#More Interiors [2.5.0] - Major_And_Skiz
1 messages Β· Page 3 of 1
@analog drift
something like this
in the Awake Method ?
nooo
you misunderstand
you don't want a custom prefab
you want the basegame prefab
don't push a custom prefab into the basegame pull the basegame prefab into your custom
so would pulling from game be using game directory ?
from the NetworkHandler prefabs list
you wanna put the already existing lungapparatus prefab as the .spawnablePrefab reference in your apparatus SpawnSyncedObject component thats in your tile prefab
yes correct
so that would be having the script
say
pull this from network handler
and attached to this .spawnablePrefab
using the SpawnSyncedObject component
yeah
cuz remember this is only a reference
your not making a copy or anything, your just making your SpawnSyncedObject reference the same prefab asset as the vanilla SpawnSyncedObject's reference
Gotcha that was my thinking i just didn't know how to pull it and how to attach is but that makes more sense then having to register it
which is what LLL does for you when its doing it right btw
i look through all the registered prefabs, see if their names match any of the prefabs you have in your spawnsyncedobjects and swap the vanilla one in if they match
so like this with the lung spawn and an empty apparatus prefab or do i need that blank ?
for next LLL update you'll want an empty prefab with the right name for me to find and replace but in the context of you doing this manually it wont matter since you'll be setting that reference via code
@analog drift and would this code be after awake method or would it be before the level is spawned
I would do it after grabbing your dungeonflow and before passing it to LLL
ok i got it thanks π
@analog drift what does it mean if i can't access the public network handler am i not referencing it correctly ?
i'd have to see code
i was trying to see it i could grab the network handler to look at script but says i can't reference this
it is because i need to make a property for the handler and then i can ? at least for the variables
this is not final code just seeing how it is written
huh
no homie you wanna do this in your plugin awake
Look at the code I sent in dms previously for reference
ook gotcha i am not code expert and been reading thur docs to understand thank you for help
No of course, sorry I should probably elaborate more in future replies
π
what is exaclty wrong eith the apperwtus
apperatus
All of us were able to use it and see it with, facility meltdown
huh it works wut ? but it is not spawning for everyone wut ?
wut
im saying everyone was able to see the apperatus properly
no syncing issues
weird that shouldn't be working ?
i haven't updated it either
everyone heard the music and saw the apperatus
hmm
teleporting isnt working on this map
Understood will add to bug list
1.3.0
- Added LockPick Fix for Doors
- Changed Credits
- Netowrk Door Sync Fixed
- SprayPaint Walls Working
- Changed Values for Light Spawns
- Adjusted DunGen Flow Amount
Know Issue Apparatus Syncing with clients
MUST REGENERATE CONFIG WITH RECENT UPDATE
More Interiors [1.3.0] - Major_And_Skiz
ah forgot to put Texture Changes
the caves will look more like rocks then clay
also forgot Changed audio for enterance and range of audio
why hasn't the apparatus been synced yet?
it could because i have been testing locallly but it doesn't sync when i do local test
i wrote code but i am dumb about code and need to read up on it more
since this is first code that i am doing for netcode lol
Lethal Level Loader says they have a update coming so i can patch it when that comes out
Also thank you everyone for the 100k download.
And those that had checked out the mod and all the feed back and help
Hoping to use this experience to make a game I can call my own.
It has been fun and frustrating with the mod for sure
π
how does bunkerlengthoverride work?
it makes it so the length of the dungeon is bigger or smaller but it is fine being left alone
i know what it does, but how does it actually work
it changes the length of the dungeon spawn
how?
any plans on making the interior more maze-y? it feels like its very hard to get lost in this one
if you put a 1 in the spot it will make it only generate 1 of it self
2 would make it 2 times as big
-1 means it is not being used
and 0 mean it would not gererate
i put the setting in but haven't fully tested it
did you just randomly find a 204 gold bar
ah icic
and for the plans on more maze like no that will probly be our next tileset the sewer maintence tunnels
that makes sense, alright ty
ohhh the effects look so good in there, unfortunately the bunker doesn't really fit on infernis :(
gotcha
Anyone know if the config will be replaced properly if I include said new config with this mod in my modpack, then people download the update to the modpack without themselves deleting the old config?
Bunker feels decently fine on Infernis because it kinda doubles as being mine-like
hmm i think it might but i didn't change any config stuff with this patch that was just to let version 1.0.0 people know it should be fine to have in mod pack
and if not they can just delete the config and get new one
Gotcha, thanks π
New update is incredible!!
We've got the Bunker running for March and Vow and it's ππ
is there a way of keeping the existing values ββor do I have to manually configure everything again?
Copy the list prior to updating
weight distributions usually don't change from config to config (in terms of how to list them)
and those are usually the most hefty thing to config π
OK. that would have been something I would have done anyway. Luckily the config isn't that big. then I don't have to adjust so much :D
uhm
for some reason with this mod enabled everyone spawns in the ship wall (clientside) and on host there's no messages of players joining at all
all other custom dungeons work, with this one disabled
is there some known mod conflicts?
NullReferenceException: Object reference not set to an instance of an object
at Unity.Netcode.NetworkObject.SynchronizeNetworkBehaviours[T] (Unity.Netcode.BufferSerializer`1[T]& serializer, System.UInt64 targetClientId) [0x00151] in <895801699cfc4b4ab52267f31e2a4998>:IL_0151
at Unity.Netcode.NetworkObject.AddSceneObject (Unity.Netcode.NetworkObject+SceneObject& sceneObject, Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkManager networkManager) [0x00093] in <895801699cfc4b4ab52267f31e2a4998>:IL_0093
at Unity.Netcode.SceneEventData.SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager networkManager) [0x0004e] in <895801699cfc4b4ab52267f31e2a4998>:IL_004E
at Unity.Netcode.NetworkSceneManager.HandleClientSceneEvent (System.UInt32 sceneEventId) [0x00111] in <895801699cfc4b4ab52267f31e2a4998>:IL_0111
at Unity.Netcode.NetworkSceneManager.ClientLoadedSynchronization (System.UInt32 sceneEventId) [0x001a5] in <895801699cfc4b4ab52267f31e2a4998>:IL_01A5
at Unity.Netcode.SceneEventProgress.<SetAsyncOperation>b__37_0 (UnityEngine.AsyncOperation asyncOp2) [0x00012] in <895801699cfc4b4ab52267f31e2a4998>:IL_0012
at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x0000f] in <e27997765c1848b09d8073e5d642717a>:IL_000F```
this error on clients only
and everything works on host
did you make sure to get the new config file
thats what the maker said to renew it again
so i regenerated it, but it looks exact same as it was before i removed it
i only touched rarity
its just odd i never had problems like that before
me too
what i could think of does any of your mods use lethalexpansion
well that is surely difficult
the other way is if you send the modpack code and let others check maybe that could help
018d50d2-8de5-9b12-96fd-5b82048ae43b
i will prepare it and do it after my hearthstone round, just need to know what you excatly did to recreate it
just host as normal and other player join
other player will be stuck in wall
and host doesn't even see anyone joining
so i assume there's even no networking
it breaks before that
you mean friends, since these dungeon mods are kinda hard to pulloff public, or atleast invinited people from a channel or some sort
yeah
i'll retest one last time with regenerated config now
if it doesn't work - i'll have to disable it for now then
i will give you a review after my test aswell
i have the mods setup and check it out
do you try to load a savefile or is it whenever you guys start?
no, fresh start
you got a cool collection, but i have had no starting issue, does that only happen when the bunker interiro was choosen
no, always
lmao i got masked when afk
alright i force bunker layout
i got a friend whos testing with me
Hmmm so far no issues
i could recommand maybe trying it with lc bettersaves
very weird
and yes he danced next to me and masked me
would you mind if i join you?
we're playing with mod disabled atm
just gotta reload your code
maybe later
i mean it could also be the apparatus network problem since hes working on a fix for it
currently apparatus and the rooms locked door isnt syncing
factory meltdown has worked out with this
pretty much this
so the retexture will come with the next update?
its already there
and it looks awesome
@nimble patrol @thin portal sorry for the ping, but it seems like that your mod has broken and many people have issues, mostly from clients joining the host, the host itself is fine by itself
yeah, i got the exact same issue as hardy
clients join in the shadow realm, and the logs say that collision just straight up broke
this is what i got upon joining
use older version for now
that log is always there, it's an issue with the base game
Has anyone figured out what's broken?
Or rather what mod specifically causes the incompatibility
its this mod
are you using lethal things with this mod ?
yes
ok give me sec i think i know what it is
@mystic kernel @pine venture both of yours are the issue with the config not matching the host and client need the same info
and i will remove that from the changelog since it is adding more confusion putting that in
Configs must match
Host shouldn't Regerate after download
and if you have shared the profile code then
made changes to config you need to push the changes to the other
players who have the mod since they are not in sync with your changes
i shared the profile code
always doing that before we play
so configs was not synced through mod manager?
can you make them sync through mod manager?
for next time
i am working on a config sync to fix the desync issue
that will help too
when you make changes you can do this
export code and tell friends to update existing profile that should match up configs
we doing that each time
so configs was synced
i share the code before each playing session
i copy paste the profile though, are configs not shared?
So uh I keep hearing explosions near the entrance when I enter this interior, it gets pretty annoying even if it's decently quite
Also I think everytime I reloaded my save, the apparatus from this interior just disappears from the ship, no other items disappear
any time you make changes to any config it should be shared to the players since
not matching configs on other interiors do the same thing
I was playing offline/LAN so I'm not sure if that's the problem
yes, we did that before playing
i don't have explosions in map that was for infernis
and still had this bug
well i run a couple more interior mods
so i'm not sure it's the config
turning this one off solved the issue
i'll double check later to be 100% sure
also this yeah
hmm
Weird, I've had it for every moon that had the interior
but we sharing code every time
i know that other interior mods dont do that with unsynced configs? you just fall through the map when you enter facility
ok have been looking thru code will do an update
Will teleporting be fixed?
inverse teleporting ?
can confirm running into same issue with 1.3.0, rolling back to 1.2.1 fixed our joining issue
weird i didn't add much to code beside item group fixes
also teleporting should work
same errors as this post
Havenβt tried since the new update. But you couldnβt use the normal teleporter to get people out
It just wouldnβt teleport them
Inverse would work though
yeah didn't make sense to me either, but there weren't any other messages/warnings related to more interiors that I could see
will look into that
I think I told you before too
are all the people that are having issue using lethal configs
No
in terms of not joining to host i mean
yes i had checked it but thru test it was working with update for teleporting
i was saying will look into the error messages for jakeroxs
theres more?
yes there about 5 to 7 interior mods
Like the recent update it seemed to work?
yes
#1183889212978778173
#1189848033110798346
#1195583267546595389
#1196943144009351258
#1182523433221902376
Okay gotcha will have to check later
the ones that I know of
oh and a couple wips
but I think this one is the only has the apparatus btw
@plucky prism the LC Office has it too and theres works client side too
trying to get mine to work like it
https://discord.com/channels/1168655651455639582/1188590906497060894 this one is getting a interior mod but its not finished
thanks
thanks so much for adding spray paint!!!! last update seems very stable!
Canβt wait to try it
yeah the update totally breaks clients being able to join my lobby
they all spawn in the void
rolled back and its fine now
i've had the same issue
ive been told it might be a clash with the last two version of Advanced Company
I will test that later on
nope
not using AC, still the same
yeah i remembered i actually disabled AC at one point and was still having the issue
what was the latest working version, 1.2.1?
yes i think it is π¦
working on fix but i don't see how people are getting the issue
i don't have problems on my end and have seen streams of people playing just fine
that means it's incompatible to some particular mod, the question is - which one
which is weird since all i change was the item definition
but that could break other mods i guess ?
error isn't about items anyway
maybe some other mod named their stuff WallConnectorWithDoor or something
i think this might be related to the recent LL update?
i don't really know
i think it was broken before the LL update
that is weird since i didn't change nothing with door setup besides adding texture
what if it breaks if you set bunker rarity to any non-default value?
i didn't test it with default 300
but i did set rarity for all other dungeons mods just fine
so i'm not sure it can really be the case, considering that all configs are synced through the modpack code
the problem is the host is always fine
but if you got a friend to join they will get shadow realm'd
I had those problem until we ended up disabling a better spray paint mod
Problem started happening yesterday but it wasn't an issue 2 days ago
Another issue we're having is nobody but the host can see the reactor meltdown mod happening and some extra scrap and the teleporter traps from lethal things is only being shown to the host
Update your mods
Lethallib was broken, but now it's been fixed
Yep, read that a bit earlier, hope that was causing all the issues
Ye I am doing an update gonna get new lethal lib on next patch
But that is know issue with mine is the apparatus not showing for clients
Thanks for the bug report I am spending 3 hrs each night to find and fix issues
It is probably intentionally added as the sounds for the lights also that sound of the apparatus with (lethal resonance)
Oh nvm
I think it was a problem with lethal lib. Broke some things.
We didn't know because around a couple different mods got updated at once and it turned out turning them off did nothing but a friend of mine was convinced it was because of interiors
99% sure its not though
even downgrading lethal lib doesn't fix 1.3.0 for us, nobody can join and stuck in the black void
previous one works
so nah, this one bug is unrelated
I had a paint can mod called better spraypaint that was causing lockups for my friends
you mean black void bug or something else?
holy shit
@nimble patrol seems like "void bug" caused by BetterSprayPaint mod somehow
for real
i've disabled it and it works now
Iirc that spray paint mod does a lot of weird stuff that breaks lethal lib I think
π€―
Gotcha thanks for updating me but working on patching Apparatus
Sync I am dumb with code I don't get why it won't sync when doors
Don't know it I need to do something completely different
Then what I am thinking


I feel like all I need to do is register network prefab and grab in game one and swap but don't know how to do that
But me failing and trying is fun just stressful a little
since I know people are having issues and can't play
Thanks again all the help I have gotten π
Think I might just have to learn RPC's
Ye it is fun level and moon stuff I think is a bit harder but once I get all the problems iron out I want to make a real in depth guide on how to make your own interior dungen
[Error : Unity Log] [Netcode] Failed to create object locally. [globalObjectIdHash=1955070896]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager?
always getting this error
when i test multiplayer for client
this one is for the Appartaus not showing up for other then the host
You need to register network prefabs
^
@humble narwhal @onyx wagon
I have been using the Lethal Lib RegisterNetworkPrefab
it doesn't register but I am baty is saying for apparatus.
I am just trying to pull from in game Apparatus prefab to put onto the empty game object I have.
That has the spawn synced object to spawn the apparatus from game in
did thr black screen with green smoke problem fix
if i could get the correct
Format on how to do it i can figure it out
Is it like this ?
{ Access NetWork ConFig
{ Register Prefab to Network Config
{ Find Apparatus in Prefab List
{ Set Apparatus to Spawn to Empty objects Spawn Synced Object
{ Test ? ```
I'm trying to understand exactly what you're trying to do here
are you trying to make a new "apparatus holder/device" and attach the apparatus to that?
@onyx wagon he needs to grab a ref to the basegame apparatus networkprefab and reference it in his spawnsyncedobject component before network start
you can't do it before the network manager starts, but you can do it before the player joins/hosts a lobby
Oh so I should do it at before GameMasterStart()
what you can do is patch GameNetworkManager::Start and get the apparatus prefab from the NetworkManager.Singleton.NetworkConfig, and you can get the apparatus from there
lethal lib's register network prefab just waits until that point to register it anyways, so you can skip lethallib and register your prefab directly using NetworkManager.Singleton.AddNetworkPrefab(prefab)
Hm gotcha will give that a try π
just note that you will have to parent your game object (if it's created during runtime and not loaded from asset bundle) to an inactive gameobject with hideFlags set to HideFlags.HideAndDontSave
Makes sense
you absloutely can
?
oh yeah thats what i meant
because it starts after gamenetworkmanager.start finishes
huh?
do you know what a spawnsyncedobject does
wdym?
i think you misunderstand their requirements
probably
the dungeons use a component called SpawnSyncedObject which is just a component with a gameobject reference. then when the dungeon is done the game does findallobjectsoftype spawnsyncedobject and instansiates and network spawns the prefab referenced
so all he needs to do is put the right basegame prefab in his spawnsyncedobject
oh huh thats neat
@nimble patrol do that
LLL does this automagicially but i was a dumbass and just checked for like doors and vents when i need to check for everything
dont listen to me (other than what you do to actually get the apparatus network prefab)
cuz the apparatus tile in basegame spawns the actual grabbableobject prefab
only time the game spawns an item this way i think
Yeah gotcha.
I was against doing the apparatus cause I didn't know how much more would need to be doing but am enjoying figuring it out
Weird since for me SCP 914 just worked automagically, assumed LLL handled all of them already
π€
So is 1.3.0 not safe to use atm?
Or is it safe if you donβt turn on a certain setting or donβt use it along with certain mods
@small estuary yes 1.3.0 is good to use it is just some people have mods that break it for some reason ?
so far the Better SprayPaint mod has issue with it
working on patch update
for the Apparatus
Wait it's the spraypaint mod that breaks it???
Or some sort of conflict with that mod and your mod to be exact
I remember the spray can mod broke lethal lib because it completely replaced the charge pad in the ship
I think lethal lib had a work around but it might mess with other stuff
spraypaint literally broke all of lethal company mods it seems like
seems like some conflicts but tested just my mod and nothing else beside my map and its dependency work fine
(how the hell does a spraycan mod break these things... gotta love conflicts)
yeah the more mods that don't have a standardize setup the more weird conflicts i think get made since everyone does there setup a little different
The great 29th of january spray paint incident
Probably patching some random thing that it shouldn't and breaking the program flow
I heard someone's weather was broken because they didnt have the right reverb audio outside their entrance
Its not just lethal company modding that's haunted but the game's code itself
Lethal company is held together solely on duct tape and dreams
or it isn't and just something it patches randomly causes a bug completely somewhere else
this is my entire script just need to add the apparatus i think it looks good and cleaned up
made sure to add the dev notes to keep track of what goes where
everything in what i have works just adding the apparatus stuff is final thing i need to get all working
I need to know the answer to this question too
Spent like an hour trying to set up games just to figure out the cause of soft locks being fuckin spray paint
hey all it takes some times is a single object or change and things don't work lol
The coconut wasn't real sadly
hows progress on the sewer?
sorry i meant the post
the dev note doesnt exist
its also used in the game, they are just very tiny particles that represent coffee beans
we are about 3/4ths done with sewer i am doing fixes while friend is sewer tilesets
oh ok good to hear
Just though I'd put this here: while playing this with a friend of mine we encountered a funny glitch.
I purchased a handheld map and it worked fine for me (host) but on the invited players side it was one of the doorways of the bunker interior.
let me guess a locked room
i been helping people address the simple issue they keep repeating to tell us
no just a doorway
its crazy how often it happens on one day
wait- are you saying the map itself is bugged? . ,.
not like- the physical map you walk in, but the handheld radar of the map
no the item "hand help map" appeared as the doorway map piece
hand... help... ... what.. never found that scrap before .,.
it is a mod (portable monitor that you can buy to display your location)
like portable radar?
yea
portable radar should work o ,o
i don't know what map mod you got o, o
but take it with them maybe? I guess also submit it as an issue to more interiors - it could be something on their end that's screwing the view of the map from above
gimmie a bit i wasnt expecting to get into a convo rn am in a match of overwatch
lol π
Specifically this map mod, i didnt look at the log when i had the issue
I have also removed this mod from the modpack i made
https://thunderstore.io/c/lethal-company/p/Mellowdy/HandheldMap/
Oh what that is weird huh
Since door ways are handled by DunGen
just to say agin this happened to the pople who connected to me and not me (host)
and it got an update while we were playing so maybe it fixed it but i havent tried it yet
All my code should do is load the map and give to LLL and fix item group names
Oh maybe was it for the lethallib update I need to update map to that version too.
Is the locked doors bugged ?
Just curious if the locking doors are messed up
maybe
havent played enough to find a locked door
I try and play test a bunch before upload since I don't want to send a broken update so I feel like lots of these are either dependency up dates or user error or mod conflicts that haven't run into.
The only stuff I have in my test mod pack is just moons and other interiors so I don't have issues loading those I will usually test a singular mod to the pack at a time
i was just asking them if they had the desync issue with a locked door since they talked about a door
i been assisting so people dont lose hope on this mod, and told them the issue and that its been worked on
very cool! i never lost hope in you
Thanks for the help π ye I am doing my best to update. since coding is not best skill I have
I feel like if I just went just straight tilesset and nothing else wouldn't have much issues but adding apparatus is giving me so much hassle to figure out
you did more then i could based on any coding stuff, but in the end, you could see asking someone who does has done it already with the apparatus
Ye I have but they had no issue just putting the object in there game and it just working
it can also be that unity is a bitch
True
i used to work on vrchat avatars before, so i know this a little -- well in the end it has to work somehow, as emergency reason even if it is impossible, you could try asking zeekers
No way that is what i did before too and VRChat worlds lol
lmao vrchat world yes
Has anyone gotten this working on a custom planet? Want to know if it works before I try
I see that it should work though
Yeah it works
Just tried it, looks awesome so far. Only thing that stood out ot me is that it feels super bright compared to the vanilla tilesets, but im not sure if that was intended. Seems like you dont really need a flashlight
Hey @nimble patrol i'm getting an odd issue with More Interiors installed, clients joining the host get this almost "skyrim loading screen" look and can't do anything, you aware of this? :( saw this bug report thread on it - https://discord.com/channels/1168655651455639582/1201292655955562657
yeah its been reported so many times, hes working on it
so far all there is, is use an older version or disable it for now
Ah wasn't aware, thanks for letting me know!
but im sure once its done there might be more additions so far we gotten an apparatus room and textures
Wut that is weird I didn't do anything big tho so I think it is mod conflicts I have tested varying mods and it seems to be fine with all other interiors and modded moons don't know what is conflicting with my specific mod
they always complain about clients joining
seems like lc office has that issue with their shrimp now
Will push an update today to clean up unused stuff in script
incompatibility with BetterSprayPaint
remove it and you're good
just got the error my self doing locat test
hmm and this only thing added was BetterSprayPaint
check seems to be 3 errors that happen and the sound manager is a debug command is is checking the state which should be removed after testing
which i don't get why any of these wouldn't allow ppl to join
it just shouldn't allow the mod to work
and still be able to join lobby unless i am wrong about that
but me disabling my mod makes it go thur hmm
@pine venture @fleet cypress @kind stump found issue was my door network object not set to correct hierarchy
which is weird since it was working but now with better spray paint it broke
so thank you for pointing it out
gonna push a small update for the fix today
1.3.1
- Updated Lethal Lib Dependency
- Removed RoundMangaer Patch
- Changes ItemPatch
Know Issue Apparatus Syncing with clients
Notice: Not all mods work together looking to improving that
Configs values need to match
More Interiors [1.3.1] - Major_And_Skiz
So does this fix the issue with better spraypaint
@solar topaz yes i have tested it
was just making a statement on that not all mods work together since that is the case for every mod
still doesn't fix apparatus at moment with my local testing
testing with light change to set the feel better also you can have more or less lights per seed
so in the entrance you can have 1 or 3 and others about 50% of lights that were there
this was a different one for the mess hall
and is the entrance better with less or more light
Didn't like how it looks went back to style it was before and just adjusted the range looks better and can see stuff still
More Interiors [1.3.2] - Major_And_Skiz
1.3.2
- Update Lighting and Randomized Lighting
Apparatus Sync Fix Coming in a Future Patch
the pic of the entrance is with one less light with the new light randomization
Personally
I would make the main room a tad brighter.
The main room is usually the brightest room you'll ever find in the two default interiors
but I do like these more than the damn bright-as-day lighting
I do like the lighting change. Gives more spooky vibe. I wonder if lights could ever be coded to be normal - then flashing (dimming) - and then shattering/breaking
so like throughout the time of the level, some lights will just shatter or run out of juice
if i set this interior and Scoopys Variety ones to appear on the same moons will that cause desync problems with other players?
As long as the configs are the same for all the players, there's no reason why it should
No. It all goes off a weight system
unless you're talking about Peach's Castle π ... cause their system is borked
the rest - afaik - should function. To give default interiors the same chance with scoopy and this one, set their weights to like 200 or something
so 200 for more interior, 200 for scoopy, 'n it should be somewhat balanced-ish
or is it like 150 each..
don't go past like 400, but don't go under 80
π€·ββοΈ
if you want it all to be relatively close to be generated
but the config desync can cause different dungeons to be generated still?
what config desync o ,o
everyone's config should be the same o -o
ensure you give them the code as your last step
yeah but if they arent the dungeons can generate differently for each player?
interiors may be bugged if there is no config-syncing with scoopy or more interiors... I don't know if there is syncing.
Yes, if there was no syncing and you had 80 but someone had 500
you could see a different interior than them
I don't know if either more interiors or scoopy has config syncing from host
but just in case, have your friends use your code after you've messed with all the configs
(so get the code after touching them)
have em delete the old profile to ensure it reinstalls the configs
yeah i did that i was just wondering
yeh
but you could ask em if config syncing happens with more interiors or scoopy - I don't know if they do o, o
I just know that different configs makes things go bad
yeah, since the game generates dungeons locally based from the seed, if you had different weights the same seed would give different results
hence desyncs
(at least AFAIK, i don't code)
More or less - yes
with X weight, Y seed should give more interiors - but because your friend has different X, the same Y seed gave a different interior
you both should still be able to play
but the host sees the right layout with loot
anyone who isn't synced will have loot floating (if they can even find any at all)
ive experienced that unfortunately
It's cool - but also game-ruining in terms of reaching quotas π
I guess I shouldn't say it's GUARANTEED game ruining - but the odds of your generations overlapping for easy looting is so slim, you might as well win the lottery if it's more positive than negative per desync'd generation
in fact i saw that happen with default interiors back in v45
with my friends walking through walls and stuff
it's even more trippy
when it's the outside that's desync'd (too, or not)
that doesn't happen from bad configs
but rather, having LE and LLL
(they're not the best of friends)
Hell yes
The lighting update
Lighting update + texture update
The Interior has peaked
The new lighting looks spooky
im still having problem with how big the rooms are and there barely any scraps 
cool lighting tho, less blind for me
Next update he takes away the light, it's bedtime
honwstly my favioriate thing about the interior was how bright it was, now tht its so dark, it just gets annoying
imagine adding it just for a certain modifier of a moon as example eclipsed
It was so bright to the point where you didnβt need flashlights
it also depends on the layout, if you play on a bigger layout, more areas are complete in darkness
debatable
for the sewer
I havenβt played the new update so maybe itβs too dark now but shrug
It is still bright enough where you may not need flash light it will depend on seed since I added more randomization you can have a mix between a brighter bunker or a darker bunker with how many lights turn on or off
It shouldn't be that much darker I just halved the brightness and the range so all the rooms aren't lit up like the sun lol also seed can make it darker or brighter π
my only gripe with the interior was that it was too undetailed and too bright
epic to see that its been covered
Yes the feedback definitely helps make improvements thanks so much for all feedback
I wanted to make it so you would have choice if you need to bring a light since it is dark or if you don't and grab more loot
It depends on moon and some times with spawns it can be alot in one room or deeper in from entrance
Yeah i haven't really noticed any "loot rooms" so far
Stuff like locker room from facility
Or the kitchen from mansion
i just gave the map a 20 percent chance to spawn lol
the rarer it is the more of a spook it gives people lmao
wait wtf
im yapping
im in the wrong channel
The loot room here I'd say is the mess hall, found heaps of stuff there
does this mod use custom apparatus or smth?
the fire exit on the sewers is actually impossible to distinguish from a normal sewer end
just happened to find it because i went head first into a deadend and the "Exit" message popped up
ignore me got my mods confused lmao
#help-and-troubleshooting message
is this caused by this mod?
i tried a similar scenario but with LC_Office interior. the apparatus was glitched but not like this
i tried several times with More_Interiors and this happens everytime
not sure what's causing this, and only with apparatus. it might be related to FacilityMeltdown, More_Interiors, or GeneralImprovements
I don't think mine is doing that mine just doesn't appear for clients and the host can still see it so it is a could be desync with my apparatus not showing up and it appearing for host
Wtf could be causing this ππ
Yeah saw the clip that is crazy lol
Yeah fucked up
Iβll do more testing tomorrow and try to figure it out
Iβll try without FacilityMeltdown
Gonna be a future patch for apparatus
Trying to pull in game Apparatus and put into the machine rather then using one uploaded which is out of sync
I think the uploaded one also just doesn't actually exist even for host lol, it shows up, you can interact with it etc, but if you reload the save with it in your ship it disappears
Haven't taken apparatus in a few days tho so idk if that's smthn you fixed recently
@analog drift i think this is getting closer to what i need it too do but missing stuff in it
working on Selecting the Apparatus and just the LungSpawn this is the most Learning code stuff i have done
i need to find a away to get the lung spawn for my mod and just make it replace the .spawnprop with the lungapparatus prefab
but i wrote this since this what references the spawnsyncedobject in the round manager and spawns something
Dang, the bunker is actually dark now
I was starting a new run, but didn't bring a flashlight anywhere the first quota. It was very noticeable
I could see where it mattered but not much more
yeah still able to see but enemies can creep up on you and the lights are able to have varying darkness with what lights spawn
It's fun(TM)!
I figure if I'd bothered to buy a light instead of a shovel I woulda been fine, I was just playing First Quota Gamer Mode
I miss the old the old ligjts
lights
nice and bright
my faviorite thing about the interior
still gonna do some adjustment with next update
thanks, plz make it brighter tho
How many times did you go in?
I think the number of lights varies per run
yes that too i have it range of lights
from
entrance 1 to 3 and
stairs 5 to 10
Mess hall 3 to 7
barracks 2 to 3
hallways have there own independent light one its
a 1 in 4 chance of get a light included on hallways prop spawn
is higher brighter?
Heya, is the weird void bug with this interior fixed yet?
a way tk config rhese values would be nice
yes the bug is fixed it had to be with to do with the doors and better spray paint but it is fixed and works for both
that has got to be the wackiest mod compatibility issue I've ever heard
Indeed, i was about to say that
Out of all problems a mod could have in this game we somehow got one with doors, a core mechanic of this game
I dont think i can even start guessing with the spray paint issue though lmao
it was specificlly the networking of the doors tho so it make somewhat sense
like the network object on door
no there was when it only happend when the betterspraypaint was on it showed the issue which is weird
Weird indeed
Oh btw, has the light sounds been changed or removed?
Or is it still the reused apparatus sound?
it is a different sound now
Facility meltdown Doesn't change the location of the apparatus
What I can say for sure is GeneralImprovements
Cause their new update broke everything
I wonder if it's fixed
And I mean everything
What update
Idk their new update broke it when I tested it
i think the issue was from a combination of LC_Office (broke apparatus from interiors other than LC_Office) and Possessed Masks (broke inventory after rehosting/rejoining)
but they both fixed the issue today
GeneralImprovements
Mostly destroyed the living shit out of any mod in its new update
Oh?
If it breaks after rejoining then restart the game
And try again
nah i used InventoryFixPlugin mod. but as i just said, they fixed these issues apparently
Sooo just tried to run away with the apparatus in the office, while running FacilityMeltdown... Elevator locked us in, couldn't operate it at all
you couldn't put the apparatus inside the elevator?
Pretty sure its office's fault, the elevator is still pretty buggy
general improvements could be the cause too
Honestly literally anything that modifies the apparatus item could also cause it
Since the elevator would then not recognize said apparatus item
yeah i think it is because it is a little different then a item it s like a GrabbableObject instead of an item
me just trying to refence it is a pain to figure out
@nimble patrol what is your dungeonflow called? i'm going to do a hotfix to meltdown to prevent it on the bunker until the sync issues are fixed
bunkerflow
if i can figure out how to grab the apparatus before game starts i can fixsync just don't know how to swap Lungspawn Game Object SpawnSyncedObject.SpawnPrefab => Lung Apparatus
need to get a debuger
i can also do a fix where Lung apparatus just doesn't appear
that would probably be better considering that there are more problems than just meltdown not working correctly
cause issue is not syncing with clients cause problems
is this actually a spawnsyncedobject in vanilla
a stray log i saw this hour implied it was a randommapobject
could be very wrong just checking
@analog drift @glacial maple yes i am just using the lungdockstation from my bundle and apparatus from my bundle but spawnsynced object is attached to my stuff with the script stub
the LungApparatus is the Game Object and LungProp is a component on it and then it has an ItemScriptableObject.asset for the item info
quick question does this mod overide the normal interiors
no it doesn't.
it is added to a pool of interiors.
the normal ones still exist
π
unless you make it's weight absurdly high, no
ok thanks
no worries bro
no problem happy to help
feedback: love the new lighting update. Always felt like bunker was too bright in most places and now it is much much better. Also goes very well with the more detailed textures. Some props seem a little bit out of place now tho because they're still 'clean' like wooden crates.
wrong thread?
yea it's scoopys
ok sorry lmao
but more interiors will also bring a sewers dungeon from what I've read
yeah thats why i confused it lol
you're not the first lmao i did it too earlier
and it spawned on rend.......
yeah it was funny how we all got the idea to do sewers lol
yeah that is weird it shouldn't spawn on rend when set to free.
i can get you a log but its gonna be exxxxtra bloated
sure but i think i know the issue
bro doing the 24h LC marathon
bro ACTUALLY doing a 24h marathon
@plucky prismmight have to set the moons yourself there
also it had an update to the config for me maybe thats the issue?
what interior is this?
#1189848033110798346
you need help with planet names?
Ok apparatus fix is gonna be I am just gonna either change the one in game and duplicate it and change name or change it to be a WW2 power style one
Will test both
once new LLL update is out you can use the onspawnsyncedobjects event to change the mesh and stuff post spawn ποΈ
Just curious but how's the other tileset coming along? π
Almost finished
hey major
Here is a guide on how to get all the stuff to get setup to start making dungeons with DunGen tool
Getting the lethal company unity template
https://github.com/EvaisaDev/LethalCompanyUnityTemplate
You will need the DunGen tool
And scripts from LC to make a randomized dungeon using asset ripper
https://discord.com/channels/1168655651455639582/1199473521265475745
You will need to get the DunGen too either from game or buying it
https://discord.com/channels/1168655651455639582/1184559617288708116
https://assetstore.unity.com/packages/tools/utilities/dungen-15682
and then create DunGen that you are making
Asset Bundle them using either the one in unity or preferred (asset bundle browser) tool
Then write plugin for mod using the Lethal Company template
https://github.com/LethalCompany/LethalCompanyTemplate
Looking at how other Dungeon Modder source can help little also
The git hubs they post are helpful too
It should work with all that
if you are adding items and things that need sync you need to setup
A netcode patcher to allow for
Clients to get the item information
https://github.com/EvaisaDev/UnityNetcodePatcher
https://youtu.be/yUBDg5bXtts?si=cvD-Kttx2j3jS2wg
Unity project template for Lethal Company modding. Contribute to EvaisaDev/LethalCompanyUnityTemplate development by creating an account on GitHub.
Use the DunGen from Aegon Games Ltd on your next project. Find this utility tool & more on the Unity Asset Store.
A template for a BepInEx 5 Plugin, using the correct .csproj configuration for Lethal Company modding - GitHub - LethalCompany/LethalCompanyTemplate: A template for a BepInEx 5 Plugin, using the co...
An assembly patcher which replicates the ILPostProcessing step unity does in order to make NetworkBehaviours work - GitHub - EvaisaDev/UnityNetcodePatcher: An assembly patcher which replicates the ...
YouTube makes you upload photo ID before you can post links in descriptions so until they approve mine:
Netcode Patcher github: EvaisaDev - UnityNetcodePatcher
for my github just google: Malcolm-Q github (the repos will be pinned)
Chapters:
0:00 What and Why
1:35 Thinking with Netcode
4:20 Asset Bundle
6:05 Creating the Project
7:02 Setup Over...
whats the next interior you makin
Oh it's a maintenance sewer tile set
ngl dude couple things
1 i REALLY wanna play new interiors but there are only 8 out
2 i wish i could create my interior ideas but i got no modeling skills at all
my only skill is music mainly
do you have any solutions for me
i love interior mods
I have some model skill but map it is made from pre made low Polly assets
i main idea is a cornmaze
or like a make made of bushes
Yeah that is possible
The scarlet mansion did an outdoor one
ik
the problem is the modeling and just the entire process
idk how to do any of it
to a quality i wanrt
want
honestly
The only thing I can say is just apply yourself look at tutorials and start there
idk the 1st thing to modeling
i guess but doesnt modeling programs cost money
at that point i would commision someone
Blender is free and what I use
I have spent at most on this $100 for assets and tool but it can all be done free
That is fair just start small make a cube and then just fiddle around with tools and learn around the system
any place i could go for someone to help me through it? i doubt you would lol
Love this guy's videos he does it in fun way lots of memes this guy is great
https://youtu.be/YXmkhySQ4SU?si=BV7FlwFnEJHei1DY
Head to https://squarespace.com/smeaf to save 10% off your first purchase of a website or domain using code smeaf
Learning Blender can be difficult, so here's a quick guide to get you setup and learning the right way!
Youtubers
@blenderguru @grabbitt @CrossMindStudio @SouthernS...
Just watch videos and you don't have to follow a video. On how to learn the whole software. this guy shows you which stuff you can pick to learn

is this normal to take a while
Plus there are plugins for blender that make it easy then doing everything from scratch
should i cancel and retry
A little bit sometimes
You got it from here right ?
https://www.blender.org/
i goty the download from the offical download page for blender
Sorry posted wrong link lol
but yeah that one
Yeah it should download no problem
Also you can download from steam too
Blender is a free and open source 3D creation suite. It supports the entirety of the 3D pipelineβmodeling, rigging, animation, simulation, rendering, compositing and motion tracking, and video editing. Advanced users employ Blenderβs API for Python scripting to customize the application and write specialized tools; often these are included in Bl...
130
kinda wish i knew that i feel that wouldve been easier
Either way works
Alright I am gonna be going.
so I can help later if need more tips
yeah, its not out yet though
@tacit summit @brazen plank its this tileset one but we have added lot more tiles and multi level stairs and lots more rooms Different from bunker style
#1196710290457382953 message
me and a friend tried it with the new lightning and its way more scarier when a thumper arrives or when theres a sudden turret, good job!
also love the textures
idk how to use any of this :/
if you follow the links it give docs in the github how to do it just take one step at time
noted, idk when but I'll probably make like one room just to get a grasp of it
gonna make a more detailed guide with how rooms are set up
Also, would you happen to know why spiders can climb the walls in the bunker but not in scoopys interiors? Was there something you needed to do ito it?
having the ceiling and walls and floor set to room layer
that is also how the snare flea works too
the room layer is what determins what is navmeshed so ai can use it
sent my friends in with this mod loaded and they didn't find much scrap in this interior, i know you mentioned earlier it was influenced by what moon it spawns on though. is it possible to sort of mitigate having to go further in for scrap by changing the dungeon length?
no i am currently fixing said issue also since i didn't have correct setup project it should be better going forward
also would have more different scrap spawning
special army scrap
oohhh that sounds cool
working on getting correct placement
would be cool if i could get horde bug to wear stuff lol
what we got cooking
and it would be only bunker that could get these spawned items
will have different items in next tileset
oh this looks so cool
oh very nice
(the last one is a whistle) idk if you could make noise with bugel or whistle since wearing mask
Yeah could make it whistle that is possible
hell yea thatd be dope
are the turret supposed to be able to scan and shoot thru that wall ?
not really well but i can adjust it in future update
with testing it was like it would sometimes other times it won't
will do a change with update
alright i have adjusted the spawns for the turrets for that section
so next update should be a little less buggy with halfwalls
π
my friends have died several times ducking behind that wall to avoid a turret
just wanna share the shenanigans we had on this interior π + new intern mistake
its one for the bunker so it won't be desynced no more
gonna also make a different model too so you get variation
Ooo nice
Will it still work with Meltdown or will that have to be added on Meltdown's end?
yes works with meltdown with my test i did
gonna be later today
Awesome possum!
We were definitely having some apparatus desync issues last time we played so hopefully this fixes em right up
As funny as it was to see the apparatus spawning in weird places
Very rare for me to see apparatus in the bunker, but ooohh I love the green touch to it!
Can you wear the helmet for reduced damage, and/or invulnerability to Snare flees?
Can you look through the Binoculars? do they do anything?
Can you ride the rocking horse?
that would be a cool idea for additional armor
Does the old radio work with the paid radios?
the other ones i haven't thought of doing
lol that would be funny if it did work like another radio
you just walk up to a room hearing radio chatter
only if they start on
laser pointer doesn't start on, so I would expect radios to be off too
but you could add a chance for them to start turned on
would just worry about whether they would be found before they die, making it pointless?
i have the script for the walkies but i will get items in first before doing that
what are the codes for each level so i can make the interiors spawn on specific configs
the ones you see on the terminal
Oh thats what those are? xD
hmm it should be that offense21 should work
its not spawning the dungeon
wait- you want it guaranteed?
yup
@gleaming wave
Remove the list and set it to "all" if you want to guarantee see how bunker performs/looks on a map
otherwise, in that list - change "assurance220,offense21" to "assurance9999,offense9999"
to force it
(999 should be high enough)
having the same issue
it all depends on how the weight system works for the custom moons. For default moons, if ye wanna make scoopy's and more_interiors be equal with default interiors
make their weights like 250
250 scoopy, 250 more_interios
or like 200
(Look, I don't know perfect numbers - but somewhere around there-ish)
im trying to get specific interiors working on each moon
waiting for more to release
in the end i want each moon to be unique
If you want more_interiors to ONLY spawn
i dont
I imagine they want a similar situation that I'm hoping for, wherein specific moons have specific interiors that make sense for their environment, like I'd like another castle-style mod for the dungeons from scoopy but I can't really find any except for wateridge >.>
note, it's not true guarantee... there's gonna be a microscopic <1% chance it's gonna do a default interior/mason
but the odds of that are so slim, it's negligable.. negligeble ... ne
negligible* - a h e m
that's still like a 23% chance for default interior to spawn. 300 / (999 + 300) . on like the first few moons. ignoring mansion.
ok- 9999 -u-'
am I the only one to hate this weighted-random system
especially given how a specific map doesn't have their weights right
it's the only one that makes sense tho
for 1% chance of default interior you'd have to set bunker to 29700 on experimentation
29699 rather
Might be a little delayed for upload. wind was strong and broke the tree in front of house will be later then what I wanted to upload
check out @patent shore sheet here
https://docs.google.com/spreadsheets/d/1T2wzTUHbQfy1O8e0B20XglbPA87ZCX6UPG2SY0fp-YE/
Sheet1
v2.4.0beta,Price,Default,Mansion,Sewer,Office,Dungeon,Bunker,SCP,Scarlet Mansion,Future Office values,Sewer better values,Moon%,Default%,Mansion%,Sewer%,Office%,Dungeon%,Bunker%,SCP%
Experimentation,0,300,1,20,100,Experimentation,93.46%,0.31%,0.00%,0.00%,6.23%,0.00%,0.00%
Assurance,0,300,...
Rip
dafuq damn. hope everything else is fine
Yeah forget the mod take care of yourself, no worries
Yeah cars damage a little but it was that bad
We got it taken care of
But thanks π
nice
if i had a nickel for everytime a modder was almost finished with an update before a random real life occurrence inconveniences them for a few hours
getting close to upload just getting items to feel good in hands
Out of curiosity, if a scrap pack has a scrap named to like say Canteen.. what kind of chaos would that cause?
shouldn't mess with it all items have there own object object id
so same name won't matter unless they are just pulling from string name
Okay thank you for the info! β€οΈ
two handed item
cant wait π©
I'd have like 15... which isn't a lot of money, but god damn impressive it happened that many times-
(I'm being sarcastic - hasn't happened too many times)
@nimble patrol eta?
in about 20 mins i will upload so like 40 to 1 hr
i will ping you when done
Oh i'm watching π (but yes ping lol)
weed apparatus is real
someone should make a purple apparatus called the paraphernalia so we can have the lean apparatus
that should be the mansion variant of the apparatus ngl
YIPPEE
More Interiors [2.0.0] - Major_And_Skiz
2.0.0
- New Assembly
- Apparatus Fixed
- Added New Scrap
- OldRadio,Canteen,Armyhelmet,RockingHorse,Gramophone,WheelRim,WireSpool,TypeWriter
What's the new assembly meant, is it coding stuff
New assembly?
yes i redid an entire new script project for this
Was about to add a suggestion for the old radio only to scroll down and see the beautiful "2.0.0" ;w; (And then afterwards realize the channel name was changed)
@nimble patrol REALL LOVE the fact I can add your scrap into the global pool β€οΈ Also amazing work β€οΈ
nice
was trying to get the old radio to pickup walkie talkie chatter but it kept breaking so i just put it off for now and just made it normal scrap
Darn π wouldve been so spooky to hear like a low quality version of people talking in the radio somewhere within the bunker
@nimble patrol Is there anything that can be done similar to what Skinwalkers does if you can't have a direct feed of VOIP?
Would be cool touch though for actual VOIP
You'd think it would be possible though, especially since Maxwell exists, and the old radio could count as a radio but with edited visual & audio π€
Have the old radio turn on by default and act like a vanilla radio item. Beleive you can hear people talking through radios turned on and on the ground. Or is Masa silly?
possible but i haven't messed with audio stuff
Hm might be a slight name conflict with a scrap from ImmersiveScrap as that one also adds a canteen I think
Just thinking this technique if not possible or would take a while to integrate something like, similar effect for time being sort of thing till you can get real thing set up.
oh i can try and do a hot fix if it is an issue
will just rename to ArmyCanteen
I'd test but storm knocked out my power
Why I asked the Canteen question haha xD But not seeing an error in console, yet.
I'm on phone mobile data rn lol
yeah wierd it shouldn't tho since they are register as 2 separte but i can download and test
you would think since both have separate file intance it should still work
In console both are registered fine for me
Also running it on Infernis (Custom Moon)
Both custom moon scrap and interior seem to be spawning fine for me.
Infernis Bunker runs <3
Infernis + Bunker is SO FITTING :3 Especially with the rumbles (Dust)
Yesssss

trying to grab the old radio by the antenna doesnt work for some reason, it gives the option to grab but refuses to be picked up
Infernis (Moon) Scrap, MoreInteriors (Interior) Scrap & Tokucade (Scrap) All spawning fine for me.
hmm will see what is different but it should only be grabbable by the radio box
Infernis and Celeste are both really good Bunker Interior mods
very nice π
Celestria should work with bunker too, just know it's a trek to main
also let me know if scrap spawn rate are wonky should be getting atleast 13 to 19 on what i tested march and offense
and let me know if i should increase the value of some scrap
Is the Gramaphone from MoreInteriors? :3
yes
Seeing quite a few new items, really nice! Awesome work π
8 items might add more for sewer tile set when it comes out
I saw in lc office, that there were apperatus issues or something. Did the new update fix it
yes i updated mine and got my stuff registered correctly and it work great and works with the meltdown mod π
Epic, do the issues in lc office were caused by more interiors?
had to register all three things to work the item , EnergyCore, EnergyCoreTurnedOff
It worked then! And you got to change the color too π
I want someone to remodel Appa to a Lavalamp xD
i don't know haven't tested with theres
Because the energy is monstrous
Masa now wants a lavalamp in general

Oh Alr thanks
π
#TheDream π
Stockpile ship with lavalamps sounds like an achievement to be made >:D
i plan to since this work have change the look of it randomly
like have different model appear
Rainbow Lava Lamps: A lava lamp for every color
wait Major..
Anything RGB and I am game π
You are planning to make more interiors yes?
Are you gonna make two more maps and make the apparatus in the other two maps blue and red? π
yes more interiors yeah that could be possible
the infinity apparatus
Gotta collect them all
Would be very cool if the 4 different Apparatus had a cool interaction at some point with the giant engine underneath the company!
Ow Zeeks got something planned for that π Be nice though some modders make use of it! π In time.
Also makes it very rare for it to happen too since you'd need a apparatus from Facility, Bunker & two other of your interior, which also means you need to get those interiors in the first place
π π π
Wheres the sauce
Still would be awesome if there is a Major version of apparatus easter egg/completionist task
Prism energy ending
Mod where you drop Apparatus and it explodes :3 haha
lol some good ideas
a apparatus call the demon core if you don't crouch and drop it and instead drop standing up it give everyone heavy dose of radiation and you slowly die
Masa is having a overstimulation of ideas today @.@ Just got Apparatus themed enemy ideas in mind
This could have been cool for Bunker since war aesthetic and fighting a battle within the bunkers idea etc etc but what if there was a enemy like the Nutcracker where you have to defeat the enemy in order to get the Apparatus from them? π
i was also thinking of adding like a car/workshop tile since we have lot of car/vehicle parts lol
Or to keep things more horror esque, have to steal the Apparatus via stealth but it enrages without a apparatus
Like a junkyard tile? Maybe Dead by Daylight could be a good inspiration for that.
Would be very fitting since Lethal Company is all about finding scrap
And well, a junkyard is basically just a scrap goldmine
more like vehicle garage storage where there is army vehicles apart and you can finde axles and vtype engine and other car parts
Huh. Hey, could always combine the two and have junkyard esque parts along with it :D But that does sounds interesting.
Maybe there are certain traps or events that happen when you take out a engine/axel
Or a car randomly decides to turn on its alarms like Phasmophobia
car jumpscare
kind of like a combination of like a vehicle maintenance and a ware house a big room
what if there was a setting to rename the energy core to "Mechanism"
Make it look more abandoned and rusty, bonk a bunch of things off its hinges and boom
yes was thinking that
If the warehouse part is like one huge room and the entries to the areas is lifted up you could technically add a giant in there
Ah, factory big room
no not like the factory room just as big