#Scarlet Devil Mansion v2.2(紅魔館)
1 messages · Page 9 of 1
Ty for votes. One more poll.
This one I can actually address somewhat. I only ask since I personally felt at times that my map was too cramped but that's a me thing. I don't know if others feel the same or even noticed
i guess now that you mentioned it. it is a bit cramped, but i always thought that was just a unique trait of the interior.
It’s about the same as, in terms of how cramped it is, as vanilla factory interior. It’s more cramped than Haunted Mansion and less cramped than Mineshaft, in my opinion
Parts of it feel claustrophobic, but there's a hefty balance of space all around
alright update pushed
just two rooms, some foyer pillars even higher up, the already made weather effects
and redid the mod's pages picture portfoilio
if something broke yell at me
ill be back when Zeekers does another update
@tranquil frigate Just wanna inform you that SDM is very laggy after the new update, dunno if it's cus of the update for the interior or cus of the update for DungeonGenerationPlus but yeah
it feels very bad
x.x
I fixed this
I had to regenerate the config for it
So you may wanna add a note about that
i couldnt imagine why that would cause an issue
looking at the code again, ya i dont get whats happening
I would guess maybe the new tiles, but regenerating the config fixed it, before I did that we had really bad desyncs and lag in Multiplayer on Seichi whenever we had SDM
Unless it's just Multiplayer issues
I also will note I got lag from the scraps too when we had the issues
So something was weird
if it happens again let me know
that message is to anyone else
cause it dont make a lick of sense to me, but what do i know
Multiplayer issues are an oddity
@tranquil frigate I believe the culprit was LobbyImprovements, I've discovered it has a nasty compounding bug in larger packs atm and it seems to cause really bad performance issues, most noticeable with @lost arrow's Slaughterhouse interior, but I would imagine it was murdering SDM in Multi also
I've already informed 1A3 about it, luckily if people are reliant on the mod they can downgrade it back to 1.0.4 and be okay
Maybe now Mesa will run better for you too lmao. It was probably mods like that causing issues with perf
But don't try the current version yet, there will be a huge update coming soon which also makes generation faster thanks to Lady Raph and Zaggy too
I may be wrong, but I thought her main complaint was file size, which I don't think is likely to improve much if at all
I have one idea that might help, but we'll see
and dungeon load times, but filesize too, but we haven't collectively targetted that since it doesn't really have major performance impacts versus other things
What new SDM enemy seems more interesting
14
31
2
Reimu Cat (Enemy/Loot risk reward)
🐈⬛
There appears to be a bug regarding the painting spawning enemies
It can't spawn anything from the following list (or each individually) ButlerBees,ShyGuyDef,MouthDog,Barber,ClaySurgeon,RollingGiant_EnemyType,Mario and will instead not spawn anything
Try doing a Regen of your Scarlet Mansion config
I had a bunch of issues after the update til I did that, most prominent was bad lag
other enemies such as Jester,CountryRoadCreature,Flowerman,Scary,Crawler will spawn in fine when part of the list but I can't get any of those to do the same
the issue existed in previous versions as well unfortunately
can try redoing the config again
It also could just be it's finicky with some enemies being registered as well since you're adding enemies it doesn't usually spawn
If some are working fine but not all you may have to be more specific with their names and stuff
yeah that could be the issue, iirc the log did mention the list being empty
they should be the correct internal names afaik
regenned the config and it appears to be working now thanks for the help
my config be messed up, dont know how it cause this many issues
Do you think SDM is cramped and claustrophobic?
15
28
5
Nah (in a good way)
1204817546528825354
foiled
is it just me that has scarlet key spawn with no textures?
like it's fully invisible unless you scan it
Not just you, not sure why it's spawning outside of the mansion though
that one I have no idea to why. I'm guessing it's some mod combability issue
that one, no no no clue. Probs same thing some mod combability issue. My mod uses LLL's keys replacement system, so theoretically some other interior mod should have a similar issue where their custom keys spawn outside their moon/dungeon
Oh I think I figured out why
For some reason Remnants sees the key as a store item and adds a scrap version to the loot pools
Huh funny. Maybe it's an issue on my end on how I configured the key item
I wanna admit I don't think I'm too fond of the current state of how the Vanilla generation works for this interior, I liked when it used to basically branch similar to the Vanilla Mansion but now I often find it generates too large in a way where you can get extremely lost
Do you think it's because
- the main path is too long
- or because the multi branch simulation favors branch paths that connect back to the main path, causing a very loopy dungeon
- or cause the entrance foyer room is bigger than before
It might very much be the second tbh, the main entrance area changes are generally fine and I really love those, it's how deep it generates and how you can very much get lost going in a circle if you go too far into it in some cases for sure, I know I got lost earlier and looped around and ended up looking at a Shy Guy
It's still a fun interior but Vanilla generation just is very confusing a lot of the time, I have no idea if the default generation settings share this problem or not
As far as I know, and I would need other's experiences too, but the default dungeon is very very loopy and interconnected, but the main path is very short so you are never far from the entrance
Yeah with Vanilla gen I know I can go pretty far in and then almost never find the way back to main lol
I can push a small patch so the vanilla gen by default doesn't have the loopy path preference
Also do you think the main path is too long? I can make it slightly shorter in the same patch
The main path being long I believe is pretty rng, sometimes it feels long and sometimes it doesn't
So if you wanna make it a bit shorter you can I suppose
I personally like it when main paths are long as it makes things interesting when playing with a lot of people
Otherwise I feel like things are too easy personally 😛
Any reason why it makes the Seichi map greyscale when the interior is active?
Cause me and @torpid plank thought it would be cool
Literally no other reason
could there be a config for it? one of my friends loves scarlet devil mansion but doesn't like the greyscale effect.
You would have to ask them, the compatibility patch is from their end
ohh alright
Well I suppose I did write the code

Uhh I don't know how configs work for separate .dll files
@dim basin @charred nymph .
Hey question, can separate .dll mods work on the same config?
yeah I'll do a couple of config stuff in the future and also tweak the greyscale a bit more later as well
BepinEx provides you with a config that uses your GUID but there's nothing stopping you from reading and writing to a shared config under a name you agree on using the BepinEx.Config classes
Okay thx love you
Okay so we good
I guess nothing is stopping you from reading from a different mod's config file either
Good to know. I'll be disruptive with that info later
waah

I'm pretty sure we had a mod that would open the bepinex core config and switch something in there at one point and I had to yell at them not to change things without making the user super duper aware
Lol even I wouldn't touch anything bepinex related
took a peek at ur page, lovely to meet another game dev :3
Truly making a difference in the world, one funny Touhou game at a time
You basically shouldn't need to, and if you think you need to, you're probably wrong 😄
(To edit another mod's configuration, that is..)
[although, what Robyn said.]
(If you wrote both mods, meh, go for it.)
I wrote the compatibility patch for another mod (not mine) to use. So either I write my config using the GUID for the mod I'm targeting, or the mod I'm targeting could create the config for me and I just reference the value.
Well I'll shall see what I really do later
Mmm.... that's a funky situation for sure.
I'd generally say you should only modify your own configs, as, the user's experience once your mod is disabled/uninstalled should not be modified.
As per what to call the config, in general, I prefer (as do MSDN guides) FDQN-based GUIDs
For a compat patch, that'd be something like com.github.myname.mymod-compatmodname.cfg or w/e
Filenames can be 255 characters on Windows, longer on all other systems, and more information > less information.
So what I'm hearing is that generally I shouldn't be editing someone's else config even if I'm giving them the compatibility patch
So
^ Yeah, you should do that in your own config if possible/
If you absolutely have to modify the other mod's config for some reason, explain it to the user in the README in a place they can't miss
so that when they uninstall and something is different, they at least know why, etc.
@torpid plank hey you, give me a config entry for disabling the grayscale compatibility patch
Sounds like that should be its own feature/mod 😄

People do like to bundle 492102 features in one mod lol
You mean like that compatibility patch should be a separate mod?
Mmm, I'm confused, I thought you wrote a mod w/ a compat patch.
an entire mod to turn off greyscale? 
But the greyscale compat is part of s1ckboy's mod?
Honestly yeah. There's not an overhead (in this game, or most BepInEx games for that matter) to have more mods versus less mods.
Yes, it's a separate .dll that I gave him
The compat patch basically greyscales my map (turns on a volume in my unity project that is disabled by default)
It comes with Seichi
So having 1,000 mods with 100 line of code each === less stupid than 10 mod with 10,000 lines of code each.
Less stupid because there's no downside, and only upside (user gets to pick and choose what they want to use.)
In other games (Fallout for example) the engine has a hard-limit on the # of mods/plugins, so sure, there you HAVE TO bundle stuff.
- You can always modpack to show "hey, user, these are intended to be used together" etc
You could, but I know most people just want to download the mod and not even think about it.
I've seen so many mods which are blatant forks of another mod with just one feature removed, because they were basically forced to do so.
So even if all my compatibility patches could be separate mods, I just include them all in the same mod
So they can't miss it
I mean, fair. There are definitely different kinds of users. I'd say the ones who want custom experiences are the modpack creators more often than average user.
Totally fair approach. At least for compat that's entirely fair.
I think I'm in that situation actually
For actual features, like items/mechanics, I say people should definitely separate them.
GeneralImprovements dev seems to be MIA, hasn't responded to dms, they patch my mod as a soft dependency and they didn't account for my mod having soft dependencies, this all happens if a specific config option is set to true and its true by default so I was thinking the easiest method to fix this error (which is on their end not mine) was to disable that config option
Ahh you know what right, grayscaling Seichi when my interior is active isn't really much of a compatibility patch but just a extra feature type thing
Which means
@torpid plank that config entry now
Mmm... that's an interesting predicament with your mod LadyRaphtalia. Idk where on that one tbh.
GeneralImprovements broke so much shit lol. I keep telling people to stop using fixes mods 😄
Fixes mods, in general, break things more often than fix. + They never disable themselves when the thing is fixed in the main game.
So people are still using 9+ month old "fixes" mods for problems which don't even exist
Lol, the current problem is that it does GetLoadableTypes which includes my soft dependencies obviously, and breaks the player in that specific action, which bleh
Looking at you WeightFix (-1)
I've come to realize that fix mods are mostly bs (respectfully)
😄 You COULD scream to the user "Hey, GeneralImprovements breaks things, uninstall that." In-game when you detect it installed.
"This mod is known to break mods, including my mod. Uninstall it." 😛
Yeah definitely lol, there's like 2 that I know are good and okay, the rest are ehhh
JetpackFix was necessary for a while, sure, as was SlimeFix, and BoomboxSyncFix,
but most things are just... working in the base game now lol.
ill just leave a warning then since it's easiest and least intrusive
GreyscaleMoon 
WeightFix was necessary for like 4 days and I still find packs with people using it
and don't even get me started with LC_API........ people still have it in their packs somehow
Anywho, I'mma stop derailing Scarlet Devil Mansion lol.
I'm sorry. We spell it like "gray" around here
I spell it both ways cuz I learnt Bri'ish English in school and American English by a Swedish youtuber
Græy ?
^ if bepinex can accept that, than that's fine with me
I'm hardcore American, but I will always spell it like "armour"
Goddamm runescape
Ahh yeah, correctly. Makes sense.
The only bad British spelling is defence
How about exercise? :/
With an s?
Who spells it with a z?
Well I would probably mess up on a spelling test too
I love that it includes french in the "wrong" section
Defence
Defense
Both are correct in en-US somehow. Dumb AF.
Unfortunately the one with a c is british
Well, the former is to remove a wall. 😄
de-fence -- I agree with British English for most things, but screw that one.
Lol
when did this become a spelling thread
I willed it
So are we going with GræySkæl?
Yes
👌
Alright keep that phrase in the config description
that's fine lol
But flip a coin and decide whether to use the objectively bad "gray" or the objectively good "grey"
ah
Aight
Which is why gray is bad
Wait
And grey is good
greyscale it is then
Yes
You did
its confirmed now
EXCEPT FOR CHIPS AND FRIES, BRITISH ARE WRONG FOR THAT
You call them French fries when they're not even french
Sorry we live closer to the source and know something you dont
Your mom sounds weird
I won but at what cost. I unknownly defended Br*tish English
it really does
oi don't diss on the british
British/Canadian/REST OF THE WORLD ENGLISH > American English
except yeah, crisps/chips.
^^^
100% agree
though personally I grew up with "color" so don't hate me for that q.q
Meh, I still have to use it because CSS etc
No. You can't believe them to be sane when they call televisions "telly"
colour: #ff0000 doesn't parse lol
fair enough
one day I'll learn css
I just c# and nothing more lol
Unity go brrr
You can turn your C# into other languages 😄
hah
ew yeah....
when u wanna get the hash or id of a property
although you can get a vscode extension which highlights hsls/gsl well, so meh
shader graph is pretty good, very beginner friendly
I can't figure it out x3
screw graph, use >language< -- always avoid no-code and low-code garbage
I nearly destroyed an entire scene using shader graphs by a slight change
yeah, most people jhust dont know about it so i've had to correct a few people on "yeah i can tell you're a good person, and british, but you need to do "Color" not "Colour" in your PropertyToID"
bahahaa
Nuh uh. Shader graph based cause my frontal lobe can't understand shader math
I tried not using weightfix last month and ran into the bug <.<
and british
hilarious detail xd
Which means one of your other mods was also trying to "fix" weights
because having two "weight fix" mods installed makes the bug happen again -_-
I think it was just a scrap mod causing it or something
Wasn’t my modpack so I’m not sure
idk what weight fix was trying to fix, but some people who make scrap just dont understand how LC's weight system works
which understandable, it's fucked up lol
Good to hear it isn’t normally needed though
1.2 is 22lbs, 0.5 is -50~ lbs or smthn
If you wouldn’t mind taking a peek, do you know of any other mods in this list that have no impact during vanilla play?
https://thunderstore.io/c/lethal-company/p/Alecksword/CompanyIssuedFixes/
like if this mod does ANYTHING except making sure each Item SO has a minimum weight of 1, then i dont see the point of overcomplicating what it's doing
PathfindingLagFix is only necessary if you have a mod which actively breaks pathfinding,
Such as SkullBreaker or BrutalCompany which spawn 1,000 fleas, etc.
Ah I thought it was still possible to run into rare issues where a snare flea could get stuck somewhere
ShaosilGaming-GeneralImprovements also USED to be great, but idk about recently.
I would say it entirely depends on what you've enable in its configuration. Generally it's not useful.
The rest in your list though, yeah, sadly, most of those are still useful, which... wow.
Yeah I spend a lot of time making sure it’s good
Mmm, yeah, if you are encountering the issue still, then sure. Basically my point is the following:
"See if you have the issue the 'fix' fixes. If not, why do you have the 'fix' in the first place?" etc
Very strict in keeping the gameplay experience as 1:1 with vanilla as possible
Heck yeah
Even having stuff that gets rid of like lamp shadows for performance disabled and such
GI I just have to save on a few spaces for things it fixes, most of it is disabled
I’ll probably keep PathfindingLagFix as the pack is mainly meant to be a no-nonsense “this just fixes as many of the games issues as possible,” but since it has no impact on vanilla gameplay, I’ll drop Lethal Weight Fix.
people still release scrapmods with LethalExpansion / LethalExpansionCore 
I appreciate you taking a peek for me! ^-^
UGH
When I see it pop up it catches me so off guard
I miss my framerate x3
@rare needle literally over doubled my framerate in her pack recently
how so?
Lots of changes, I’m not sure what the biggest were though (it’s why I did the @ haha)
ah lol
you learned English thru pewds too? 🥺
holy yap this chat has so many messages
Yup
@tranquil frigate btw maybe you can place a configurable weight on it too 
So excited for the configurable weight on learning English through PewDiePie
Lmao
I agree (disrespectfully)
Anyway, ya'll were talking about weight fix patch mods and I wanna bitch a little here: The "fix" mod was a transpiler to player.grabthing that checked if the grabbed thing had a weight that would cause the bug but like.. why???
It was so overcomplicated and a transpiler pegs it to a specific version of the grabthing method that will fail to patch if it changes... why not just patch all GrabableItem.Awake and check the item's weight there and fix it? That will always work basically forever without causing the player's inventory to break or grabs to be invalidated if the method changes
That's a surprisingly simple fix damn. Truly be spitting facts
What fix mods are being used tf 😭
I mean you made a mod that adds Motion Blur and adding more post processing doesn't help I'm sure 😆
I mostly use GI nowadays for the extra monitors, a lot of it's fix stuff I have disabled
I get wym
Shaosil being completely MIA now also doesn't help
Correction: I enabled the already existing motion blur that was already in the volume, and made it customizable. No other post processing was added or modified.
Oh lol
It also doesn't affect framerate at all, as i use it in my dev mod pack and it runs insanely smooth there
Okay lol so it's a handful of other things
I could probably take a peek at your pack sometime or let you check mine for comparisons
yeah
I remember I discovered a handful of mods caused issues
sure we can take a look together some point
would also be fun to play together sometime :3
I'mma probably be removing some mods from my pack soon like fix mods I no longer need
Ye I'll be playing tomorrow if you're free
lol
okay sounds good!
i dont know how many times i've said the exact same thing, hell i feel the api's should also be doing this, a weight below 1 would almost never constitute a non bug lol
@fickle rain speaking of fix mods that might not be needed, is there anything MeleeFixes covers still on the current game version?
caches roundmanager (might be unnecessary if you use lethalperformance??)
and i fixed hit FX (knife blood spray, the shovel bounce) sometimes playing when an enemy doesnt actually take damage (like if you hit its hurtbox but not its hitbox)
Yeah, does the bug with the cruiser soft lock still happen btw without WeedKillerFixes?
it also supposedly fixes shovels getting softlocked if someone dies swinging them but ive never replicated that bug
no zeekerss fixed it himself but his fix broke weed killer so it no longer works on actual weeds
i forgot to update the description but you should still be using WKF
Only if you use stuff like YesFox I guess
even without yesfox it fixes buggy behavior with refilling the car's engine
Which we still need something to fix the fox killing performance from the cruiser related code
Ah got ya
Ideally fix it before it’s instantiated
I mean, isn't that's why you fix it on Awake, it would catch 99.99% of cases
all 3 of these are still necessary
none of these have been fixed in basegame
btw
No as in fix it on the prefab asset and/or scriptableobject before it’s even instantiated
Like in main menu or rm awake
me when a guy decides to add his items after rm awake
, but i imagine you can just Resources.FindObjectsOfTypeAll for the SO's
if im not mistaken weightfix is also still "necessary" if you are using items that are over 2.5 weight
since the problem is vanilla's add/subtract logic caps out at 10 weight (1050lbs) and will cause numerical issues if you ever surpass that
it would be 3.5 then not 2.5 i believe
4 item slots * 2.5 = 10
but yeah i had to lower anvils from the previous 100 to like 2 lol
1 = 0 in this situation kinda
Or just patch Awake since you know it will always be called after the item is initiated but before it is actually used
oh yeah, you're right
Those problems are easy to solve by just going “fuck that nerd”

Damon had a good point about GI though
i forgot weight defaults to 1 (which is exactly why negative weight speed issues were a problem before)
or just patching the scriptableobjects awake
Shaosil is inactive and it breaks more than it fixes
I literally only have it for the monitor stuff
😦
i don't disagree but in the case of GI it's because it added a bunch of subjective changes and gradually became a victim of feature creep
Yeah
yeah that's the main reason
most of the stuff it breaks is caused by new features (i.e. "improvements" and not "fixes")
We need a mod that only adds the monitor stuff
most of the stuff general improvements "fixed" (like, bug fixes) is still not fixed in basegame
Aren't they pulled from an older mod or is it different from that?
my only thing with GI rn is that it uses GetLoadableTypes on other assemblies with no consideration to soft dependencies
anyways sorry i guess im kinda derailing this thread but i feel like the discussion about fix mods was kinda misinformed and i wanted to clarify some things
thats fine, i hear raph likes trains
it was derailed 300 messages ago
you good
I thought slime boombox taming was fixed in vanilla
Definitely not
I find it odd to say slime taming needs "fixed" because I don't consider features left on the cutting room floor broken
it's not a feature left on the cutting room floor
it's a feature that doesnt work because of a typo
that is mentioned in the game's bestiary entry
and does still work under specific non-intuitive circumstances
Zeekers never fails to impress me with his code
tbh it's a really simple mistake to make
and the circumstances i mentioned here are "it works if you hit the slime with a shovel/stun before using the boombox" which is probably what zeekerss did when he was testing all the AI's features
Simple mistake sure, but still exists after a whole year
probably because almost nobody is using boomboxes in the dungeons to tame slimes
and those that do are only doing it as a novelty because they know they have a mod to fix it
I can imagine he doesn't care either
i don't think it's that crazy how the slime taming bug has persisted
there are definitely some other long-standing bugs that are more problematic though
How does it not work because of a typo?
if the slime's tamed timer is > 0 (set to 2 seconds every second it's near an active boombox) and the angered timer (set to 18 seconds when shoveled/stunned) is less than 0, the player collision function returns early without dealing damage
the intent is obviously "if the slime is being tamed by a boombox and isnt aggressive, don't damage the player"
but the problem is that angeredTimer initializes at exactly 0, and only decrements if it's greater than 0
so it sits at exactly 0 until the slime is attacked, and then it will eventually decrement to a very small negative number
at which point slime taming works
if angeredTimer <= 0f was the condition here slime taming would work as it was supposed to
single character change
That's way too confusing and is a perfect example of why we don't use a bunch of random variables and then compare them to determine the state of our monster we just use a state value or a simple FSM that knows what states are valid from what
i think its fine
i usually let my timers go to the negative cuz resetting it isnt usually done by adding but by setting it
Here's an example of how I thought a SmallFryEnemy FSM would work but we never implemented it because its a bit hard to wrap your head around and its important that Risk understands how his own mod works, ehehe
also very completely unnecessary for an incredibly simplistic enemy lol
but yeah i think the main reference for this stuff comes from WTO
they did a pretty good job at FSM stuff for their enemy system
was gonna be implemented into exampleenemy at some point as sort of a more advanced version but laziness happened by the person who was gonna do it, and that just happens sometimes
okay but how do you rate my state machines
https://pastebin.com/Ch6L5hMT
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
is concerning an option?
yes
Naur, that's a fall thru
Maybe I'm minority but I feel like this is getting to the point where it could be handled with abit of Inheritance
is this dead by daylight
Though I'm confused to what you mean by that. Like how inheritance would help
Honestly I just prefer whacking them then using the boombox to tame than installing an additional mod
well butteryfixes has a patch for it anyway
the standalone version on thunderstore uses a prefix instead of a transpiler which adds unnecessary computation (however minor it may be)
and i'd also rather not dedicate an entire mod slot to slime taming if it was avoidable
Like I might prefer a more over engineered / boiler plately approach but I struggle to read through all the switching and if else chaining + at least for me it feels a little wild wild west in terms of what any of these states might be touching
i'd personally prefer something along the lines of a base class for character state with them getting overridable functions for when they are used. From there maybe try and centralise some of the actions they are doing into general functions too. eg. a lot of them influence the positions and rotations of the player which could be streamlined abit, maybe the seeking and attacking survivors too since it feels a little weird that such important logic is chilling in the attack release state
only my 2 cents tho for discussion purposes though none of this matters
Yeah same, glad ButteryFixes covers it
Btw have you considered adding an option to disable the feature that's expensive on game saving?
i really dont know what to tell you, all im doing is saving a single integer or list of integers
almost sounds like you're describing my interface based method with OnChangeToState, etc
depending on whether the dropship has a vehicle attached or items inside of it
even if that were expensive it is a drop in the bucket compared to vanilla's saving functionality
which saves many more integers and many more lists
Very possible. I'm probably too oop pilled
cough in case you missed it: #1195583267546595389 message
I do wonder if maybe if YesFox isn't present maybe the game can be told to not save the vain shroud stuff, since I know saving became slow in the update where the fox and Cruiser got added
What you describing is something I would probably do if I did more with the project (I made a touhou tower defense where I went crazy with oop)
But I had only one killer (Reimu), so I said fuck it. We ball and made this monstrosity
well, that is a different feature you are requesting, and it is possible there could be some improvement there; vanilla saves vain shroud stuff regardless of it is enabled or not
The work you do now saves you the work you have to do later to make the system more generic for more killers, but yea
it would save 2 integers with default values and 1 empty list for each moon you have loaded, in that case
Yeah I feel like it would need to be a seperate mod ofc, but something that tells the game to ignore saving expensive values like vain shroud stuff if it's not needed could be nice
Since Zeekerss didn't remove that when he removed the references to the fox for whatever reason
maybe i dont like future xu, you ever thought about that?
waah
What Xu says, except I knew future me would probably not be working with another killer. So when I added killer "perks" that were really just dbd killer abilities, I realized that I could totally get away with adding that logic directly into the state machine
And man, that saved me time in the short run. God I hope I never have to suffer the consequences in the long run
I find that the time saved in the short term is usually miniscule because I can bang out interfaces and abstract classes in minutes https://github.com/RobynLlama/PawsyApp/tree/main/src/PawsyApp/PawsyCore
Like look at this mess, that was basically no time at all, ahaha
for you that would be no time, for me that would be days because i gotta learn whatever the fuck any of this means 
ehehe
An IUniquecollection<T> is a collection of items that are uniquely ID'd by a value of <T>
IUnqiueItem<string> has a value that is a string that is unique in the collection. Sounds like a dictionary but it kinda can't be, thanks discord
Yea, T is the type that identifies the unique item and W is the class of IUnique<T> that is stored, I think
I could probably have sidestepped this issue with dictionaries and better management but my initial implementation was using the same class for Pawsy as Guilds as Submodules and I needed them to all use one type that the parent shared
At some point I split them up (correctly) and they could use dictionaries now, I guess
icic
I got too deep in object oriented land in that one
You can make it so CodeRebirth sets that option to false if it detects it
Til he responds
that conversations conclusion was that i shouldnt do that lol
Yeah generally it's not advised but if the dev is MIA you could probably add it as a temporary patch
ill just leave a warning lol
I think you should just delete general improvements if you detect it 
Lmao GI is actually a good mod tbh, just a shame Shaosil isn't active
you didnt state you were joking, so im gonna carry that torch to the ends of the earth and if i get flagged in thunderstore imma just say robyn allowed it
No deleting my GI if CodeRebirth is installed
coderebirth update in 20 minutes that deletes GI
the approach is obviously to patch GI's patch over CR's patch
to resolve the incompatibility in-house
It has good features like the monitors and cabinet door removal
Monitors really need a seperate dedicated mod, there is already one for the cabinet doors
wasnt that what openmonitors was for
OpenMonitors doesn't do anywhere near as much
It's a nice mod but nothing really special
It's more so a better version of CorporateRestructure
forking GI and reducing the feature set would not be super difficult I imagine
(not an offer though)
Not being able to find a license for it anyways
Well, if you happen to remember the two rooms in between the door that would be helpful
Remember, a number of mods let you change the # of item slots. Can't assume anything here 😄
Right, he's too busy making is choose your own gore adventure to care about his multi-million-dollar best selling game.
Stuipd artist problems. "Wah people like the thing I made that I don't like wah."
Real
Do remember inheritence has an overhead in C#, its not free. Also, polymorphism is cancerous, so once you need "a bit o X and a bit of Y" you end up with a bastard polymorphic child.
I think the base type Set<T> does this btw.
I did love the mod.
Yea its not my best work
HashSet<T> * in C#, bah. Java-like languages and being "just different enough" to confuse things.
https://learn.microsoft.com/en-us/dotnet/api/system.collections.generic.hashset-1?view=netstandard-2.1
@tranquil frigate Maybe this will help lol https://www.twitch.tv/lunxara/clip/VictoriousUnusualMangoShazBotstix-L7SKjCr8DOyzziAr
Someone also apparently got a fire exit to spawn once and it did nothing when they tried to go through it so idk if maybe the config bugged cus I switched generation from Vanilla to Default but it's possible
Yeah that might have just been a bug from the mimics mod
I would guess a rpc didn't go off correctly and so there was a mimic door that just didn't work, I know on rare occassions sometimes some clients can't see mimic doors as well when everyone else can I've seen that happen with Vanilla Mansion
Not really sure what causes it since the issues are rare
@tranquil frigate @analog egret
Unsure if I needed to include the extra stuff from AsyncLoggers but I included it anyways
is this a specific mod pack error would you say?
also like what context is this error? like i know it's modded items failing to spawn for the bedroom event but i dont even know the context here
I was checking stack traces cus of lag issues and found that I would assume the dice set that off most likely
Did it spam that error? I would hope that it exits out more gracefully than that
I swear that dungeon event causes so many issues with other mods
Nah it wasn't spammed at least
I'm very confused and I'm not entirely sure what to do to fix that tbh
Btw clients still get other errors from the mod
So could relate to it
I would need the mod pack to know if it's even your mod causing the issue. The issue is just my mod selecting an item(s) to spawn at the end of my dungeon generation, then trying to spawn the items later during gameplay, then failing
If your mod at any point touches the scrap lists, then it could cause the error, but it could also be something else
@analog egret this got spammed earlier at one point
In a clients' log
And that was the same game where we got SDM
019360da-06a0-5f2e-a123-87298d879adf
Also @tranquil frigate Can confirm the interior has been a lot better since switching to Default Generation from Vanilla, wanted to let you know lol
Makes sense, I designed my entire dungeon around default generation
Maybe today I'll get the vanilla fixes in
Perhaps a silly question, but still:
Is it possible to somehow change the speed of the maid and her HP? I would like to change it for myself
Yeah it's funny how Vanilla seems to generate larger than Default now in some strange ways and it makes it way harder to find scrap
I'll see if I can expose those with this next small update
Thanks
@rare needle I do already have an toggle in the config called "Use Branch Path Multi Sim"
Set that off with the Vanilla preset (change the preset to Custom afterwards) to see if that fixes your issues with Vanilla.
I'll still gonna change the default config value of the Vanilla preset to false for that one, but I need another day for this update
Two questions
The first one is instead of a maid, I have a butler, I even set the values higher
But he still spawns
Second, I noticed that there is a radio on the map, will this radio be available as an item for the ship in the future?
question 1: It should replace but since you have other mods, it's very much possible that some mod is affecting the butler still. Also my code could be busted and I just wouldn't know
question 2: maybe but it's not a priority
Alright, I have one guess why this could be, I’ll just say, maybe it will help in the future somehow
I think that this is somehow influenced by Brutal Company Minus, while you were answering I decided to get into the mod, I think that there are some things there that affect the spawn of the butler, so I think this is the reason, But I'm just guessing, thanks for the answers anyway😋
I was about to say brutal company ya. It's gonna need some enemy weight manipulation like what I'm doing so it can do what it's doing
@tranquil frigate did you do the config for the SeichiPatch or should I do it?
I'm doing configs rn for other stuff
Oh uhh you need to give me a bool config that I can use
didnt I spin a wheel for that? 
yeah Greyscale funny version GræySkæl
for easy access maybe I should do the config
since its more a moon related thingy then your interior
yuh, then my compability patch can get the config value to use it
@rare needle Actually what I said earlier, ignore that. That multi branch path sim stuff never affected vanilla to begin with. I'm going to do the following and see what happens:
- main path length: (6-9) -> (6-8)
- branch paths near entrance: (4-6) -> (3-5) branch count
- all branch paths: -1 to min and max length
I don't know exactly why vanilla generation has the issues it has now. My only guess is that I've been adding tiles that work well for my default generation but work terriblely for vanilla generation. I do remember that I decreased the main path length for default generation by 1 like a fat minute ago. Perhaps vanilla generation needs the same treatment
I was breaking stuff with the DunGenPlus mod so not update yet. Usually I test my work in progress code live, but not now. Too spooky
Ye it's very possible in any case I am glad that swapping to Default Generation made it feel a lot better again and my group has also been enjoying it like they used to again lol
@tranquil frigate Hello ! Can you add a config to make the decorative crystal scrap spawn on all moons even the ones when the Scarlet devil mansion is not chosen to be generated?
Hmmmst
Should be fine, I'll see how easy it will be
Like, it's really easy to add that, but it also can't conflict with default behaviour. That part the harder part
Yeah i assumed, let's hope it's easy for you to do that then
I really want them to spawn everywhere lol
You can also add it to all moons via LLL and LQ anyways, they should be registered like any other scrap
Yeah but it's better to have a config for it, cause otherwise i will need to add it manually every time i install a new moon
To be more precise, i want a replacer to colorfull flashlights and decorative crystal are perfect for that
I cannot figure out why that door spawned. Mod weirdness maybe?
I think a config issue, after I regenerated it it didn't happen again, it only happened when I changed generation from Vanilla to Default but after a fresh config regen it never reprod
Enemy configs
Items config
I want to add a config so scrap items can spawn on all moons, but it's too tricky for the time being
Noooooooo 😭
let's goo
sdm and LcGiftBoxConfig seem to have an incompatibility, whenever a level loads with sdm and lcgiftbox is on, it softlocks
@tranquil frigate
How many snow globes are there? Is it just these 3?
Its hard to spawn them to test because their texture seems to depend on their value, just like with the crystals
Uhh I want to say like 8+. And their model is based on their value yes
I am going to release an update soon™️ where I change how I do my item injection. Bug may go away or get worse whichever
I'll make a challenge to have 4-5 different ones to he safe then, CodeRebirth also has 1
oh? will they get added to every moon with a config? 🥺
yuh
LETS GO
We'll find out then
i've almost no idea of what im supposed to do to unlock most of these rooms
had the mod for a couple months now
The solutions to all the treasure rooms:
Kitchen: ||There's a time printed on the wall. The doors automatically open when it reaches that time.||
Library: ||On the library bookshelves, there are 3 red books. Interact with all 3 of them and the door opens.||
Servan't Quarters: ||A radio will always spawn. There is a random song/volume combination that will open the door.||
Bedroom: ||The painting will always spawn. Just grab the painting but the enemy will spawn in the treasure room instead.||
I tried to make the solution as simple as possible to solve as I only wanted the mystery of solving the puzzle to be "difficult". If you still believe that solving the mystery is just too confusing, I can always make improvements.
Not to be rude, but i and most people i play with found the puzzles to be really, really simple, like just perfectly fine
The only one that didnt immediately make sense was the ||radio, it just seemed like decoration, until you notice how its the only interactable thing near the locked door, and that the lights of the skulls above the door change as you mess with it, with the first turning on as soon as you turn the radio on, it clicked pretty quickly from then on once you catch it||

Tho i suppose it might depend how many puzzle games n such you've played before
idk
i think simplifying them any further would take away from it tbh
Scarlet Devil Mansion v2.0(紅魔館)
Patch, what bugs are there?
they found a cockroach under a table
Speaking of getting real
Hot dropping the update
When something breaks lmk
Pushed let me know when something happens
Changes:
- Updated for v69
- Added more config fields for scrap items and enemies
- Added ||christmas trees|| to mayor
- Each main path will generate a minimum of one fire exit and painting if possible
- Slightly shrinked the size of the vanilla dungeon
- All critical damage mechanics renamed to "marked for death." Being marked for death by any mechanic twice will kill the player regardless of the source.
- Revenant properly slows down when being stared down
- The code to inject items/enemies when SDM dungeon loads has been changed. May cause bugs please let me know if they occur
- Added new portrait art
like demonic painting portraits? or just the tabletop frames?
I label the demonic paintings as paintings and the tabletop frames as portraits
So the latter
aye aye
I'm not sure why, but I've been incredibly unlucky with Sanguine as of late. Anytime the game tries to load the moon, it just locks up on the Random Seed. We only ever got it to work a couple of times. I might have to swap out that moon. Is SDM's Moon at all functional? Or is the 4 months of no updates prone to have even more problems than Sanguine?
Sanguine is not my mod. Please send your report here instead #1208849588539101294
NVM, I took it out, but the softlocking persists. I have a different problem entirely though. SDM kinda lags a bit, and it's SDM's dungeon specifically
Could be some error spam but I would need more information
I can't get the dungeon to work at all. I already reported in Tolian's channel regarding Sanguine, I tried the SDM Moon, which actually worked for a while, but if the dungeon itself is enabled for either moon, it just freezes on the route random screen. I might just have to choose a different, more recent moon to see if the problem persists
@elder python we may have found the cause of the bug, were you by chance using Loadstone
Pushed a fix to my parent DungeonGenerationPlus mod that caused failed generations with Loadstone and HarmonyXTranspilerPatch
The second mod is wild in how it broke my mod. I'm in agony
Erm, my friend is just testing stuff for bingo and he said this came up
Is..there supposed to be a bunch of paintings now?
Tho we did recently add Central config, perhaps i should check and see if the size generation is being messed with
Either that or we just need to regen the config
By chance did you try the latest versions of DunGenPlus?
V1.3 introduced a bad new bug, we are sure that they were fixed last night
It's either my mod being buggy or config needs a reset. Try updating DunGenPlus first and see if the problem goes away
I'll check when i get home
Or actually @lavish spade what version is the mod and DunGen
In the pack
And which pack are you using
Is there any updates needed for sdm or dungen
where do i see this
can i just press update all and it will show me?
dun gen has an update
the mansion is on 2.1.0
1.3.0 for dun gen
Ya that version introduced a new bug. 1.3.2 should fix the bug and the painting count should go back to normal.
Ah sweet
Also sorry 1 more thing
"Added new portrait art"
Is that more characters, or existing ones redrawn?
New art for the framed pictures
Remilia specifically, 2 more
Ah nice nice
Oh boy... Nope. I used the Nightly version that DunGen provided. Also, while I briefly got SDM to work, it only works well with Seichi and even then I have to reinstall a bunch of mods just to prevent it from soft-locking. I did this back-and-forth routine yesterday trying to get Sanguine and SDM to work properly, and it seemingly went well, up until the interior's walls were torn open like some very old screenshots back when there were some extreme bugs
So in short, no. I did not use Loadstone. I'm reinstalling Lethal Company and BepInEx and starting fresh with the config folder to see if I can get it to work on Seichi again, because that one has the most promise so far... at least until SDM's Moon and Sanguine are properly updated
Nightly version DunGen provided?
Yup, that's the only variant I used
I gave up on Sanguine for now. Once I figure out how to get SDM to work with Seichi again, everything else should be fine, hopefully
Yaaay, I got it to work with Seichi again
I have no clue what you mean by that tbh
I'm assuming Loadstone =/= Nightly, so I was specifying that I stuck around with the Nightly version provided by DunGen
I don't have Loadstone (the non Nightly version) running so I have a different problem altogether
DunGen isn't providing anything
Do you mean that you were using Loadstone Nightly, not regular Loadstone?
You still ain't making much sense to me about DunGen providing a mod but if it's working it's working
Here, I'll show you what I mean
This is in the Alice-DungeonGenerationPlus-1.3.1 folder that I downloaded from the thunderstore page. The folder happened to include Loadstone Nightly, so I plopped it into my modpack
Ohh
Yeah, I didn't include it on a whim if you were wondering. I included it because I took it as a recommendation
I named that badly but that LoadstoneNightly.dll is a compability patch for Loadstone
You should also use the new version 1.3.2 for DunGenPlus, that may help the issues you were having with dungeon generation
You can include my LoadstoneNightly.dll with or without Loadstone/LoadstoneNightly. If neither exist, the .dll won't do anything. If it detects one, it will add its fixes. You should also only include one of the Loadstone variants.
Also please refer to my mod as DunGenPlus and not DunGen. Those are separate things, you confused me lol.
Ahhh okay, gotcha. I'll do that right now
i would love dungenplus to bits and pieces and replace vanilla generation with it in a heartbeat if it had some way to prevent this as well
im having an issue with the interior, when i try landing on as example rend with the mansion selected it stops at the seed screen, not landing giving me these errors in the console: (tested it with other mods and without and its the same result)
Can you plz provide the mod list
the others in my pack are completely disabled, and i deleted their configs too (regenerating them all too)
(code if its needed: 0193eee2-709e-39aa-5d69-fb38cd11f163)
It would be cool to remix the vanilla dungeons with the custom dungeon generation but unfortanely that's for someone else to solve not me
I tried a fresh install and I could not replicate the issue
Ill try the mod pack tomorrow if possible
yeah i also find it weird, tho ill try that
ok on a completely fresh install it actually works, still wondering what caused it
well thats what I'm saying
i think im gonna try to do that maybe
I believe it should
fire exits are global props
and you can restrict global props to be per path now
i think right?
yea the quarters is the one i would of never figured out, ||i pressed on the radio a few times|| but nothing happens and gave up on that room
ty tho
if you make the mineshaft use multiple main paths, but I think that would make the generation worse tbh given how much it depends on connecting in on itself
maybe I'm wrong though, but either way the fire exits per main path is not necessarily a solution to that
if the scarlet key doesnt work properly because of remnants adding another version it as scrap, would setting the scrap spawn chance for the scarlet key in the remnants config to 0 fix the problem?
It's just the Remanent version of the item that seemed fo have issues last I played with it
So probably unless it's extra weird?
i guess so
but i found the glitched textureless version often
but after disabling it in remnants
i havent found one since
The textureless version is the remnant version, unless you're saying the normal scarlet keys that are only supposed to show up in this interior aren't showing up at all?
ohhh they show up only in the scarlet interior
ok i didnt know that
nevermind then on my question lol
solved itself
Agh... I thought I finally solved the problem with moons not loading whenever SDM's given moon is loading in the seed, but it keeps soft-locking
I'm currently in vacation so like, you gotta figure it out
Recommend starting a fresh profile, add my dungeon and check, add the moon's one at a time and check, etc
I have heard that Shrimp causes softlocks
Guess I have no other choice
Spoiler alert for an update event. This explains what I mean by repurposing.
||New dailies events, a random event is selected when SDM loads. With various difficulties and scrap multiplier increases.||
||The Red Dusk: increases min enemy spawn count by 1. red lights. 1.5x scrap. 1.0x dungeon. (original feature removed)||
||The Revenant: spawns unique revenant enemy, acts like a bracken but more fair. 2.0x scrap. 0.75x dungeon (no longer spawns from maid)||
||The Knights: spawns two knights (coil-head variant) on the main room that will activate around 12pm and 6pms. 1.75x scrap. 1.25x dungeon (no longer spawns on the map)||
||The Maid: spawns maid (butler variant) on main room. does not leave said room. can die but always respawns after said time. disabled in single player. 1.5x scrap. 1.0x dungeon (no longer spawns on the map)||
||The Witchcraft: spawns summoning circle on center floor, insert 5 deco crystals to spawn 10 scrap. 1.0x scrap. 1.25x dungeon. forced 500 deco crystal weight.||
||The Dolls: add christmas trees. 1.0x scrap. 1.25x dungeon. forced 400 snowglobe weight to snowglobes. ||
||The Scarlet Knife: spawns hungry knife on main room. feed health based on lobby size to gain possession of knife. one shots all enemies, 3 uses. 1.0x scrap. 1.0x dungeon (no longer spawns on maid death)||
||The Gates: spawns two special doors on the main room. links to other special doors throughout the map. 1.5x scrap. 1.5x dungeon.||
||The Fog: spawns permanent weak fog in dungeon. 0.5x scrap. 3.0x scrap value. 1.5x dungeon||
imo a great idea, go for it
Definitely makes it unique and interesting compared to any other interior, but could be an issue for balancing since it ||changes day to day irl||
SDM already gives you alot more than most interiors without that much of a downside, but this is a complete rework of it
||2x scrap for example|| is nuts if thats gonna stack with other stuff like weather multipliers etc.
I think for the fun and unique factor the idea is 10/10
But any attempt at balancing it would be a nightmare honestly
Realistically if there isnt a config for it i'd keep it on an older version for packs where i wanna balance it well, but if/when vanilla updates or other mod compat updates are needed then its a bigger issue
i would definitely use it in a more chaotic party pack though
||Forced interior fog event too
i wasnt ever that bothered by it in vanilla but ik alot of people hated it||
I was always gonna add configs to the ||events|| so they can be more balanced if needed. And the numbers like 2x was only a number pulled out of the air, they can easily tweaked to more reasonable numbers.
Hell I can add preset configs so the ||events|| can be a small difference to the experience (small number changes etc.) or real terror (big number changes).
The thought process behind this idea is three fold.
- At least with my LC group, we are super casual and barely experience everything with my dungeon for example. We can barely kill a snareflea without one teamkill player death (happened last night lmao). If I can prioritize one of my dungeon features once per day, than it's more likely that each of my features can be experienced by more people.
- I want to add more dungeon features, but I fear content creep. There may be too much features for one single interior on a single 11min day. With this, I have another avenue in adding features to my dungeon without complicating the interior as a whole.
- We are brutal company-pilled.
Of course this is only my thought process. I am open to counter points.
Thats wonderful
Makes sense
It is just one of those things that rly enhance one particular direction/aspect but hurts another
So then its just a matter of different tastes/pack design/types of players etc.
SDM Brutal Company event and it's just Nutcrackers firing bullet patterns everywhere (gotta dodge the bullets to meet quota)
j
Opinion on repurposing the custom items/enemies into unique daily events, BrutalCompany style. The enemies' AI will become a bit more unique. The current iteration of enemies and certain items will be completely replaced.
10
18
3
Keep both styles (Increases dev time required)
1308332227318255696
plink
I can see that the idea is not popular enough to warrant the changes. I'll do some rethinking about the idea. Perhaps instead of a brutal company-like feature, it should just be a random small addition to the map.
It is by no means a bad idea
Its just that its a very significant change to what we had before
And just due to the nature of modding this game, we would be forced to use the latest version to ensure compat with vanilla updates and other mod updates
So then it just comes down to it being configurable
Ya the idea isn't bad, but forcing drastic changes onto the mod is bad. I'll repurpose the proposed changes into general changes to the current dungeon.
The first person to suggest something to add for this sudden SDM update (LLL is forcing my hand) will have it implemented right now.
It must be feasible and/or something I've been wanting to do. If you don't think it's feasible say it anyway
big gohei to bonk friends with
took a little longer than expected. it's gonna be a normal shovel scrap with ||enemy detection capabilities||
but it's ready when batby pushes the LLL update
Yippee! :3
the ability to define a minimum fire exit distance with dungenplus

You too late sorry
I'll put that idea on the back burner though
The only reason that it may be possible is that i already messed with the code that deals with fire exits
So if I already messed with it, may as well go all the way
if you do that ever im gonna make a remixed vanilla dungen mod using the api
i would legit pay money for that ngl
anyways gl with the update :3 the new stuff happening with LLL is super cool so im pretty excited to accommodate myself
Good thing I've been just regening them everytime the mod updates
lol
I usually have something break if I don't
you know i love variations, new dungeon variation
new entrance tile, dungeon generation values changed a bit, otherwise it's the same dungeon
oooo
i didnt, you never said this to me ever before

i cant read your mind
skill issue
when Terminal gal from Code Rebirth scans scraps. they detect some non-scraps in SDM 😅
why u put em on prop layer raph 
lmao you were complaining about this like a fat minute ago
well you were complaining about items not being in prop layer
and i somehow put my non items in the prop layer
ill fix :)
I'm writing this for my own sake and in case someone remembers me forgetting something
Last changes before update
Add new Music Box musicFix knight spawn animation to not spam audioFix enemy spawn audio to like... actually work (it like never did)Fix mimic combability with new interior and previousRemove prop layer for the map propsTest that my new configs are actually networkedEnlarged the 2F library rooms. Make some walls smaller in 1F library roomsRemoved some hallway tiles. Reduced some of the blood spam. Added more decorationsVoid rooms with missing paths are slightly easier- Add a few new rooms inspired by the castle I saw in Mexico
- Add sound effects for lights turning off
- Perhaps knight change ||they don't move for the first 60 seconds, when they see their first victim, they will activate. auto activates after 60 seconds||
- Perhaps revenant change ||they announce their presence when they first find their victim||
- Secret idea don't look ||all props will collapse with enemy contact, leaving pieces behind, cause I think it would be cool and remove table cheese||
I looked
Me and the boys HATE refactoring
Redid my vent code to like be better, and I wanna unalive myself for real. That was time-consuming.
now imagine doing it without trying to break all the mods 😛
I don't think I should imagine. Would be happier that way
i want to change so much
@timid surge Am I allowed to add renderers to CullFactory's tile renderer list thingy
Cause I want to spawn extra renderers in my dungeon and don't want to freak out CullFactory + don't lose on performance
@timid surge am I allowed to just randomly delete lists cullfactory creates
I'm worried about bloat caused by cullfactory so just clearing out some data
Should help with performance
Perfect
hmm, I'd probably need to add an API for that so that I can set visibility for new objects
sounds like fiddly business but if it's important I could probably do it
it's definitely not designed for it though, everything is essentially meant to be read only after it's generated
it's not meant for it, but i'm gonna it do
i wont be removing renderers, just adding renderers, can't be that bad :)
well just make sure you set them to whatever state they should be in or they're gonna be rendering until they change states
fosho
and it'll be on you if they're invisible when they shouldn't be :^)
I don't know if the new LLL update breaks my mod
Eitherway, I'll push what I've done so far when I wake up
i found this
yeah mod busted after the update
3 days. message received 
If I could have more time it would cool, but just gotta full send the patch
Alright the hardest part, updating the readme
agreed, that's the hardest part
thanks for keepin SDM up to date 🙂
I don't think Batby finished the update properly
I can't load my dungeon to even get screenshots for the readme
Plz waits
so if i update LLL and not every interior is ready for it, will it just be not there nor loading, or will it spam the log?
so... log spam or nay with current version?
wait till tonight, should be fixed by then
hopefullys
So in 6 minutes then okay
Sorry I don't speak br*tish
😔
Oh and I did fix my prop stuff
I don't have any hazards though?
Okay thrn good
I set up my "prop" prefabs like 9 months ago, not knowing what the props layer did
Only to bite me in the ass 9 months later
I bite in advance next time
i'll just assume the answer was log spam
Remilia is but a british child
You say bad things about Remilia again and Ima ban you
I dont have the power to
But I will spritually
What if the real Touhou 6: The Embodiment of Scarlet Devil was the friends we made along the way
Twitter: https://twitter.com/YoshioFruit
Discord: https://discord.com/invite/Vmgff7X
A yoshio classic
That's wild
We speak the same language and yet I didn't understand a single word
i understood it all
we back

😩 👌
I'm glad I caught it for ya
you almost triggered me with the ping
im like how you break my mod again
ohh my fault
Lmaooooo
Yeah I was gonna say that looked like it errored before I ever started a lobby
I haven't had SDM break for me in a long time just caught those errors lol
pushed
Hello! What are the Scarlet basement and foyer interiors?
Very Weird
Thunderstore mod manager is garbage
9 hours in and theres no update!
hello i report just an bug , i will can never play to this dungeon of all my life :
i'm always stuck on the seed generation
[20:39:11.1331521] [Info :dev.ladyalice.dungenplus] Loading DunGenExtender for sdmFoyer
[20:39:11.1362966] [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
ScarletMansion.DunGenPatch.Patch.UpdateDunGenExtenderProperties[T] (ScarletMansion.Configs.ConfigDungeon`1[T] dungeonConfig, ```
please share your mod list
i doesn't use launcher , so i can only list manually
share it anyway, but understand that I may not be able to help
no problem , pretty sure is an mod conflict but for find the correct bwarf
aliceScarletDevilMansion
atlasabyss
Biodiversity
CodeRebirth
cullfactory
Diversity
Dungenplus
FacelessStalker
FacilityMeltdown
GraphicsAPI
Haunted Harpist
LCCutscene
LethalCompanyInputUtils
LethalConfig
LethalLib
LethalModDataLib
LethalNetworkAPI
LethalPerformance
lethalSettings-1.4.1
miragecore
MMHOOK
MoreCompanyCosmetics
moresuits
Odin Serializer
ooblterra
peepers-1.0.3
RollingGiant
sanguinemoon
shipwindow
surfaced
zealsprince-Locker-1.5.0
CHANGELOG.md
CodeRebirth.rar
com.github.zehsteam.ShyGuySettings.dll
DarkMist.dll
DontTouchMe.dll
Dungenplus.rar
fartwithreverb
ghostCodes.dll
HerobrineMod.dll
HerobrineMod.pdb
icon.png
immortalsnail
ImmortalSnail.dll
| LandMineFartReverb.dll
LateCompanyV1.0.17.dll
LCOuijaBoard.dll
LethalLevelLoader.dll
Lethal Presents.dll
LethalSirenHead.dll
Malfunctions
Malfunctions.dll
MaxwellScrap.dll
Mimics.dll
Mirage.Compatibility.dll
Mirage.Core.dll
Mirage.dll
MirageRevive.dll
MoreCompany.dll
MoreScreams.dll
MrovLib.dll
NavMeshinCompany.dll
NavMeshinCompany.pdb
OldLLLLib.dll
OpenLib.dll
Opensource.md
PossessedMasks.dll
README.md
Scopophobia.dll
scp096
sirenheadassets
Skibidi.Al.dll
Skibidi.deps.json
Skibidi.dll
SolidLib.dll
TooManyEmotes.dll
WeatherRegistry.dll```
last question, are you using most recent scarlet devil mansion mod and dungenplus mod?
yeah , i doawnloaded latest LLL , latest SDM and latest dungenplus
i get this error until v55 xD
i thinked one day someone will get it too , but no xD
in LLL ?
i try
again stuck on "random seed" :
so that's the weird bug
Thinked an conflict with LLL but I see you have update in same time than it
dungeonFlow is null
An way to hardcode them in config ?
Here's what I think the problem is
Some mod of yours is doing very werid and different things
OldLLLLib.dll
I don't know what mod this is, but it's mods like that scare me
Have you tried making a new mod list?
Is an newest , last time I wanted test SDM was in v55 xD
I don't even remember v55, so long ago
Do you have
FixPluginTypesSerialization.dll
in your patchers folder
or anywhere
yep but possibly not updated , i will check
i have evaisa not DiFFoZ , is an problem ?
I use evaisa it should be fine
Besides that, I don't know how much more I can help you. I can't test since I can't download your mods
I really recommend you to use a mod loader imo
i doesn't like get another another launcher xD
Unless your computer is dying for storage, it's not much of an issue, but you do you.
okay you are an boss xD
FixPluginTypesSerialization was not updated xD
damn
sorry for desagrement xD
🫡
Goddamnit, I pushed a fix to my config networking stuff
Only to leave my test function
Yall living with it now
Scarlet Devil Mansion v2.2(紅魔館)
i liked version 2.5 better
I liked XuXiaolan better
i liked zort better
I wanna give a shout out and bird up to this algorithm
Right now is the third time I abused it
interesting, are you using that for something in LC?
does the mimic fire exit still have compat for both old and new interior? or I have to manually whitelist it?
Does it automatically
@tranquil frigate is the fire exit update out
plead emoji
i havent been paying attention
yippee
oh gotta update my docs
!!!
shit
oh i gotta say
i love how clean the docs for dg+ are
its really nice u did good on it
you like my home page
i put a lot of work on the home page
@unreal mulch added the small section about the new feature
what section is it on ?
I could do better
I couldn't
just gotta hope and pray my documentation for PathfindingLib is clear enough lol
Hello ! We just found a scrap from this mod but it was invisible and in another interior
And RunTimeIcons failed to make an icon for it
do you have remnants?
Yeah...so this mod is the problem ?
Okay found it I just have to disable the spawn of the scarlet key in the configs
thank you !
not a problem but you could disable the scarlet key to spawn from the configs of remnants
@tranquil frigatewell i'm using my mod pack but i can't land at the moon with your interior, can you check this?
I had this before with a broken config. Try deleting the SDM config (back it up before if you need it), and see if that fixes it first i would say
I'm bad with those, what is the SDM config? how can i delete it
"ScarletMansion" is the name of it, you should be able to search it in Gale/R2modman
I found a three of it, do i need to delete them all?
Try
um... it didn't work
I can't still land
does this mod don't have a dependency with FixPluginTypesSerializationDebug mod? because i has disabled FixPluginTypesSerialization and using that mod instead.
it needs one of those
Not sure of debug version
not that one also, it still can't start
did i do something wrong with config?
all enable configuration setting is true
I do not know. Please send me your mod list or logs
Oh i've already send it there
I have not checked on my computer yet, but I think the issue is with FixPluginTypes
I don't know why you need the debug version, but try and use the regular one
Alright i'll try it later, for now. i need to go to bed.
Because i was worried about a error that appearing when starting the game
I learned that the FixPluginTypes mod has issues right now. I understand now
Enjoy your sleep
well it work that uninstalling Debug verison
nice
The FixPluginTypes mod has issues. You should still use the regular version even if it has error text, it will be fixed soon maybe. I think the debug version is only for modders.
oh lol, i was saw a description that "Fix custom Serializable structs and such not properly getting deserialized by Unity" so i just thought it was a better lmao
can i post suggestions here?
would it be possible to add to the config file an option to make SnowGlobe play nonstop when activated? just like BoomBox
It'll be a bit strange since it wasn't designed for looping
But if I remember for the next update, I'll add a config, it's easy
thank you very much, i really like to carry it around and play the "music box" melody
Oh, that reminds me, it'd be cool if at least one of the radios was actually scrap in disguise and we can take it back as a reskinned boombox
I know I've been asked that a few times. It's just not on my to-do list since it's quite annoying to change it into scrap imo. I don't mind making it a ship prop instead since that's more easier probably.
I could live with that
making it a scrap shouldn't be that hard to do, you can still have all your own triggers etc, the only thing that change is the fact you can grab it but thats it
but tbh i like having this as a dungeon decor it's cool founding one randomly inside and you start the music then perform a random emote, then all other player gather around you and start dancing as well, wouldn't be the same if it was a scrap
Raphs only been modding for like a couple weeks so they haven't done much scrap but it's okay, dunno if it would fit as a scrap, ship upgrade sounds fun though
So I hear there's now a basement.
Didn't say hard said annoying. The radio is tied to a dungeon mechanic so if I do prop -> scrap, I'll have to account/design for that. And if I make it easier for myself and make it a scrap, then I'll have to somehow tell the player why they can pick up that scrap radio and not the prop radio.
Annoying to get it all right when just ship prop would work basically the same.
Basement varient yuh
I'm now motivated to drive my Cruiser back to this moon and see for myself.
true true, but also said that i think having it as a scrap wouldn't be the same
i prefer it to be a dungeon decor but thats just my opinion
my mod's a dungeon not a moon, so you gotta drive your cruiser back to the entrance
Oh sorry, I was referring to the SDM moon that I use to mount the interior
It's huge so it's cheap to encourage players to buy the Cruiser
true, which is why im leaning towards ship prop for those who want it
Having a Touhou radio in my ship playing 24/7 would be amazing
ok fair
Sometimes I would substitute by playing Touhou music on the Cruiser radio
While on the ship lol
For some reason I cant see the mansion interior in the simulate list despite the LLL config being true
any tips if possible
Does it say "Scarlet Foyer" instead?
Also did you make the moon on the interior list a non-zero value?
If you can, try showing your terminal simulation too
terminal just shows all the interiors I have besides the mansion
including the foyer and basement
its weird
Wait a minute... that one has got to be outdated.





