#LC_Office / LC_Shrimp
1 messages · Page 7 of 1
yeah of course
Yeah I do miss only elevator at the entrance too, what's the reason for that decision actually?
Is it cause of some people might not want to go through the elevator bugs?
Oh also was shrimp disabled at some point or is he really hard to find? My friends and I were looking everywhere for him last night to see if he’d tank my frames
simple feature to check if there is a path on each floor
default spawn weight is really low, you can change the value in the config
so people wont find 4 dead ends on the elevator anymore
there were originally no plans to use the factory's main entrance.
I just used it as a placeholder because I didn't have a model
tbh i forgot it was the facility main bc of how dark it is
i think the upturned entrance tile wouldve been better as main but its ight
Ah ok, thank you!
@narrow fossil Got blocked off by a wall when going into another tile I think. I'm using the newest version (1.0.13)
actually sick tho
1.0.14 is out with the trap walls fixed guys and better generation
i feel like i made piggy mad at me with all my complaining earlier
so many updates :P gotta try this out
latest update still had mad cullling issues with cullfactory, idk why that is being caused
yeah thats what i was guessing i dont use it because i dont care abt high fps and i use camera mods
still typing it lol
Player #2
Encountered the shrimp on experimentation. Default map.
When shrimp was attacked the attacking player saw a rearing back animation on the shrimp.
The shrimp made a deafeningly loud stomping/walking noise on a loop, the shrimp was frozen in spot.
Player#1
Went into the interior and found the shrimp walking in place in a different location. Playing normal walking audio.
again the shrimp was stuck and un-interactable.
The shrimp had been eating items and navigating normally until attacked.
@narrow fossil
rofl
okay i was expected a 2 page thesis after that time tbh
The pressure!
what version was this on?
havent played this version yet or even the last 2 bc of how fast theve been dropping which is a good thing
alright ill check it out
I am in LFG bug checking if you want to pop in and test with me.
Trying to break OpenBodyCams 😛
i am currently unavailable to talk in voice chat
roger
hold on its taking ages to import
are you having issues with it? currently it doesn't have a way to just straight up disable culling for an interior type
This comment made me think there was issues
also please note that there can be 2 shrimps and players can see different interiors because of LLL desync
shard
okay its finished
okay
anybody else having weather desync issues again? idk if its LLL
I see, maybe I need to test it again, last time I tried LC_Office it was working perfectly
not sure why they say "still" since it had been working afaik
very curious
ive seen that happen with thumper before so i think its an LLL issue where me and my friend saw two different interiors but we both had a thumper named "half" my friend killed him and the thumper dissapeared i suspect this same thing can happen with other monsters
okay it is going to take a little bit to search through this
okay thunderstore has given up but i do think it is just lethal level loader which means theres not really any guaranteed fix
one of the main fixes ive seen is syncing configs (which i asume youve already done with codes)
another thing is to make sure players (especially the host) have a stable connection when loading or else the game might load multiple stages as a resort
or the game might just give up loading
there is is you use cullfactory to save FPS
some rooms just dont render
unless you walk thru the doorway into them
either way ima post a silly little video soon 😉
yeah probably
they were fine initially, not sure why that would've changed but I'll look into it
could use some examples if you have them
and my poor wifi is too busy uploading the silly video
yes though the top floor isnt very expansive
it can be if it gets picked to be the main route
happened like once or twice for me
interesting
jumping into it now so I can see if I can find the problematic portals
dw I am
funny part of funny clip starts at 12-13 secconds in. Goofy clip. (unrelated to issue, just silly video)
I think that video shows how bad the osha violations at the office are
fyi @narrow fossil I noticed you're using Camera.Renderer() for the fps limit on the camera, it might be worth testing whether you get any visual artifacts using Camera.enabled instead
I observed that that gets a better framerate generally, but it can cause some flickering with certain limits
my general advice is usually to just let the camera render at the game's framerate since that gets rid of the overhead and the flicker
with Camera.enabled = true
moist critical typa scream
with Camera.Render(), frametimes regularly spike above what they are with the camera rendering normally
Does anyone know if Shrimp only spawns in office, or does it spawn in all interiors?
no he spawns on all interiors just experimentation due to limitations
(the .1% lows there are messed up though, it shoudl be more like 43fps)
does cullfactory affect open body cams or spectate enemies i was always under the impression it does
it does
thats what im sayin
it affects all cameras in the game
like it hides stuff?
looks like the issue with CullFactory may be caused by some very bizarre stuff going on with the generation of the different levels
if what I'm reading in UnityExplorer is correct, it's saying the doorway at the bottom level is connected to the inside side of the door at the top level
no clue why or how that could have happened, but I don't know if there's anything I can do about that in CullFactory
yeah it also looks like the top floor's doorway from the elevator side is not connected to anything
ConnectedDoorway here should refer to a Door4
hmm
any recommendations for what to set our configs to that'd help make issues less intense before its patched?
there's literally nothing you can do, you just have to disable culling when you get office
unless you just ignore the issue, in which case everything past that door seems like it should be fine
gotcha
i dont use it because i was worried about issues like this
Nah I’d win.
aside from office, its pretty stable on most interiors and helps a lot with lag. Office was also working til recently, so this is a pretty weird issue
i dont really need it since my lag is almost never extreme and i dont care about getting 200 frames at the expense of camera limitations
normally there aren't any limitations, but that's fine
i was talking about this
wait what?
that's not a limitation, would you rather there be nothing visible on those?
by affect, I assumed you meant that the culling is aware of where and what they're looking at, which it is.
it checks every single camera in the scene, regardless of what they are attached to
probably should stop hijacking Piggy's thread for this though
I just wanted to investigate and report compat issues, not get into what CullFactory does independent of this mod
true still not using dont feel like using cull though
exibit a
i woonder how much of a performance boost you guys get from cullfactory tho?
like fps wise
really depends on the size of the interior, but back quite a while ago it was somewhere around 20%
I think the interior is quite a bit smaller now than it used to be, though
I'll probably retest once the doorways are connected normally, these updates are looking pretty cool
sliding door is in wall
i love the new main entrance it is a lot less cramped and the red aparatus is sick indicating its less powerful
I’m sure this has been posted many times but I haven’t seen it. What does adding the apparatus do? I tried it and didn’t notice any difference
door seem to do whatever they want rn
everything else other than the laggy elevator is fine
oh the map at main changes now the middle actually has stuff
what happened
okay i played again no bugs i found a lot of scrap but i found that the top path that was crossed out on the map was longer than the middle one and had way more scrap but not really an issue
just shows its worth checking the x path
I like the three-floor layout now
yes and the changing indicator on main showing what is expected but isnt accurate is sick
?
yeah theres a map at main that changes showing how long each floor is
but sometimes the shorter areas can actually be longer
kinda hard to explain
Hm. I hadn't seen that
its in the new update
he also added ||vending machines||
not sure how they work though since you need something for them
Hm
Wait there's a list of scrap piggy mentioned
Wasn't there like a coin or something mentioned?
fr? thats probably what thats for
i can check the advanced setting page if thats what its for
now that you mention it, i think there is
almost got my ass
im genuinely dying to see you use the upturned inspired tile ngl
but other than that i really just wanna see the apparatus put into use eventually
also someone said that the interact symbol for ladders was a white square, caused by this mod apparently
and they arent wrong about the white square but idk if its LC_Office or not
i mean maybe cause it only happened to the ladder in the office interior
good chance its something associated
You know it's funny that you mention a white square
My cursor in game lately for some reason has had a white square constantly pinned to it the last few days
..tf??
yo what, bro was developing some saw shit where did this go
probably scrapped cause no way to counter in solo
true this would be way worse than snare flea
Yea....
I was kinda worried about that
Maybe... what if there was a way to break it from inside?
Oooh, what if you could trigger it by walking in the doorway but walking backwards out before the shutter drops, forcing the trap to go on a long cooldown?
there could be some puzzle on the wall you have to solve
Some kind of method that requires you to know exactly what kind of room it is instead of blindly charging into it
Have it be a chance that room tile is armed with the mechanism so players don't always notice it until it's too late because it's easy to mistake for a normal tile
maybe if it had cardboard cutout doors on the sides (idk how i thought of this shi)
oh yeah
also the ladder up from the start room to the top floor
you climb it backwards
idk if anybody else has noticed that yet
I'd love it if you could just flip this on in your config settings and it were off by default
Perhaps you could either jump up towards a ladder at the top, which means you can get out but you have to sacrifice a two handed scrap/item for it, and perhaps there's a guaranteed two handed weapon in the trap room which you can pick up to maybe smack the hinges off a trapdoor in order to maybe escape? Though if you manage to get the weapon before the trap activates (and the weapon doesnt fall into the trap) you get a cool two handed weapon?
That's what Masa would give ideas for for a trap room like that tbh
Big stretch but if you have a long object maybe it jams the trap
Would require good physics though
Don't see that happening, though would be funny if a corpse jammed it
I could add it right now but its been on hold for a while due to balance issues
What are the elevator doors called in the files?
oh that's an external asset lol
Oh yeah i got really confused like how did i miss them 😭
door got gap on right side of door frame
Also, personal nit-pick with this mod, if the elevator is at the very top floor, and your at the very bottem, and you call it with the button, it will just stop at the middle floor, so you gotta press the button twice
i think it should just instantly go from very-top to very-bottem when you press it
true
oh alr
map is not always accurate as the top and middle path both had paths which is cool
wait the elevator isn't in the center of the main room anymore??
this is one of the coolest things I've seen, how did I miss this 😳😳
It is
its actually on the right of the room but its still straight ahead from the door
just so the right path isnt in your face allowing enemies to spawn really close if its a short path
is this meant to be this thin
yeah the new door frames havent been working well
these images (including yours) are the main 3
the double door one is actually quite funny, since a thumper had problems opening them lmao
do double doors spawn???? I thought there was a bug cuz I never saw it when testing
ya they spawn randomly
cool
Reminder that #mod-showcase exists and that you should post in it
I'll try to post any big updates in the future!
😆
How do you guys think this mod is working as a whole now?
Pretty great
It's one of my faves
After the last few updates I haven't had any bugs of note
Then go up
Yea you can’t go through the fancy looking doors
oh
spectating my friends
it shows that they are underwater lol
3 buttons dayum
That’s how elevators work lol
What does the middle button do?
Takes you to the middle floor
Yall never use an elevator irl before??
Last time I encountered shrimp I was completely fine
For me it doesn’t :/
I have to create an entire list
Yea same with my experience. Encountered it on asteroid 13
i belive they ask because there was only 2 buttons before
Has this ever happened to anyone?
no but if something happens like this again might be best to save or screenshot your logs
do you have an estimate of what line this took place because clearly one of the issues was office elevator patch spamming the console hundred of thousands of times
13 mb?!?!
Would that affect the main entrance?
Or do you think the elevators tile didn't load somehow?
whole ass sea of errors is why
idk what caused this many errors
yeah it was atleast 300000
something like that since when you go through main it would be the first one of things to load
it was so many the search refused to go past 90000
fixed at 1.0.17
(still uploading)
anyone know if its possible to disable cull factory when entering LCOffice?
(I'll ask in cull factory's thread too, just wondering if theres a known manual fix)
There’s a blacklist
oh! hrm... um, not totally sure how it works. should i be typing "OfficeFlow" into one of these boxes?
also i dont understand why, i cant seem to find cullFactory's thread??
for me, whenever I try entering LCOffice, cullfactory releases an error message on loop and seemingly disconnects my camera from my player (as in I can hear the elevator music but I'm just stuck seeing the main entrance :/)
weird since me and fumi havent had any issues with it when we played
did you play on most recent version?
weird
could be another mod conflict
im just waiting for an absolutely wild update
I just put OfficeDungeonFlow in fallback portals and imma see if it still happens
maybe! it only happens on LCOffice though
(I haven't tried other custom interiors yet, will see)
i havent had any issues with poolrooms or office
oh
well now i do
i was able to reproduce it
what're the best versions of LC_Office
like didnt that trap room get added to one of the versions
same issue as im having?
dang
[Error : Unity Log] NullReferenceException
Stack trace:
CullFactory.Data.TileContents.SetVisible (System.Boolean visible) (at D:/Projects/CSharp/BepInEx/LethalCompany/CullFactory/CullFactory/Data/TileContents.cs:26)
CullFactory.Services.TileContentsUtility.SetVisible (System.Collections.Generic.IEnumerable`1[T] tiles, System.Boolean visible) (at D:/Projects/CSharp/BepInEx/LethalCompany/CullFactory/CullFactory/Services/TileContentsUtility.cs:12)..... etc (discord char limit)
ill try with a fresh profile
if youre not using cull factory, are you getting any errors in the console when it happens?
yep, i got the exact same error
yup, seems it dies right now with cullfactory
have you tried using the blacklist?
i might be using it wrong :P never done this before
i have no idea how it works either
the blacklist doesn't fix this, it's just to deal with visibly incorrect culling
@tall plinth @chrome hinge sorry to ping both of you but I was just about to report the problem I think yall were talking about
Did you find a solution / cause of it
unfortunately the solution for now is to disable all culling in the CullFactory options
the solution rn is to either downgrade to .16 of office or the above
There will be a golden age where mods work. And they work together, and everyone will be happy
it looks like some object in the dungeon is being destroyed after generation has finished so CullFactory gets sad
still have to determine what, though, and that'll take writing a diagnostic mode for CullFactory
for as long as mods (and code in general) exist, issues will also exist
martin luther king ahh
its ok though :P downgrading office works so problem sorta solved :P
totally off topic but, anyone have a favorite moon or two?
gratar my favorite too! ❤️
i been looking for some extra moons to try, so far I've got gratar, auralis and triskelion (all of which I think are top-notch (triskelion tho ive added enemies and customized))
wesleys moons are awesome
im considering just getting all of them, but moons like atlantica and cosmocos apparently have some bugs that I want to more-or-less avoid for now
ok and im REALLY considering ganimedes because it feels super rewarding cause cool loot and everything. But... its also kind of plain in the middle
do you go to titan much anymore now that you have ganimedes?
Ngl
My squad is too ass to make it to long runs like that
Titan's travel is more compact making trips from and to the ship faster
but the enemies and fog make it too dangerous
as Ganimedes has a healthy balance danger to distance of the ship
my friends complained just yesterday when we had a worm and dogs outside 😆 I think it was appropriately challenging for the hardest moon out there :D
out of wesleys how would you rate them in order of best to worst? :P
or just like which ones out of them are the absolute best
i love them all to be honest but im trying to just choose a couple
CullFactory doesn’t support things being destroyed?
OfficeDungeonFlow
Yep! Figured that out right after, sorry :( that didn’t fix the issue though!
Right now I downgraded and haven’t seen a single issue!!!
yeah, the fallback methods also rely on assuming the contents of each room doesn't get destroyed after it gets generated so that still happens
oh... wait
we just released a new update that performs safety checks before culling, and so far it works with LCOffice v1.0.17 during testing so
it should work now 👍
goat
nah man you too
update both now lmao 
??
shrimp ate the files 😢
servers down?
this happens sometimes together with the double door generation
Roger.
Also question. The bottom floor door with the different texture. Is there any way to currently open it?
or do we know if it is still W.I.P?
looks to me like stairs or some sort since that door is also on middle stage when you come in sometimes to the right
its blue now but still locked
Does shrimp still drops fps to 0 or it was fixed?
maybe havent had that happen to me since like 8 updates ago
nah i had shrimp spawn on titan, and he was fine
Thanks
he changed a bit i can push him now lol, he was in the way when that thumper came
yeah he wont be a brick wall anymore
the best part was when shrimp tried to eat my apparatus but instead made some circles around it as if he was dancing and ate it right after 2-3 seconds
middle and lower floors seem to be having trouble generating
the elevator's white collision boxes are visible for some reason
i guess it's not sideways but. uh.
an improvement!
yeah usualy vents are connected to air not walls
Isn't that how open vents supposed to look?
As in the once that had something spawn from them.
Or are you pointing out how it's too deep into the wall, which covers the opening?
is just where is the opening
office fits PERFECT on Gratar
or acidir to kinda push it for upturned inn style
it's not open. open vents have their vent cover go downwards, not upwards.
Oh, I thought that was just the cover.
yay
main entrance completely failed to generate, door was blocked. fire exit was fine, but it was just a single floor
only had it happen once, with two people. one with a questionable computer
unrelated, we found a hygrodere in the bathroom
was that today?
Hygrodere in the bathroom
Oh no the toilet overflowed again
@narrow fossil so im reading the config settings and notice the warning about setting the size too big and it can cause your pc to crash or worse, so what can be worse than the pc crashing?
yeah, before 1.0.18
idk lol it was written by an SCPFoundationDungeon dev
have you overridden the dungeon size?
i have not changed officelengthoverride, and i have not touched office in the LLL config
Had an issue again where me- The host- Never respawned
i persoanlly never touched the elevator button
only my friend did
when friend respawned
on my screen it said he was dead
but he said he was alive
and also he said he couldent start the ship as the lever for him said "waiting for ship to land"
and the game got softlocked
If there are no errors in my mod in the log -- it may be a problem with another mod or a mod conflict
@balmy stirrup Do you have diversity v2.0.0 installed by any chance
Office chair scrap when?
my scraps are buggy 
They seemed cool though. I didn't get to see them before they got un-added
also yes
does anyone know if the new custom scrap still has issues or not?
whyh do you asks?
Has anyone had issues with parts of the Office just completely de-rendering?
My guess is its cull-factory but I figured id ask
yeah its cull
Is there anyway around it?
Cull-factory helps a lot with my FPS so I dont really want ot drop it.
just dont use office? 🤷♂️
If I didnt want to use office I wouldn't be asking questions.
either that or learn to code and fix the issue yourself
or alternitivly yap to the mod developers and wait a month and they will fix it
Yeah, i'll get on that
don't worry, we're aware of the issue
the last patch for CullFactory was attempting to fix an incompatibility but created a new one as well
Ahh gotcha.
Alright!
Its not a huge issue I just notice it sometimes and was curious if there was some temporary fix other than the obvious
appreciate it
oh wait, you mean the issue with only some things not being visible
now that may not be on our end
With rooms de-rendering?
I'll have to check to make sure it's still the case, but some doorways were just lying about what they were connected to
no clue how
That sonuds kinda in line with the issue I was having.
It would be looking at certain doors/going through certain doors would de-render the room
until I went through another door and it re-appeared
yeah
the only case I observed was the upper door which connected into a hallway, that one was not set to be connected to the hallway's doorway
doing a cursory check now
gotcha.
I wish I had thought to record it, I doubt itd help a ton but maybe it wouldve
yeah, main issue here is that those open doors on the side are interactable and block the fire exit prompt
the price of looking cool....
thats an interesting issue though lmao
I still think one of the funniest level gen glitches I used to encounter was when like me and all my friends would generate our own layouts of the dungeon.
But they were similar enough until some guy walked up an invisible staircase
whats the version? I don't know what version it is but the emergency exit was remodeled
build 20, I forget the rest of the version
but I had just updated it
while you're here, do you have any idea what causes the Doorway.ConnectedDoorway to be null on some tiles?
what's the shrimp ai improvements in 1.1.20?
I'm seeing it on Experimentation seed 24 right now, the door immediately within the fire exit isn't connected correctly
actually there aren't many direct changes to the AI,
it now runs away faster when backing away, shrimp's neck no longer bends backwards, and its response to noise has changed slightly, and other small changes
oh, I think I discovered some possibly useful information? It looks like in this instance thedoorway from the hallway directly across from the fire exit is actually connected into the doorway that the fire exit spawned in
I think that may have also happened at the entrance that I noticed this happening at before
what goofy map is that
I'm not sure if I understood correctly lol
oh no hold on
I'll draw something like that
it's hard to really show in a screenshot
bends backwards in what way?
exorcist kinda way
hopefully this makes more sense
oh the color of the fire exit changed, but it's the black rectangle on the right wall
yeah no clue what's going on
if you want to try to repro, you can force the seed to 24 and then go Experimentation and enter the fire exit
but I don't know that there's anything visually wrong unless you use culling
dang I think I figured it out
oh nice
oh hmm, so maybe it's a DunGen bug where it assigns doorways based on some rotation that isn't applied? 
Do you need to know how to code to make your own interiors, or do you just need to know how to model?
I'm not sure, but the "Short Intersection" room also doesn't allow rotation, and I've seen the same bug happen in this room before
both
if you don't make a lot of weird thingy like me, you probably....? don't need that much coding knowledge
how long did it take you to make an elevator
there was a lot of trial and bug to get to the current state... I think it probably took about 1-2 months
actually the network issues were very difficult for me
Wana know what i want to see in a map
i wana see a crawlspace, like vents
and have jsut one monster
who can come after you in the vents
and your forced to crouch
is that possible?
cool It sounds fun
maybe you could experiment with the concept some time
theres probably alot of weird wacky room type ideas
vents is one of them
but yeah did you find out what cause the culling issue with cull factory?
shrimp just kinda does that
oh...
you know
i had him look at me like that while he was walking up stairs
and i was following him
and he allways was looking at me
kinda creepy
actually
is shrimp a he or a she
or is it a genderless child like frisk from undertale
he iirc
oh interesting that could make sense then
does it kinda require no rotation for the entrances/exits to work correctly?
I think it also relates to whatever is causing openable doors to spawn in unused doors
currently what verion should I use for cull and office for best compatibility
you'd have to go back pretty far with Office I feel like
if you want Office my advice would be to wait for Piggy's fix before enabling CullFactory
honestly I still don't know what the problem is
do you think someone with no coding knowledge at all could make a custom interior
tbh I don't know,
I think learning how to use unity comes first before anything else
i mean if you wanted to just make one room repeat over and over, how hard would that be
like what are the steps to adding a new room, and what do you have to do to tell the game how its placed?
I just wanna know if its a process any beginner could get into
Piggy if you want to test your theory of the rotation thing you could use CullFactory to set the seed and check if the doorways are all detected correctly
with the option enabled to visualize the portals, you should see a white rectangle from either side of any door connecting two tiles, and if one side doesn't appear then that has a bad connection
it's a little quicker than checking with UnityExplorer at least
piggy connects his legos the wrong way without realising it, causing mass distruction across multiple universes







this might be a door
i think... its fixed now??? nope
Oh it's like in the factory with places that clearly used to be a door
do you know what seed this occurred in?
that was the seed 24 on Experimentation
if you go straight to the fire exit I think that should work, but I went through main and then followed the left walls
if I remember correctly anyway
oh yeah the fire exit should be connected to the rest of the dungeon by a curved hallaway and then a stairway
changing a tile's settings generates a different dungeon lol
ahh, yeah, I was wondering if it messed with that
I did have it happen on a few different generations, though, so if you run through a few with CullFactory portal occlusion culling enabled and don't see anything popping out of existence it's probably safe to say it's fixed
assuming that the issue with doors generating in walls is related
seems like it probably is
oh wait the latest live version of CullFactory probably still culls everything out of existence, I forgot
I'm currently using the latest version of CullFactory and there doesn't seem to be any major problems
oh interesting, then I wonder if the null renderers were related to this as well
very weird
is there still a problem If it's like this?
hmm, is that door on the right side of the screenshot the edge of the tile you're in?
if so it seems wrong
every boundary between tiles should have a white rectangle
oh damn
oh hmm
I think that would indicate that the doorway is not used on either tile but I can't say I'm sure
either that or neither doorway is added to the list of all doorways in the dungeon, but that seems unlikely
Why would you hurt him :c
i think you should make it so he attacks you, but i also like this run feature.
would make me feel bad for hitting him
..does that mean he can only be repelled and not killed?
My group also had that major desync yesterday and after disabling that mod the issue was gone. Seeing you having the same issue made me sure it was something about that mod.
Still need to investigate before I create a bug report though.
how to make work only List Moons? the chance i mean like ScoopyVarienty
this is not work. in ScoopyVarienty have CastleDungeonMoons = list. but in office no have
OfficeMoonsList?
ya i mean in default OfficeMoonsList = free
i wanna like List like 2nd Screenshot i give
but officemoonslist not work already give the rarity like ( experimentation99999,assurance15,vow15,offense20,march50,rend25,dine35,titan71 )
and i dont wanna using OfficeRarity = . i just want make other moons is different rarity
ScoopyVarienty like this is
so Where for OfficeMoons = ???
MoreInteriors have BunkerMoons = list
@narrow fossil
Just a sort of QOL suggestion
Having the doors swing open in the direction of main
Mansion tiles do this
@narrow fossil have you had any luck with the door connections issue? I might try to use a debugger to get to the bottom of it if not
I'm assuming that since you don't know the cause, it's probably something in DunGen doing it
I still don't know hmm
okay lemme see if debugging DunGen in editor will work
hopefully all these dependencies will run in the assetripper project 😅
@narrow fossil looks like your DoubleDoorRoom tiles have extra doors in their AllDoorways field?
is this maybe because the prefab has those initial 4 in their list instead of letting DunGen add them itself later?
DunGen does tile.GetComponentsInChildren<Doorway>(), sets fields on each Doorway instance, then adds them to AllDoorways, so having those initial 4 in there is causing it to find the wrong Doorway to connect to based off an index:
foreach (ProxyDoorwayConnection connection in proxyDungeon.Connections)
{
...
Doorway doorway4 = tile.AllDoorways[connection.A.Index];
Doorway doorway6 = (doorway4.ConnectedDoorway = tile2.AllDoorways[connection.B.Index]);
doorway6.ConnectedDoorway = doorway4;
...
}
Shrimp won't kill anyone and goes absolutely bonkers, stretching and spinning all over the place while chasing you (This was in the Default interior)
I don't know if this is due to a mod conflict or if it's an issue with the mod itself
I know someone mentioned Diversity 2.0 about a seemingly unrelated issue, so I'd like to mention I do also have that mod
ngl that sounds absolutely hilarious
That’s a desync issue, that means your friend has different configs or mods from you
Not this mods fault
look, two friends copied my code - it was fine, two other friends didnt it wasnt fine
so the two other friends copied the code like first two
and it still wasnt working
Share the code again :P
Also can you send me your dependencies list? Just in case it’s another mod somehow desyncing
Which it 99% of the time isn’t
To get the dependencies list search “dependencies” in the settings of r2 or thunderstore, whatever you’re using
I was also encountering a similar issue, but sometimes they just load no interior and just keep falling and TPing to main lol
I just gave up with interiors since it happened with all of them
How do you guys manage to get these issues…
I have an inkling it's a latecompany issue causing desync, but no actual proof tbh
I just throw random mods together and it somehow works mostly flawless 😭
yeah it was the sam
no
Do you have any logs from when you experienced the issue?
you got your answer in scpdungen but i will still leave this here: settings the value to absurd numbers may cause corruption and/or overheating
hmm
i just got a idea that the cullfactory developer could do, but idk how to contact them
they could make a config option to disable culling on certain moons
or interiors rather
actually
i found this
could this be used to do what im thinking of?
if so
what would office be called?
you can see the flow name on LLL configs
so if i put "OfficeDungeonFlow" in both, it should just disable culling entirely for office?
the dev told me only to use fallback for office
if it still doesn't work, then put it in skip fallback
so if it goes to fallback
then skips fallback
that just means it does no culling at all right
okay
yeah
using it in fallback makes culling work great
i freecamed around, didnt have a single room go invisble on me
while i was in the room
like before
now my performance in fps be ballin
i think i can say safely, my modpack is finally perfect
iv gathered all the infinity stones, and the starts have aligned
oh uhh
i can now commit devious warcrimes without there being any picking one thing over another or having bugs if i use both
hello cullfactory dev here
(one of them)
the fallback thing won't solve what's going on with LC_Office at the moment unfortunately
how so, i didnt have a issue
I do need to add an option to disable culling for certain interiors, but once the issue is fixed by Piggy it won't be necessary here
i mean
it may have been incidental
oh sure, but those options you mentioned don't disable the culling
it'll still have issues with certain doorways showing nothing on the other side
I'll try to add a blacklist later tonight
Is office the only one rn that have to be disabled on cullfactory ?
oh, yeah, that actually would accidentally fix the issue now that I think about it lol
yea, every other interior should be fine afaik
ok ty !
some doors do weird stuff atm on Office
i mean
the furthest away i seen a room not render
was 2 rooms away from me
the door led to the void
but its not that noticeable
was better than the room im in just not existing
yeah, I suppose that depth culling isn't a bad option at the moment, I hadn't thought about how it would work with this bug
the main reason it works is because the doors in the room you're in still do lead to the next one, but on the other side of the room from where the doorway actually is
hard to explain
he was blinded by the main issue, and forgot how shrimple it would be to use his silly little options
it's this
i want a animated gif of mr shrimp dancing
and the caption "Not so shrimple now is it!"
then
i step thru the doorway
magically i can see furthur
culling be real wild with office
yeah
but hey
depth culling be like that
its better than the room im in vanishing before my eyballs
as i get lost in an invisible escape room
I think I may have found the issue so hopefully if I'm not wrong Piggy will be able to patch it
then i step back
thru a doorway
and it just vanihses
like my father
the lighting go bye bye
😦
that's with depth culling? curious
yeah
funnily enough
only the lightsource got culled
it wanst the room being culled
just the light
bye bye mr light 😦
then again
flashlight would fix that so
still playable
So today I ran into a shrimp who was flipping out and doing 360s, when it got angry it couldn't actually kill
they had mad shrimp disease
trust me
im totally a doctor
😉
hi guys, I made my own big mod pack and added a pack "Explorations
” to it. And for some of my friends, the interior on the moon does not load and they fall under the textures and this error appears in the logs. is it possible to fix this somehow?
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LCOffice.Patches.ElevatorSystem.Setup () (at <0657c63361fb421785d4988be73aeaf1>:IL_0030)
LCOffice.Patches.ElevatorSystem.LateUpdate () (at <0657c63361fb421785d4988be73aeaf1>:IL_004F)
did you make sure everyone's configs were the same
noticing a really big issue with the office!
it seems that the generation seems to focus on a single floor, leading to two of the floors just being a really small dead end
sry i was lazy yday just removed the mod
did u fix iy
Did that fix people walking through walls on facility or whatever
If rooms are “sort of” similar between clients and not fully the same that means you’re experiencing desync.
Whether or not they’re just similar or completely different
No, as I said before, I gave up on it and just removed office...
yup
my friends just had normal facilitu
and they couldnt spawn properly
Welp
shit.
😂
What is the min size for the office? It doesn't load at 0.25
@narrow fossil did you see my message #1196943144009351258 message ? I went to confirm my findings and it does look like the prefabs' AllDoorways fields do have doorways in them, vs Level1Flow in vanilla where all doorway lists are empty, so I think that is the issue here
I know I posted that when you were offline so not sure if you might've missed it since it got buried
DunGen doesn't seem to make use of the prefab's set of doorways at all, and instead assumes that it and all other lists are empty
confirmed, by clearing the Tile.AllDoorways list before it's populated, the doorways connect in the expected direction
also fixed the double doors spawning on the fire exit
that looks surprisingly natural
The handles don't look natural at all.
Oh yea I didn’t even realize that
that fire exit model is an old version, model has changed
Watch actual save and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
silly clip (i was panickin in voice but forgot to record along) also the interior is really playable for me!! good job on the fixes and stuff 🙏
only at times we can't see / hear each other in the elevator but yeah no other issues, scraps been great too
not really, no
Reminds me I was testing the map on Kast the other day and a Jester popped and I made a mad dash back to the elevator, I went up to 2F just in time before getting munched
I wish I recorded that cause my heart was racing lmao
oh I didn't reply to this
perhaps a bug occurred during decompile. there are only 5 doorway in my file
does this mean that the AllDoorways list should be completely empty?
yeah, it should
if I empty it before it's used then everything gets set up perfectly in LC_Office
I checked with UnityExplorer and LC_Office and saw the tile prefabs have some doorways defined in those lists
note that this image https://cdn.discordapp.com/attachments/1196943144009351258/1211379966403416145/image.png?ex=65edfc82&is=65db8782&hm=f43418c9dca183f5ee7bd57221d1cd1250b53a4bdf86ba36adfb359e5de0af25& is from the AssetRipper project, so this is how the tile looks once it's generated and running
there should only be the 6 doorways at the bottom of that list there
ohhhhhh I understand now ilu
I'll keep an eye out for the update so I can remove Office from the culling blacklist
but better than dis lol
real
i like this more tbh
big example of this
I tried to fix that, but sometimes start room wasn't generated
just tested CullFactory with the latest version, and looks like it's all good when running portal occlusion culling once again!
next update of CullFactory will re-enable it by default
maybe a coder can make it so the farther it is from the base tile the lower chance a room will connect
shrimp seems to have trouble killing players
Will this still be compatible with the mimic mod?
Mimics don't work on custom interiors at all unless they're whitelisted.
Double doors won't be a mimic because double doors mimic doesn't exist.
Oh I didn't know they had an interior white list, I need to tweak that then.
yeah i'm about to test all the interiors
Cool let me know how that works out!
I suck at making gifs so I'm just going to leave this here
https://giphy.com/media/VkuQqwhjpNN324iunW/giphy.gif
Discover & share this yoloswagers90 GIF with everyone you know. GIPHY is how you search, share, discover, and create GIFs.
This is my "Mad Shrimp Disease" bug apparently
LMAO
I have NO clue why this happened, no clue how to reproduce it, or how to fix it.
Also if you remove the media. part of the url, it should properly embed here
ah thank you
No problemo
Almost forgot to mention the important stuff. This never happened while testing in single player and this clip was taken from player#2. Shrimp's bugged animation persists through all 4 of its phases from patrolling and following to growing and aggro. Despite it becoming aggressive, it would find its way to the player but couldn't actually damage the player. This would be the code for the pack if anyone wants to try replicating it to find the incompatibility or fix the bug. 018dec4e-1c4a-71a2-e09d-b3e417052a9c
oh i think i might have had the same bug
i didn't see the other player's perspective, but shrimp was angry and not killing them
My friends mentioned shrimp looking like this today, they both saw it but as I was the host he was absolutely fine to me
DYNAMO FLASHLIGHT
I fell in love with that flashie the instant it dropped. Funnily enough they produce so much "noise data" that mimics will gobble you up in seconds if you're not careful.
i mean it is fire but shit hurts my ears lol
Given the way my crews play mimics almost never get kills so making this the only viable flashlight makes them really threatening
its like im running a chainsaw
oh wait they get attracted to noise?
or like provoked
yeah, they kind of act like the company building.
Spray paint, boomboxes, horns, and all make the mimics angry
noise is a crappy way to test if its fake though since you often can't hear it over the noise, but it's a GREAT way to kill your friends
didn't hear that from me tho >.>
my friend makes me pass a security test
its always diff and shit
whats that?
Kind like the heavy flashlight its a flashlight with infinite bsttery but has the disadvantage of making sounds and u have to keep like revving it lol
Also u rev it every like uhh 8-15 sevs around that been a while since i used a dynamo flashlight let alone a flashlight
Imagine you step on both, and you do actually get teleported twice somehow
They have a delay before teleporting, so it's a possibility.
honestly someone should really make an upturned themed "trailer" kinda video for the office interior
would be kinda cool
yeah, thats mad shrim disease
shrimps infested my friend's gordion
Use enemyfix
nooo dont do it shrimps must be set free
they're quite stuck in the air
they learned to float
Enemyfix also fixes the error logs that kinda lags u when you exit the moon
i hope the glitchy shrimp is fixed soon
Am I able to format the moons Office can spawn on like this with this mod?
Etern200,Ganimedes200,Secret Labs1000,Auralis200
Specifically wondering because this is how it works with most other interior mods but the help text in the config implies otherwise
yes
Gotcha, thanks
You're also able to get it doing the syntax like this: Kast@220
That's how I have mine currently setup
whaqts wrong with it
Is Shrimp not damaging people for anyone else?
hey @narrow fossil i noticed that 19/20 gens for office don't have a second floor but on occasion it does branch out
not sure if its been reported or if you're aware
love how its turned out btw
Vent at main can be potentially spooky lols
Had a run where I go in and I'm immediately blop'd by a Flea, thankfully I was able to just turn around and go out the door lols
But I can imagine how much more painful it would be if something like a slime or a Bracken shows up
Office is taking me 30fps just by being installed, the map isn't even office, is that a known issue ?
Hello my friend and I experienced a bug where I was eaten but my body was visible
Noticed that the shrimp eating is for the host only, other players see the items still and can use them
We also had this haha
i can't get enough of this bug
Also the scrap and equipment that was eaten vanishes at the end of round for the clients.
Label it as a feature
The Shrimp happy friend dance
Is it even an incompatibility issue that's causing this? If so many players are getting it, is there a possibility its just a bug caused by its basic behavior?
Kinda seems like it only bugs out when it encounters scrap or maybe collides with something and stops?
cause that clip has it both stop and start ^^^ the issue should be "visible" there
I can't imagine it has anything to do with "finding a player" since mine was already going mad prior to its "found player" SFX
I feel like I want to fix the bugs and release it right away but I'm too busy rn sorry 
Does cull factory work with office now?
yes
can i set the spawn above 300
Just to clarify, Shrimp still isn't fixed with the latest update, correct? My friends and I are starting a session soon and I'm probably going to disable Shrimp from spawning if it's still broken. Besides the animation problem it also wasn't able to kill anyone.
I made some changes to the shrimp's ai code, but I'm not sure if it will work
I recommend disabling it
the buttons on the vending machine have a red cube on them for some reason
I didnt see it for a month of playing
only once
lol
yeah because shrimp was only broken recently
it's been a while since i've played lc. is this normal?
yes
Hello, is there any way that you can configure the spawn rates for the particular moon that you want to set? It seems that I can only adjust the spawn rate for all of the moons that I have set to choose in the config file.
yes u can pretty sure
like type moonnamelevel@150 for example
atleast thats how i remember it
idk lemme check my config
Ouh I didn’t know we can set it with these commands since it doesn’t state the explanation for setting the particular moon in the config file.
I’ll try it first and see if that works.
u can use lethalquantities to do the same thing ig
LethalQuantities?
See if its confirmed that the commands that you said can be entered that way
idk it seems there is nothing that mentions i thought there was
there is above
there is this only
Yup that’s what I was wondering if theres a specific commands that I didn’t know where I can set the moons that I’m choosing to have their own spawn rates.
@narrow fossil did you implement the features in the config file or somewhere else?
use OfficeMoonsList
like
TitanLevel@100, VowLevel@20
Ouh so it can be configured like that..
Alright I’ll try that and see if that works
So to make it guaranteed, just state “MoonnameLevel@99999” just like the normal weightage settings as others as well?
me getting confused everytime i see people use vow then Vow then VowLevel (same with all vanilla moons)
does all 3 work
LMAOO
also some being vow@9999, some vow9999 (not having a @ feels wrong)
Seems like it works on custom moons that set weightage at 99999 but need to have a few more rounds in order to confirm those probabilities
Thanks @narrow fossil
I'm uploading 1.0.23 which fixes a bug in shrimp
oh mimic mod also works on custom interiors?
cool
yes the feature of taking in and out of the apparatus isn't part of the interior anymore
iirc it was removed due to a lot of bugs associated with it, or something?
Yes, but you have to add custom interiors to the list. Office is in that list by default.
Yes, but I believe it’s only temporary. I could be wrong though
it is, but i prefered how it was before : having to insert the aparatus after getting it to be able to use the elevator again
my friend is falling through the interior and has this error log also our configs are synced
LC_Office is the only interior that works correctly with mimics mod
I don't know why but it's cool lol
others either straight up don't spawn mimics or just uhhh
this
on bunker they spawn but destructively

have you set a dungeon size override? otherwise, it is a bug that occurs with a very very low probability lol
i recently removed coomfydungeon so that have caused some errors
i got it twice
in a row
welp that's probably the cause
wdym by this
double of these
did you end up fixing it?
idk my friend logged off before fixing it
and it seems its generating double again
for some reason
and there is also two gorgonzolas
yeah i tried making a new config and it's still been doing it
i deleted lc-api, LE
the whole moon doesnt fully sync actually, it shows seperate moons on the monitor and renders a different dungeon for my friend with no spawns and a non functional entrance door
It's an API.
Is it still recommended to set OfficeCustomScrap to False?
has shrimp been fixed?
yeah, i think it's buggy currently
Has anyone manged to solve the issue of interior desyncs?
If you're talking about the doors ice had the problem on my interior aswell but idk how to fix it
Second that.
Thirded.
if you can manage to get rid of doubles in your lll config then it should work
I can confirm that was not the issue. Everyone involved had identical LLL & interior configs, & LLL config was freshly generated before sharing the code, and nobody had made changes to them. New save file. Last time it happened, we also double checked after playing and all the moons and interiors were still numbered the same for all of us with no duplicates. 2/5 players present had desync issues. Nothing turned up in logs except LLL choosing the wrong interior for the affected players. Earlier we had also tried without using LE or LECore or their respective moons and still had a player get desynced. Interestingly, when we have run LECore we've only seen interior desync happen on vanilla or LLL moons.
Attached is the modlist we were using last time we had this issue. Since then we've stopped using interiors until someone figures out what's going on with it since my friend group was getting pretty frustrated with it when added to the issue of the game soft locking during landing and takeoff.
I did make a new modlist (attached below) trimmed down from a few modpacks of people that said they didn't have this issue, but I haven't had a chance to test it yet. As I've said in the LLL thread, if anyone has any insight, I'm all ears.
sync your configs
Has shrimp stopped looking at players? I swear when I saw him last night his head wasn't moving
I think it was fixed yesterday... but it must be a bug
or maybe its an outdated version
We were playing on the latest version 😅 like he's functioning now and not spinning in the floor, he ate my anvil and ran off, it's just the head player tracking that doesn't seem to be working now
which bunker
The bunker interior from moreinteriors prob
Does it contain a tiled narrow hallway like that?
I think buts its more on the wide side lets say
Oh you said narrow
Then i dont think so
I have a question, I want Shrimp to appear more times on the moons, how could I do that? Is it with the "Weight Shrimp" option?
yes, the higher that number is, the more likley he is to spawn
Oh, hello Bolty! Thanks for the help!
:) no problem, and nice to see you
Can not work
you have ~50% chance with current config to get office on vanilla free moons.
300 is not 100%, facility is 300 aswell for most maps so its 50% chance like remelko said
Chance to get an interior is its weight divided by the sum of all possible interior weights for the current moon.
if you want it garanteed more put it like 1000
99999 does the job
unless it doesn't work, then i would say retry
or just set guaranteed to true
yeah xd
same
they were synced Im lik 80% sure but ill test again
I think this thing is broken like scoopy's one
All option is not working at all
Office only appear in vanilla moons while officemoonslist is all
yes that is a default LLL issue.
I actually know how to fix that! (thanks Batby)
@narrow fossil You need to change
case "all":
val.manualContentSourceNameReferenceList.Add(new StringWithRarity("Lethal Company", num));
val.manualContentSourceNameReferenceList.Add(new StringWithRarity("Custom", num));
mls.LogInfo((object)"Registered Office dungeon for all moons.");
break;
to
case "all":
val.dynamicLevelTagsList.Add(new StringWithRarity("Vanilla", num));
val.dynamicLevelTagsList.Add(new StringWithRarity("Custom", num));
mls.LogInfo((object)"Registered Office dungeon for all moons.");
break;
oh thanks 👍
@narrow fossil What does this fix do specifically? As I have been working with @unkempt vine in regards to some issues noticed on the Maritopia moon.
@tame thorn dis
Ok, only this. ty for the confirmation. 😄



