#More Interiors [2.5.0] - Major_And_Skiz
1 messages ยท Page 2 of 1
Anyone know if MoreInteriors and ScarletDevilMansion are still incompatible? 
they work fine together now
Mod maker seems to have fixed it, but we'll see if it has issues in future updates
@thin coral
interesting, thanks
yea
Yo can someone give me link to this pls?
consider using a mod manager if you arent currently
@nimble patrol if i want vinalla and modded moons wth interiors do i make the buker moons = all or list
because i have it on list and the interior appears on base moons but not modded moons
you can generally just ask without pinging in the thread for help
but lemme see if i can help you again. it works similarly to Scoopy's config
idk i just saw he answered a similar question before
are you using a mod manager btw?
do you have a distaste for r2modman or something? well, heres my config for More Interiors if it helps at all
make "BunkerMoons = all" to "BunkerMoons = list"
ight im testing it now
doesnt work
when i try to land at aquatis or celest it just endlessly stays at the game seed screen
@fleet turtle
do you have Lethal Expansion Core installed
do you have the dependencies for the mods like Lethal Level Loader and such
yes
if youre sure you cant find the issue by yourself you could try sending a BepinEx log here and maybe the mod author could take a look at it
(if you think this mod is causing the issue)
I do highly recommend trying r2modman beforehand tho
ight im gonna try something else i have in mind
if that dont work ill do what u said
does anyone have issues with coilheads phasing through doors on bunker?
esp custom spawned ones
also this spot spawned an item inside of the sand pile lol
I couldn't quite figure out how to get lock pick setup but we weren't planning for the doors to have locks just be with out locks
but the only room that has chance to lock is the apparatus room I can see if I can figure out lock pick compatibility
You'd make the only lockpicker user in existence happy that's for sure, it's something I get a lot of use out of, locking off dead ends and such or as I've shown in a few photos in the threads I like to "jail" coilheads and jesters
You need to delete the config file for more interiors I can see old config setup at the bottom
Then start game have it regenerate config
And if you want all moons
Put Bunkermoons -> all
If want custom weight put
Bunkermoons -> list
Bunkermoonslist -> Aquatic600,Celest600,Vow600,Offense600,Dine600,March600
Also capitalization doesn't mater for moon names
If still issue send bepinex log
you should state what the bunks default size is here so incase people wanna configure it they have a scale of reference
Possibly, but wouldn't the default vary on various moons by default?
ahhh
The flow for the bunker doesn't have a default
It is what is in game that sets the length
The Dunegon Generator + Level multiplier is what generation
I had tested for 1.3 since that is what middle moons are
oh
The -1 means it doesn't affect the in game generation
Have 1 or higher will override all level multipliers
ah Ig I misunderstood it
Ye it all good thanks for the info tho helps me understand stand game better
has it been reported that doors are desynced? currently doors only open locally, all players will have to open a door to go through it. SCP and scoopy's also used to have this issue
I had tested it are you using 1.2.1
Since I have updated doors with the network object on them fixed
we played using 1.2.0 last night. was it fixed in 1.2.1?
Yes
gotcha
Have you updated to 1.2.1 since I did a hot fix for it
yeah
Also yeah the sand piles are intentionally there but chance of stuff in them is low
Ok will put on thing to test for coil heads
Do you know what custom mod for coil Head or have link to profile
Will give it a test when I get home from work
like ai mods? i dont think so, no
that one got spawned by lucky dice
For the issue with the one you were playing with
Oh ah thank you ๐
Not sure if it's been reported or not already, but after about 100 restarts and more than a few config setups it looks like while LethalQuantities and this mod do technically work together, the game softlocks on the generating seed screen if the moon you picked is using the Bunker for its dungeon
I haven't tested if it's restricted to just custom moons since that's what I've been messing with for the past 4 hours, but I suspect it would also affect vanilla moons too since this interior is still a bit wonky
Have you regenerated the config since it is new config setup
for Interiors? yes I redid it earlier today to play with friends
I know I did since it set the bunker to load on anything by default
Yes it seems all LLL stuff doesn't work together
So scoopys and scp might have issues
scoopys and scp work fine for me
Hmm will look into it
yeah that's the thing, Scoopy's and SCP work just fine
Certain maps do tend to fail more often too. Etern has a 99% softlock rate but Celest and Ganimede are relatively fine
Cause dev for LLL said might be incompatible
#1193461151636398080 message
Send me a profile or log for issue will sort it out when I get a chance
For sure, here's my current profile (122 mods)
018d288b-cf68-2bad-c147-768c77d44fc7
๐
appreciate you looking into it! I'll keep testing after I wake up tomorrow but for now I must sleep
๐

though before I sleep it should be known that I did set certain shop items from lategameupgrades and LethalThings to drop on each planet using LethalQuantities' moon configs
other moons have them too but just posting here for brevity
it most likely is the issue with my scrap spawn part of my script for lethal utilities to hook to
Will the bunker be textured?
currently, it's not, since it came from (i believe) a unity asset package that left them as only solid colors, but there are plans to add textures using HDRP iirc
Ye will be more detail texture once we figure out how to a pass later over
currently worldwide 600M more people speak fluent mandarin chinese than speak fluent english
100M more fluent spanish speakers than english
200M second language chinese speakers. 990M first language? holy crap thats nuts.
yeah nobody gives a shit about speaking perfect english and never did. 300M fluent speakers, and One Billion non-fluent
Yeah that was a bit rude
i just don't think it makes sense to care if someone you don't know doesn't speak your language perfectly
Even if they are fluent English it could've been a simple mistake anyways
could just ask the specific meaning of the phrase instead tbh
Yeah

Yes it was a typo since Y is close to T but I was still tired from when I was typing that lol ๐
I mean you are not wrong which is why we have simplifying things like emotes ๐ and things like LOL KEK
I wish I could kek, I feel naked without a kekw after everything

How did you do the string config?
SelectableLevel level = FindLevelByName(config.moonName);?
Let me check
{
string[] array = configBunkerMoonsList.Value.Split(new char[1] { ',' }, StringSplitOptions.RemoveEmptyEntries);
foreach (string text in array)
{
StringWithRarity stringWithRarity = ParseMoonString(text);
if (stringWithRarity != null)
{
extendedDungeonFlow.manualPlanetNameReferenceList.Add(stringWithRarity);
mls.LogInfo("Registered Bunker Interior on moon name " + stringWithRarity.Name + " with rarity " + stringWithRarity.Rarity);
}
else
{
mls.LogError("Invalid moon list value!: " + text);
}
}
}
else
{
mls.LogError("Invalid 'BunkerDungeonMoons' config value! ");
}
public static StringWithRarity ParseMoonString(string moonString)
{
if (string.IsNullOrEmpty(moonString))
{
return null;
}
int num = moonString.Length -1;
while(num >= 0 && char.IsDigit(moonString[num]))
{
num--;
}
if (num < 0 || num == moonString.Length - 1)
{
return null;
}
try
{
string newName = moonString.Substring(0, num + 1);
int newRarity = int.Parse(moonString.Substring(num + 1));
return new StringWithRarity(newName, newRarity);
}
catch (FormatException )
{
return null;
}
} ```
like this but it is the way scoopy does it they might know more since they wrote it
so many logs
also the dlls are avaiable source on the thunder store site
I should use logs tbf
yeah helps to find what went wrong where
also the bit about is different section of script
the public static is near the end of mine script
What does your config file look like? I've done integers before but thats really it
like the code to generate the config that is
There shouldn't be a default value as it doesn't even know what moon is going in yeah?
these are the things I am making config lines for in the moonnamevalue,moonnamevalue format
here is whole script
it is a mix between what i learned from badhamknibbs scp and scoopy but i think they have since change there setups
here is the source page for scoopys code
https://thunderstore.io/c/lethal-company/p/scoopy/Scoopys_Variety_Mod/source/
and mine
https://thunderstore.io/c/lethal-company/p/Major_And_Skiz/MoreInteriors/source/
and badhamknibbs scp
https://thunderstore.io/c/lethal-company/p/Badham_Mods/SCPFoundationDungeon/source/
Adds a new dungeon-themed interior, and some scrap items. This mod aims to add some variety to the base game of lethal company through new content.
@plush bear the only thing you can't 100% the decompiled script cause it will throw in (Object) in throught out script so there is some changes that will need to be done for it to work properly
yea its a dick move
trying to learn a new lanuage is fucking HARD man
Yeah don't worry about it also would not like to keep the message thread going since I am mainly using this thread for troubleshooting or people that need help
alright sorry
Ah no worries you are fine ๐
yeah sorry if that was mean, I was just curious
ok so I think my code is pretty good i just need to fix some mistakes
How did you get the config for the moonslist to be empty by default?
ah sorry for the delay look like you got it solved already
have test couldn't recreate the problem next time it happens shoot me a log but my log didn't have issue with pack
Is there something I'm not getting about this
hm ?
I have shoved rarity to 20, removed the bunker list and general rarity
(which I don't know why there are 2 rarity sections- but fine)
oh deleted the config and start game will make new config
is this a wrong config???
config updated with 1.2.1
... (โฏยฐโกยฐ)โฏ๏ธต โปโโป
yes i need to make a update to change log with next up date
it's never a bad habit to delete configs and let them regenerate when updating any mod
There needs to be a damn... autodetection for devs to set in to delete old config or auto-rename to make the new one... not singling you out - but too many mods do this >->
ye i agree would be nice if it did that but i changed the whole setup
almost rewote the whole thing๐
this caused easily over an hour and a half of headache - but after I loaded and unloaded this darn pack I am trying to make 8+ times I had to ask here >~>'
r2 needs a config-detection system <-<
also it would help if i did right from the start too
but i am not a programmer lol
no no - config reworks are always a positive if it makes things efficient or opens new options/customization
but would it kill the r2-side of things to make it to where the plugin checks [config version]
and if the number in the updated plugin doesn't match the file's internal version - delete and replace
(โฏยฐโกยฐ)โฏ๏ธต โปโโป

hell 5 different mods yap about how it detects the wrong version of bepinex it tries targetting
How about- here- it goes "Hey, [Mod] is using the wrong config version [#]"
:l
now I'm paranoid of what other mods have the wrong configs... 
Is there even a way to check without deleting it and comparing? e-e
config checker mod... anyone? 
after redownloading the config - this map seems to always appear in "Castle Grounds" (Peach's castle).
It's stuck guaranteed
even when guaranteed is false and the odds are low.
i've never seen a mod break with a wrong version of bepinex, it's probably fine
weird it should be only on vanilla maps
at the start of config
if you want to adjust do how i did it in the earlier post
#1196710290457382953 message
I set it to all on 20, was guaranteed. set it to list with a giant list of all the moons with rarities all below 200, still guaranteed. Each test being at least 3 loads with different seeds. I gave up. Been nearly 30 hours trying to just finalize this damn pack and I need the loot values to be tested ๐ฎโ๐จ - disabled but not uninstalled. I'll deal with it after the first full test goes through (1-2 failed quotas after full runs with a group). If somebody else uses Peaches_Castle and has it always appear, you're in my boat - and if not and you get it to sometimes appear, I need to know what it looked like in the config. .- .
this is how you would have it if you want to Guaranteed to some places being moon9999
having it Guaranteed "True" is like setting all moons in list to 9999
so even if peaches castle is castlegrounds20 it will bring up to 9999
for this interior are there any plans to add powered doors so the ship crew have more to do?
not at moment gonna move on to Sewer Tileset and do Texture work
Yeah, guaranteed was false :<
hmm
Although the peaches castle would be "...,Castle Grounds20,March180"
there is no dash - but a space for that map
sewer tileset would go so hard
here is sewer tile set #1196710290457382953 message was posted above
try castlegrounds20 no space
just did tested it didn't spawn
Did the space honestly cause the guarantee :x
oh nvm it was the flow amounts it set to internal at peaches castle that LethalLevelLoader test 10 time got 1 peach 9 bunker
1 for the mansion interior and 20 is gonna make bunker guaranteed
what
@bright lark ok set castlegrounds1 and it will be 50% you get bunker
any higher is always bunker lol wut 
;-;
does 0 work ;u;
if it's 0 - is it guaranteed to not bloody appear there
I'd rather just have it never appear there
0 will make it not spawn
if that is the case then just leave castlegrounds out of the list
part of me wishes I didn't just delete the config 'n disable it for now = -='.... ugh
Screw it, I'll get it up 'n configured again <,<"...
if I set it to list - does the rarity above matter?
nope
I don't think I would've figured this out without ye. Ty for figuring out the fault was with how the hell the weight system worked with the map dev. Is there any reason they'd set it like that?
I wish everything just used percentages instead of a confusing ticket system
it cant
Oh I know it canโt, I just wish Zeekerss didnโt use this weird system lol
Oh?
if it used percentage the vanilla levels would be 95% dungeon 1 5% dungeon 2
thats 100%
how are you adding more to that
by lowering the % manually?
and what if another mod wants to add to it
-
Dungeon 1: 95%
-
Dungeon 2: 5%
-
Dungeon 1: 92%
-
Dungeon 2: 4%
-
Dungeon 3: 4%
but now you need to manually find all the already added dungeons and modify them all with the right numbers that you have to calculate
Since all of the numbers can be represented as percentages anyway
the point is the weight system is percentages
Dungeon 1: 1 rarity
Dungeon 2: 1 rarity
Dungeon 3: 2 rarity
thats 25%, 25%, 50%
Oh Iโm fully aware
it means you can add and remove your content without needing the context of the other content
Itโs moreso just the large numbers seem kinda pointless when only one significant figure is being used
I could be remembering it wrong, but iirc they all only use one
Having
- Dungeon 1: 200
- Dungeon 2: 200
- Dungeon 3: 400
Is the same as
- Dungeon 1: 1
- Dungeon 2: 1
- Dungeon 3: 2
or
- Dungeon 1: 25
- Dungeon 2: 25
- Dungeon 3: 50
if your exclusively using numbers of the same factor like that sure
Because I could be wrong (itโs very late and my memory sucks), but Iโm pretty sure all of the vanilla numbers are โX00โ
they use 20 aswell
to be fair this could also just be my OCD making me nitpicky
working with smaller numbers wouldn't really allow finetuned chances
Well you could increase the number of significant figures if the need calls for it, but then that gets rid of the uniformity
Also that still leads the last digit as zero
But ig having a โ320โ looks better then a โ32โ
But yeah this is probably just an OCD nitpick lol
I need to take my pill and sleep
damn, might be something specific to my machine then, I'll have to dig in more to find out what's going on
appreciate the second opinion though!
I was trying to record a lootbug aggroing through a wall but everything went to hell ๐
IDK if Im the only one with this problem but "free" setting doesn't work, I got the bunker on dine
Ive been reading through these messages and know that the SCP dungoen people also had issues with this but is there a work around for now
Also setting it to list and experimentation9999 didnt work either
only thing that was consistent was the guaranteed option
Not a programmer either, but a decent way to do this is have a "Config version" in the config that tells people not to touch it, and have the mod check that config version on launch. If it's outdated, deletus
no need for all that, just bundle the config with in the package when there are breaking changes and it'll automatically get overwritten
do you have any resources or documentation you used to make this interior? if you dont have any to provide or anything its all good
very fun interiror however it has just way to many lights
Not at the moment currently not at home but plan to make a dock how to make it for lethal company but most is DunGen which you can find info for
#1184559617288708116 message
Link for Dunegon
Yeah definitely difficult to find a balance for it ๐
making the bunker feel more run down would help
Just have more tunnel areas with no lights
replicate the maze of the default facility, but with caves
yeah, it'd be nice if some tiles randomly had lights off and the whole thing was a little more run down
i do agree that the bunker is way more lit than other maps, flashlights are never needed
but its still my fav interior mod tbh
Is it just me or is there a terrible static noise right in the entrance?
Ya I think the middle light has ambience
had a lot of fun playing this with friends
(turrets killed us through objects a couple times though)
Im not against an interior with much more lighting, since mansions don't have secure doors to close. Though I suppose the tradeoff there is no apparatus.
Why won't this work at all?
whats not working
will not spawn the interior
even setting guaranteed to true will not work with list option
try LevelOffense and LevelMarch
trying now
Thankyou, it worked
glad to help ๐๐ผ
for me i heard explosions at the entrance
the entry room
just to put it out there, experimentation has weight 300 for facilities and weight 1 for mansion
the weights can not be made any more or less granular
for all the vanilla moons, 300 is the weight of the dominant interior
with the exception of march which doesn't use any randomization at all and just defaults to facility
fuck march
the non-dominant interior is as low as 1 (mansion on experimentation) and as high as 69 (mansion on titan)
it needs to be leveloffense?...
please tell me it's not level[defaultname] for the maps ๐
for vanilla maps only
is it not "OffenseLevel" like the selectablelevel names?
also i thought it worked even without the "level" appended
ok so
it worked for me IIRC
it is not
it is not
whatever on the terminal should work fine
capitalization does not matter
March is my favourite 

Yeah it should be internal names transitioned from puting level in config to just level name "march300" instead of "levelmarch300"
Re writing README to include examples
(maybe include in the readme how dumb the weight system's limit is with Peach's castle ๐ )
So itโd be:
- Experimentation: Facility 300 (99.67%), Mansion 1 (0.33%)
- Assurance: Facility 300 (99.01%), Mansion 3 (0.99%)
- Vow: Facility 300 (99.01%), Mansion 3 (0.99%)
- Offense: Facility 300 (98.68%), Mansion 4 (1.32%)
- March: Facility 300 (100%)
- Rend: Mansion 300 (98.36%), Facility 5 (1.64%)
- Titan: I HAVE JUST REALIZED THAT WHILE MY PERCENTAGES ARE CORRECT, MY NUMBERS ARE NOT ๐
march doesn't have facility 300
it just doesn't have a weighted list at all
the way that's handled by modded interior SDKs will probably vary by the SDK
dine is facility weight 7
and titan is mansion weight 69
the rest of your numbers are correct
Could the Bunker have a few bottomless pit rooms with one of those rusty Vow bridges going across?
Would be insanely funny
Thanks for the suggestion will keep that in mind for the next map
Yeah that would be great but would make for a Longer README which I am trying now to do lol
aint titan 300 facility, 69 mansion?
titan is 300 facility 69 mansion yes
as of v47
titan has received a lot of changes
i believe titan was 300 facility 14 mansion in v45
also turrets used to not spawn on titan but now they do
and there's all the fall damage mechanic changes as well
wouldn't be surprised if v50 makes further changes to titan
Hey, my friends can't see the aparatus, but I can
I dont think i've ever spotted the generator yet on this map
they just added it in the latest update, found it immediately lol
hmm do you have log a when that happens
the logoutput.log file?
yes
anyoe else experiencing like very little monster spawns?
I also had that happen
No logs now
Also, door desync
Someone saw a door open for me it was locked and closed
Used a key, nada
Lock picker, nada
this last time I got it on vow and it had 4 monsters before 3pm lol
same with the doors for me
Otherwise the bunker is cool as hell
Is there anyway for log output files to be saved?
ye if i have log i can check also 1.2.1 should have door sync
I'm running 1.2.1
if you are using launcher you can use the debuggin to copy paste log
Shame
do I have to close game before, or can I do it while it's running?
Wish it would just document all logs to a file
no it can do it while running
each profile has log from last game played
I see
But isn't it overwritten when relaunched?
profile folder has log file
Are there any environmental hazards in this interior?
in this folder clicking bepinex wil have logoutput.log
yes it is depending on moon ememy multiplier
can have almost none on experimentation and almost bunker full of hazards with different seed on titan
ok, got the bunker again so we're gonna check the isues again. right now we're getting extremely low spawn rates for items. 5 items worth 379 right now, 4 items worth 190 last game. I'll send the log when I'm done. They're looking for the aparatus room while I run term
๐
ok, so I'm not fully sure if this is caused my your mod, but a dog spawned at 2pm on the map
we're probably gonna have to turn it off until some of these bugs are fixed :/
Dogs spawning at 2 pm is vanilla
Especially depending on the map
oh yeah, I see that now. offense/march after 2pm
first time in 100 hours that I've seen that lol
No worries
is there a way to up monster spawns for layouts
not me lmao place is always crawling with thumpers, three games i went there and there was a thumper in the entrance or just after the very first door
dang maybe i was just lucky/unlucky
definitely lucky
lol I had it bad. bracken before 10am at the entrance lol
looking at code now
Scrap spawn rates are affected by the map. Also check any other mods that may be changing spawn rate values. Using Advanced company you can just override it to your liking
by map do you mean the moon or the interior?
i'm using all vanilla moons
experimentation gave me 4 items, vow gave me 5
not sure. other mods arent affecting my spawn rates and it was working on every other interior, both modded and vanilla.
But it seems that some issues are only happening to specific people over and over while others don't have any problems.
once I have more free time I will. I usually do
seems like something is not recognizing the network object for the apparatus and advance company says its unknown so don't know if advance company is messing with how the apparatus is set up or i need to add a network object fix
Ah, it could be the facility meltdown mod
that's the only one that should change the apparatus
network object is baically how the game handles syncing
hmm i don't thing so ? but will check how they got it set up
Thanks for the log and input
Yeah that sounds normal for vow especially
dm me where the apparatus is in your dungeon
Apparatus is in the bunker???
yep, has been for a bit
Just as FYI, I don't use bunker meltdown, but I do use advanced company
So, it could be AC since we have that in common, possibly
Will have to try and find it then. Must be deep
for me it was in the first room adjacent to main lmfao
(not actually always, but the meme response felt worth it)
it won't be
facility meltdown creates its own network object to handle the meltdown
for a mod all about the apparatus it barely even touches it
more interios bunker is faviorite interior mod its ๐ฅ
does more interiors and scralet mansion are still not compatible and need an LLL update ?
I believe it works now
just tested it doesnt work, host see the mansion, client see more interiors
tested in LAN
will take a look when i get a chance later today
but i from my experience scarlet devil mansion has worked since update 1.2.0
I think this is probably on the list for the material/look of the stuff but anyway some of the shade flat stuff to be shade smooth instead?
or adjustments to what is a hard edge? somewhat distracts me seeing Deep Rock Galatic styling of shade flat on stuff
did you tested solo ? solo is always working, you have to go test in Lan or multi to see bugs
which are either client falling though the floor when entering, or seing a different interiors from the host (i was seiing Scarlet as a host, client was seeing more interiors)
i was able to see the client even if we are not on the same map, but he was hovering in the air
Tested with LE/LEC/LLL and with Scp, Scoopy, more interiors, scarlet mansion, scarlet was set for only Rend and bug was still happening
was this on the latest version?
of both scarlet, LLL, and moreinteriors?
everything up to date, with new cfg
working for you?
(in Lan or Mp obviously)
I haven't tried it, but I just added it to my modpack so im gonna have to hotfix it real quick
apparently it work without LE, might be worth trying
I need LE / LECore for the moons I have, does that work?
Always remove/nuke LE. Don't delete everything else (even if R2 says it's a dependancy, it's not). Put LEC in and deal with the 10-50 mods showing "(!)". Also, if you have Peach's Castle (castlegrounds) - that damn map doesn't like moreinteriors (or any interior) with weight -u-'
I hope that's in the readme
darn ... peach's castle
a weight of 1 makes whatever the interior is a 1:2 chance for that. So if you have More Interior affecting peach's castle with more than 2 rarity/weight - it's 100% of the damn time going to be a bunker
(Which also screws with the loot, but I won't pit that blame on More Interior... I think)
(most likely just peach's castle's wrongdoing/code)
I will give it a test saw latest upload for scarlet mansion 11 hours ago will need to update script maybe
I also need to add network stuff to mine
also idk if its moon related, but when setting weight at 300 for both more interiors and scoopy, more interiors seems to almost always take the advantage and spawn, even at 275 its wayyy more than scoopy at 300
ah gotcha will see what issue is thanks for the input helps iron out bugs
Just a heads up, when using the "keys can also lock doors" feature from Lethal Utilities: https://thunderstore.io/c/lethal-company/p/kyxino/LethalUtilities/
it causes the locked doors in the WWI bunker interior to never be unlockable. Left-clicking simply consumes the key, and even using unorthodox unlocking methods like Lategame Upgrade's Locksmith perk also refuses to unlock the doors. With this keys locking feature disabled, however, the doors unlock normally again, even using Lategame Upgrade's Locksmith perk.
Lethal Utilities author suspected it was something on your end since the "keys can also lock doors" feature works fine on Scoopy's Variety Mod castle dungeon interiors: https://thunderstore.io/c/lethal-company/p/scoopy/Scoopys_Variety_Mod/ with those doors locking and unlocking perfectly via keys even though it's also a custom interior theme.
I suspect any other mods that make keys be able to lock doors may have the same result for your locked bunker hatches.
Also, spraypaint doesn't seem to work anywhere in the bunker, making it impossible to mark your way back ๐ฆ
(Enemy Spawn Weights FULLY Fixed!) Customize all kinds of things like your gear, sprint, teleporters, map/weather multipliers for spawning and scrap value/amount, and even disable LC_API mod list!
probably something to do with the fact no doors in this interior are locked
other than the apparatus room
yes working on a update to allow lockpicking and locking doors trying to patch that in
also working on sprayable walls too haven't figured out how that works
thanks for the input been working on this everyday to get some new stuff in and features added
updated textures and add new sewer tileset
I love the aesthetic of this mod btw! Went thru a couple with a motion tracker and it just felt right
thank you glad you enjoyed it ๐ will make the next set even better
Enemies seemed kinda rare though but they were lower tier moons iirc so that probably was why
yes in testing enemy weren't low but it was because they are deep inside the bunker
the thumper is the one we always see first in testing
5 -7 spawn areas but might increase areas to spawn
Oh boy... Lol.
I've been playing this interior a fair amount on Kast and it's been an absolute blast, plenty of coilheads, jesters, thumpers and other fellas, I like the openness of it but a good deal of memory mapping is needed, one day the mysterious spray paint solution will be found
This mod also pairs thematically with facility meltdown. It just feels more appropriate than the default factory layout
yes working on getting that put in looking forward to having 0 bugs
๐
Oh joyous day to be a lockpicker enthusiast ๐
personally I have a had a good blend of loot and enemies, its bright, and I can find my wway back easily
Spray Paint not working on custom interiors. Anyone know if a fix? #1195583267546595389 Also don't know
spray paint is an anomaly, it doesn't work in custom interiors most of the time. i don't think anyone knows how to fix it.
Someone gonna try and see now if Sprays source has a strict set rulling for textures/models it can be applied onto. Fingers crossed something maybe found
yeah no there's definitely no whitelist like that anywhere
game changer when someone finds a solution to get it working. especially on scoopy's more than any of them lol
Balls :< worth a shot I guess ๐
Yeah I always get lost in scoopy xD
Unless I find fire exit, only way I usually get back out when in deep ๐
Yeah the only interior it works on is Scoopy's, it works on all rooms except the main entrance I think
Big door with blue torches
Honestly I can't quite remember, it's like a normal door with the creamish light behind the window, you can't miss the blue torches though
If in doubt enter a moons fire exit
Probs better moving this convo to https://discord.com/channels/1168655651455639582/1189848033110798346
Thanks! This helps a lot
No biggy. I wonder if R2 could implement a substitution dependent... like "This mod needs X or Y to work", cause people will get the wrong conclusion seeing r2 label their mods like this:
Or maybe a like... "Hey, the game fully loaded - the mods fully loaded. All dependencies must be in check - remove warnings"
Yes I agree would be nice to see the launcher get an update with more features
I have figure out lock picking on doors and it has worked at least in solo for the enhanced lock
picker mod to work
at least I know they did something - cause first month or two I used it it was impossible to uninstall a mod without ridding the dependencies. Now you can click a button to rid the mod without removing the mods that say they depend on it.
So they are updating it. Just gotta figure out if they're accepting ideas or something...
Also I found out why the doors weren't syncing I had bundle the doors with a network object component
When Lethal Company makes one in runtime after doors are spawn
This is great, I suffer from coilheads on this dungeon a lot, time to jail em!
So should have atleast 2 new stuff work hopefully tomorrow or next day
Working on getting the Apparatus to appear for other players too
And updating textures maybe having
Randomized damaged to walls like dirt or blood splatter or bullet holes found out how to do some of those
But other things want to give a pass for the entire project for texture
Updates to come
Soon like a day or 2
- Door sync
- Door Lockpicking and Works with (Enhanced Lock Picking) as well as normal lockpicks
- Player Sync with Apparatus
About a week or so
- Spray Paintable walls
- Detail to walls with Decals
- Texture improvements
Later date
- (WIP) New Tile and NewTileset
- Custom Army Scrap
- (Secret)
Secret? SECRET?!
Also custom army scrap sounds great, can't wait to find a rifle that blows up when fired
I set the bunker to 100% (300) on a moon but it sometimes doesnt appear
300 isnt 100%
i think if you use list that doesnโt work
idk if they are using list
but
๐ฆ
You are some what correct if you use list and bunker guarantee the list value the "vow300" is overriding the bunker guarantee setting don't know why but will need to ask other devs
so i would need to put ''offense300'' instead of ''offenselevel'' ?
Set it above 300 for more appearances if you want all ways to appear on certain moon you set to [MoonName]9999
- Example -> Vow9999,Expermiation300
But is a pool of raritys for moons per interior some one made a stat chart
Yes correct and don't need bunker guarantee just set number higher
How game works is number values
Normal Factory is 300
Mansion is 1
Adding bunker tile on moon 300
Would be like this
Normal 50%
Mansion 1 %
Bunker 50%
Not exactly those numbers because it is out of a 100%
yeah dw i see
Itโs a rarity pool, you are adding 300 chances to the pool which on most moons is 300+like 1-30 or something
yeah a relative/weighted list.
My % Chance = MyChance/(sum of all chances in the pool)
so if there was 5 at 100, everything is equal and thus has a 1/5 chance of being picked
the example of rarity pool fits as well. It's if you had a wheel of fortune, but instead of evenly sized slices, it's just a fat piechart where the bigger number has the largest slice
I know why i got confused @nimble patrol
i assumed that 1 in 2 chances (default) was 150 (default) so 1 in 1 chance would be 300
Thats what i though it should happen
Im just stupid lmao
all good
ok bumping up spray paint since was easier fix then thought
FacilityMeltdown incompatibility i think?
nevermind it should work well with facilitymeltdown. idk what's happening here
probably some other mod that i can't seem to find
Thats the gen room door?
It shouldn't be unless recent update but I am gonna do an update to within a day or two to fix doors and lockpick and spray paint
Btw sometimes if you use a save after updating mods, it get fucked up
its maybe because of that
Also yeah I am changing sound to something else for lights was just a test for sound if it fits with but too many people think Apparatus is close lol
it's a new save
I guess thats why you should have the geiger thingy
the think is, my modpack is fucked up idk which mod is doing all that
It should be different when update goes live
game version is v9999 in the main menu ๐
Lmfao
@lethal vapor @mighty pond
the sound in the entrance I put there for ambiance but will change with up coming update
If you want i made a modpack that is quite interesting
alright
Btw, Major, (I feel stupid but anyway) i tried making OffenseLevel,Offense300 and it appear on experimentation
Wut ? That shouldn't be the case lol
Is it set to list ?
Uhh...wdym? ^^`
Oh, it says free for some reason
Yeah it is default free
๐๐
i changed it, then updated, and now the config thing is different than before
You figured it out!!?
One of the other devs figured it out
That's actually huge! lets go
Sent me how to do it so all interiors should now have spray paint work
โค๏ธ โค๏ธ โค๏ธ
Yippee
that seems to be from an old config
if i turn the bunker guaranteed is only for ofense?
Who?
Are the main rooms lights supposed to stay on after apparatus gets taken out?
okay
Yes same with stair well lights
It's like emergency back up lights
will it conflict with the facility meltdown red lights tho?
All overhead lights in tunnels turn off and flash red
okay
Hmm okay
It was preference we are trying out
we could figure out how to make big lights red flashing too
done
this would be for every moons? or the list moons?
But thanks for input will use info for next sewer tile set
Like this
yeah but i wanted to make offense like 100% chance to be bunker, so it change a bit from the rest
yk
offense9999
okayy, thanks :D
Woah what was it? The other interior fellas have been trying to find out how this works for a while
They figured it out in this post
#1182523433221902376 message
Woah this is amazing, I can finally find my way in SCP's absolute labyrinth when Knibbs updates it ๐ฅน
On topic of lighting should bunker have
Vote what you think or type a suggestion
1๏ธโฃ 50% lights spawned
2๏ธโฃ 30% lights spawned
3๏ธโฃ 20% lights spawned
Only lights unaffected are stairs and main entrance
its a WWI (or II i dont remember) so with time it should have lost almost all of his power or light bulbs i guess, so 50% would be kinda unrealistic (just my opinion)
We can adjust how much light because it is a chance to get light instead of like covers and hallways stuff also we can add more adjustments to tiles
It makes sense so far with the votes darker does mean harder to navigate also enemy hard to spot
But am mainly trying to balance
its not that easy to get lost in there though
there are lots and lots of doors in the entrance room
i wanna add like a indirect light for dungeons to play with in the future so maybe you can go darker on the in-world lights and then raise the global light a tiny bit
unless you get teleporter trapped youre gonna remember where you went most of the time
skill issue :trol
Real
Spray paint update should help navigate a little
That'd be really cool to have for more variety
i feel like interior hazards should get amped up in the bunker though
you are almost never gonna step on a mine in there
just too small for a large hallway
Hadal could have more global light
If it doesn't already somehow
That'd actually be kinda important imo
I was talking about this
You are right but had it spawn in doorway and died
Lol
idk if you can control hazards but a hallway full of mines would be funny af
Im so hyped about this btw, I've been the spraypaint guy in my group since it was introduced
never used it, maybe i should i get lost easy
A few less lights, and more of the pitch black caves spawning would be dope
Also way more mines and turrets in harder maps like titan early map you would have to get a bad seed
Could have some sandbag stacks and tables with abandoned gear in the caves to spruce them up and give more visual variety
Yeah working on textures and adjustments before adding more props but noted
probably you know, but just in case you dont. The apparatus is bugged it not spawn in the right spot and i can hear it in the main entrance room
It's a bit inconvenient losing a slot, but with the Better Spray Paint mod definitely worth it. Ive had countless times where I had to run out with the apparatus and just following the floor arrows I painted always makes it go by super quickly. You can also use it to โ above doors that are dead ends, or make more complex symbols to communicate turrets and stuff if you talk to your group beforehand
Not bugged sound added for light ambiance but yeah will change sound in next update
Was trying to do like the factory had with the fan for entrance sound
yeahh but idk errasing the paint with the same item make it wierd
yup
Maybe worth adding a custom sound? The idea is super good but I've seen a couple people be confused by it
#1194920152823775283 message
I gave an idea to add a towel or something so you could errase if you want instead of spraying the paint to take it back somehow
Yes looking into that for update was trying for a Fluorescent light buzzing sound thought if I pitched down sound would be ok but seems like more confusion
hey @nimble patrol how are you setting the appartaus to be docked? people are reporting multiplayer issues with your map and my facility meltdown mod
itll be better supported next LLL update
@glacial maple Was just about to message about I need to add a replace empty apparatus gameobject with the one in game instead of bundling the one from my project which has a network object on it which not synced
ahh okay
LLL's meant to auto-replace it for people but i didn't know spawnsyncedobjects used any item prefabs so i wasn't checking
Yeah the lung machine where it's docked has a spawn synced object spawner that is spawning in game object with network object component added vs I am injecting apparatus with network object not sync which is why the host sees it but not the other players
that is spawning in game object with network object component added
just to clarify, it doesnt add a networkobject. the networkobject is on the prefab its spawning
so doesnt work on march cuz of 3 fire exits?
had a de sync issue with my friends
we all have le core
what kind of desync
going through walls on other peoples sccreens
config is not matching had this issue before or on different version of moreinteriors is what i think of
config is matching and same version of more interiors
we share profile codes
send me profile i can run debug on it
018d3947-0b48-3438-4e08-db161a14141a
why do you have scarletMansion in bunkerDungeonMoonlist tho??
500 = like 90%+ chance
-
its more like 62%, no?
-
scarlet mansion isnt a moon
~90% chance would look more like around the 2700+ range, assuming no other interiors influence the chances
Oh really? ๐ฎ like when I ran it 10 times with 500 I got it 8/10 times :S RNG loved me then :3 It's an interior, I know ๐ hehe I am assuming other mods are influencing this decision then based on what @austere token let said
yea thats my point, since it's not a moon then why adding it to bunkerDungeonMoonlist ?
OW I see what you're talking about.
Oh lmao
It took me a second too xD
Hey I'm not finding the config for this mod. I've booted with it active twice and it's just not showing up. Anybody know why that might be?
was doing it as example lol i know its own interior
btw major, how you been working on the sewer map, or mainly updating bunker?
friend is doing sewer stuff i have been updating bunker to fix issues
i also do tilessets but i have been doing all the code so i am the one to go to for bugs and fixes
checked your config it was old config need to delete and regenerate config
it didn't properly load config settings
Turrets* harder to spot
Turrets are the scariest damn thing in this interior
Oh ok
One of my mods adds a tape recorder type thing that plays an audio log, although itโs extremely slowed down, super loud, and plays globally. Iโve only found it in the bunker interior so far (and only once in general, so thatโs not particularly conclusive). Is this from this mod? If not, do you know what mod itโs from?
I have a video if that helps although Iโm not currently at my computer.
were you on etern?
Think so
etern adds the tape recorders
though they are a bit buggy, they're hardly audible and can be played multiple times at once which is not the most pleasant ear experience
Iโm gonna grab the video, one sec
barely audible is not how I would describe them lol
by audible i mean able to tell what it's saying
I believe you can set the rarity of them appearing to 0 if you use Lethal Quantities since I think they're a Lethal Expansion asset
yeah that is not from the more interiors mod we haven't added custom scrap so that is some other mod has and more interiors is just pulling from scrap pool of items
So hey Major, this might be a little too technical, but as someone working on a custom interior as well, curious
I know moons normally are what handle scrap spawns, so how do custom interiors hook into that?
Do they overwrite it? Do they add to the spawn pool? Is there some other funky shenanigans going on?
you use a GeneralScrapSpawn and that uses a RandomScrapSpawn component on Game Object and is slotted with a GeneralItemClass that lethal company uses to grab from item pool that match with GenernalItemClass
it is kind of like a Spawn point in Map that pulls from a Random Scrap Spawn but is limited too the GeneralItemClass
Item List Filter
Scoopys code would be one to look at how to replace the Bundle Scrap Spawns with the ones from the Games
Gotcha, so currently MoreInteriors just pulls from the standard scrap pools defined by the moon, but you could theoretically hook into that RandomScrapSpawn component to add to the pool or replace it entirely if you have a unique interior
the different Items filters are
- General Item Class which is every Item
- Table Top Items with is smaller items that fit on table
- Small Items which are the rare items like all the rings and lighter items some times more value stuff
yeah, its something that would be more on LLL's side eventually
Batby always on the double
I need to learn this stuff anyways since my next project now that my cosmetics are out is a scrap mod
Just to learn how to do it
I want to add my 12-pack of Mountain Dew as a 2-handed item so people can ask me why it's 2-handed
Thank you!
Ok got all stuff figured out
- Door sync fixed
- Locking picking works with normal tools and enhanced lock picking
- Apparatus replaces proper and sync fix
- Spray Paintable areas floor doesn't seem to work tho think because room layer for navmesh
- need to adjust weights on light spawn values
Just need a multiplayer test to check sync
nicee
Neat! Does the apparatus work with the Meltdown mod? I know that's why a lot of people wanted an apparatus room and I haven't had a chance to see myself
Moving sucks
It works but with current version out other player don't see apparatus
Oh that looks sick as hell
Gotcha gotcha, not a big deal but glad it's being worked on
I love seeing the red lights and shit from meltdown on this layout, looks so dope
Now I just need all that on Infernis with the smoke fx and shit on the interior
Which I can already do, so no need for any help, just can't wait to see it
๐
I don't think every custom interior needs one but this and y'alls/Scoopy's sewer interiors I definitely hope will have it
I had a friend the other day who had no clue we had Facility Meltdown and may have triggered it prematurely
ill check for mod update in 30 minutes since it takes a while and setup a crew on one of the vcs here, set the spawn to max and play with it a few times, will let you know how it is afterwards
I donโt really know how thatโd fit in like a sewer setting
Only thing i can think of is like some kind of water filtration/treatment machine powered by the apparatus
Or something like that
I think it'll fit more for this one than Scoopy's sewer interior admittedly, since this one is gonna be maintenance tunnel type vibes vs Scoopy's being actual sewer trudging
Honestly Scoopy's should have its own mechanic, like flood valves and a central pump that starts flooding the interior when yoinked
turn that off and the turd monster spawns
majestic
Although then it wouldnโt make sense for like a meltdown to happen from that, maybe it could have a mechanic with smth similar to the OopsAllFlooded mod (https://discord.com/channels/1168655651455639582/1198436388811575457) to make the interior/planet flood instead of meltdown
NOT THE GREAT POO
Why not both
Update is not out yet lol I am thinking later today or tomorrow was just stating it needs more test since I don't want to break current workable version. but hoping today.
oooh
Wanted to also add maybe another tile before update which should be almost done
So with update there is a new thing to checkout
Tested this with Scarlet Mansion installed and haven't had any issues with either interior, though I should note they weren't spawning on the same moon
I've seen a lot of conflicting info on whether they're fully compatible or not yet
Ye should work better when update that is coming out things will sync better
looks like i have more testing to do stuff is all broke for network stuff will be tommorrow or day after
this is the basic setup for tiles for Lehtal Company
how we have it in the Bunker tile
any bugs?
nvm i didnt notice any
lol
hes following me help
bro. you're following us!

@tame heron Current issue with one that is uploaded door sync and Apparatus can't be seen from other players other then that no
Mainly some syncing with multiplayer but map will load and everything
oh but will effect anything?
like if i pulled out the apparatus will they not get the message?
or it i sold it will they have desynced quotas?
Haven't tested it it makes Quotas desync stuff but working on making it sync with new update
I will say I think I am the only interior at the moment that has put apparatus in dungeon
I know SCP, Scoopy & SDM do not have Apparatus. ๐
i mean it makes sense lol
love this mod but i think scrap needs to be a lot more common
once i (host) pulled the apparatus, it showed in my hands and counted towards the quota. It also allowed them to pick it up when i dropped it
โ๏ธ
is the buzzing noise in the entrance hall intended or something on my end?
intended, supposed to be the light
Hello @nimble patrol , would I be okay to use a screenshot of the bunker on my modpack page with this in the pack? I'll make sure to credit you and the mod directly below the screenshot
specifically this one:
https://thunderstore.io/c/lethal-company/p/Easyidle123/Easyidles_Quality_Moons/
yes that is fine
Thanks!
am working on getting the textures updated too with next patch
adding some decals and noise over the top maybe also randomize Decals to give different look of bunker
making them in Blender then exporting as image texture looks pretty good with what i have tested so far
The rustier look is awesome
also i didn't have to redo the UVs either ๐
working on concrete pieces too for floor and walls
that looks. too high quality
just a question are u gonna to add some small dust particles that fall from the culling small amount to get the abandoned Bunker vibe, ik it might be a little overkill
it is not the final product just testing different stuff
oooh
it could be possible i know during the facilty meltdown mod dust falls from ceiling
during meltdown phase after core is pulled
yep and imagine small random light flickers cause how old the place is
oh nice
that would be good if i can make an animation that just makes a rumble sound and particles drop randomly
that is just built in map
i always wondering why are there no speakers when it makes the alarms noises
eh theres no need to add it if u dont wanna
its just does nothing but makes the meltdown have a better reason to the loud nuclear meltdown audio
and where the sound comes from
it is pulling from the light prefabs that have audio stuff built in for the insanity sounds that play
oh
light prefab?
i just thought it might be interesting to add speakers on the walls so when the alarms goes off people would think it came from those speakers
(speakers just does nothing really lol other than make it more detail in a way)
yeah that could work but i get what you are saying
this is totally not because of what happened last time I was in this map with a group- but um
could turrets not shoot through some of the curvy concrete . ,.
turrets have no chill in this darn facility
they shouldn't be able to but i haven't tested that fully but usually i either die on straight ways or
they would lose sight from around corner
that one bloodbath that happened - happened due to too many people (including me) believing if we can't see the top half of the turret, it doesn't see us -u-'
we were wrong
the darn thing has wall hacks and I'm reporting them to VAC as we speak obviously
if you are hiding behind half way walls it shouldn't see you
so the apparatus room isnt syncinc with people yet, since i opened it with a key and my friends said i clipped throught the door
Yes the doors and apparatus will be synced next update which I am hoping before the weekend
Thanks for the input I have it in a things to fix log for next update
I am terrible with all this netcode stuff since this is first time doing a mod and writing code
gotcha! :)
i love your interior as i am myself a world war fan
Ye thank you so much glad so many ppl have checked it out
Things like this is why I enjoy turning PP off sometimes, just to bask in the textures :3
really looking forward to the update!
would it be possible to add a config for the rates of scrap spawning? or is it possible to make certain interiors have more scrap with another mod
I think lethal utilities or some other one does it but it usually decided by moon not interior all interior does is have enough spawns to be able to spawn in
ive been playing with this mod alot the past few days and in me and my friends experience it seems like theres a lot less scrap in bunkers than industrial/mansions
there IS a lot less
on a map where 20-30 should spawn, 12-15 spawns
items seem to poof
idk if this is the case but are the points where items can spawn not in most of the rooms or something
because in vanilla maps items spawn pretty much anywhere but i usually only find items in certain rooms in the bunker
vanilla maps do have certain rooms with extra loot but its like
currently the "extra loot rooms" just generate with the loot rates of loot that normally would generate anywhere
and outside of the loot rooms theres nothing
ok I could have guessed that but I think it's too loud and local if that makes sense. If it was a little quieter and more evenly distributed throughout the hall it wouldn't have struck me as odd.
@sterile thunder @bright lark
Yes it broke sometime when it was uploaded I think maybe the way I had references other dlls
It still spawns scrap just not the bottles and heavy 2 handed
Found issue a couple days ago
Have it on for next update
Last things are apparatus sync fix and
Texture update
I am putting a few hours every night to get it working better and new stuff added
ah alr
Just netcode I am mostly having trouble with since apparatus is only part left
Take your time 'n get it fixed o -o. As the random players that test your stuff, we give feedback as to what is happening and you do with that info as you see fit. Only reason why I'm not removing this or disabling it is because even with the myriad of stuff goin' on with it right now - it's a lovely interior that can only get better.
Have talked with LLL dev and others on fix
So everyone simply awaits for the mod to get even better o, o
ye its still great
'n if you did this without bugs or issues, that'd be very suspicious ;p ... You'd be the first to make something without a mistake.
I also toyed with the idea with the Computer terminal to have huge door like in the factory that you can turn off and on with terminal and make it so you can shut parts of bunker off
Ooo
i like to play this with boosted rates on vow and march so its like each planet climate type gets its own interior
Left-to-right big doors, or from-the-ceiling shutter doors?
desert gets industrial, forest gets bunker, snowy gets mansion
Yes like a ceiling shutter or like it's in the floor then goes up
Ye I feel that too which is why when testing we liked march alot too
Ceiling shutter but it doesn't instantly open/close. The aesthetic of seeing the door dramatically rise as you see... A THUMPER ON THE OTHER SIDE!
Or like eight turrets
Ye that is what I was thinking too since the thumper is the hardest enemy to avoid in bunker lol
turrets
rolling giant in bunker is fun
i had like a reality tv show experience with this + rolling giant + helmet cams mod i watched my friend get chased into a chokepoint by 2 rolling giants and a mask
look - idgaf what anyone says, the scariest thing in a bunker is a turret. Thumper? Roars its damn zipcode at you from a mile away. Coilhead? You have long hallways, can always see it. Girl? There's so much room, you could toy with her more than she plays with the robot toy
turrets on the other hand? If you're far enough - you don't even get a damn audio hint
you best be ready to see a random ass orange light >->
Lmao skill issue /s
and know that if you got spotted halfway down some long hallway, you're dead
Turrets are a big issue we might try and lower the radius where they can spawn so only a few in a area instead 10 lol
life hack hit turret with shovel to disable it
they wouldn't be so deadly if they couldn't spot you from downtown
but a turret there
could literally snipe ye
im pretty sure they dont do that they have a short ish range
They can't shoot that far
I have been bloody sniped by these things
once they start they keep shooting though
They shoot about little more the 1 hallway tile
Tested it you can see bullets stop a short distance from turret
But they can still detect pretty far
just Dodge
Need one of these
honestly
like 50-100 messages ago
I considered just saying that
how there should either be a way to disable them permanently from something in the facility, or a way to deactivate or dismantle them from behind
a bloody sapper would do wonders
Imagine like a lockpicker - just saps the sentry for 10 seconds, it kapoots and the sapper falls to the floor
weighs 5 lb
maybe as it's sapping - it spins shooting for the whole duration
so it's very unsafe
+1 would be nice to have.
the mod lethalthings
has one that makes you do math equations to disablelandmines or turrets
and its configurable you can set the duration and if its permanent disabling or not
or it might be another mod idk
theres a configurable malware brodcaster in lategameupgrades
wait no that might be an upgrade for the ship not an item
mod content is confusing
does the hacking tool permanently disable things
With malware broadcaster yes
IDK about ghostcodes
But vodka says yes
Well... "permanently disables" is kinda understating it
It permanently disables it... along with anything around it. Including crewmates
yea idk how to respond to that either. the hacking tool just acts like an employee using the terminal commands, so it functions w malware broadcast upgrade. ghostcodes does the same and turns the factory into powder keg+ when your sanity is low enough
Is the big Stair room tile ment to connect to more rooms or is it just a dead end.
Because I have only ever had it connect to more rooms one time, where I came from the top and could continue at the bottom.
I really enjoy height level changes, because it makes it more difficult to orient yourself
yes the stairs connect to other levels we are working on adjustments for it along with other things for next update
๐
thank you alot for the feed back
Ofcourse man!
I can't wait for the bunker to look more like the other interiors and less like unturned๐ซ
Hey @nimble patrol I noticed last night when playing that the small sort of sand mounds on tiles have a different footstep sound from the floor and the staircase room if I remember right one set of stairs has a different footstep sound too
Also can't wait for the other tileset, this one has been great!
Cannot be opened with a master key
Is this a feature or a bug?
I don't understand xD
Lock pick is for update this weekend
Great, glad to hear that
door works with normal key
Because it was a funny situation
The guy stepped on a teleport trap. Got through the doors.
They took out the reactor and the complex exploded
With him
lol
Let's salute F
yeah only door that has chance to lock is rector apparatus door lol
the bunker interior in pure darkness is creepy when you only let ghost girl or herobrine spawn ๐
what mod is that with those teleporters?
#1178456016254414878
is there a way i could get the elevator on every moon i go to?
you mean lc office?
oh is that the lc office mod that does that
dang
u know how to constantly get elevator with that mod?
they dont got a config
then it doesnt do it
they have a config wym
looks the same as every other interior mod
but i think its very laggy on modded moons or march or not idk
last time i checked they didnt have a config
they do now
uninstall, reinstall the mod, and reload the profile check the config then
Preview of some of the texture update
actually banger
That looks soo good!
What tool did you use to create the textures? I plan to make my own interior but I have no texturing skills
that looks great, so much more fitting
Actually real nice touchups! Starting to pop more now and not as flat textured โค๏ธ
I used blender shader editor but you can use Photoshop and other image editor Gimp other free image software
The base for all the stuff I had was all single one color base
But I just added layers of noise to that and gave it a normal on certain ones like the rock to give depth
The white and black images I am using are a for the base mask and then adding a normal for the depth
Like I did for the rock
Hmm alright
please fix apparatus spawn
Would it be possible to add the breaker box?
Yes it is being worked on have it on the update for this weekend
Mainly is a netcode issue with the multiplayer the host can see but not others
Aaa can't wait for this update to drop looks great
WOOOOO, IT WILL FINALLY FIT WITH THE GAME
but is the catwalk, see-through ๐
wait there was missing textures?
There wasn't missing textures the ones uploaded were all flat since it is a low poly model
This way we are adding more detail without more polys
the main room of the bunker interior has this insanely loud noise that just wont stop, dont know if this is caused by custom sounds or something from this interior
are you using lethal resonance?
yes, and im double checking with the creator of that mod as well
because this is only present in the bunker interior so im wondering if its a specific bug
the bunker interior has a pitched down apparatus noise in the main room, supposed to be the light
hopefully it'll be removed soon
oh so THAT is a reused apparatus sound?
yeah
it all makes sense now
yes it is going to be removed in upcoming update
i actually kinda like the background hum, maybe if it can ever be fixed, it doesnt have to be removed
i am gonna change it to what was intended which is like a buzz for light sound
yes there will be more in the future
yea they working on a badass looking sewer interior
The default factory interior already looks boring in comparison
This mod singlehandedly made me main march
Even if its eclipsed
@nimble patrol idea for a unique bunker trap: Punji Trap
a slighlty off color patch of ground that has a high chance of loot spawning on it, has a weight mechanic like vow's bridge: stay on it too long or carry too much on it and the cover breaks, dropping u into spikes
๐
Please stop cooking so fucking hard. Peak idea
oh very nice lol
when can we expect the texture
What am I doing wrong? Map just doesn't want to spawn on Celest
could be 2 things, 1 is not compatible yet, 2 try adjusting in actual config
try something like this "28 Celest300" worked for me in my configs
try type "celest300"
Yup, it's worked for me!
whats that ui?
probably LethalConfig
Yeah that's LethalConfig
any work being done to support spray paint on this very well designed map?
working on getting something out today
bet
spent 6 hrs yesterday finding bugs with trying ot get apparatus to spawn
was about to ask, does teh apperatus spawn?
it is syncing with multiplayer i was having issue with
Oh sweet ! Iโm getting the boys, weโre going to bunker tonight. ๐

