#More Interiors [2.5.0] - Major_And_Skiz
1 messages Β· Page 6 of 1
infernis
Raise it with the infernis Dev, must have redlocustbees as a spawn in the enemies for the moon rather than daytimespawns
there is bees inside in infernis
for some reason rats love to run into landmines
for some reason bee hives can spawn inside for infernis bc ig its too hot outside
im pretty sure this was on purpose though
Yeah, it's intentional.
due to the increase of volcanic activity all sorts of insects infiltrated the facilities to seek refuge
And you can see bee spawn rate was increased in the changelog as well.
its easy scrap if its near a fire exit
bees :)
its a death trap if it spawns near an entrance
they would have to be right infront of it to not give you time to run and it would be even more rare on bunker
Oh interesting I didn't know infernis added the bees to Interiors
it seems as though the bees don't follow their nest if taken by a hoarding bug tho (havent tested with players)
which is honestly kinda funny
Hello!
Is it possible to make the bunker less big?
I tried 0.25 but it was resetted to -1 by the game
Oh hmm did you hit save in the top right in the launcher
Of course
Also I could give it a look
π€
I am gonna adjust size next update too
I don't mean for the whole dungeon to generate so massive
Cool.
The scrap is too rare with current size and my crewmates do not like it π
Ye I am adding configs for that stuff too
here you can also change the limit apparently this one that baty has over rides mine
setting to 1 max might also help limit i will check my self too
Oh, I have different config.
I think I need to delete it to refresh
By the way, do you know easier way to update config files without losing it's settings?
config for LLL depends on what modded moons/interiors you have, it will update whenever you load in a game
Ah, this is LLL config, I got it. Thanks
Consider reposting in #mod-showcase for the sewer tileset yall are working on, a sneak peek there would go great, I think :p

will do
wanted to say not sure if LLL config is working correctly, even setting the multiplier to 0.25 the bunker is still enormous
i had the same problem where it's just too big to find any meaningful amount of scrap, but i tried a couple different values and it seems to not have any effect
hmm will give it a test
i tried before setting it all the way to 0.1 and it was still massive on my end too
yeah ive heard off LLL config setting not working before
they are still trying to fix these issues
so which settings let me test
@slender fjord @honest lion @left hamlet
can you also tell me which moon if possible
IME any moon, all of them had the same behavior including vanilla ones. you could just test on Experimentation
i dont mess with the size i personally think its fine
ok i just tested offense no changes it is 113 tiles which is way higher then what i set
dayum
yea i kinda figured lol
okay im not gonna lie that explains a lot i was being generous
those settings. also i was using march
recording video so i keep track
if LLL bumps up numbers i might lower to accomodate or overide LLL
only things ive changed
gotcha
havent messed with bunker flow
ye it should be low on easy moons and high on difficult moons
which it is not doing
ah i see
also i always wondered why was this mod called More interiors and not like bunker interior im guessing your planning to make more in the future no offense
you are correct sewer tile is next just delayed cause of IRL so i am fixing bunker instead for now
see for experimentation should be around 60 and that is for factory
can't see it cause of cullfactory but it is this small
does dis overide lll config
i dont use cull factory because i use camera mods and body cam mods
checking now wanted to know for sure
since i am unsure my self
bet
march no changes default 132 tiles
that is way to many
not even 4 person can explore
yeah we usually dont
only thing i can do is lower generation or increase scrap but that would make this unbalanced early game
if default is 113 and march is 132 i cant even imagine how big titan would be
yeah the amount of scrap that bunker has currently is quite balanced with i think like 10% less than facility
but thats because of the scale
someone did mention like long big generations and long moon time as a mod idea lol
basically generating 2 dungeons for 1 moon
also can you raise the height of which scrap spawn by a little bit because ive had to go searching through the bumps and hills in the floor for the hit box of items man
march was funny bc a friend went in a fire exit, i went in main, got snuck up on by a bracken, panic hit it with a shovel, and died. said friend was inside the bunker from 2pm-midnight and said bracken was never seen again because even the bracken couldn't path all the way over to him due to how big it was lol
@nimble patrol do you have any more interor plans?
@acoustic cove
yo those are fire as hell
that 1st image is simular to the sewer from the scoopy variety
just ironing out the look before i get it and add all the lethal company stuff
ye but you are not gonna be in water area most of time
is that a sewer?
yes
im glad your adding more rooms that arent giant ass hallways for thumpers to crush you
scoopy and us had same idea at the same time
i want to mention the fact that the variety mod already has sewers but this might be much better ngl
lol they also helping with water shader
fair but i think you did it a little better in some departments
@nimble patrol also is the sewers also gonna be weirdly small like the bunker?
the sewers isnt gonna probably be half the map
it should be more tight turns less big open door ways
there are big areas like the one with the pipes
yeah or like big hall ways with doors leading to those back areas
like a reverse tent
i want to have the mimic mod compatible but that doesn't work because the interiors being weirdly small
SCP has same issue
i think you mean the door being giant
we scaled our doors down where mimic has normal doors that are supposed to match other factory doors
why exactly?
interesting
ye we are trying to figure that out too maybe the import from lethal assets messed up objects
it could also be we scaled the door and not the prefab
so it is taking the overall scale but i will have that fixed next update
have it in bug reports folder
you could ask piggy who made lc office the mimic mods works great on that interior
im glad to see new tiles being made this is the 3rd one ive seen with some really impressive tiles
recently added
after this update this will definetely be one of my friends favorites
the texture style reminds me a bit of TF2
try my best to make it work
i've never played π
π
@honest lion @slender fjord @left hamlet
this is setting that actually lower the Generation
the dungeon scaler
not the multipler
yes for LLL
so keeping it 1 min 1 max and scaler 0.5
I have my scalar set to 0 which should make it not higher than the max
the 0.2 0.2 doesn't register
Which I had set to 0.25
π
where do you change this config again?
The Lethal Level Loader config
okay
Just search Level in your mod manager config editor and you'll find it
also what has the setting meant lol
Yea that config doesn't do anything
i thought it was a moon tbh but i cna t find it
ok setting this, will see how it goes now
it is but that config doesn't do anything, just configure everything in the LLL config
this one
it definitely has affected other interiors, many doors are locked and it seems smaller
will update when i get a bunker because im too lazy to just change the config again
yeah im not going 1:1 with majors settings because they seem a little extreme
ok yea update, changing the scalar setting to 0.5 definitely fixed the settings not applying, but the bunker is still way way bigger compared to other interiors on the same multiplier
on Experimentation, bunker was like 6 to 8 times bigger than any of the other including the vanilla ones
at least its manageable currently but that was at 0.25, for anyone who sees this i would honestly try 0.1 or 0.15 before increasing it any further
well facility and mansion are way more enclosed and have 3 times smaller hallways
Yep, I always leave those at default settings because of that
Other interiors just have more square footage on the floor to cover so loot spawning is more sparse
bunker feels like it was made for actual tanks to drive thru it lol
maybe one day
why the bunker don't spawn?
depends on many factors. Don't spawn where, what mods do you have (the dependencies), what did you put in teh config?
take an image of how you have the config setup, give a list of your dependencies, and describe where it isn't spawning.
All doesn't fit here (nor work here I believe). Read the boxed locations
If you want to force bunker to appear, just set the bunker rarity on the top there to 9999
That'll set it to near guaranteed values (Not 100%... you can't ever make it really 100%)
if you do list on the first row make sure to add planets in the second row
name:weight
^
and what masterkev said for general or like all pool of planets
Good luck - and report back to with what happened after you've done this. c:
for example i write all: 300?
i send you my config pic in a sec
I'll leave you to this. I go afk. .u.
the number behind : means how less rare it will be the higher it goes as example 9999999 is 100% and 1 is like 0.0001% to be it
300 is the default to most facility interior spawns to its a 50% to even both out
thank
no problem, just make sure whenever you set stuff like this that even when it doesnt feel like it, it sometimes just needs a few attempts until you have it, unless you put it on 1000-99999 then its more garanteed then normal
@nimble patrol
After playing many games with others that come to the LFG chat I have compiled some of their most high priority issues that I noticed them experiencing.
As well as reasons that they dislike or would shy away from the bunker interior.
Substance:
- Often the bunker feels like it has a lot of space but very little scrap. its decor makes players extremely interested and increases their expectations, however I believe its emptiness lets down those grand expectations. They feel loot could be everywhere and find none. (Could you have it more populated by default? How do I fill the bunker more to make it feel full in the meantime for testing?)
- This also seems to apply to monsters. As they seem to get lost in their own section of the bunker and are not seen again. Some players never even run into the bulk of the enemies as they are far off in another direction that the player will never get too.
Navigation:
- Most of the pathways in the bunker seem to trail off on their own and never converge. Players easily get lost and find that there are not enough Looping Pathways or ways to stumble upon a way to Leave. This causes frustration and upset when they have ventured in and spent all the aloted time to finally get a full inventory of scrap and cannot get back. For some less skilled players. They never get back. This has sometimes led to rage quitting. This especially seems more common in lower cost moons. The interior seems to large for the small amount of scrap that generates. ( Would it be possible to have configurations that reduce Branching directions and or the overall generated dungeon scale more so then you have now, or dynamically reduce it based on mood difficulty?)
- Asking further on this, players stated that the bunker seems to have very few Landmarks for figuring your way back. Adding a handful of large respawning decorations that very, would be a great help to others distinguishing the same hallway from others of its like.
- Players also stated that there was a lack of Light, causing further disorientation and confusion. I had seen a member here mention previously that they would love to see various Hi Tech blue glowing machinery, seemingly of Nazi Zombie, Steampunk, old forgotten tech astatic. I believe possibly adding the aforementioned Landmarks and providing them with a light source of some kind would increase player enjoyment, navigation. and retention.
Gameplay:
- Due to its openness, players felt hard-pressed to to find solutions to rampaging thumpers or other hostile enemies. The open nature of the facility creates few obstacles for the players to use to hide or dodge enemy encounter. Giving them a sense of an inability to survive in the environment. (Could you possible have old war relics strewn more throughout the facility like barricades or razor wire that players can duck behind? This also may help with culling. reducing the players rendered vision and improving FPS, this is also a later mentioned problem.)
Performance:
- Players often found the bunker to be a lag=gy area of play. I do not have a suggestion for this one. Your all on your own. π
yeah if you look up hes working on more tiles and fixing the size of the interior bc he accidentally made it double what its supposed to be
here is some tiles hes workin on
Thatβs for a completely different interior
That was his sewer correct?
Yea
yeah i was just showing that bunker is capable to improve
Oh yes of course so. If I did not think that I would not be spending time to Test it. π
I am excited to see what Major and the More Interiors Team have in store.
It is hard to wait. hahaha
Thanks for input I am hard work at coding and modifications just takes a while since never done code or modding before the fact we got it out in a month is thanks to me being persistent but thanks again.

I have been updating almost every week lol
making all this stuff self learned most of me just reading docs and tutorials

I am thankful people are giving great feedback
I also may be interested in expanding my skills into this in the future. To be able to help and submit fixes instead of just reporting problems. If you have time in the future if you would let me pick your brain I would be extremely grateful. π
I hope when I get it on the git hub that it would be easier to track bugs and what not.
π
I am greatful for this. I need my fix. haha
I am not addicted.
LOL me neither right since I was up till 2 am working on rat ai and bug fixes

Also never intended for it to be massive where nothing is found just sometimes code and implementation Don't work as intended since I don't read code well lol
i seen your uniforms in the sand that one time, also why do rats always kill me when running over mines? :(
i use fairai everyone gets shot or blown up haha
Oh lol
yeah thats expected then
yes but why do rats always do that their like sneaky lil shits that run over the beeping mine and all your hear is TRIP BOOOM
realistically i dont think rats are heavy enough for millitary land mines
yeah trying to avoid a mine just to see a rat walk next to you
Initial AI is being improved but yeah it's funny they set off mines with the one mod
i also have a tiny item idea for rats.... you know what im going for
how about some mouse traps
and then when caught we get them as scrap heh
i thought you were going to recommend the plague for a second
LOL
nooooooooooooo xD
I have ideas for rats I am currently working on
poisonous rats would make them a much bigger threat
would be funny if you had a pet rat
I have something like that in work
doesnt have to be alive just as a thing to put down or something but well the bunker has evolved greatly and i love it
Boids!
Give cheese and they might help π
i been using this interior the most!
it would be cool if they could start hoarding you so you start taking damage like the mini goombas in mario ds or like mosquitos
its almost on all my moons that i have lmao
Similar but not exactly
i havent seen them form a rat king yet is that already there or still work in progress
But I did use same concept from the video
Ah nice
i remember in ratitoue (idk how to spell it) the rats tied the manager up and threw him away if that was a feature it would be halarious
#1196710290457382953 message
This is how close I am with rats right now
They follow a leader
Then I need to add behavior
the video wont load for me bc im usually public wifi rn
Ah gotcha
Lol this is like a new game where you play as big rat and collect smaller rats to increase yourself just like in all these .io games
i love it!
also is the Flintlock item from you?
No ?
ah it has pew pew sounds i still dont know where its from since i mostly have your interior on haha
well thank you for all your work you really came far there cant wait for your sewers interior
Here is gif π
I hate to be that person major but can we have a config setting to disable the rats? Don't get me wrong I'm a rat man, I love me some rats but I know some people would like the interior without creature additions
Bit like how office is with shrimp, shrimp can be disabled
Yes it is in work I haven't updated yet since doing fixes for bugs and testing and improving.
Only showing stuff I find interesting.

imagine a rat with a little ww1 suit lol jk
Private ratatouille
on duty!
would be also kinda creepy having random old disorted sound music play from radio or the box from the desk
not always but random chance to be a short 3-5 second track then you turn around looking at the desk or item and be like "what the fuck"
Like what the masks do, I swear 180 hours in they still surprise me with the sounds
they do the laugh from it creeps me out sometimes
I rarely get creeped out by sounds but those ones I never expect
First time I heard it I was taking items down on titan, on the ladder and just heard a laugh behind me
Oh this reminds of minecraft animals
drank too much yesterday and forgot to mention, i found 1 single bug, the WheelRim scrap item does not appear on the scanner until you pick it up and drop it
ill try to record a video of it happening for clarity. unsure if this occurs with other scrap items
@nimble patrol do you plan on adding more enemies?
Currently just the rats at moment maybe some bugs but not after rats no
Also plan to make rats also a mod that can be used for other interiors and things
here is a video example of what i mean
Oh yeah this happens to me and it was really confusing when this scrap was added I forgot to address it
@left hamlet Ye the orientation of the scanner node is in the ground so I just need to fix the way it drops
I have that in the fixes log
It is just in the wheel rim
Thanks for the report I think I know most of the issues
Now
good luck
Rats man
Plague time
Able to just swap models and animation with how I got it setup
So can have it spawn different variations of rats or creatures
These are models I have made the robot forklifts called Lift-O
bro has actual lab rats
will they get a tiny hop when running or something?
it would be cool if when they run into you with push you back slightly or foward this could make for some dangerous scenarios
like running from a thumper but then the rats bring you to them
This reminds me of Pikmin
plaguemin
Thank you I thought I was going insane because I could swear that happened to me as well
Potential conflict with the SCPinterior generation mod recently?
SCP and Bunker are both visible
its because of LLL
do I got to nuke LLL config or somethin'?
cant or else interiors dont exist sadly
syncing configs and getting rid of old ones that are unused helps
basically if your game isnt 1:1 stuff like this will happen rarely
make sure your friends and you import from the same code
its happened before to me its one of 3 things that occur from lll
you can see a different one, both, or see the real one but be stuck falling in the void forever
Yeah I had that happen when files miss match, config not synced and or playing on a wrong version with friends
Would be nice if the r2modman synced all those
Instead of everyone having to share and update profiles
yeah i r2mod man is much better but out shined by thunderstore despite thunder being ass
Configs in general for bepinex are pretty scuffed and not very malleable
when I read it again "MoreInteriors" does it mean you plan to do another interior soon?
im pretty sure they arent planning to do bunker for the rest of the year
@left hamlet @formal turret I am gonna add more tiles to bunker but yes there is sewer coming
#1196710290457382953 message
yeah bunker has an okay variety but it in dire need of some more tiles
#1196710290457382953 message
@left hamlet
This link I showed a tile being worked on
damn i didnt even see that
Like a ware house or a ammo supply area
that is some crazy ass geometry
Ye that is me cutting it down this one should have over head catwalks
like the stair room
Trying to make a medium room between the big room in factory that has the slide and drop in the middle
they could be a hangar with a tank or plane or something
oh a slide
that could be like the bomb converyor belt in half life 1
yeah a workshop feel
Ye exactly want to make it fit the workshop feel
lol i just told my friend that theres going to be a new sewer and he is so excited to replace the scoopy one bc of the parkour
Also since we have tons of car parts now makes sense lol
Axles Engine Wheel Metal sheet
yeah the parts could be from military jeeps tanks and jets
Yeah was looking into that
though they would be heavy as hell
LOL
Yeah
Will try and make it spawn closer to front for this one
Since they would have to have it close to entrance for it
π
yeah a team of forklifts
Yeah was gonna put a forklift model in there somewhere too
a missle scrap would be fire though or maybe like a rusty grenade
oh yeah i was just thinking of army base rooms and you already got barracks and the cafeteria
Yeah had a bunch other rooms planned but would be slow to roll out after sewer is done
there could also be a war room like this (yes the left one is tf2)
LOL
Had a Idea for a PA room with radio equipment where you can broadcast voice throughout bunker
dude my friends would use that to say the dumbest shi
thats like the scp secret lab messaging thing
Yeah but it would be a one time thing like a last resort to tell people to get out or something since it is old system and can't be used more then once lol
Or to say something dumb and waste it lol
But still workshoping ideas
I tried but I might figure it out after I tinker with it
I only got it working with you can speak into it but can't hear out lol
wouldnt be the opposite for the radio
these are all really good ideas though they would all probably take a month to implement im glad to see this mod devloping in to actual more interiors instead of just one more interior
Oohhh another sewer let's gooooo
And sheesh didn't see the new tile but excited for it!
A four handed scrap would actually be so cool though
Hello, correct me if I am wrong, but was there not an issue with the map in where the bracken would cause fps drops sometimes?
I just wish for confirmation
i dunno about that but do u have any pathfindinglagfix mod ? might help a lil bit ?
I do, I currently tying to keep my game lag at a minimum thats all
That is why I am asking
Saw a rat in Masa's house today
Couldnt help but think about the rats here
Rats man when 
i have put in bugs list but it is not consistant
π
i have tested alot but i only happens with certain seeds like 1 out of 10 times i have seen it
working on bug and config stuff

@nimble patrol
Found some weird rat render inconsistencies. As well as the earlier reported scrap being unscanable on the ground, it seems it is on shelves as well.
@nimble patrol how come the rats don't have a bestiary?
The rat becomes a ghost sometimes when I look at it. π
prolly work in progress
the bunker scraps seem to not have spaces in their names, and also rarely spawn even outside of bunker
sounds like the mechanic scp secret lab has
which part? the lack of spaces or spawning outside bunker?
the spawning outside bunker is less on other interiors
since people complained there was to many bunker items everywhere
@simple yoke @acoustic cove ye thanks for letting me know I have that already in stuff to update π

This is rough draft
For bestiary log
The expanded rat lore
I require the word "crazy" to be put in there.
Anywhere in the log. >:p
(I don't actually, but it'd be a reference)
Gonna also have paper logs for the different interiors too.
So I will be doing creatures and
Mechanical like the systems in place or how to handle the creatures.
Skiz Co-Dev will do info about the interior like the sewer and bunker
Possible other docs

Similar to the manual clip board but maybe like a journal book or old paper to fit the style of the interior
Major
Will you be adding the 'Rats Man' in the future? π
Will there be config or compatibility for rats to spawn in other interiors? Including modded?
The rats will also be a separate mod for other places that want to use it
Is crazy gonna be added to the bestiary log
It's extremely important. Game-breaking even (/s)
major can you explain interior size to me?
Do interiors themselves keep a 1x tile count? and thye cannot go below it?
interior size isn't 1:1 with tile count. tile count isn't really exposed to users at all
Yes from me experimenting with it. It is a combination of stuff
- Dungeon Length mine is 7 - 11
- Dungeon Multiplier mine is 1
Archetypes
- Branch Count mine is 5-6
- Branch Depth mine is 4-5
With what I have been doing in editor
And if adds them like this
- Getting dungeon length of 7
Plus - Branch Count is 5
- Branch Depth is 4
- Multiplier is 1
7 + (5x4)x1
27 is what min is
But you can also inject tiles
Which adds a plus 1
To total
Hmmm, seems pretty in-depth
I was attempting to see if I could add method to my mod that hard limits the sizes, LLL merely clamps one factor of the multiplier but it appears that different interiors set up many layers to how it is calculated
27 min as in 1x? or 27 min as in 0.01x?
Yeah which is why I have hard time to get correct size
Yes 27 tiles with a 1x multiplier
And it you do like march moon which is a 1.3 x multiplier it adds to the total
March moon would be
7+(5Γ4)x1.3 = 33
So I think what I should have done from the start is make the smallest minimum size then let moons handle the multiplier
But it is a lesson to learn lol
yeah, I'm probably going to add a feature that ties the moon multiplier to the scrap, just a shame that when I have a bunch of interiors it ends up being that this interior is 4 times as many tiles as another which just makes its inconvenient to get scrap out of
Yes but another thing is the actual size of rooms is different from tile sets
And also each flow can have multiple archetypes
Like you can have multiple 5 branch count and branch depth
So it would be difficult to balance all maps
ic... so larger rooms are "more tiles"
No larger rooms are still one tile but longer to explore for walk end to end
Like the one room from factory with the slide and pit is one tile
It equals about 6 of the small tiles
From factory
In size
The maze is also its own archetype in the factory
so different archetypes has their own set tile counts?
yes
so yeah tile counts have ratios then so I should only consider multipliers, 1x is different per interiors and I don't believe I could make a formula that can make that consistenet hm
It is alot of min and max values lol
yeah
from my understanding LLL can allow you to theoretically limit the total multiplier? I'm unsure there are a lot of variables
but there is how many multipliers?
the LLL one is the same as the one in say your config?
because I am unsure if that still respects the moon multiplier or if it overwrites it
7, 5, and 4 are in Dungen and 0.8 is then the only multiplier?
Yep
h
so if I have it clamped at 0.5 multiplier then experimentation and titan have the same size multiplier?
The moons have there own multiplier that they set
Hmm
I can test I have only tested with experimentation with the LLL multiplier
I know titan is 2.25
Because from my understanding the clamp limits the moon one rather than the objective one?
Oh gotcha
there is a SelectableLevel and RoundManager multiplier afaik
Yeah lol so many multipliers
selectablelevel is moon specific, roundmanager is interior specific? unless i have it the other way around, I talked with batby
If the clamp is 0.5 and the moon multiplier is 0.5 then do you think this would be
7 + 5x4 * (0.25) = 12?
or would it just be 0.5 since they are one in the same
Yeah i think 0.5 would be the right one
damn π
Ok just tested with the 0.5 it does Lower it on titan but titan then adds to it
7+5x4x0.5x2.25 =29
So I think I know what I should shoot for with mine try and find max tile size
Then work downward
hmmmmmm so the moon multiplier is considered?
and also would you consider there to be a mininum of max multiplier? could I have it be a 0.01 multiplier? could I have it be a 1000 multiplier?
like could I have a moon that has just the entrace room or will it shid?
it might break according to the length if it is 7 -11 It needs a min of 7 so it may not generate
will just get stuck at seed screen
hmm
I'll test it, I've been able to get tens of thousands of scrap to generate before so maybe I'll just unbreak stuff again through witchcraft
lol
major do you think there is any way to directly alter the tile counts even with multiple mods? if yours is 7 + (5x4) = 27 but then the multiplier is applied, is there any way I can access the formula and have that be configurable? I'm just trying to see if I can create a mod that has the ability to standarize interior sizes between on another as most are faaar larger then what you would expect with vanilla interiors
Because you can of course change the multiplier but I'm looking for a way to alter the base amount
mista major where did you get the tile assets from? was it free?
from what i remember he said it came from a pack of unity or from vrchat i think
yoinking assets from vrchat is nutty
ok yeah thank god for the unity store, I have at least now found really good materials
i remember he took some assets from sketchfab or whatever it was called, it sometime has some free stuff in there
I think that was probably items?
items and scenery
oh?
like theres uniforms in the sand thats from sketchfab i believe
is there any way to force the bunker's default scrap to stop spawning? i've set up custom scrap for each moon but when Bunker spawns, a bunch of the bunker specific scrap spawns anyway and highly inflates the scrap total for the map
I don't necessarily want to remove the scrap itself since I use the scrap elsewhere but I wanted to remove the extra spawns that bunker creates
maybe its in the lethal level loader thingy
It was called synty assets
https://syntystore.com/
Yes I am working on config for army type scrap and other things
Adding 2 new tiles and bunch more config options
Gonna add interactive crates to open
And other Tweeks like
Dungeon size modifiers
Sorry for being slow on updates
Been 2 weeks since last update
Thank you
But friend working on sewer set hot sick so I am just making Tweeks and improvements
Did you just use premade assets from the military pack for the bunker or did you somehow find whole rooms?
Yes premade assets yes
For the rooms we made from premade stuff and design them our self
I see
so one of you made that
yes
Ok, I just suck at using blender and donβt really know how to make the room itself
Iβm really really bad at starting simple so the first interior I want to do is very organic and smooth looking
since most game devs don't do everything from scratch
but you can just takes longer
yes i getcha
bunker would have taken till march or april before first release
kind of like other interiors people i helped with
Yeah, I can more or less just steal the room designs from my friends Minecraft mod but I will need to rebuilt it to not be blocky
ye exactly
I found a good texture pack for like $7 but I would still need to make the rooms
The images is reference for the architectural style
Ah gotcha like the look π
Im going to try to keep the ground like mostly flat for nav meshes
Reminds me of Scorn
Is the gramophone from the base game or more interiors?
We got some weird issues with it on the bunker interior and I wasn't sure if it was one of the custom scrap added by it
nuh uh different artist that is Beksinski
The gramophone that you order in the ship is from base game the rusted low poly one is from the bunker items
Yep, that's the one then. It was weirdly shimmery (?), constantly popping in and out of existance
I got a vid, lemme link it
I thought of cull factory, but it doesn't cull items AFAIK, so idk what could be causing this
Cull factory Culls everything tho
Even players have culling in standard lethal
I don't have nothing culling the gramophone
So that is a strange issue
@wheat osprey thanks for the report will test

That's not the formula. For every tile on the main path, it "tries" to insert x amount of branches with y length. Every single tile. So the formula is closer to 7 x 5 x 4 x map size * 1.5 = 210 tiles.
Of course it will never reach 210 tiles even at it's minimum, since DunGen will not care if the branch paths are complete. So let's assume every branch is only 25% as efficient. 7 x 5 x 4 x map size x 1.5 x 25% = 52 tiles
This is the minimum numbers as well on Experimentation
Something you may want to try is, using the lines section in the DungeonFlow, give the first 0.3 length the high branch count and length you listed above, and the later 0.7 length much smaller branch count and length.
Well actually all that is assuming that you were using local branch. Jumped the gun there my bad. Are you using local or global branches? @nimble patrol
Local branch
Then the formula I said above is accurate
Ye but what you said before is interesting haven't messed with global before
Global can help you limit the branch count (thus the map size). But I don't know if that increases as the map size increases. I can look at it real quick
Oh yeah for sure I gotta give it a test too
Ya only the main path is affected by the moon/dungeon size.
Global branches can help you limit, but it won't increase as the map gets bigger. If that works for work then it works for you but making sure you know.
I will stick to the local I think since that way I can have multiple archetypes and sections of the bunker
Fosho good luck. I know we all have it rough
hey major love your new target range work, it looks amazing!
if there was variants of these targets, maybe there was a few who have bullet holes
Ye I am gonna have some variation working on getting a bullet texture that I can randomize
Have plans for more FX to add more stuff to tiles
very nice!
whenever i set BunkerLengthOverride to 1, the game crashes whenever the bunker generates
Yes I found that out the other day too so only adjusting the LLL stuff works at the moment
so it goes
@bleak chasm setting the scaler to lower makes it less smaller
In LLL config that works
so if i set the scaler to 2, it'd be half as big?
do you mean makes it less big?
0.5 is half
rather confusing
It will make it half the exploration
Like
80 rooms is normal with scaler set to 1
40 rooms is half with with scaler set to 0.5
160 rooms is double with scaler set to 2
I am fixing the standard amount to be less
Overall
Like 40 to 60 rooms for starting moons like assurance experimentation vow
Cause I didn't understand all the math when making the first upload lol
And why I got varying sizes outside testing in unity
current amount of tiles
with player reference for scale
2 of these aren't in yet and aren't complete
comparing sizes to standard lethal tiling yes our are much bigger
so i think i understand why the pacing exploration is off even better now
something odd i've noticed, nothing in the bunker seems to use the game's shader
also, the bunker is SEVERELY lacking in loot
Oh that makes more sense? So the bunker contains 3 archetypes?
which version are you on it is using the HDRP shader same as game is just textures are low poly and not high res with triplanner to add detail
π€
i updated textures and loot in 2.5.0
most recent version, 2.5.0
really doesn't feel like it
@bleak chasm yes it is same shader just flat textures with a surface noise so it is not super detailed
not much i can do to enhance detail other then making new models or adding textures on top
it is same shader but different textures
is the big difference

hope this helps understand
it is also a pre made asset pack so doing own models would take till another 2 months to get completed

wish is could be faster
took zeekers more then a year and a half to get lethal company where it is

Lol, having a vision takes time sometimes, i don't blame him
Thanks to everyone for checking out the mod and giving feedback. I am definitely improving with the code and design going forward
β€οΈ
thats great to hear
My favorite interior still
can add more stuff with the skeletons and bodys
π
dead drunk
gonna see what i can make with them and add randomly
will see if i can find ones with cloths
might not be something you wanna do, but an indiana jones thing where i still some gold drip from a skeleton then like the room opens to a pit of spikes or smtyh could be cool
any idea why desync is happening?
people will follow me in main entrance and fall to there doom because no map, or have regular interior
too vague to tell from a description, a log & modlist may help narrow things down
could place them at very dark areas lmao and then make em in a wave pose
Ye they are gonna be random and won't appear all the time
spooky
@nimble patrol am i able to set "all" in the config instead of "list"?
Currently all doesn't work next update should be better
List is only option
Experimentation,Assurance,Vow,Offense,March,Rend,Dine,Titan
am i able to put all/vanilla/modded in the list atleast?
oh alright
That is not set up only list
Copy the moons I put then adjust the slider for rarity
π
Yes working on updating and fixing bestiary for rats 
Thanks for the report π
I know it breaks it currently

Rats chewed through the terminal wiring and messed up the hard drive
It's like an SCP cognitohazard?
Scanning the rats causes rat-like activity to manifest around you
Even when there are no rats
ah ok sorry
(\ /)- -_.
__/@@| ._
<-(..~) ( |_o|~-~'~_.~
\__ ._ .._./
"" ""
_
| |
_ __ __ _| |_
| '__/ _` | __|
| | | (_| | |_
|_| \__,_|\__| ```
Want to have this on the text log file lol
Those images looks like concept arts for game Scorn
No, they are concept art for alien
IT WAS THE RATS???
Holy shit this entire time I thought immortal snail broke it
I feel Giger's art is more mechanical, Beksinski's is a bit fleshier and more abstract
Giger's art also has an odd sexual tone to it
Which is probably why the xeno's head is phallic and the facehugger does its thing
It will Fit well with the Xenomorph mod in the works π
@plush bear are you Polish? π΅π±
Like 1%
darn
what should i put here for bunker to spawn on all moons?
was hoping someone would say "all" would work like it does on every other interior
#1196710290457382953 message
I should have that fixed next update
testing of new tiles and skeleton props
real close to update just need to fix code for rats and adjust the tiles a little more
and fix the config
they died playing go fish π
Upcoming Update Estimated (March 2nd - 5th)
- Rats improved
- Log for Rats and bug fix
- Config to turn off rats
- Config for moons improved
- Scrap Adjusted
- Scrap can be found by opening crates
- New Tiles and Interactables
- Skeletons and behaviours
- New Scrap Items
- Performance Fixes
Bugs being Fixed
- Rat Logs
- FPS drop
- AI pathing
Thanks for being patient
will do a post when it drops
TY
will the stupidly big size and lack of scrap be fixed
i can't get it to be a decent size even using the LLL config
So does new tilies include sewers
Yes will be fixed
we are doing more finishing touches before they are put out doing best to get it done 
Since a friend working on tiles got sick but doing best to get what I can done 
As a finishing touch do you think you will implement any terminal doors or parkour rooms? To keep with the challenges of the vanilla facility level.
Ye I thought about adding unique stuff even for the bunker like a PA system. special bulkhead doors. And like collapsible hallways. But got shelved till we get current bugs and issues fixed I definitely want to continue small updates here and there

Only main limiter is me just learning how to code and implementation
Hell yeah! I'm surprised to hear such crazy feature ideas, I thought you guys were mostly focusing on patching now since your moving on to that indie game project.
That is the ultimate goal but I didn't say we will stop forever on this. 
Can't wait for this update, the new tile looks fantastic! π€©
Small idea, will you ever add a table with skeletons playing cards?
It's in the works lol
Bet hope he feels betterβs
@nimble patrol
@hot zodiac The developer of Scarlet Devil Mansion has interesting config options that adjust dungeon size and difficulty based on lobby size. This could be a good solution for your current scrap distribution and map size reduction concerns.
I think this would also be a good idea for @lyric carbon as well. π
@nimble patrol i do, the code wouldnt be the worst thing in the world to implement if you are interested, but I do admit that it would be annoying at first
I will give it a look 
Though it wouldn't inheritly fix the scrap distrubution problem, it would only help map size problems for different parties
Ill dm you the code, but it is a little spicy
Yeah I would imagine it would be a lot of setup lolπ
This is sick as hell btw
I'm pretty happy with the current size of the mental hospital but thank you!!
It's fucking huge, rough on solo or even duo
I dont want to make this thread about the Mental Hospital, if you want to discuss this please let me know on my thread or DMs when was the last time you played it and if possible send me logs after visiting it
Yesterday I'll see ya over there
Okay good. Phew
Aesthetically it does the job but goddamn it's massive, scraps (and exists) are so hard to find and vanilla game stamina just doesn't cut it
Also while I can't implement it right away I wouldn't mind looking at this
ICBM chamber
omg actually.. Masa might be cooking with that.
What if the Bunker had like a ICBM planet buster chamber that if activated could unlock access to a moon? π€
(In lore the moon couldve been protected by a shield or perhaps the moon was so dangerous that it had to get mega nuked before scavenging)
And maybe for the non extra moon enjoyers, they could well, experience nice view of planetary kaboom (and maybe get like a scrap reward or just immediate progress on the quota)
I need to make the bunker smaller
but setting the scale to 1 crashes
and the scale to 1.25 is still massive on offense
Nvm Im fucking tweakin
Nvm im not tweakin
Weirdly enough
I went to go change this setting
changed it to 1.25
launched the game
tested the size
felt no difference
exited the game,
checked config
it reverted to -1
Yeah integers don't accept decimals
but
but
sigh
Ill try 1 again
Is this a skill issue or can any of you set size to 1 and not crash
Nvm im stupid
I thought the multipliers were based on the -1 scale but i was way off
2 is way too small
It's not a multiplier. It's an override.
Working on update It can get done fast enough

Ye working on that future coming update

Idk if this is already a known issue or if there is a solution but uh..
https://medal.tv/games/lethal-company/clips/1Zq3xe_D9R3cb1/d1337y1CB1kD?invite=cr-MSxlUGgsMTkxNzQ4NTczLA
Watch Attempting to load the bunker on assurance or any other moon test. and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
had this issue when i fucked with bunker size
Instantly fixed when put back to -1
yea
If you change it to anything above 1 it should be fine
because anything from 0-1 is actually breaking the map
Gotta admit though the map is making my computer chug right now
I love ass moon
Can I change it to 1.00001?
Had an issue; slime wasn't getting locked behind door, and also my framerate was dropping massively when encountering a spore lizard for some reason
I wanna see if I can replicate, can anyone recommend a good cheat mod to spawn stuff? GameMaster seems to cause a lot of issues
dancetools
cant do decimals
Yes I am fixing the issues currently taking a while to do update since want little bugs as possible for next patch
also thanks everyone for the 1 million downloads looking to make improvements and finishing this mod so it looks great
is "all" not accepted in BunkerMoons = ?
materials fighting
It is not at the moment I am doing a big update that I am working on for that.
currently list is only working option
@nimble patrol
Mr major I have an unusual question about interior mods, is it possible for interior mods to have configs that change the texture used on specific assets?
For example enable the config and a poster will have a different appearance, sort of like a lore friendly config.
Yes you can have it change material I am pretty sure haven't tested myself
I'm surprised this wasn't added already - but do you think you could add a config option for army themed scrap to only spawn on bunker interiors?
is that not how it is atm?
It might be, if so then it doesn't show via LethalConfig
no, i mean like, army scrap only spawns in the bunker
if that's not the case already then it's just extremely rare on other interiors or a mod conflict because i don't remember ever seeing that. major would be able to give a more definitive answer
Oh nono, I've gotten army scrap on every interior afaik
Or at least the vanilla interiors
yes it mainly in the bunker but it is like 0.1% for others
i am tweeking the config i have been working on making it a awesome update i feel bad it has almost taken a month tho
i am pretty sure i made it 1% for other places
but i was gonna only be bunker initially
Seems like that for me
yes am adding that too

Yeah Iβve been meaning to request that for a while now lol
The Rats Man
i wondered can rats damage you?
Ye still working on the rats and everything but currently the rats don't damage you and can't be damaged
alrighty!
is there an option to disable rats?
hows progress been a while since an update
Why are scraps so rare in the bunker interior?
I always only find like 5 scrap total in the entire day when I'm in the bunker
its beeg thats why,
i deal with it by raising the scraps on said moons with bunker interior
Wide open spaces do be like that.
they aren't rare just the bunker is massive you can't get all the loot sometimes but next update i am working on should fix that issue
yes i am working on a option too i am fixing lots of stuff and adding new stuff for next update sorry for the update taking a while
progress is going well rats are looking nice and the new tile set and features are going well

bet
Rat King when?

I would do this but I donβt make it guaranteed
So it would buff others
are there any known compatibility issues?
the rats can form a pack and can look at and interact with the player also will be able to attack back if aggro and help if given cheese to find scrap and maybe more
Beautiful
Might I suggest instead of a snap back to original position, have some some of ease back to it
yes i am tweeking it this is the first iteration
before the head would collapse back into the body
Got it
Bonk
Yes
Sure
Are you good at art?
Not particularly. I did pixel art for a MC resourcepack for a while which was ok but I'm not a great artist in the traditional sense.
The name is more of a play on LucasArts the now defunct game company
Ah okie dokie
Gonna begin trying out my texturing muscles again. As i try to make my own custom interior soon
Lemme know when you get that working
First time was a joke, but now I think it's actually doable. Rat king when? lol
I have a server for interior mod devs
That might be helpful. Trying to follow the tutorial by Major_And_Skiz when i realized recently there is a better way to rip DunGen I believe
Would you mind shooting me an invite? I might be working on an interior in the near future
not trying to set a date but will ping when done
My group pleasantly awaits being disgusted lol
Only once it's actually in development in unity
Once you get dungen working to be specific
was shot through a wall by a turret, might want to look into that
sadly don't have any other information to give, sorry
other than it being in the bunker, mb
π
oh yeah another one as well that i just remembered, masked enemies that spawned via vents seemed to be stuck in front of them
was using MaskedEnemyOverhaulFork if that matters
wait this wasnt from your mod, i was thinking of the sewers
that's scoopy's, heh
yeah no worries thanks for the reports
why is it called more interiors when theres only one?
because there will eventually be more
idk what they are doing
but they made some progress on a sewer interior
any screenshots?
yeah but I dont have em
do you know where they're at?
@latent hollow
i like your version a lot
that looks super fun
Darn rats stealing the logs
Rarity is relative to whatever other dungeons and rarities are present
What you mean?
Relative to what the total is
There really needs to be an explainer on how weighted random works somewhere
Think about it like a raffle, the more raffle tickets the higher the chance, but the more participants the more spread out the raffle tickets
I tried looking it up before asking but I couldnt really find it
What you're essentially doing is giving the interior more raffle tickets
So it increases the chances of it being picked or winning
Right.. how do I know the current amount of tickets already in the pool taken by other maps?
But you're not guaranteeing or giving it a straight %, you're just giving it more tickets
Uh
Dunno tbh
Darn
Usually people configure all their moons at once to know that
Usually it's 300 for the "default" dungeon and like 10-20 for the secondary dungeon
Not exact though
Like Titan has 300 for facility, 70 for mansion iirc
type "simulate <moon name>"
in the LLL config there's an option to change the simulate command to show the weight for every interior on a specific moon
I'll try that
Oh just saw this yeah it works like tickets system i think only way to know is either simulate or look at console when moon is loading
300 is default for facilty so the adding another interior with 300 will make it 50%
i saw the rolling giant just clipping through closed bunker doors without opening it. is that an issue on ur end or on their end?
it is a possible syncing issue i have that as know issue written down
cause the door should prevent enemys from clipping thru with out opening it first
but i haven't messed with rolling giant to know π€
think of it as a pie chart actually
use this tool it really helps
Create a customized Pie Chart for free. Enter any data, customize the chart's colors, fonts and other details, then download it or easily share it with a shortened url | Meta-Chart.com !
no think of it as a weighted chance
Nah the pie chart method is elite
one lf the founding fathers of lethal company interiors told me to think of it like that
(scoopy)
@nimble patrol
A couple requests.
Would it be possible to register your rats as enemies that can be used on other levels? I would love to use Lethal Quantities to add rats to other thematic moons.
Also since you have some of the Tunnel interiors already made for Bunker. Would you be able to make a seperate mineshaft/excavation interior with minecarts, pickaxes, shovels, smelters, forges, anvils, gunpowder...... Etc
I think this interior would fit a lot of maps such as Ganimedes, Sierra, Atlas Abyss... Etc
ye that could be possible i am finishing up the AI for the bunker map and other updates but ye that is the plan to also make the rats there own enemy mod
oh like a mine shaft interior that could be possible
Yes please!
Apparently, someone beat us to it. haha
I did not know this existed.
https://discord.com/channels/1168655651455639582/1216035483185053797
@patent shore Keeping me informed. π
@nimble patrol can you make a elevator interior :O
you mean like the office?
Like LC_Office yeah
Maybe make a hotel interior that would be really
ikea interior based on that one scp
:(
turn that frown upside down
I mean if your artist is down for a challenge, I don't believe anyone has done work for a fleshy/living interior
):<

it is mainly because it is not fast enough for the game time verus ladder and stairs
idc, coolness
yeah it is cool i will admit the office does it decent
so you'll make one :>
it will be considered for one
maybe stairs and a elevator for the hotel one so the elevator will help with big items and would only work with apparatus in
I thought someone was working on a dependency mod that'd let you add elevators to interiors
Where
Ive tried different combinations to make Bunker only spawn on Outpost31. However it hasnt spawned there yet, while it will randomly spawn on Aquatis despite aquatis not being on the list.
Check to see if there is another config effecting it
I was thinking of making Hotel Cortez from AHS, but it seemed almost like a reskin of the mansion
what about the Overlook from the Shining?
Variety is great
I agree, but the amount of time it would take to make an experience that basically already exists didn't seem worth it
I've hardly had time to touch this game lately 
Maybe the hotel from The Upturned? π
isn't major and skiz doing the sewer/maintenance tunnel first anyway?
Oh a liminal hotel interior could be cool
oooooo coolcool
Will be working on update and patch with the up coming V50 update coming soon
@nimble patrol have you seen whats in it
No i haven't yet i need to take a look
you in particular will prob be happy
I like what I seen in the beta looks cool

@nimble patrol
Alright... This is a MAJOR oversight! How does this Bunker not have any pins!!! I am shoook! Shoook I SAY!
Oh thanks π
LOL
Oh I also saw the interior category on thunderstore I will add it next upcoming update
Next update when man been so long π my moon pairs so well with the interior too
I hope πlove your work
ah thanks so much i am just doing some cool updates to come
Is true sewers coming in the next update
?
will check on that my friend is the one doing stuff on that
@nimble patrol
What is the bunker length set to by default?
-1
If you want to adjust overall how big the bunker gets you have to change a setting in LLL config
The dungeon scaler
But I am fixing the bunker with next update will have better generation
but like
what is -1 equal to
Because 3 is a smaller size bunker than -1
in my testing
