#More Interiors [2.5.0] - Major_And_Skiz
1 messages · Page 5 of 1
thanks for the help though
so I want a balanced interior system. I have of course the vanilla 1. facility and 2. mansion, 3. scoops dungeon 4. Scoops sewer 5. Bunker. 6. Office. 7. Mansion scarlet and I think that’s all of them
I wanna balance it out
like
having the default facility be the most common
and everything else relatively the same in chances
how do I calculate this
so it is 7 interiors right
yes
let me do some quick maths real quick
ok ok
@molten owl like this how much do you want for facilty
if you want more facilty setting them all below 300 should up the amounts
whats that website?
165
i was just showing if you want some more then others
but less then 300 for all would give the facilty more chance
so i just change all the modded interiors percentage since i cant change like the vanilla facility
ye
did yer config change in the last like week or two
oh
So
All the ones that yell at me "invalid moon list value"
are the ones I did not put a rarity for
I assumed they'd take the base rarity given above list
ye it doesn't do base rarity the new one i am doing does
i am only learned this all in a month 
so I know to nuke the config


I wanna know when config nuke needs to happen is all - w-
i got scp example i am building off of
take yer time -3- ... all I gotta do is add a number to each one for now
but when a config change happens, I gots to know cause lord forbid many mods never have the capabilities of nuking configs
(which honestly I don't even know if it's a possibility given the lack of config nuking/changing)
i want it so you may not have to change anything butlike a @ between the rarity and the moon name
and it will just pick up the rest i might add a new section later when i add the sewer in
since that will have its own rarity
so my whole friend group is using more interiors 2.10 and LLL 1.0.7 and one of them keeps getting desync on the bunker interiors, assuming its just from using old versions since we have our config matched
it should work are you using list or like all or something
is all theres set the same like even the other interiors are correct
should just be able to share profile code after doing changes and it should work
🤔
will say that thunder store is being buggy lately too
using all, and configs are matched 100% as we share profile codes and even checked each others config
I just deleted the config and let it make a new one
ye it could be that weird only one person is broken
I know that’s why I was confused. he was the only one MULTIPLE rounds too
honestly he could’ve updated more interiors or LLL who knows
ye if the versions are different that could do it
i had that happen with testing different versions
I sometimes get this weird lighting issue on Infernis, does anyone know what causes it?
what's the issue?
It's normally much darker, but in the screenshot the lighting of Infernis heavily bleeds through to the interior.
It doesn't happen every time and it also seems to rotate with the position of the sun almost like it's lighting the interior as it would the surface.
yeah, that seems more of an infernis issue than a MI issue
this tends to happen w some custom moons though
plus it might be intended?
atlantica from Wesley's also has some different lighting inside
its the dungeon particles that wesley put in
on gratar bunker would be a bit darker but all lights even the flashlight would emit red
Its intentional
Wesley's Moons all have a different atmosphere for the interiors Masa believes. (Not sure about Etern)
etern is if you ever noticed a little bit tan in view distance like instead of normal clear glas view it has some sandy tan to it
Ohhhhh. Right that makes sense. Thought that was Ganimedes for some reason.
Been a while since Masa got on Etern lol
never forget the suprising camping nutcracker outside
etern and bunker fit visually, its just chaotic with the monster spawn inside
intentional i think
Intended, volcanic environments.
all my custom moons that have custom interiors on are pretty laggy for some reason
The Guide is Coming Along Nicely
do you guys think I should Make a Separate Youtube Channel for the Videos I am Doing for this too
Just Like MoreInteriors Youtube or just like post them in a Google Drive
most of the videos would be no talking just showing how to do certain parts with also a whole doc explaining how certain things work
gotcha
also @nimble patrol, while meltdown doesn't fully support it yet (well it does it could just lead to some wonky overriding) the next version will! facilitymeltdown adds the geiger counter item and i overengineered the system behind it so if you wanted you could setup custom amounts for this
Oh Nice that sounds great 🙂
Ah
So depending on how "stable" the energy core is meant to be compared to its' vanilla counterpart it could either be much lower impact on the geiger, thus rendering it much harder to find, or it could be even more radioactive
Actually, I think it would be interesting (assuming it doesn't exist) if different interiors could have diff minimum background radiation
Idk
im adding that as a config option to my new mod where youd be able to configure different levels of background radiation for different vanilla moons
i wouldn't add config options for modded moons tho
Wait new mod?
yeah facility meltdown is being split into two different mods
oh
gonna let me make a cooler new new mod in the future
Lol Titan should be a mess of background radiation inside and out. Would maybe explain why so many monsters
And also make it hard to distinguish appy from normal levels till you get close
I probably won't do stuff based on interiors because I feel like it would be much cooler to "calibrate" how you see your Geiger counter when you land on a new moon
oh i like that very much
actual war zone
That is totally safe, im not sure what you are talking about
turrets love camping fire exits i swear
its like whoever put those things down played a ubisoft game before leaving the facility
once i had a fire exit with just a singular catwalk, and its literally just turrets from start to end cramped in it
theres like 7 of them
New Idea: Defunct Elevator Shaft
- essentially an equivalent for the vanilla "void" sections you can jump across
- could put a ladder on one and/or both sides to make a "skill" jump where you have to grab the ladder to avoid falling
- could put a small ledge around the hole that you can just barely walk on (kinda like the vanilla walkway railings)
- could have the same tile be accessible from multiple levels
- i.e. if you're trying to escape something and WANT to risk it, you could try jumping down from one level to another below
- could allow for some silly jetpack shenanigans
- could have Electric Doors that the Ship Operator would need to open for you
One of the early tileset ideas I was playing with was an abandoned hotel with like three to five floors, with a central elevator shaft that required platforming to traverse to some degree as the way that you travelled between the various floors.
I was having some issues with how DunGen generates branches, since each floor would have to be a branch to some degree, so I dropped it in favor of the sewer idea- that said, understanding DunGen a bit more now it's not impossible, so I might return to the idea later down the road- but at the same time I'm already at that point where I'm ready to move on to something new

DunGen is so useful to make all sorts of dungeons and game types
It is a great tool
that would be so epic and awesome and epic and awesome, i am totally not biased from playing the upturned
Just had a multi case where most of us went into bunker, but one person wound up glitched out in an instance of the facility interior -- anyone run into that sort of mayhem before?
holy moly it's clientside and not serverside for the interior? aaaa
It's based on the seed and config. Configs need to be the same for all players
No it shouldn’t
Unless your using LLL 1.0.7
Even if they're not using LLL configs and still using individual mod configs?
Yup LLL 1.1.0 transpiles basegame to force sync host dungeon selection and dungeon size
one of the things that took a while
in theory it should work like as seamlessly as possible
Except it meant I had to fix a bug in vanilla
that i had already run into but didn't think was useful enough to tell people about it :3
I wanna move to newer LLL but with my mod loadout it just locks on a black screen before main menu 😔
do you have a mod that skips the 'launch into online/lan' screen?
yeah
thats probably what is breaking it
Yeah I agree that is what is breaking it
that seems to have sorted it!
now I need to figure out why the terminal doesn't take the sort commands, just says no action supplied with the word when I try sort price / sort difficulty etc.
I think you have to
Preview Price>Sort Price
Or
Preview Difficulty> Sort Difficulty
you shouldnt have to
oh gotcha I just like to see the change before I sort it
that was one of the things I was most stoked for with the new version too, I gotta figure out what else is influencing the terminal 😩
figured, but it was Better Terminal
So I’ve had this mod installed for a while and I’ve been to a ton of planets, but I just don’t seem to be seeing any new interiors
Could it be a mod conflict problem?
Either your config is culprit or you’re using a different pairing of LLL and more interiors versions than intended
for my config i am fixing it so it defaults and syncs but it doesn't default with all or other statments and
List is the only one working
scalret mansion as a moon?
no it was a error i made
did it a while back and used the same photo
ok i got new Config set up took a while to get working
also have a rarity slider that goes to 9999
so it will allow to go higher then 300 for default setting
working on Syncing this now

made a section for a specific moon since other modder requested it
gonna get the text all sorted out so it reads better

I... don't think that's how rats are supposed to rat
Like I could be wrong
but that don't look rat
lol they will get better since this was just test of ai and has 0 animations but this was successful the AI did something
ratman, king of rats
Inspo for a "checkpoint" within the bunker system - depending on how long since it was abandoned you want it, adding some graffiti might be a good move too
Will our lovable 3d movie maker rats have sounds?
The inevitable Mirage integration to have them randomly play voicelines will be golden, they will never suspect the rats
Make sure to optimize them alot. Not the best idea to have tons of even slightly unoptimized enemies wandering around at all times.
Actually, maybe you could make the rats a standalone mod for all interiors? Add some variation too, like cockroach for that true half life 1 experience in LC.
It won't be a ton it most likely be 5 or 7 not like the numbers in video
Was just a lot in video to see behavior
And the pathing they took
Also I can just have like 5 or so very fast rats would still be terrifying
Want they also to scurry away from plays when players get close
Was close to that with testing
Ye main priority is interior and rats will just add some more atmosphere to level
I will see what perfect balance is then improve on it
you'd need #1204213031249117308 if you're gonna have a decent amount of rats and expect sounds to still work
love the rats, having more non-harmful fauna is very welcome for atmosphere
Something that'd actually make sense to spawn at Gordian if people mod spawn nodes there, though that's cagier for different reasons
I will also see about make its own mod too. So you can just hook to the spawn points and put whatever animal or creature prefab replacing the rats
I have an important addition to your radiation mod:
that would be perfect, cause I can see the rats being used all over the place
Oh nice
side note: signs would go hard as interior detail variation
dont even have to be in english or any actual language
Ye we know I had a few Ideas of just caution or warning ⚠️ signs and other stuff
"No Entry"
"Dead End"
👀
a broken down, rusted out military jeep would be good detail/clutter too
(this is loud)
Floppy Disks would make good bunker scrap
the technology seen across the bunker should be completely chronologically inconsistent imo
#1195529353476460664
Whatcha going to move on to?
More Interiors [2.3.0] - Major_And_Skiz
2.3.0
- Added Config Changes
- Added Default for Outpost 31
- Added Rat Creatures
- Changes to Generation Better for override
New Format for Moons in config
- Bunker Rarity goes to 0 - 99999
- Bunker Moons now just set to list
- Bunker Moons New Format - Titan:500,Dine:10,Rend:99999
- Outpost 31 now just default in config - Outpost31:99999
not synced yet so you have to share codes still


Can you kill the rats with a shovel
Only if they let out a horrifying shriek before dying
currently no they just roam working on killing and other status and behaviours
maybe a chance to form a rat king
and maybe one you can feed cheese and they help you or follow you
not yet also working on same for players to avoid
also make it able to swap out creatures too
you mean like cockroaches? different types of vermin
ye
this could turn into a pretty cool ambient creature mod
AmbientCreatureAPI wen
ohh you could make some cool like alien bug critters for ambients
tiny bunker spiders 😭
that'd be so cool
Should I nuke the config
I'll just nuke it.. .,.
@nimble patrol Can I leave the moons blank on the list, or do I still have to assign a rarity to each one
I mean, I guess you show it here so-... should work
oh my god are they actually the windows movie maker rats
the modded enemy list grows
The rat is an "enemy" or just a little rat
Unsure on details yet exactly- but after making a mod, why not try making a game, y'know?
Good, yeah
I’m pretty interested in what other people are going to make so if you can, let me know about the game? :P
(I just woke up)
The plan currently is to fully finish at least one more tileset on this before we actually dive fully into something new, so nothing to really talk about yet

cute
also
any plan to make the bunker ground dirt/sand more uh-
dirtier looking?
Yes was testing with the randomized FX like bullet shells and maybe blood spots bottles and more junk.
maybe piles you can see rats come out of.
And maybe skeleton corpse's
For Walls
bullet holes maybe
Loose hanging wires
Blood splatter
Still making ideas gonna try and adding a new tile that makes connections better
We have too many just 2 ways not enough 4 or more doorways
oooo
Rat
i seen rats, and i see the update just now, heh im late
Ye I gotcha will have to make an adjustment
The rat looks like it got stuck or something
Could be stuck behind a wall
Will do a check
Can you send logs ?
how do i do that?
in the debug in launcher hit copy to clipboard and then put in text doc and then send to here or my dm
like notepad would work
or you can get from bepinex
this folder with the same profile name
okay I will do that, but I'm currently playing with my friends
is there any problem? like if it takes too long to copy it might not save idk lol
ye possible might be long list
figured i would have some problem with AI since it is new thing
do I need to close the game?
Oh yeah maybe so just do it when your done or game is closed
oh its too heavy to send
here do this will get the log from the folder instead
the Logoutput in bepinex
just drop in here
yep that is
btw it spammed a lot
ye the rat couldn't find where to go
so it was saying couldn't find transform
Just need to optimize the rats logic
could just be a bad generation for rats but will have it fixed
Stack trace:
UnityEngine.Transform.get_position () (at <e27997765c1848b09d8073e5d642717a>:IL_0000)
MoreInteriorsDunGen.RatAI.RatAI.Move () (at <d8256b99c60749ca870887beb5400947>:IL_0032)
MoreInteriorsDunGen.RatAI.RatAI.Update () (at <d8256b99c60749ca870887beb5400947>:IL_0014)```
Glad to see its not my mod lol
(was fixxing a null ref)
Ye working on fix
Oh they shouldn't be there lol
No wonder it is throwing error lol
Why did it get on table lol
I should do a test why they are on table lol
All test I did they didn't do that lol
easter egg where when it's almost midnight an especially big rat comes out and plays the make all of da rules clip
Oh I like it I could do that since I can just grab the daytime part
a little friend for someone who is already doomed to be stranded in the bunker
Also is the generation better or worse for size I am revamping it to be more connecting pieces
I'd say better
probably already reported, but NRE from trying to despawn rats at round end in 2.3.0
I think this is best interior mod for a few reasons and one of them is how smooth and natural the tile connections are
Ye working on it
Should have it patched up tonight
This one's definitely up there, though PoolRooms is also fantastic
I like this one a lot cuz Major's such a sweetheart and helps troubleshoot things
😛
connecting paths is a lot better for sure, i think i went in one path from the entrance, did a whole loop around and came from the other path so that's good. size-wise it still feels very big
i think you should add more unique props as well, similar to https://discord.com/channels/1168655651455639582/1205741904881516595
that could go a long way to help navigation, currently it feels very confusing since a lot of the rooms look the same or very similar
Ye gonna add more stuff creatures and props
Sounds and particles
Ye I find it fun for now lol
oh you like pool rooms! What do you like about it?
Im considering checking it out
Admittedly I intentionally made an effort to make areas feel confusing and easy to get lost in- with how the base game’s levels are designed, I felt like the interiors feeling same-y and easy to get lost in was kinda a purposeful design decision
I appreciate it! Once we fully learned how the whole door connector/door blocker/local prop set systems worked, I started having way more fun with making tiles for DunGen- you can go absolutely wild with making tile connections as intricate as you care to- as long as you’re fanatical with making sure things line up!
… that said, my favorite tile connections and blockers that I made for the bunker were for a secondary archetype of covered trench tiles that we ended up cutting from the bunker ahaha
cool
@thin portal oh your a bunker dev?
I wish more interior mods kept up gimics only the factory has like the big doors and pipes
yeah they made all the tiles i do all the Combing and code
Bet
they are in the credits of the mod in the thunderstore
Ye, I don’t have the mod tag in this server since only one of us could post the thread lmao
Edit: finally got it 
Yee just making sure everyone devving is kept in the loop

ngl @nimble patrol
I saw hints at the damn rats
I didn't expect them to be scannable
ye i added it
I shat a mini brick opening a door and scanning - only to see a red-tagged item
a red-tagged entity
moving at me
also they might be harmful at some point 
omg
make em to where if they randomly meet up with each other
and group up into a pair of like 7 or 8 - like baboon hawks
they swarm you
yep that i what i am working towards
not at moment i tried to get to work i need some more coliiders and stuff to detect it
only have one so they don't fall thur floor lol
maybe make it where they can't be killed alone, and can't open doors
but if they group up into that pack of 5-6, they become a smackable entity
takes like a smack or two to kill the group off
ye like they gain HP
they could be silent killers cause they don't make noise afaik
also talking about this - I cannot not show this
oh ffs UMG...
(╯°□°)╯︵ ┻━┻
Well then I'mma rip the damn video - and instead of allowing the video to obtain a lovely view, I'mma just have it as a taken video =- =... Great outcome UMG
😅
[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Transform.get_position () (at <e27997765c1848b09d8073e5d642717a>:IL_0000)
MoreInteriorsDunGen.RatAI.RatAI.Move () (at <d8256b99c60749ca870887beb5400947>:IL_0032)
MoreInteriorsDunGen.RatAI.RatAI.Update () (at <d8256b99c60749ca870887beb5400947>:IL_0014) gives me this error on any moon that does not have the bunker
#1181019013409677312 message
(I honestly thought Encanto was okay, but it was way too predictable overall)
i get that, but i feel as though the vanilla interiors are actually purposefully designed in a way that makes them easier to navigate, rather than more confusing
You're making a rat king entity?
where can i find the logs?
Thunderstore, settings, log
black plague update
Ye I am gonna do a patch and remove rats for now since I need to do some fixes
Since they don't depsawn at end of round
Which is causing performance issue
I thought I did enough testing but it wasn't enough this time sorry for the inconvenience will have a patch today was working on it yesterday

Ok I think I might have a work around
Ok I found a work around instead of spawned rats I am just gonna have them placed in will have update today
This way still get rats but are are destroyed with the scene when leaving instead of being loaded constantly
Will also make a config so you can adjust how many rats are in
We'll totally eventually get the Rats Man
A man made of rats
Like... spiders man. The spiderman made of spiders.
Rats just decide to make their own .io game
Everytime they combine rats together they just become a new rat entity
Oh would be hilarious
Also 10 would be good yeah. You mean for default spawnrate right? Or rats needed to go rattack mode?
(Masa is unstoppable)
For just default rats in map
So is MoreInteriors functional on the latest version or is it unstable? I ask simply due to the errors people have been posting
Like would be 10 out of 10 would be setting. then. You can change from that to 20 out of 10
It is stable just performance issue but I goes away when you leave and go back to lobby
Gotcha
Also update patch coming today I want to say within the next 4 hrs
roger
Hopefully only a little over an hour
Yeah 10's good
Also with that number in mind, for rat evolution you could have
:Rat (1) -> Rat Gang (3+) -> Rat King (6+) -> Rats Man (10) maybe, but that's just an ideaaaa 👀
Rat is rat
Rat gang is just rats but they murder you
rat king is a pile of rats but they are stuck
Rats Man is uhh uhh RUN
O yeah, could also use it for names of different states. You could treat the Rat King & the Rats Man as a entirely different entity though 👀 The Rat King being like a rat swarm gone wrong but still a node for rats to converge into the eventual Rats Man, and the Rats Man being like this.. humanoid swarm of rats that could maybe act like a Jester/Ghost girl mechanically? The Rat King could be a good indication of 'Rats Man is happening soon guys'
Going crazy with this idea in Masa's head sorry 😭
Rat & the gang
Rat log spam still continues outside the map
Yes update today to fix issue
Within a couple hours
Yeah that is when it happens cause they are spawned in and still loaded behind scene
Aww
I'm seeing everyone having issues with the Rats but I have had none D:
For me it was not issue it was just the fact that there was errors in the logs
No I mean the errors 😛 I load into bunker, I see literally 20 rats running everywhere and not a single ai error for me I am kinda confused, feel left out! D:
It happened for me when its not a bunker and or im outside
Ah yes you're right, it's when you're not inside the interior now I see ^^
Snail also struggling to target me :<
:3
Ye almost done will be another little bit
Ye it only happens when you leave the bunker planet
Yeah was fine on first visit but second time, yeah it happens haha 😄
Also adding new debris for floors and generation
ooooo tasty :3
Currently waiting for lunch at work to just hit upload really lol
Haha
More Interiors [2.4.0] - Major_And_Skiz
2.4.0
- Fixed Rats
- Added Changes to Generation more Connections
- Added FX to tiles
FX like more grime and props around tiles bottles and bullet shell, puddles, blood
just to name a few
Fix for rats is currently just
Have them in level rather then spawned and when I fix spawn and behavior will do a update to that
Which it may desync rats locations since they aren't not spawned it
But the amount is low like between 10 to 20
Have tested the performance they are good because Mesh's are instanced so it won't have to load Mesh's for each rat just loads 1 time then so that way I can scale up if I need to
Only thing that would eat CPU is the processing for AI
But all they do current is move and find spots which is low on performance
But haven't had map dip below 50 fps with testing working on getting performance
Also I think our map is the most optimized for texture and material size
It is barely under 20 mb
Probably dumb idea: rats ocassionally "sip" (small sound cue) blood puddles when walking over them. It's probably more effort than worth any sort of payoff but could lead to some WTF moments by particularly observant players
Might not even make sense tbh
Yeah that could be possible but all new behavior I am gonna have to through test so we don't get bad errors like before
I don't know if IRL rats would even sip blood
Couldn't believe I forgot to add a depsawn for the rats 
oh lol. That explains some things
With the first upload of the rats
is anyone having issues with loading bunker? i set the rate to 99999 on assurance it works on ver 2.2.0 but not 2.3.0 or 2.4.0
the config format changed to require a : between the moon name and the weight in 2.3.0, so like from "vow99999" to "vow:99999"
Have them only spawn if something else spawns. I don't see the rats strong enough to bust open a vent, but a creature could - then a rat follows suit in 3-5 seconds. Could be a miniature hint to a player early seeing a rat crawl around to tell them "Hey, a creature is somewhere on the level". But also - the rats could do the whole pack-thing and harm a player, or maybe just a single rat is enough to at least eat a dead player's body, the more rats on the body the quicker it gets eaten. Eventually the bodies could get eaten down to bones (But still teleported/transported to the ship).
Thank you! this worked now i can enjoy the rats
Yeah I changed it so you can add moons with numbers in them
Like Outpost31:99999
Should I just add a section for all standard Lethal Company moons
Like I did for Outpost31
I do not like the floor debris
It's kinda why I hate the sewer from scoopy
Not that my opinion matters much
I mean, the bottles were fine
But the blood and casings were distracting
Even in the vanilla facility, the bottles are a nuisance when you're quickly skimming
So nothing personal
Your opinion matters and I will be making adjustments to the tiles going forward wanted to test it once before making adjustments

For sure
I like the aesthetic idea but current state, too much
Gotcha I tried to make the blood rare so you don't see it slot
Oh it was everywhere I'm like who died here lmao
Maybe I need to make it a 10% Chance
I could change it to be something else instead of blood will change some ideas
Ye when I go forward and add body's or skeletons will make it so you get like a scene of dead body's for tiles rather random blood
Was testing to see how well if fits and or what to change
One Idea I had for certain rooms was to have a blood trail lead to a corpse but the blood amount needs to be lowered I think
I think it's like 2 out of 5 tiles gets it
I think I might focus more on wall blood then floor blood
The casings were honestly the bigger problem because it was like ooh shiny but as the blood, spawns a bit too much
I constantly double check in vanilla floors in the maze because sometimes there's certain aspects of the floor that looks like a key lmao
Yeah was working on ideas for armory and shooting range tile was testing with case shells
Perhaps, if you do that then
Shells in the armory area specifically
I think that would be a good compromise
Will rework the shells and blood to be less on ground only like maybe 1 FX
I think I will just do a 1 in 7 chance for FX and make it just like 1 item type per tile
No shells just like this
5% blood
80% bottle
30 % wire
40% puddle
And then walls I will need to figure out
I will just have items on the sides and only 1 per selection
Ye no problem thanks for the input looking to make it better
LOL just like a 5 percent for the barracks to be covered in blood lol
A complete massacre lol
Call it the red room
100% bottle is just the drunken party room
100% puddle is...
Wait like, puddle of water? LMAO
Yeah cause like moisture
We went from red room to wet room
No puddle is only for hallways
But I guess you can use it to look like spilled beer
A little bit of booze spilling
Can't wait for the eventual update that adds the 'Rad Red Threaded Wet Rats Man'
Lol
A drunk wet rats man who sipped blood, got coiled in thread and now has the apparatus in its 'chest'
Least customized Dark Souls character:
Oh jesus Major 
5 rounds later: 1 billion rats loaded into memory
Yeah most of the stuff I dealt with before was just scrap which had its own despawn method
With the AI uses a different way which I was not up to knowledge about
Do you mean modded moons?
because I think that's a great idea
I could for each of the moons I know but will test it out see what works
that'd be awesome
I think interior devs adding defaults for a bunch of modded moons would be a great trend
since people often play with both and may not know to configure them
actually looks really good for the bear spill in the test lol
Lets gooo
We love spilling alcohol in this household
playing with the new version and i gotta agree with what was said before, those new casing and wires lying around really trick you into thinking there's items on the ground where there isn't.
also maybe in the future having a config option to turn off the rats would be nice too. while they're cute ambiance they hurt my friend's much older system's performance for no real reason in an otherwise fine interior
Oh they shouldn't be that much bad for performance
And yes I have adjusted the stuff on ground for next update today
Made it way less on ground gonna do more wall or ceiling stuff
Thanks for input
Definitely need to add config for the rats
need to let us strip copper wire out of the walls like real scavengers 😈
LOL
Was there a change made to the apparatus room, perhaps? Last update I played was totally fine performance-wise, but looking in a certain direction (which I think the apparatus might've been in, didn't get that far though) made my fps absolutely tank.
No change to apparatus room
Will look into it
Was it a lot of fps drop
Looking in that direction I was going from like 50 to 15 lmao.
Hmm
should also mention, 3 rats were in the area we were standing when it dropped that low
Granted I have a really poor rig, but it was perfectly fine before.
Ok will check
Thank you c:
Will drop rats down to lower amount make config to adjust for more so it is better performance
I think it is because rats searching for points for too long
Also will adjust level too
it feels like since the LLL update i cant get this moon anymore..
dungeon*
same with scoopys interiors
i have also changed the config format for moons
instead of offense300 it would be offense:300
with the : symbol
it can just be set to all though right?
no
all doesn't work
working on fix for that
Experimentation,Assurance,Vow,Offense,March,Rend,Dine,Titan
put that in moons list section
and then you can just adjust the rarity of for all moons i did a bigger slider so you can overide
@violet dust
but if you set it between
100 to 300 will be good range
if you still want other dungeons to appear
@violet dust just putting in these in moon list
Experimentation,Assurance,Vow,Offense,March,Rend,Dine,Titan
then just moving slider sets to all these that rarity
or you can type in on the right
me making map more performance better by LOD Groups
💀
now it will stop rendering from far way


just trying to make it smooth as possible for gameplay and performance
Will this conflict with cull company?
good question but i think it won't do it but will test
since LOD is different from Occulusion culling
Love these interiors but the scale of the halls and rooms tends to make danger very low so my group chose to remove it. I feel the narrower the interior the more the horror and feeling of having to watch over your shoulder after seeing a bracken can happen
I saw a bracken in the bunker and never lost sight of him lost where he was in relation to me
ye looking to adjust the rooms and things it will be getting better and more detail also we are getting a different tile set the sewer
bracken is just easy to deal with regardless of the map lol the openness of some of the rooms does lend itself better to other enemies though. Thumpers in particular are a pain to deal with, and turrets are incredibly scary to run into, especially when your only salvation is a mad-dash away. Could also see nut crackers being a nightmare, though I've never encountered them in the bunker because of my settings.
I did notice that in the latest changelog!
That is a very nice sewer! Although it is a little funny that Scoopys is also adding a sewer next ha.
ye looking to find a good balance for interior this other one will be an improvement
also looking to add a rat king and more enemy types
for bunker specific stuff
it is slow to update but i keep on it best i can
Rat king sounds like it'll either be terrifying or hilarious. likely both due to Lethal Company. Can't wait to see it!
@vast crypt latest revision of the tiles adds more turns on straights so you get more loops and not just dead ends anymore will have looting rooms to check on branches that end
revised it to be smaller too
also there is the overide in the config too
setting this to 1 or any other number like 0.8 will change the length so you can make it to match play style
but thanks again for checking out mod
ye thumper is main reason adding more turns along with straight aways
Really appreciate your dedication to making these interiors as good as they can be. It really shows!

I guess speaking of turrets, i know in a previous update you added collision to those metal sheets to prevent turrets from shooting through them, though it seems ones on the sides of bunk beds (and the beds themselves) can still be shot through. had a pretty nasty turret that kills two of us around a corner the other day lol
also yeah, i think this is probably the highest quality interior mod out there at the moment. it never gets boring to play :)
gotcha i think the turret is able to see between the bunk bed will see about how to adjust that

sexy
When can we expect the config patch ?
i am hoping within the next few days i am slow on the config stuff lol
but the rats and stuff will be reduced and performance increased with in the next hour or so
More Interiors [2.5.0] - Major_And_Skiz
2.5.0
- Performance Update Added LODS
- Reduced Rats for now
- Changed Generation for even better exploration
so now no matter how big or small it is performance friendly
didn't realize until 2.25 map generation how bad it can get
it works with cull company
now bunker should be getting 60 fps all the time
on more machines
I know it's a bigger ask but it would be rad if it were possible via a shader or some other effect to have a couple of environmental overlays that might be sprinkled on the interior, like e.g. a frosty / cold / snowy kind of effect for situations like Outpost 31 or other snowy moons. It works as a catch-all as-is, I don't know how tenable something like that might be but it came to mind with the Outpost 31 official-interior aspect.
I feel like that’s more something to ask individual modded moon creators
I definitely want to do some kind of particles or effects I don't know what exactly just had the thought for a while ago
Definitely in more of the map stuff would be fun to do that stuff also would help being able to set up stuff for the future like the next tile set
can we not set the interiors to just spawn on all moons? i only can have it set to "list"
never mind i read back some messages lol
ty!
thats okay, i just didnt know. I kept putting "all" and it kept resetting it to "list" lol
It's alright @nimble patrol I always understood 😄
Hello!
By any chance is there a way to eliminate the rats from the dungeon?
It seems that rats do not allow other creatures to appear in this type of dungeon
What they preventing from spawning?
It looks like, no creature spawned on Assurance besides rats
Could be rng, I'm pretty sure they're not coded to be actual enemy spawns
So I'd double test just to be sure
I'm no expert so I could be wrong
Bunker override is always forcibly set to -1 at launch
Monster spawns work absolutely fine here :S literally every vanilla creature to all modded.
Hmm, I'll check again
That's strange
Enemies do spawn just unlucky with placement gonna increase the vents to allow them to have more variety of spawn locations only have 7 - 10 vents
But I think I should up it too 15 to 20 since I think they use them as travel points too
Working on config for rats tho
Early moons do have low chance of lots of enemies spawning
Will adjust to increase vents might give more travel to and chances for enemies to move about
Average size of bunker is 46 tiles
So it could be they are further in
The energy core is cursed
I have no other conclusion
This is the second time I pulled it and the second time I died
I do not accept criticism
The bunker is hell to navigate sometimes, I had a ||cursed Bunny Ears|| from AdvancedCompany playing music in the distance and COULD NOT FIND IT for the life of me, but once I died I went into spectator, and there they were, right below a Snare Flea, with a very clear path to it
I see, but in my 1st match in Experimentation, it spawned more than 5 creatures.
In my match of Assurance, it didn't spawned anything but rats
But I'll make a 2nd check
I barely escaped the fire exit past a bunker spider... only to fall to my death seconds later in the rush to escape the meltdown

Wait, fall to your death?
Where did you manage to fall inside the bunker
Did the bunker add a parkour room I don't know about
Outside...
Yes agree but rats aren't spawned in a moment they don't take up enemy spawn pool but I will make adjustments
Maybe if I double vents will help

Thx!
I'm just concluding that the energy core is cursed

Cursed indeed lol
Also I will see if I can line up fire exits to be middle and end of map gen
Make it more possible to have different exit points
or im just bad at the game
probably that one
That, but it was the assurance pipe I was jumping onto but I had no stamina. I think because I was critical from the spider
I just had no idea how long before the kaboom so I assumed I was seconds away from death. Turns out I was, just... not from the fireball.
😂
i saw this before it is still great
Bunker can be a nightmare to navigate at the best of times
Not a bad thing
Just need to get gud
i think the peter griffin in the thumbnail really sells it

working on a storage or workshop area was looking at these to fit the theme and maybe over head catwalk area
but don't know if it would work for what we are doing
may not be added just might mess around with my copy of the mod gonna make all kinds of cool stuff with it
Are you using CullFactory?
Ahhh that's unfortunate, might be worth mentioning in that mod thread, it used to have this sort of thing happen in lc_office but that got fixed, I'm sure the same can be done for it to play nice with MoreInteriors!
I remember my very first lc_office experience was when I had cull factory. Was very confused as to why the lobby area just didn’t load in lmao
I have now posted it there. 😄
I do recall Major adding something to do with room rendering now that I think about it, I don't know if that has been implemented yet but I remember reading that it wouldn't cause a conflict 😅
Yeah
v2.5.0 performance update added LODS
Might be not working as intended with CullFactory 😅
W
Yeah could be conflict with cull factory maybe will see if settings cause it should only culll when looking away hmm
Thanks for the report will look into it would be nice if there is a setting to just allow or change with mod
Yeah cull factory is somehow override my culling lod or some in-between stuff hmm will take a look
Would be nice if I could set up occlusion areas but that can only be done if it is in scene which tiles are generated
Its the only place I have seen it so far. This is just an assumption however. I believe it might not have something necessarily to do with the specific tile. This particular interior only had three paths. One left from the entrance, one right and one straight. The left and right were very short. The one in front of the door went very very far. I felt that it happened as soon as I reached a certain distance from the door.
The main door
Again just an assumption
@nimble patrol we could use more ominous glowing technology within the bunker/facility 👀
Yeah no worries I will see if I need to bump up the distances
Oh nice interesting 🤔
I have a certain understanding that coomfydungeons is not compatible with custom interior mods?
broken and flickering terminal screens/monitors would go hard as well (i think I suggested that already tho 🤔 )
Yes from what I have tested coomfydungeon hasn't worked for interiors
It also hasn't been updated either for 2 months
Interesting, by incompatible what are we talking about? Simply not working, game breaking or?
Yeah I also saw that
Yeah not working
Alright
Causes it was made on version 47 of game and didn't update with game
Yeah makes sense
Are you looking to adjust dungeon size ?
Not exactly, I am trying to find a mod that makes the dungeon generation more wide rather than deep/long. Something that adss several brancing paths, not just dead end, dead end and right way.
But its fine really i don't really care that much
Anyways, you single handedly have the best interior mod
Yeah that is a problem for our map too I have been adjusting the tiles to connect and also give rooms for deads to explore
Definitely need more connecting type hallways and rooms

I appreciate all feed back
Thank ye
Blessed is the omnissiah, knows all, comprehends all
If I was making a third tileset I’d definitely do something more scifi with lots of things that’d glow in the dark- but since the bunker’s kinda meant to be a 1915ish design, it’s a bit of a clash
You design the tilesets for the mod?
Yeye

Great job then! They're really good 😮
Now hold on xD
Too late, wheres the new tile set
😅
Thanks! Obviously none of it would be possible without Major’s heavy lifting- I can make tiles in unity all I want but if it had just been me working on this mod I would have a bunch of tiles and would have given up on how to actually put them into lethal company- not to mention that I probably woulda uploaded it and never made any updates, Major’s extremely dedicated to keeping up with bugfixing and adding bits of polish after the fact
That's what a partnership is all about!


Also would have taken twice as long if didn't have all of Skiz prefabs and assets being made. It has been a huge help to have help with this. 
Just popping back in to say latest update fixed any performance issues I had reported before. Thanks for the quick and awesome work you both do
what's the name of the bunker's dungeon generator? just BunkerFlow?
Yes
check your config for it first you might be able to get away with just turning up the distance
weekly reminder that a rusted out jeep would go hard as decor/detail 👀
As you stated earlier. Coomphy dungeons does not effect modded interiors. Would this also apply to Weather Multipliers most likely?
Trying to weed out old mods that do not work.
https://thunderstore.io/c/lethal-company/p/Blorb/WeatherMultipliers/
@nimble patrol scanning rats breaks the bestiary
can you take screenshot next time it breaks thank you
something i wrote up for log entry lol
oh yeah we had that too. any time we used the 'bestiary' command in the terminal it would just say [currentscannedentitieslist] or something of the like, but wouldn't show the unlocked entity entries
but im pretty sure the shyguy scp does the same thing
Personally I love catwalks
Ye I am needing to add entry to list fix the bug since it picks up but doesn't add will see how the dev who made the peepers add there logs
Interior Tile Idea: Rec Room / Athletics Space
Soldiers gotta get some free time too
- open space
- basketball hoops
- basketball scrap (bonus points for throwable)
idk about basketball. Playing cards or maybe a pool table would make more sense for recreation.
Need to figure out boids but for rats
https://youtube.com/shorts/X8LglXSG53A?si=7T2by-NvZrITqOEK
Learn the steps behind Boids Algorithm - an artificial life program that simulates the flocking behavior of birds.
#programming #computerscience #science
💬 Chat with Me on Discord
Can't you borrow something from Manticoils?
i love boids
Trying to create some flocking behaviour, and getting a little distracted by spirals along the way...
Links and Resources:
Project source: https://github.com/SebLague/Boids/tree/master
Boids paper: http://www.cs.toronto.edu/~dt/siggraph97-course/cwr87/
Points on a sphere: https://stackoverflow.com/a/44164075
Fish shader: https://github.com/albe...
Strongly recommend this video, its really enjoyable and high quality
it does deal with the 3d aspect which you may not need, but also obstacle avoidance which would be good
Ye I love there videos
Yeah was looking at how there code is written also same for hawks too
When I thought of how to implement rats I thought of dishonored rats and some other games
But not as chaotic
Only if we get to draw cards
I was leaning more athletics space than straight up barracks rec-room, but honestly both/either would fit imo
though playing cards and such could already be done in the cafeteria or bunk rooms 🤔
Plague Tale 
Oh haven't played that will give it a look
That was more of a joke. The amount of rats in Plague Tale is ludicrous.
Chanting in the background
ʳᵃᵗˢ ᵐᵃⁿ ʳᵃᵗˢ ᵐᵃⁿ ʳᵃᵗˢ ᵐᵃⁿ ʳᵃᵗˢ ᵐᵃⁿ
SA2 Knuckles voice: "rats"
Maybe like a derelict ship a là star trek
Still cant help but imagine something like Spiders Man but with rats. Hgggghhhh The Rats Man
From my testing, it seems that setting weights per-moon with the list doesn't work in the latest version, all moon weights get set to the "BunkerRarity" field.
did you separate the moon name and rarity with the < : > colon symbol like this Kast:400
i had changed the formating from old config
to allow for number moons
like astroid13:300
Ah, that'd do it. The comment didn't update when the config file did, so I didn't realize the formatting was different
Must have just missed that then, my bad
My brain o.o
It just froze for some reason
Rat broke
whats the hud stuff you got on the bottom left for the voice chat? thats not AC right?
That include the loudness meter?
No
awesome, thank you!
np
ye i am refining it
here is my latest test working on making them do follow the leader then gonna add state change to aggressive and add cheese can be used to either have them find you scrap or not attach
basically like this for rat behaviour
- Passive search
- Rats get near another little more aggro
- more rats get more aggressive or they disperse
- Cheese makes calm
- Cheese can make them help find items
Oh my god 😅
The rat arc
will make it performance friendly just gonna see what is a good amount
Aggressive rats? Yes-yes?
No.
The Skaven are coming whether you like it or not, we're approaching the end times
Bunker is unfortunately still spawning too much loot for me. It spawns more than the moon's max scrap amount making it impossible to balance with other interiors on the same moon. For example on a moon with max scrap amount 10 I'm actually getting around 15 scrap (without counting bee hives). I'm still on MoreInteriors 2.1.0 due to this.
I guess you are spawning the guaranteed bunker specific scrap on top of the other loot..? Higher rarity for your scrap items is totally fine with me but a config option to disable touching scrap amount would be greatly appreciated!
ratatouille might become real soon in lethal lool
The rat expansion
Ye I am working on the scrap config stuff it was intentional to have bunker only scrap if I could just have it spawn only on item class would be great if it did but working on new scrap and way to reduce or change stuff with config
I am not a pro coder so it takes a while to research and implement changes since I don't want to break mod and have to revert patch
But thanks for input I am working on balancing interior stuff

Also wasn't a issue at start of doing this cause item class stuff was broke for a while
So it was generally lower scrap for bunker overall
rat sighting
Invisible rat
Greeaat. Just what we need. Rats with super powers
What's next, rats running a restaurant?
😂
@nimble patrol So the Mimic mod added support for modded interiors. In the config it explained it may not work with all interiors by default.
Found a compatibility problem.
When it tries to populate a fire escape spawn point on Bunker two issues are apparent.
Any fire escape with a pathway behind it will show the Hidden mimic monster and its bounding box.
This could be corrected by not allowing these spawn locations if the mod is detected, or by not having an escape corridor back on to a path.
It also seems to not scale the doors properly, which also seems to not allow the background to populate properly.
does LLL still cause issues with modded moons?
Oh interesting
they fixed all the moons being free but there can still be bugs with modded interiors but i rarely see bugs other than someone not loading in and being stuck in a falling loop
From wut I have experienced the issue is resolved
yeah the only issue ive had is someone falling through the ground over and over again when they try to enter rarely but thats LLL causing that
also the mimic mod works on this interior for me idk what issues people had
rats are fire fr
Will check out the mimic mod to see if compatibility
But thanks for all the feedback and bug reports
Falling through the ground upon entering the facility is usually because of mismatched config files. Not because of LLL itself, at least in my experience.
I've had no noticeable issues with LLL in the time I've played this past week.
Hoping to get project on git
For more dev issue compatibility stuff
ig thats makes sense but even with the same interiors weights we have had this problem once before
this interior is infamous with my friends for being a thumper nightmare since its so open
@left hamlet Did you know the format for the moon change with version 2.3.0 update
From Kast500 -> Kast:500
With a : to separate the moon and rarity
For my interior at least
idk what thats means tbh we just use the config editor in thunderstore
is there not an ALL option for spawning now? @nimble patrol
oh
i know what you mean
you meant for mons
i never knew the format tbh i always just put free, all, or modded
good to know though
I have removed it for now working on fix currently only list is only option
it seems like even with list it spawned on a modded moon
even tho i didnt have that moon in the list
which im fine with but lol
say i wanted it spawn on a modded map like aquatis what i put the ingame name "Aquatis" or the internal name "112 Aquatis"
Aquatis
It should be what the name is in the monitor in the ship
gotcha
Yes
Aquatis:150
👍
Experimentation, Assurance,Vow,Offense,March,Rend,Dine,Titan
Here is for other moons
okay im probably gonna make it stick to more desert or dusty moons where it fits more in my opinion
Also if you don't put a value you can use slider for overall rarity if moon names
No it won't override
like if i had the slider at 300 and aqutis at 150 would aquatis be 300
It would be 150
okay thanks alot
The slider is like default settings And the moons list overrides for the moons default
does everyone have to have the same bunkerdungeonlist to prevent the LLL glitch or will it happen regardless or do you not know
yaaay finally
something something peak back in the menu something something

All other players need same list config setup
But you can share profile code and have them update profile
Will update config for them
gotcha
I am still working on config syncing so that this happens less
okay this is more a problem with Lethallevelloader though since ive had this happen on 2 other interiors as well
Correct me if I'm wrong, but I feel like this is using the bounding box for the door, the same one you had to change the size of for functionality with CullFactory
@nimble patrol
In such a case, this seems like it might have to be fixed on the end of Mimic mod, by having the doors always be a standard size
I love that mimics are being added to modded interiors now
I can't wait to find the energy core next to a door and die horribly
the collision for these wall fence things are quite buggy and you can get stuck on it for like 3 seconds
ye we added a spearate collider for them but might change how they look in the future
ah gotcha will experiment with it
👍
is there any way to clamp the size of the bunker interior?
I'm trying to set up Bunker to have a high chance of appearing on tier 2 moons (offense + march) but it tends to be too large for the amount of loot you can find, and I dont want to shrink down the regular dungeon size for the other interiors
if there's a way to shrink down the bunker interiors a bit it'd be amazing, I know you can do that with some of the other interiors but I dont know how hard that is to make work
do rats have an entry in the terminal or no
and also what update where they added in I love theses little guys
their like manticoils but funny and everywhere lol
kind of wish it was its own mod so they could spawn everywhere
Im also interested in this since I do the same thing (chance of bunker on offense/march)
LethalLevelLoader
@terse acorn
set to true, and fiddle with these
There's also this
Go under config editor and find it like this. Enjoy :3
oh thanks! I really need to try to learn and understand LethalLevelLoader more
Toggle the second to true as well!
I recommend setting Max Size to 1 and then use scalar. That way you can still have bunker scale in size across moons. I think I'm using 1.25 for scalar.
Hey Major, we had ultra lag on Titan with MI, I mean like 60fps down to 16-20, I've now made the dungeon setting for scale 0.7 for the time being but would it be possible to add in a min/max dungeon size option like what other interiors have? Not sure if it's down to the sheer dungeon size and monster navigating on titan or if the rats had something to do with it 🤔
you can change what planets it spawns on but ive never had any frame drops on rend at least
Rend has an incredibly small dungeon multiplier of 1.2 to make up for the size of the rooms on mansion
And likewise, with titan being a silly 2.35x it's quite a pain
@kind stump @vital knoll
I realized with what LLL setting are it overrides what the size I had intended it to be is not happening
Like with my generation in unity it was not as big as it is in game
With LLL config it doubles the size
I had it at most be 80 tiles
But LLL doubles it to 150 tiles
With there config options
I am gonna turn it down even more in unity
So it won't be as huge
Is it just with my interior hmm
I optimize the crap out of it in 2.5.0
Yeah we were getting SCP and that was fine, also i'm using LLL 1.1.4 due to the conflict with LethalQuantities on 1.1.5 and 1.1.6 😢
Oh no wonder lastest uses 1.1.6
Is the lengthOverride in your config respected at all or does LLL override everything?
I've been using LLL config since their big update and I'm pretty sure I'm changing the size.
Ohhhhhhhh
I think LLL config overrides mine
I think baty said I would have to set defaults off to only have mine be separate from there config
I just had a lot of trouble with them, I make some changes over LQ to add masked to global spawns, change powers of creatures and LLL just messes with that and breaks the terminal. I even tried to do my changes through LLL's configs but that just broke everything 😅
Oh hmm
I've raised a github incident on LLL, hoping something can be done because I really love LQ for changes
Gotcha
But if you are using 1.1.4
The one for that is 2.4.0
But I would recommend cull factory since LODs aren't setup in 2.4.0
And frame drops can happen with big generation since it is not culled
All the way to ship
Alright i'll downgrade and remove the cullfactory config for bunkergen, there's soo many interactions for these mods I feel sorry for anyone not maintaining their packs 😅
For sure I try and not make big changes and I test at minimum it works for all standard moons and modded moons
I don't test with other mods like things that add to map like scrap
Or lethal quantities that manage how much is spawning
Since my main thing is just making sure interior works for just base everything like moons and other interiors
Currently working on bug/features
Bugs
- Mimic doors not Scaling right
- Rat not synced to other players
- Sometimes Bracken gets stuck
- Masked enemy get stuck sometimes
- Scanning Rat Breaks bestiary
Config Changes
- Adjust dungeon Min and Max
- Config setting how much Army scrap spawns
- Config setting how many rats can spawn
- Config setting for rat aggressive meter so can be set to not aggressive
Features and updates
- Rat behaviors (Searching, Chasing, Scavenger, Calming, RatKing,)
- Sewer Tileset
- New Tiles for Bunker
- General Performance Tuning
- New Scrap Items
- Git Hub Push
- Rats code open source and Separate mod for thunderstore
After this stuff is done
will be slow to do updates and will just be big fixes and compatibility fixes
Gonna be making our own game 🙂

Feel free to keep sending bug reports
@nimble patrol
I also saw Masked getting stuck spawning out of grates. They have no AI and take no damage.
Oh gotcha
this issue is not specific to this interior or mod
Oh weird thanks for the report 
Ye they will have a chance to be aggressive but if you wait they should revert back to calm state
I am gonna make it so if they are close to more then 2 rats they aggro but if wait a set time they will either go back to calm or if more rats get close become rat king
will we be able to kill them then ?
wait, so we should use LLL as the scaler and not The mod config itself?
ʳᵃᵗˢ ᵐᵃⁿ
Yes I am gonna make it able to kill rats


I'd love a toggle to just have ambient rats rather than having to have beef with them 👀
This was mentioned with Mirage, do you use the Mirage mod?
Yes
Yeah it's a known issue with Mirage, just looking to narrow it down more if you can provide details to Barch in the mirage thread.
I found rat today, and rat didn't seem to like me since i use fairAI it run over the mine that i avoided and detonated it 🥹
Unfortunately I do not have a log or other details to report. So far it was my first and only experience. Will keep a lookout now that I know about it.
Yeah I'm not sure how far barch and co have troubleshooted but providing a pack code can help match and cross reference the mod conflicts
Yes in config will have option to do that
They can be helpful from start too like grabbing small scrap and moving it to closer rooms
are curcuit bees in the bunker normal
Wait what?

