what caused that, if it's piggy's mod then likely the weapons
I guess Surfaced could also maybe be responsible but I have my doubts
Since that's the only recent enemy mod I added
Big Eyes I also added about a week or so ago
Piggy is messing with the dungeon generation, but it shouldn't touch my dungeon
but i look at it later
@rocky hinge Just gonna double check, Loadstone wouldn't be having issues would it? Cus I wonder if it's not liking DungeonGenerationPlus
It very well could be
SDM and Loadstone affect a lot of similar pieces of code
are any warnings being generated by Loadstone in relation to SDM?
I'd check and see if there's any warnings
it should tell you if we have transpilers/prefixes/postfixes on the same code
You can check the log I sent and see if it mentions anything
^^
Here
Hmmm maybe?
I see similar warnings for the Red Apartments interior though and we had no issues with that
It's just a possibility
It indicates that it's something to look into and verify
👍
For me, I usually use them as my first spots to check when debugging bug reports
It's helpful with large mod packs to narrow in on potential problems
Those can safely be ignored
Yay 😄
These are the warnings that could indicate issues:
[18:53:48.5996979] [Warning: LoadstoneNightly(Harmony)] The assembly "LethalLevelLoader" has patched the method "Void Generate()" with a prefix using "Void DungeonGeneratorGenerate_Prefix(DunGen.DungeonGenerator)", which we also modify. Unexpected behaviour may occur
[18:53:48.5996979] [Warning: LoadstoneNightly(Harmony)] The assembly "LethalLevelLoader" has patched the method "Void Generate()" with a prefix using "Void DungeonGeneratorGenerate_Prefix()", which we also modify. Unexpected behaviour may occur
[18:53:48.5996979] [Warning: LoadstoneNightly(Harmony)] The assembly "LethalLevelLoader" has patched the method "Void GenerateNewLevelClientRpc(Int32, Int32, Int32, Int32, Int32[])" with a transpiler using "System.Collections.Generic.IEnumerable`1[HarmonyLib.CodeInstruction] GenerateNewLevelClientRpcTranspiler(System.Collections.Generic.IEnumerable`1[HarmonyLib.CodeInstruction])", which we also modify. Unexpected behaviour may occur
[18:53:48.5996979] [Warning: LoadstoneNightly(Harmony)] The assembly "TestAccount666.RandomSlimeColor" has patched the method "Void GenerateNewLevelClientRpc(Int32, Int32, Int32, Int32, Int32[])" with a postfix using "Void OnNewRandomSeed(Int32)", which we also modify. Unexpected behaviour may occur
[18:53:48.5996979] [Warning: LoadstoneNightly(Harmony)] The assembly "ScarletMansion" has patched the method "Void GenerateNewFloor()" with a prefix using "Void DungeonGeneratorGenerate_PrefixPrefix()", which we also modify. Unexpected behaviour may occur
LLL should be fine
I've checked that part of SDM before and not seen anything incompatible, especially since it's just a prefix patch
btw
This warning can be safely ignored
Some mod somewhere is causing my tile cache to become invalid, so these warnings are just about re-filling the cache
All it means is you'll be getting a performance hit, but no weird behaviours should occur
performance hit ? thats what lunxara hates 😂
Yeah for some reason prefabs are changing internally and it doesn't really make sense to me
I've talked with batby about it and both of us are confused by the behaviour
planning on removing the basement, making the mayor just a bit bigger
goodbye basement
;o
It's been a long time since I've experienced the basement anyways due to using Vanilla generation
Probably not the best place to ask, but is there a way to make the Flandre Ghost Girl visible only to the person haunted by them? I can't get her model to work over the Ghost Girl without doing this:
If true, this mod will disable the girl's mesh while she's un the "unrendered" layer to prevent the third-person emote camera from seeing her when not supposed do. Disable this if this causes conflicts with another mod.
Setting type: Boolean
Default value: true
EnableGirlPatch = false
I looked up how to make the Flandre model visible, but it "ruins the surprise factor" according to a friend
Srys don't know.
Tis okay 😔
@tranquil frigate Any reason why SDM doesn't come with an assetbundle? I was looking into some of the assetbundles in fasterload that are just a bunch of random and numbers and one of them is for SDM cus apparently SDM doesn't come with an assetbundle for it to properly cache I suppose lol
Might be the only interior mod in my pack that doesn't come with an assetbundle now that I think about it 😂
it does
👀
the assetbundle is in the dll
Ahhhh
where you think my interior assets was lol
I was very confused lol
next time just check which file have the biggest size inside the folder 
it automagically generates from nothingness
eat a snickers
The second Zeeksman releases that v60 update, these new dungeon stuff i've been doing should be good.
Much more likely for paths to be circular (not guaranteed yet)
there shouldn't be many harsh incompatibilities this time right?
There wasn't any last time if I remember. It all should be good
||not harsh, but still incompatibilities||
v60 out, LLL updated, will probably update tonight
Did anything break with SDM?
These are the only things I see, otherwise it seems fine
nothing seemed wrong with v60 for my dungeon, but the coilheads were altered a bit
They were, does this mean the Knight will need an update?
my knights don't have to copy the new coilheads but maybe i should meet halfway
@tranquil frigate You can replace the doll snowglobe animations with the new vanilla animation for one of the rare scraps btw, it's basically the same and won't make the animator explode when you drop it
*to be clear their previous solution was fine
*and bugs were probably caused by other mods
It wasn't, I reprod it even in a minimal pack with Imperium
lol
And howd ya reprod?
Spawned it in, dropped it and it was rng whether it'd happen or not. I noticed in general sometimes it would be fine at first then suddenly break in general while playing too lol
Hmm, if you had coderebirth and/or piggys I'd understand it could break, not sure how this would break alone though
Oh with this mod the animation for the CodeRebirth snowglobe just doesn't work lol
You hold it like a Shovel which is kind of funny
Ye it's the shovel animation that we replace
For what it's worth, I'm glad Zeekerss implemented a native animation that will work perfectly for the Snowglobes, I have no idea if there's one that would work for the guns in Piggy's mod though
Nope, those will continue using a method that would break the instant another mod tries to do something similar, I'll figure out a way for compat eventually
Yeah in any case at least SDM and CodeRebirth will get updated to use the new vanilla animation
Yep
incompatibility with remnants where crystals can no longer be applied to any flashlights
https://thunderstore.io/c/lethal-company/p/KawaiiBone/Remnants/
but it seems like that mod is quite buggy on its own anyways
awake to code
like you said, the mod seems buggy on its end and the v60 update did just come out. If the bug continues to exist let me know and I'll look into it
who made em sad smh
noticing a performance hit on moons with scarlet devil mansion interior, and console spams this message. I think i have the maid disabled, but maybe i did it wrong? do I need to set the weight steal to 0 as well? or is this a known issue?
probably because I haven't updated the mod to v60
and wouldn't you look at that, I just updated it for v60
issue should be fixed. btw you can't completely disable the enemy variants (probably should add an option for that)
Yeah I know some of my group members were disappointed the knight could never be fully disabled lol
Which is funny cus I like the Knight XD
your group members do not appreciate fine art
respectfully
this update removed the basement in favour of just expanding the mayor. @rare needle ltm if it needs some changes for the vanilla preset as you are getting this new mayor as well
so does updating my mods at 3am
the playtesters that tell me that my mod is broken at 3am are the realest of gamers
true
also without updating, issue was fixed after changing weight steal (i'm assuming it wasn't able to use any stolen weight to spawn in by the time i got inside) and the fps was much higher
no console spam either
but it doesnt seem to matter now since you updated and removed the issue
btw the latest update should fix the treasure rooms to work properly now. i would like to know if people are actually using/solving the puzzles to open them. I didn't try to make them obscure but i won't know until i get feddback
I know the book puzzle worked, but I never figured out the other one.
The kitchen should have a time written on the walls
Thank you!
What's the solution to the puzzle in my heart
Your heart is touhou?
U make games?
see my dev website through me discord profile
a lot of coding UI surprisely
and shitty game dev UI that has a 50/50% chance of becoming permanent
I assume you probably use LL to add your enemies or smthn, but because I'm doing #1273838522591350804 I'd like to know if there's anything youd like to see in an api, whether it's for enemies, or whatever other module, core library etc @tranquil frigate
Nothing in particular tbh. I've always wanted something nice to temporarily edit the moon's enemy and scrap list when it selects my interior. The solution I have currently works but it's prone to cause issues down the road
Icic okie
lll has this
with its matching
no?
speaking of LLL matching, sorta related, but not exactly, does the weather part of the matching even work?
i can't edit the weights of other enemies, so it's a no go for how i want to use it
but also to be fair, im like the only person editing enemy weights when my interior loads which is probably why i haven't had an issue with my solution yet
@tranquil frigate got this error at some point, dunno when
btw if anyone else got his error let me know
so far only Lunxara which is strange
Btw while you're here the Knight is gonna need updated again after V62's changes
Looking at it apparently no longer stops it from moving
what did zeekers do wtf
He did some changes to the CoilHead code
that still doesn't explain
https://1a3.uk/lethal_company/versions/v62_1?tab=6#SpringManAI.cs probably the entry changes
49 added, 16 removed
no you dont understand, my knight code is completely separate from the springman
Weird idk
v62 wouldnt affect my knight
so how does it break my enemy
im going to strangle that zeekers man (respectfully)
@rare needle are you sure? I just tested it right now and the knight still works like normal
i can understand if it didnt work for multiplayer, but no one reported that bug to me yet
hey, completely spaced on this, don't know if its from the V60 update or what because i cant remember when it started, but for some reason Scarlet Keys are invisible for me, and when picked up it shows as a white square in the inventory. other than that its working fine 😅
i ate the texture
I knew i1!
Can never trust you around key textures
sorry raphtalia's textures are just so yummy
yeah thats understandable, ill give you a pass this time XD
How would that even happen
I'm not a fan of how old coilhead works. I like the new version
them being invisible idk, but the white square is just the icon going missing somehow somewhere
it might be layers thing too
magic?
I thought about it the shower, I'm thinking some mod messes with the Lethal Company keys in some way or manner
So the code used to grab the textures from the vanilla key failed
What mod that could be, I dunno
oh actually i dont think you were the only person to have that problem
@cobalt parcel didnt you try to edit the keys in your interior and just had a lot of issues with it?
Once again if anyone can find the same door and knight issues as Lunxara, please spam this discord you have my permission
I'm thinking it's some other mod causing issues, but I just don't know
Idk what caused the door issue haven't seen the error since, as for the Knight I think it wasn't working properly due to LethalElements breaking that game
LethalElements?
Don't know that mod, and don't know how that would break my enemy
You know what they say, I leave them to fix their issues
reserved utility slots?
Nah they don't do that. At least they shouldn't
Yep, I gave up on it iirc
did the LLL way not work
It might work now, but at the time for some reason it kept not being synced and clients couldn't see them
I have that issue with Egypt's Tomb interior. Only host can see/interact with the apparatus
That's a different issue unrelated to the keys
😔
@tranquil frigate Had another situation of someone looking at the Knight and dying to it, I think it's a Multiplayer desync
probably but you still the only person to report it. ive had 16k people download the latest version and still no one else has reported the same bug
what im trying to say is that i have no friends available right now to test to really see
Lol
Watch ..what and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
There you go
Lol
i mean ya, but i dont know what the bug could be
Desync
:D
ya but is it a me bug or a other mod bug
It's probably
A mod
I'm very helpful I know

lol
it could just be where you're looking at the knight too
even coilhead is finnicky
nah at that angle it should have stopped
@rare needle i have no idea how you can narrow down the potential mod (assuming its not me) causing it but let me know if you do
I don't have any mods that should do that cus no other enemies have problems
no other enemies have that type of mechanic lmao
Coilheads do?
And they're fine
Yeah
even worse
he fixed it at the start of the class
but he kept the hardcoded 4 in the middle
i didn't notice
looool
owie
it takes a moment
Thanks zeekers
oh, waitin
Classic zeekers moment
how does zeekerss stop enemies from moving if players are looking btw? i saw it was an agent mask but idk if zeekerss is using it that way
it's a simple vector angle check for the player's camera direction thing and the direction towards the coilbro
Pretty sure he just sets speed to 0 if a player has LoS
He has a function on PlayerControllerB for checking visibilify
plus some raycasting
ah, so he doesnt even use the agent mask he made?
@tranquil frigate dunno if this is anything i should worry about so thought id run it by you XD
[Warning:dev.ladyalice.scarletmansion] SpawnScrapInLevel inject Items 8 time(s) (Expected 4). Probably not an error but be warned```
ive been aware, its to remind me, and to have other gamers bug me, to properly look at the code changes and update some of my code
nothing will break so no fret
good to know 🙂
Got the same bug. Happened before v60 for me too now that I think about it and I encountered it again in my latest run
link me your mod pack, i will take a look
i think it's some mod messing with my textures
01918618-7b39-7e3c-050c-5cec53a31328
106 mods (some disabled). It's a bit of a mess atm since I am trying out different mods for solo
I'm noticing a bug with snowglobes where it messes with how we hold stuff.
youll have to be more clear than that
After dropping the snow globe we would hold weapons as if they were snow globes.
@tranquil frigate got some errors regarding SDM in there
That would only be an issue if you have CodeRebirth, disable the snowglobe in it
Has nothing to do with SDM, SDM is using one of the vanilla scrap anims and not touching shovels.
Oh right code rebirth snowglobes are a thing. Thanks
Oh ya you are using the vanilla preset. Do you get the treasure rooms?
Sometimes but not often lol
Huh, you shouldn't be getting them
Anyway I have an idea for the cause of the error, link me your mod pack code
Tomorrow I will investigate these bugs, thinking it's some mod weirdness
Two things. One, while funny, for some reason all the treasure in the mansion was just the weezer guitar mod that my group has. And two, what is the scarlet key for exactly?
It's just a regular key, it's red to help stand out in the black and white map
You don't think it's the new lc update where all loot has a chance of being the same item?
Not sure, it's been a good long while since I last played
Okay that's really funny
0191977a-2e16-9a2a-7a0a-3a26edbc575b
It is the new update xD me and my group just had two moons in a row where this happened, one with explosive tanks and then one with Beer 🍺 😂
you really grinding my gears with this 200+ mod pack
how can your computer even handle this
my current theory is this door scrap item from TestAccountVariety
the scripts in red are scripts added by other people
let me make sure of something
@rare needle the culprit is DoorBeach and MalfunctioningDoors. They are adding scripts onto my doors, causing issues later. Whether or not they did it incorrectly I don't really know, but ultimately they are the cause.
As it turns out boys
If I want to move an item, I also have to update it's targetFloorPosition
Why the fuck zeeksman
If u wanna change an items scale, u also have to change originalScale
Otherwise if u pick it up and drop it
Then it's gonna reset
Lol, nice
Making coroner patch for my enemies and hazards
Need some jokesters' help with these
The deaths currently possible:
- Knight
- Maid
- Void/Pit/Yukari
- Ghost Knight
- Maid's knife
- Maid's knife feed
- Maid's knife friendly fire return fire
Lemme know if u figure it out too, I couldn't read the example much lol
I understood the code, not how the .xml gets packaged into /config/EliteMasterEric-Coroner
oh wait duh
i manually downloaded the mod so i can see the folder structure

it's just BepInEx/config/EliteMasterEric-Coroner/your.xml
coroner working
did Zeekers add another form of one-shot protection with v62?
it messed with my knife feed logic, though i was going crazy
Oh you're also implementing custom report messages for the hazards in SDM? Sweeeet
You'll bet your sweet bippy I'm going to mess with that
Isn't Coroner like really bad in terms of performance or has that been fixed?
I don't think it was changed no, and I also never saw reports that the desync issues it was causing got fixed either
I saw a bit of Coroner's code, I can't see why it would heavily impact performance or cause desyncs
i've also never heard of it causing bad performance
it got fixed for the performance issues it was having anyways
Pushed update with some fixes and new content
added a couple new tiles/rooms, and some other stuff

i beg your pardon
are the mods related? or is it a coincidence
Coincidence. They just wanted to use make that moon
I think they were related to the treasure rooms
ohh that's a bad null check i left
nothing will break so it's fine for now
do you know if
In Assembly: ScarletMansion Source: D:\Previous Computer\Desktop\LethalCompany Modding\ScarletMansion\ScarletMansion\ScarletMansion\GamePatch\Managers\ScarletGenericManager.cs:54,23 Target Method: ScarletGenericManager.Update
is the only error you found?
@rare needle
I think so but you can double check, I know SDM threw the most stack traces, I found a couple from other mods like TestAccount's VoidLeak had a spawn gun that decided to explode apparently when it spawned in lol
I actually don't know how to quickly check. I literally glance through the log files I'm given
Very well might possibly always be the same one
ye same one
going to give you a heads up for v64 before it hits stable:
#dev-general message
so you can handle people putting the painting in the beltbag directly 😄
i cannot travel to the moon from the terminal
Is it a LLL issue?
how can i check?
Check other dungeons to see if they have the same issue
i can go everywhere else
i typed in scarlet, sdm, scarlet devil moon, scarlet devil mansion, mansion, devil
other moons work
Wait did you mean my dungeon or the moon?
Not my mod #1277926330918506507
i've had a problem where the painting pull event didn't work on specifically the new Castle Grounds moon for v60+
and more paintings hanging than what i set the max in the config, i set the max to be one (because i make each painting worth 666) and three spawned
unsure if this is also a castle grounds issue
Castle Grounds moon?
I'll take a look later
thanks!
@tranquil frigate Looks like this was spamming lol
Similar to how the other error did
Found this too
It was spamming every time the time updated I think
Same interval the error from the other log did lol
you have to share the full log, the first error spamming is not normal at all
0191c5ca-3741-a4e6-553b-ab1b0d9324e4 Can share my pack, pretty sure it happened when I got SDM on Seichi so you could likely adjust spawn weights to force it on there
Likely more shenanigans from using vanilla generation
XD
shouldn't be, vanilla and extended generation is about the same now
I'll try to repro it on my own end too
Got you
@tranquil frigate Got it to repro on Espira
this is just the first error before. that's fine if it spams at the beginning for now. nothing bad will happen
the supposed first error spamming alongside the second error is much more scary
the lights can break now, so it's both the lights and clocks
Oh the second error I found at the very end of the first log
so it's an error that happens only when the game is being closed?
So dunno if it would have started spamming, it was when I was testing to find a bug with the Toy Store Apparatus and got SDM
Yeah it might be idk
well if its that then it's a non error
@tranquil frigate is there a guide you used for the clock you have in your interior? Black Mesa the game has analog clocks in the base game that I would love to try to get working so players can tell how far along the day is when they are deep inside 👀
This is how I did it
Ooooh excited to check this out thank you 🙂
sometimes when i am in the main entrance of SDM the clock is significantly faster, i never knew it was actually tied to real time
does this work for v64?
Any reasons as to why the knights just bounce on the spot?
both versions of the knights do this and never come out of this state
It should, just played a session with it
They bounce on the spot cause laziness by me, but they should get out of the state. If they don't that's a major bug or mod incompatibility bug
I did wait like a solid 5-10 minutes with nothing happening so idk
Like I said, if they are stuck in that state for anything longer than 3 seconds, some big bug happened
If you have logs or a mod list, I can maybe see why
I believe i managed to fix it, sorry for the disturbance :P
:)
Hi!
I have a question
the Deco. Crystal is a normal scrap (normally spawnable) or an Special scrap (like the apparatus)
Same with the Scarlet Key
I'm using LQ and I wanna know if I have to spawn them manually
The deco crystal is a normal scrap and scarlet key is just a recolored key
the scarlet key has the same spawn system as the normal key?
yups
Can we fight?
It's a known error. You should only see the bug when the level loads. Then the bug fixes itself
Yeah that holds up, thank you for the answer 
Add a null check smh
Never sry
Nature is beautiful
God is good all the time
Can we no longer disable the basement?
There is no longer a basement to disable.
the real basement was the friends we made along the way
Does there seem to be a small room behind the smoke? With loot and stuff?
See if the room that's attached to the smoked door has something special/new
That would be the clue in opening the door
Shouldn't be a bug
It could be a bug, but I don't really know what mods you running and if they cause issues with my mod
My game is closed rn but I'll check next time
btw is there anything in the config that I could change to boost performance or nah? I loose almost half my fps when this interior is selected
When the interior loads or when the game is generating my dungeon?
I already made CullFactory mandatory and it's the biggest fps save for the map
That's it really
if you make me mandatory i think itll save a lot more than cull factory
just sayin
It's also possible that a different mod is causing my dungeon to error a lot, and therefore lag
But I'm just guessing at the point
No errors in the console
I've also noticed my game starts lagging the longer I'm inside of your interior
I'm starting to wonder if DungeonGenerationPlus might have a memory leak issue
Cus my game lags after a while of playing in general
and idk why
Not sure if my fps loss is progressive tho
But SDM is guaranteed to lag after being inside for a while
Mine was
for me it seems that im just having low fps when that interior is selected
I noticed it during my big birthday stream
I just know whenever I find what mod has been hurting my performance the longer I play I'm nuking it
I just hope it's not SoundAPI cus tbh I would not be surprised if it's SoundAPI
lol
||Oh is it related to the flying book?||
Flying book is actually just flavour
If the blocked off door appears next to a library, look for differences on the library walls
DunGenPlus wouldn't have a memory leak. I could see my dungeon having that by accident. I could also see my dungeon spawning enemies quicker than usual (my interior has a mini Eclipsed effect applied).
The other day the debug features were fixed, so I can check what's slow for my dungeon
It could be the dungeon might have it lol
Post your mod pack, ill check right now
0191fe5a-75e7-67bc-5422-daa792ee4bf9
ill see whats up
lag is not a feature
death upon you headcrab
2000 years of endless suffer awaits you
Zaggy and I found a glitch that caused pixelation that looked like Sims 1 showering censorship
We joked about using it as a feature to make an enemy that you can't make out
Do you ever plan to have the Black Mesa moon and interior mods uploaded seperately?
Some spoopy creature you can't comprehend
Maybe eventually, but you can already separate them so that's low on the priority list
Especially because so many people want their own special versions of the mod uploaded lol
That's easy too much for me to maintain to keep it updated and current while actually making improvements
Hoping to get it down to 100-150Mb soon though
Currently it's 320Mb from 750
It's really not that bad tbh and it runs way better now
But I can squeeze more out of it with time and tedious effort
@tranquil frigate how many knights can be alive at the same time on average
its capped like coilheads so 3 max?
they have the so-fun 1 enemy cost, so 2+ will probably spawn
i couldnt find anything too sus in your code that could be causing anything aside from maybe all the sqrmags in your knights but i don't think it's gonna be that
sqrmags is cheap, wouldn't be the culprit
cheap compared to other code disasters that you could write
yeah wasn't sus just the most sus
if sqrmag is the most sus'est part of my code, than im writing good
It's nothing too offense. Mostly stuff I assume you made and don't wanna remake rather than stuff you'd be unaware about
provide example so i can defend myself
cause I get what you mean, but it a too vague
ModifyLevel() looks mega cursed
A lot of references to animations via string rather than caching their hashes
SwitchOwnershipAndSetToStateServerRpc has a weird getcomponent call even tho networkbehaviours have that built in and you use another cached ref to it in the same if statement
CheckLineOfSight i think can be refactored by using MonoBehaviour.OnVisable & OnInvisible (could be wrong here)
all the fixing of assets is cursed and im assuming is pre lll
time spent elsewhere would be more useful so really don't matter
SwitchOwnershipAndSetToStateServerRpc
I think you mean for the enemies yes? I just copy the original code so any Zeekers badness stays
My mod enemies don't have any of the improvements from AI Fix type mods. Could be an issue
Fixing of assets is definitely pre LLL, but actually fixing it to be "standard" or "better" is like on the bottom of my bucket list.
Like you said, it don't really matter. It's better to not see it :)
This didn't happen
I would hope not lol
couldn't replicate what you are experiencing. i can tell that my map takes 1.25x more processing power than say a regular interior, but that's not enough to lag your game unless it was already lagging before
there's some things that i can try and employ, but the effectiveness will vary
I'm thinking it's some mod causing havoc in multiplayer
I'm thinking it could be LGU unfortunately
It could also be CodeRebirth, I know Takey doesn't use that mod and doesn't run into the performance problems I've been having and I very much wonder if the crates might cause issues in multi
The metal ones have a habit of spawning disabled LGU items for example, which could circle back to LGU somehow being the problem
But I think that would be a combination thing
That's the hard thing about maintaining big mod packs haha hard to track down what exactly an issue might be from
I'm glad I was able to get 4ish more months of dev time on this mod, but my time has finally come. Updates from now will be very slow to non-existent. Don't worry I'll still release updates for game-breaking issues. I wish I could have finished my plans for v2.0 but I got pretty far at least.
It's been real gamers
You leaving leaving or just laying the project
Laying the project to rest for the unforeseeable future
But my face will lessen over time
thanks for all your contributions to this modding community
Thank you!
Amazing work, the highest quality interior in the game imo
Thank you for making one of my favorite dungeons. It's been a treat
You will be missed @tranquil frigate Don't tell Wesley but this is my favorite Interior! Its so good. I love just sitting and vibing to the radio. I wish you the best in your next adventures!
Your interior is why I say Coding can be a form of art work btw.
dont tell anyone but i will spam your dms @tranquil frigate
4 months ?
i feel like its been half a year or more 
bet
I originally was gonna stop at the end of March, but plans changed and time opened up. Thats what the extra 4+ months was.
Please let it be like Tolian leaving, and then coming back the next day
Nopes. My time is up
easily on of, if not THE most fleshed out dungeon mod in the entire game. custom enemies, custom items, custom mechanics, custom hazards; it has it all. thank you so much for blessing LC with this masterpiece.
all i ask is that it's either updated if/when future vanilla builds release, or have someone else maintain it
hey so rn with mirage i'm grabbing the enemyAI.enemyType.enemyName during a postfix patch for MenuManager.Start, where i iterate over the NetworkConfig.Prefabs.m_Prefabs prefab list to grab the names
this is resulting in a null exception, specifically for KnightV2Variant and MaidVariant.
i'm assuming this just means hasn't set the enemyType properly yet while in that patch. what patch is guranteed for your stuff to finish registering?
@forest lark this doesn't answer your question and you might know this but one reason this can trip up super bad is that scriptableobjects made at runtime with string fields default rather to null rather than string.empty
can be really annoying forsure 😛
interesting, i don't mind it being null rather than being an empty string. i guess if raphtalia didn't set an enemyName for the monsters, that's not gonna work for me either way then
i specifically setup my enemy type references at StartOfRound.Awake(), prefix
ah ic thanks
apologies for that code tomfoolery
Well at least you know how to add a check for them now if you want
yeah im doing it rn

@tranquil frigate Does DungeonGenerationPlus have any features other than multiple main paths that could potentially be useful for interior makers? Just trying to figure out if it's something that would be useful for my project 
it has a lot of benefits for interiors that can loop in on themselves
Mine can technically loop in on itself but not super frequently
if your interior is measured properly (like mine is NOT lol) then you can use DunGenPlus to make that happen more and be more consistent and have some QOL stuff with those looping connections iirc
(there's a thread for it https://discord.com/channels/1168655651455639582/1268936081106141318)
there's both the thread and the wiki that explains the current features
https://git.touhou.dev/Raphtalia/DungeonGenerationPlus_LethalCompany_Mod/wiki/DunGenExtender
I know the Knight have a coil head behavior, but what is this guy do?
||He's supposed to spawn and chase down anyone who killed a Maid||
Ahh okay thank you
Had a good run, hope to see more of your projects in the future
What scanning mod is that?
Imperium
Gonna leave this here, got an error while playing in scarlet mansion, might be or not related to the mod
What on earth?
Can you grab your LogOutput.log?
Idk what I'm looking at
@tranquil frigate your pillars appear to not actually touch the ground lol
all of them float slightly
Is there any mod that conflicts with SDM? It just doesnt work on any moons it tries to generate anymore, It used to before
Late reply, this is the 4th time I've been told and I forgot to fix
XD
The error seems to stem from this
Stack trace:
ScarletMansion.DunGenPatch.Patch.CreateSystemRandomSeed () (at D:/Previous Computer/Desktop/LethalCompany Modding/ScarletMansion/ScarletMansion/ScarletMansion/DunGenPatch/Patch.cs:29)
ScarletMansion.Lights.ScarletLight.OnDungeonComplete (DunGen.Dungeon dungeon) (at D:/Previous Computer/Desktop/LethalCompany Modding/ScarletMansion/ScarletMansion/ScarletMansion/GamePatch/Components/Lights/ScarletLight.cs:133)
DunGen.DungeonGenerator+<InnerGenerate>d__94.MoveNext () (at <d2996142fa1d46369fdcffced906545b>:IL_0458)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
But I can't got a clue to the culprit
Well.. I see why now
Thank you CC :/
I stopped using CC
It's too Volatile for me
I only used it to make the moons free for friends
why does it do that 💀
once something else comes along that can adjust daytimespeed without the glitch occurring i'll be getting rid of CC
Yeah i hope LLL eventually can do it right
I've always wanted black Mesa to pass time at half speed and was sad that it broke the game T.T
Yeah which is partly what I wanted since it has lots of loot, but man it sucks the days can't natively be longer at the moment 😦
Maybe some day 
I would just use Longer Days by Moroxide
At this point
Way less Volatile
i'm not using this because afaik you can't change it for each moon
it's just a change to day speed for every moon
I mean test it
And tbh even if it does
I trust it more than CC
This is correct, its just a flat thing for all moons
Tho what i found in my pack is that if you wanna make the day longer for a certain moon, its more likely there is an issue with the moon like a way too large interior or something, it'd be better to iron that out instead if you can
i mainly use it for moons that take a long time to get to the entrance like scallg or pinnacle, cus they're intended to use a mechanic that takes more time in order to reach main entrance
and it's more of a preference thing, usually not because the interiors are too big or anything
That's what we kinda have with Auralis, but we've seen learned to just use Cruiser or jetpacks which makes sense for later game moons
Idk you could slightly increase the day length in longer days so it has less of an impact on other moons
yea and i know how to use those mechanics well and all, i just sometimes prefer specific moons to be slower than others. that's kinda why i don't want to switch to one that changes every moon the same way. that's why as soon as something like LLL or another mod can fix the glitch i'll switch to that instead
CC? I think I used it once but I can't remember it, what was it called again?
CentralConfig
Ty
So is CC causing a conflict due to the scrapValueMultiplier?
Yeah it was
Thats the old garden tile from versions ago yeah? no thats the beginning tile
Theres part of the log it throws when I generate it in debug mode
Game crashes when I try and use the "Generate Multiple paths" option I've been using the wrong tile
And then theres the errors that show when I try loading experimentation with SDM selected
Very quickly, im going to see if loadstone is causing problems. If not, then thats on me thinking I could mash 100+ mods together thinking itd work
Clean profile does work
Nuke all configs, see what breaks
Reinstalling everything in a different order seems to fix everything
I'll take it
My dungeon still probably works for v65 but I'll release an update that just says that it works for v65... when I test my next weekend.
I'll add a room or two, probably the rain effects/sounds that I was gonna originally add for the garden tile to the foyer's outside.
And maybe I'll fix the floating pillars
I don't think there was any bugs in the past month, let me know if there was. I know there's an issue with CC but respectfully, it better be easy enough for me to fix
No way shit cod comes out next weekend
Yall better appreciate me modding on cod launch day lol
added the already-worked on rain/sounds, need another day to create the new room
much funny. 🤣
(has never played cod before)
Raph out here updating an interior dedicated to a bullet hell game... only to stave off from playing another type of bullet hell game
sounds like hes in hell
They have it's called cp_dustbowl
two simple rooms, they have a "sky" lighting that also has the rain effect if the moon is raining
||sky lighting also implies that the lighting won't last forever||
next issue though, how do i make rain a different color
alright, ill push this update later today
this looks sick
I also hope this update will fix the floating pillars
But I'm excited for this this new room looks sick
was about to release the update
found a few dungeon generation bugs when getting pictures
yall are back to waiting
needs some tables i think
a little unrelated, but I have only recently realized that Utsuru is also made by you, after actually playing it 👍
You mean like, you watched someone play it before, played it yourself and then you like, oh wait, that dude made Uturu too?
saw it on Itch at least a year ago (before I even played LC) but didn't pay much mind to it until now
made a lot of Touhou fan games in the past, surprisingly not the first time someone noticed that the guy who made funny Touhou LC mod also made funny Touhou fan game
wheres the not funny touhou game made by you
I remember when someone recognized me from an old retro Touhou fan game I made
And I'm like, woah, that's the game you remember me by? That random ass coin tetris-like game?
i only make funny Touhou games
but i hate fun 
Out of simple curiosity. This isn't set in stone and even if it was, it would take a month to develop BUT
If you were interested in a new enemy for my dungeon, what seems more interesting?
Since touhouenemymodels already does a really good satori and marisa, i prefer the reimu one
Less overlap

