#Dantor's Mental Hospital [1.2.2]
1 messages · Page 2 of 1
ty
You're welcome
What is the name of the mod - which skips all cutscenes and immediately starts the game, for developers what was it called
Does the Animation Compatibility mode work with Badass Company?
please advise
Maybe yes
either GeneralImprovements (except this has like 50 other features as well) or IntroTweaks
dont recommend turning it on though
But does it immediately launch - select a host and automatically start the game?
There is some mod, but I forgot the name
IntroTweaks just skips the initial main menu where you select online or lan
This I know
GeneralImprovements you can skip that menu and the intro song that plays on the first day
Idk of any that instantly start the game
no no
I need
So that the game starts immediately
so that I can get into the world
without unnecessary inclusions
everything you listed
I know it
I'm saying that there is a mod for developers - where it immediately throws you into the game
maybe*
Np
skipping the intros might skip some loading of mods tho, it's to be used with caution
Fine
Mods for Quick Game Launch
DevelopmentStartup: (uses LC FastStartup)
https://thunderstore.io/c/lethal-company/p/CTNOriginals/DevelopmentStartup/
LC Symphony:
https://thunderstore.io/c/lethal-company/p/alexanderjoe/LC_Symphony/
IntroTweaks: (unstable & fps drop)
~~https://thunderstore.io/c/lethal-company/p/Owen3H/IntroTweaks/~~
Here are 3 mods that allows you to skip the startup game launch screens. All 3 are customizable in their different ways.
I recommend strongly the first one, DevelopmentStartup. The LC modding wiki recommends it as well, as that’s where I found the mod.
Hope this helps!
introtweaks was lagging my game good i think
YEah i thinm ill remove it, its been getting worse for me too
i dont know what else it was doing, but when I removed it, my fps seemed more stable
I like how it changes the footer version note
I messed with my friend with that
but i doubt thats what makes it slow down performance
I'm tired
There is some problem in the seeds during generation
Sometimes everything is great, sometimes everything is terrible.
not sure if this has been reported yet since discord search sucks, but standing directly against this door causes the Open door prompt to disappear:
going from a hallway to a room with 6 bathtubs specifically
the assets for this interior are pretty sick though I gotta say
lots of visible LOD pop though
Why? 🥺
lol it's a compliment, slang
@dry rose I'm wondering how difficult it would be to have the small doorways use different door sockets to the hallway connections? I assume that would require duplicating some hallway tiles to have end connections for rooms or something
the reason I ask is, the portals CullFactory creates seem to be much larger than they need to be when connecting into a room, so it's rendering a lot of the map when it doesn't need to
this is something I've been meaning to ask other authors as well
as an alternative to using door socket sizes, I was thinking that perhaps I should make a separate component that can be attached to each doorway on a tile and provide a precise size for the section that doesn't occlude the next tile
Yeah I gotta work on it
I'm not sure if I follow you, which size do you need the doorways to be?
here for example
on the one side, you can only see a small portion of the portal through the doorway
on the other side, I can see that the actual portal size extends to the edge of the hallway geometry
that means that it considers anything through that wall the doorway sits in as visible, despite the fact that it's actually occluded
So, you want the doorways as the size of the left picture, right?
right, the portal should be just large enough that it encompasses that doorway's opening
but I wondered if the reason you did it this way is because the hallways also use those door sockets to connect to each other without a doorframe blocking the view?
for example, this connection here off the main room:
I assume this uses the same door socket as the small doorways?
Yeah, basically there is a chance that instead of the open corridor a wall with door appears so it's all the same doorway size. I can make the doorway small but then if an open corridor spawns it will be culled more than it should or I let it as it is and the portal is bigger than needed
you should leave it as the big socket size
I might have to talk to Batby about if it's possible to make something smarter for situations like that
it's an issue on other interiors too
vanilla doesn't do it that way though which is why I thought it would be fine
there's always a doorway-hallway connecting tile before you enter tunnels in factory and similar transition tiles in mansion
Hmm interesting, I didnt notice that
I definitely don't want to limit mods to only doing that though, I'll see if Batby can think of something good to work around this
unfortunately I don't think it's something that CullFactory can work out by itself
@dawn musk this Is fire
i don't know if this had already been asked, but i have an issue with this interior where the map is insanely large and only 2 objects spawned in the whole thing. Is there a solution?
You can manually reduce it's size using the config (FundationLenghtOverride) or a mod config like Lethal Level Loader, I'm also trying to come with a native solution on my own. On my internal build I have reduced the size around Rend's dimensions and it feels pretty nice on Rend, Dine and Titan. On smaller moons it probably still suffers (not as much as now) and on bigger maps it's maybe too overcrowded with items
ok thanks. if i want it to be good for experimentation for example, would 4 for example be a good lenght override? But if i do that it will be too small for other moons right?
if i use this will it automatically adjust to planets that have different sizes (e.g. experimentation and titan will not be the same size)
if it adjusts to the planet, then whats the purpose of foundationlenghtoverride? Is it like a multiplier ?
i don't know. that's my question
is this the mental asylum from phasmophobia
guys on which moon do you have setted this interior spawn rate?
the ceiling seems to be made out of individual squares instead of a full square per room
same with walls
the interior also renders a bit oddly, for all other interiors, all the walls only have a texture on the inside. this does not apply to the hospital. some walls/floors/roofs/whatever also don't seem to be trimmed to only what you can see, which is rather unoptimized
Thanks
while on the interior, lc's cpu usage shoots up to 30% and memory usage up to 4,350 mb
sucks because i really like this interior, guess i just have to wait till it's more optimized
ill just deal with it
cool asf interior
optimization would be appreciated tho
my brother in christ your computer will die
30% cpu and 4gb of ram is really not that much
wahoo
alone on a pretty good computer, it definitely is
most modern games will easily use that and more. on a pretty good computer it's even less of an issue. you're not supposed to be running lethal company 24/7, anyway
it's not a bad thing to have your resources used like that. it's literally what they're there for
A bit dramatic aren't we? x)
It works fine on my average to low tier computer. There are some issues with other mods that are causing FPS drops, and I won't deny that the models/textures need a lot of work, but it's fine for the average gamer. Maybe if you are expecting 250 fps yes, that won't be achievable right now but it never dropped from 60 fps to me
eh
i get to exaggerate a little
No he is right that the way I'm using walls/floor sucks, I will try to work on it
i have a slightly below-average pc and i was able to play this interior fine with LCVR which essentially doubles the load
Actually it seems like since I'm using LLL to load the dungeon that option doesn't work at all so 💀 My bad I guess
i hate LLL's config 🫠 thanks for the info
i have no idea if this will have the desired effect
since you're here can you explain batby 🥺
what am i explaining
will this make the dungeon smaller than it usually is
uhh idk when dantors config stuff applies
what you have set their would make it smaller than what it usually is yes
I'm basically copying SCP's code for now so it should be the same
Hahah yes, it does
Honest question, I need your opinion, @glass yew . Would be a good idea to enforce the dynamic clamping size on my side instead of letting users to figure out a way to appropiate reducing the dungeon size for the time being?
The thing is I have a travel tomorrow and I will be away for a whole week so I won't be able to implement a good solution until I come back, but the dungeon is definitely too big even on Titan. After testing I noticed that a 1.15~ size (similar to Rend) works well for late moons like Titan, but that is still way too big for Vow and below.
Ideally I would like it to be 0.5-0.7~ on Assurance,Vow,Offense,March and 1.15~ onwards but I don't think I can do that easily
yeah
the config default values will be the ones you set yourself btw
don't know the best way to approach a dynamic size to that amount but you can enforce a clamp on how big it can be in general
one more thing i forgot to mention from last night: doors seem to be a little delayed whenever you open them, for some reason
you can also collide with them after they're opened
Yeah that's something I dont really know why happens but I will investigate
Do you mean they have collision during the opening animation, right?
Same happened to me
How big is the map
Too big, I'm working on it
Ok
yes thats what i mean
🫡 Noted
just had this interior on titan with no loot
ship scan said around 900 worth of loot was even on the planet
but none to be found inside
looks beautiful though great work
Loot is definitely there but the interior is just too big so it's difficult to find, I'm capping the size soon tho
oh okay
Computer is pretty decent and yet I cap at 50-ish fps when my buds are capping at 20-30. Thas how we know its the hospital when we land on a moon. I'm just wondering what's causing the heavy load. Long/big interiors? Will use search function to see if it's been said already.)
Combo of big interior and unoptimized assets, will be worked on ☺️
I think maybe less objects on the ground
Also a wheelchair scrap item would make sense
imagine people can sit on it
ill play music and run around while my friend is on the wheelchair
Helllooo, I was in Budapest Moon, and had your hospital on it was actually so beautiful. That aside, when I fell off, it immedieately crashed everyone's games.
Im unsure if its related to the fact i was in budapest
We need logs and some kind of report
Try to play this situation again, maybe the problem was only with that seed, but not with others
Who knows
Did everyone else also have Hospital?
UPDATE 1.0.3
-Drastically reduced dungeon sized and locked it between x1 and x1.25 (Rend's size)
This change will help making loot less sparced and should feel better specially on Rend, Dine and Titan. Smaller moons may need more tweaking.
-Potential fix to an issue with the Inverse Teleporter and LethalThing's traps which teleported played outside the interior bounds
-Removed collision on doors while they are being open
-Improved doors animation
-Added a potential fix to cases on which scrap wasn't generating as it should
-Removed deprecated config option. Consider deleting the config file so a new one gets generated on next game startup
(Note: I will be away until the 21th, I will read you guys but won't be able to make any changes until that day, have fun!)
https://thunderstore.io/c/lethal-company/p/Dantor/Dantors_Mental_Hospital/
Fuck yea
Dantor's Mental Hospital [1.0.3]
Do we have to delete the current config file in order to get the update ?
Where are you going? Vacation? 👀 if so, have fun.
Masa's planning to possibly write up the enemy ideas too. Do you perhaps want the ideas DMed to you (along with the two hazards)?
Think you will get the new .cfg file only if the old one is gone
Ok thanks
Is this generation recommended for Dine, Rend, Titan?
Could there be problems on other vanilla planets?
Due to the size and amount of loot
Yeah they'd work nicely
Titan tbh is just Masa's moon where every interior spawns tho
Then I'll install them
Its a cool interior 👌
Its not mandatory. Its just to remove the unused Lenght Override. I will work on the config more once I'm back
Yup, thank you!!
And sure, feel free to DM
Will do after some nice breakfast! ^^
On smaller moons the loot may feel too little, on Rend, Dine and specially Titan it should feel way better
Wonderful
agreed
I just didnt adjust it. I need to learn how to do it
I optimized everything
I found a couple of mods that really eat up performance.
now I'm happy ^^
The Hospital map is just fire, we’ve already had time to run around, thanks for the work!
what mods were they?
Thanks for the update! Will try later today.
Do you know whether the LLL config can be used to fine tune size with the latest update? With other interiors it works quite well with the scalar. For potentially large interiors I usually set max size to 1 and scalar to something like 0.1-0.5. So it will still scale with moon size multiplicator.
with problems?
I think he meant the performance eating mods
Got it, I’ll write a couple now
These are the only ones I've had performance issues with so far.
Late_Game + Lethal Things eat a small part, but not that much
cheers man, was just curious if I had any currently and it will help me avoid them in the futute
ima remove lgu
but it has cool contracts(
and cart 🥺
I left it in my build
But I still like Late Game
He can resurrect allies for a fee xd
I also notice a huge performance improvement without the TooManyEmotes, surprisingly that one takes more than BadassCompany (LethalEmotesAPI) which has sounds and everything
Snareflea hanging out of bounds
Man’s living his best life
Somehow need to get a monster into a big leather office chair in the office tile so when you open the door the chair swivels around and there’s a hoarding bug / bracken / masked / snare flea sitting there like ‘Good day.’
LMAO
Based snaredflea
The Snare fleas are getting smarter
hording bug swivels around to see you
"yippie!"
exactly
cool interior. but runs at like 40 FPS for me, everyone else have issues with it's optimization?
I think so
Because the fps has been worse on all interiors since i added it. Idk how that makes sense
The assets probably need optimizing
The interior shouldn't halm your performance that much if any if it's not loaded 😛
It definitely could harm performance. LC Office is a very good example for this. Idk if Mental Hospital is the same. I’ll have to test tomorrow.
Lc office affects performance even if it’s not loaded
LC Office is a different example as it ran off a API that was constantly running in the background with an AI constantly trying to be injected, then the serializer on top.
No other interior is that intrusive.
Aight makes sense
I’ll see tomorrow what’s causing that
Updating mods is a nightmare. Maybe this happened because of an update of some mod
The fps is like 20-50 less than before
I've never noticed lc office dropping frames
I think I recall the 🦐 would cause huge frames if met on the Office map. I've had no problems on other interiors tho. But also haven't encountered the fps issue either 🤷 I think it's fixed now
has anyone figuired out the lag issue, still running at low framerate on certain maps
like titan
I do have like 90 other mods
btw backrooms did not fix the lag issue
:/
There have been reports ;P
But I think that's to do with Shrimpy
yea but this lag is different, like on titan it runs pretty bad, like 40-60 fps, which normally my pc on mods should run 80-110
Yeah something deffo tanking your frames
can i send you my mod code, and if u have time, could you look over it?
You can just show list, don't have to send me your pack 😛
Remove Immediately Or Ditch AdvancedCompany‼️‼️‼️‼️‼️‼️‼️‼️‼️
- Better_Lobbies‼️‼️‼️‼️‼️‼️‼️‼️‼️
- FlipMods-ReservedItemSlotCore-1.8.17‼️‼️‼️‼️‼️‼️‼️‼️‼️
- FlipMods-ReservedFlashlightSlot-1.6.3‼️‼️‼️‼️‼️‼️‼️‼️‼️
- FlipMods-ReservedWalkieSlot-1.6.2‼️‼️‼️‼️‼️‼️‼️‼️‼️
- Renegades-FlashlightToggle-1.5.0‼️‼️‼️‼️‼️‼️‼️‼️‼️
- Toskan4134-LethalRegeneration-1.2.0‼️‼️‼️‼️‼️‼️‼️‼️‼️
- Renegades-WalkieUse-1.5.0‼️‼️‼️‼️‼️‼️‼️‼️‼️
- FlipMods-BetterStamina-1.3.2‼️‼️‼️‼️‼️‼️‼️‼️‼️
- alexanderjoe-BiggeryBattery-1.0.2 ‼️‼️‼️‼️‼️‼️‼️‼️‼️
First Test Disable
- Ozone-Runtime_Netcode_Patcher-0.2.5‼️
- Dot_Matrix-MatrixTermExtensions-1.1.2‼️
- Pinta-PintoBoy-1.0.4‼️
- PXC-EnhancedSpectator-1.0.5‼️
- AllToasters-SpectateEnemies-2.3.1‼️‼️
- NomnomAB-RollingGiant-2.5.1‼️
- TwinDimensionalProductions-CoilHeadStare-1.0.6
- Suskitech-AlwaysHearActiveWalkies-1.4.4‼️‼️
- veri-ShipWindows-1.1.2
- Bobbie-NAudio-2.2.2‼️
- Bobbie-UniTask-2.5.0‼️
- qwbarch-BarchLib-1.0.0‼️
- qwbarch-Mirage-1.0.13‼️
- Lordfirespeed-OdinSerializer-2022.11.9‼️‼️
- Piggy-LC_Office-1.0.3‼️‼️
- POKA-DeGhostify-1.0.0‼️‼️
- FutureSavior-Hold_Scan_Button-1.1.1
- xilophor-LethalNetworkAPI-2.1.6‼️ ‼️
2nd Test with these also disabled.
- Pooble-LCBetterSaves-1.7.3
- ATK-ShipClock-0.9.0
- TheDeadSnake-Touchscreen-1.0.10
- Solar32-PerformanceEnhancer-1.3.6
- PostMortem-BetterLightning-1.0.3
Zaggy1024-PathfindingLagFix-1.2.1 **KEEP **
Decide what AI tools you want to use.
- TheFluff-FairAI-1.3.2 <---- :S‼️‼️‼️
- Danninx-ProwlerBracken-1.0.2
- IntegrityChaos-Diversity-1.1.10 (I'm currently using 1.1.6 and seems stable, I am only using for Darkness).
@warm python Hope this helps. Nothing against the makers of these mods, just some things don't work well with other things so you got to make decisions on what you want to use.
what is this
what does this mean
Assitance 😛 and what you mean @digital dawn ?
oh rip I thought this was general lol not mod releases
Sorry :<
sorry I was busy, bur rhank for for the extensive list tho, will check it out later, and start applying tomorrow. Also do i need to remove those mods fro AC, cause I diable ACs perks system to stamina, and I like the reserve slots, and they work fine from what I have seen.
also whats wrong with rpowsler bracken? can I not use all 3
but again ty for the list
and im assuming the double Bang bangs are more important
you made me think ac got hacked or has a virus lol
removing office def helped, but I think there might be another mod so Ima keep testing
I also realized I kept titan at 1.0
it at its default 2.35 is still bad
I have 4k monitor and rtx 2060 and I didnt Notice lag
ok this is weird, when titan was ecplised, at 1.0 it was more laggy than titan at 2.35 no weather
also this spams too
2.35 size multiplier for each moon on AC seems to be the sweet spot!
now ima hit the hay, will do some more testing for optimizations from ur list, once again ty for all the help 😄
AdvancedCompany and ReservedItemSlot aren't even compatible I think?
Also AdvancedCompany has a massive amount of features, so it lagging the game is kind of a given
If you're willing to remove everything it adds then that's fine
You should also add GeneralImprovements and look through all of its options, you can probably replace 5 mods at least with the features it has
generalimprovemtns actually lags my game more
idk
in an ocean of custom exteriors, you bring us an interior. I salute you
they are, but visually interacts weirdly
This happens to me too
Every interior runs perfectly fine BESIDES this one
Hospital specifically tanks my fps by like 20frames so from 60 to around 40
yeah they did say they need to thinker with it more
i think this one has a large size and a lot of stuff in it like a lot of furnitures and such
in a sense there is a lot to load
So i can reduce lag by just reducing the dungeon size?
What's wrong with LethalRegeneration and AC together?
LMAO xD
Looks like LaserControl doing some fun
When I last tried it, it interfered with values updating properly. Might be different now, I haven't tried it in like a months worth of updates so I don't know any different 😛
"Bug" I found is that the bracken can't see/ detect you seeing it from inside of the glass rooms
Saw it sneaking up on me while looting inside of one of those
Thats a funny one x)
I will fix it on the next update, please respect bracken's privacy
No maybe keep that
Let's say he uh
Uses uh
Infrared
If I'm experiencing a really low scrap density inside the facility, is that because the interior is too large? I've set the interior multiplier size all the way down to 0.01 in LLL config settings and it was still kinda scarce so wasn't sure if that is the problem
Only main things I found, the lighting on the pillows etc is every time but the tiles connection and decal position seems more of a fair occurrence.
Main thing is though is prop lods, should at least be similar distance to the rooms they are in but seems they have incredibly short distance.
Which moon was it? On the first moons the map is indeed too big still
Yep, I gotta do a deep pass on prop LODs once I'm back.
It was both Titan and Triskelion (modded one.) Titan was a little better with that low of a multiplier (Triskelion was almost barren), but also still pretty bad compared to what the planet usually gives
Do you happen to know which map multiplier and scrap amount uses Triskelion?
Not sure the multiplier but it spawns 16-21 scrap
No vanilla map has this range. Dine and Offense could fit this range sort of but then still their dungen is smallish 😛
Which is why I have the interior chance for this set lower on moons with bigger gen/low scrap count.
i realized removing office mod helped a lot
Hello, @warm python, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
Office,Odin Serialiser and NetworkAPI is shredding most peoples fps 😛 I always try to inform people of this D:
Mhm less scrap than Rend thats sadly expected, I need to figure out a good way to scale down the map based on the amount of scrap
yep, will remove those 3 probaably, just gotta check what mods need network api
im pretty masked ai beta revamp, but i might sadly remove the mod
getting kinda buggy and still is laggy
Just use maskedoverhaulfork until peggy solves their revamp
Yeah on Office's thread there is usually people commenting their fps goes down even if the office didnt spawn. Still, I need to work on my side to improve performance. I dont want people removing any mod to be able to play mine
yea it sucks interior is cool
but just cant deal with the lag
yea interior drops like 10-20 fps, espercially bad for me in thr main enterance
it depends on the area
but im still always above 60, with a 6 year old gpu
on this map
masked enemy overhaul doesent change there AI i beleive, maskedai revamp is a different mod, that makes them players
I know 😛
But better than nothing until peggy can solve some of the issues - more concerning with v50 hitting us soon too.
honestly, i dont want v50
happy with my mods
adding so much more than v50
I mean, it's closer to an actual release. It needs to happen.
If the game doesn't get to a released state you're looking at more frequent updates, especially within modding scene 😛
true, also it will lose more of its playerbase, gotta keep updating. I just hope it adds enough stuff for me to be happy with it for a week or 2, then most mods will be updated to v50
Most active mods should be updated for v50 within first day or two as long as nothing major changes.
is it possible that even if i dont get this interior, it is lagging my game in general on seeds that arent using this interior
No unless something is referencing it actively.
Example would be Office, MoreInterior could be example if the assets were used outside of the interior itself. Scrap don't really count for this.
also why do I need to removve the stuff for the AC section
btw thank you or the tips, my modpack runs way smoother now
Because AC already has these features or has similar function to what they do. And you're very welcome @warm python 😄
I did disable some stuff from AC, btw AC does work with reserved slots, just a little glitchy
also wdym by
"
Zaggy1024-PathfindingLagFix-1.2.1 KEEP
Decide what AI tools you want to use.
TheFluff-FairAI-1.3.2 <---- :S‼️‼️‼️
Danninx-ProwlerBracken-1.0.2
IntegrityChaos-Diversity-1.1.10 (I'm currently using 1.1.6 and seems stable, I am only using for Darkness)."
can I only use 1?
also ty once again, my load times heavily improved
#1201271207052443772 message
#1201271207052443772 message
Does the interior have invisible walls or something?
Maybe there are some issues with the ceiling still. Im not familiar with that monster, what does it do?
Bascially wanders around and if it sees you, you're being chased to death and it can even kick in doors
Second link I posted is linked to my picture which shows it getting stuck at a vent - I guess it tried to spawn but got stuck in a wall (?)
considering you can only see half of the vent
it basically hides on the ceiling like a snare flea
hes asking if theres an invisible wall there that either can latch onto
Perhaps it’s hard coded to only latch up a certain distance? Shouldn’t be like that though
Nah i dont think so
Someone showed me a bugged snare flea after last update so maybe there is a misplacement with the ceiling collisions
It might be something to do with the floor, who knows
And yeah some vents are misplaced
Friend probably borrows/is based on the method from the flea
Nah, floor should be fine. Last update I touched the ceiling to fix the trap teleporter from lethal things, so I bet I did something that bugs snarefleas/fiends a bit
TheFiend dev has a channel on dc here too, maybe interchange a bit to find out whats bugging
@dry rose Funnily enough talking about Fiend, when you back maybe can you look into it. He's getting stuck on the doors also
Damn. He must have a chonky hitbox 😳
He has a feature that makes him break the doors down. Might be buggin out if he rages breaking doors he can't break?
btw does having CoomfyMoons break fps?
kinda have it and all the interiors kinda end up being too large
i get lost inside
CoomfyDungeon you mean? I use it and I didnt notice any performance lost but I guess it depends on your setup. I play at 60fps always
it because of how large of stuff i have now. i can now start feeling the fps drop ahah
Someone with the mod should try but my doors are basically the same as the originals so it shouldnt be an issue
im using an old pc so im experiencing the lag now
1660ti + r7 4k series
i added a ton of stuff and now i feel the fps on moons itself
ship no issue tho
the moment i go to the moon. i feel the change
I'm getting really poor fps when this interior gets selected. Is this a known issue?
Also there's practically no scrap
Yep, once I come back I will work on that
Experimentation?
Yea
Ok cool. Just wanted to make sure it was known
The amount of scrap is normal, the interior is just too big and makes it hard to find the scrap. On Titan works best
Is there any way to improve that without making it overloaded with scrap on other interiors?
Hmm with some mods like Advanced Company you can change the size of specific moons to your liking, problem would be if you have other interiors for that specific moon. I will try to come with a solution so the size reduction only happens if the hospital spawns but I dont know how easy/hard will be to implement
this feels like it's probably related to your post here #1189848033110798346 message
I do have advanced company so I can mess with the settings for a bit and try to get a good size
i removed Coomfy Dungeons and now my fps is kind fine
Totally forgot to mention this earlier too @dry rose @weight gets read as part of moon name?
setting all and 100 but then also comma separating specific moons will let you tune specific moons above 100 yeah?
Uh, didnt know about that one. Does it register for those moons properly tho?
You cannot use predefined tags like "all" or "vanilla" and then add specific moons. Its either a predefined tag or you add a personal list with weights
No just registering the regular hospitalrarity
Okay, noted
can you add am option to disable the custom fire exits?
so it can be compatible with the mimic mod
fire exit fr generated inside of the main entrance room
is this type of thing possible with like the mansion inteiror as well or is it just an oversight/ possible thing with the hospital interior
As far as I know no custom interior is compatible with the mimic doors
they recently added an update that allows you to choose what interiors they can appear on
and thus allowing for custom interior compatibility
exept for ones with unique fire exit doors
they are just the default ones there
Well I also saw exit doors next to the main entrance on the default interior. It happens more on small maps. I can tweak it a bit so it less prone to happen but chances are going to still be there
I see
so it would be nice for you to add an option to disable the unique fire exit doors
so mimics don't stand out like an elephant in the room
I haven't tried yet, but does the spray paint work on these walls?
Will try real soon
Should work!!
spray paint dose indeed work
hmmmmm. I think SCPFoundation had this issue to and they fixed it. It's wierd is all. Maybe mod conflict?
I'll try out poolrooms when I find it.
Try on a big plain wall. I think I know why is not working on those
I think I fixed floors and normal walls but not doorframes and angled walls
what's wrong with Suskitech-AlwaysHearActiveWalkies-1.4.4? we've been using this for a long while and never really noticed anything wrong with it
i've had the same thing happen with different interiors, it's just a visual thing, idrk what you could do about it
Lower end systems it seems to effect, nothing wrong with it per say I am just helping with performance.
This is to do with a detail layer, there's a checkbox somewhere for it, Knibbs or Major know where it is
Yeah I know it. The thing is my walls are made of many different pieces and I forgot to add the layer on some specific pieces
I will say this interior has brought genuine fear into my friends. Especially when on Atlas Abyss it makes it quite uneasy. Overall it's a great one and hope there's more to come! Shyguy make it particularly even more creepy here.
Thanks for your kind words ❤️ I love to hear you guys are liking it so far ^^
what is this
Love this place 
Helping someone with performance
I like this interior a lot on Acidir. Reminds me of Sunny Meadows 🙂
i think the jump tile should be made a bit more forgiving
it's hard as is on a keyboard, but it's even harder when you're playing in VR/with a controller
🤔 I kinda like it as it is, I dont like making things too easy
I'd make it just a tad wider. To make it hard but not very hard
feels too easy to slip off
i think the main thing that makes it so hard is that the middle platform is horizontal. which means it's both hard to land on and hard to jump from
this is just my opinion but i feel like a jump does not really fit in this map, but if you insist on keeping it, i really hope you consider making it more forgiving or just redesign it completely
tbh my only gripe with it was that at first I always managed to hit some weird collision jumping from the middle platform which cancelled my sprint. Since then I avoid jumping from the very corner of it and it's fine I think
Weird, there shouldnt be any collision there. Would be possible to record it?
game isnt intended for VR or controller
so if he make sit easier, it will make it easier for keyboard as well
whichw ill be to easy
Will try
have you guys found a good dungeon size for this?
First Test Disable?
I just saw this
Should I just then remove all of those mods with the ❗ ?
what's everyone's config for this interior?
why so many mods cannot work with AC?
and wts the meaning of ‼️? because i have shiploot shipwindow something like that and it looks fine
ik, I am just confused on the exclamation sign quantity meaning and even how exaclty it breaks or conflicts with anything.
a lot of overrides that interfere with what some mods do
AC doesn't override much. It depends on vanilla functions and for other mods to use those vanilla functions correctly.
yeah bad wording on my end.
@left raptor @placid haven I was helping someone with performance. Also the AC stuff was because AC has those features, ship loot was meant to be in the first test disable as they were using general improvements already.
AC only overrides if you ask it to.
so do u mean those mod on the list will cause bug if we use it? because generalprovements doesnt have the actual fuction of shiploot, it only shows that on a screen
Please read, I said I was helping with performance.
ic, i understand now
😄
the mod is very laggy
with certain modded moons with alot of assets such as budapest is even crashes my game
Thats the first thing I will work on once I come back. I hope I can make it less laggy without butchering too much stuff
would hollowing out the models cut lag?
i dont really know how it works
what size should i set the dungeon to find scrap easier lmao
||Me either|| I'm going to reduce the amount of triangles on the models and also remove unnecesary renders on walls and floors, if I'm capable of doing so
Currently its at x1 to x1.25 . On Rend, Dine and Titan it should be okay. On smaller maps you can try reducing it to less than x1 if thats possible
you should lower the default dungeon size in the config too
like 0.75
This interior is VERY laggy, I believe one of the issues is the fact that every ceiling tile is entirely modeled instead of just using PBR
I had to disable this interior for now because its so laggy. You can even tell what interior it is just by the FPS drop
Btw @dry rose one suggestion is to lower the light intensity on the main area when u enter. It seems too bright
Thats my opinion
yupp it is by far the laggiest interior for me unfortunately too, looks forward to the optimization!
The main entrance is very bright on purpose, I want to lower the light of rest of the rooms tho
You should make the roof tiles a PBR instead of being fully modeled. I guaruntee that is the main cause of the lag
is there any way to reduce the quality and size of the textures significantly? this interior is really laggy and my gpu memory is maxed out
Its not even laggy
U just dont have that good pc I guess
I have 2060 and 4k and no lag
I've seen other people with really good PCs report lag, good for you that it doesn't cause you any but that's not the case for everyone 
That aside: Does anyone know any good maps that look like abandoned hospitals/asylums and could work well for this interior?
It's laggy when you have 80+ mods like I do, but the other interiors been performing okay
I have 2070S too
We are on around 50 Mods, no cosmetics all just horror focused mods, also we have multiple performance mods and I was hitting around 70fps on a 4070 when I usually am sitting around 200fps, Although I'm guessing we might have had a really really big dungeon generation as it never seemed to end when I was exploring it lol
Budafest fits this interior really
this interior is nice but half my group experiences frame drops and scrap spawns on this map arent that good prob becuase of how big it is
Thats my top 1 priority right now
what is the main culprit for that do you think?
high poly models/high res textures?
Both things. My textures are higher resolution than the base game ones and on top of that walls and floors are double sided, which is useful because floors for example are at the same time ceilings but on the other side its unnecessary on most cases so I have to remove one of the sides on most parts
And I can also reduce the poly count on many props
I also want to compress the textures but last time I tried to convert them to DXT1 there were weird color changes on the middle of the wall. If I can manage to compress them properly that would help too
yeah tbh the high quality textures are nice but a little out of style
oh, floors being ceilings sounds like it might cause culling to delete the floor you're standing on
does that only cover up the gap jump room you have or something? I haven't noticed anything
tbh CullFactory probably is saving Masa's ass right now, because Masa has 204 mods and the hospital still doesnt lag
I wish I could say the same 😭
It all depends on your usual fps. I noticed that pretty much everyone who has issues is because they usually play at 200+ fps and it goes down to 60-70 fps which you probably never noticed if you are already playing at 60fps like me
Oh right, people view 60FPS as lag
I dont think so, I use them on every ceiling/floor . Hmmm basically my floors, walls and ceilings are like small "lego" pieces that I stick together to form a room. The issue is that since every piece has two sides its more performance intensive I guess. Not sure how cullingfactory deals with that but I never seen anyone saying they drop from the floor
Yeah right? I'm on your boat too, but even if 60fps is totally fine for most people is true that I need to work on performance
Yuh ofc. Not saying more performance is better ofc :P Just never really viewed 60FPS as proper lag, but that's probably because Masa's used to having that in like, the 14 years Masa played games lol
oh, it wouldn't cause collision to be inactive, it just might cause walls or floors to be invisible if every room doesn't have walls, ceiling and floor covering every side
it all depends on the strength of your pc, but generally this (and every other mod) should run just as well as the base game does. if not, it will very much cause issues with people on weaker systems
which is why there are so many people asking for optimization
i.e. if one tile is supposed to act as a wall for another, that breaks a lot of assumptions
Also inverse teleporters can put you on the ceiling like half the time
ah yeah, if the collision is two-sided also that could be an issue if people get stuck oob
Oh I see what do you mean. No, its not the case, its used very little on two floor tiles like stairs or different rooms inside the same tile, which again, its only a handful cases, and thats why its not needed to have double sided stuff and I plan to remove it
ah, I see
Really? It didnt happen to me since I changed it like 5 days ago, it can still happen if you are super unlucky but chances should be very slim
We are using the LethalThings teleporter trap and I assume that uses the same backend as the inverse
Yeah me and my group were getting teleported on top of the ceiling with lethal things trap
Thats what I assumed to and fixed it a week ago. Does it still happen?
Budapest is on my list once it gets some optimization
Like it's really cool, but needs some optimization, and I don't need the laggiest interior (no offense Dantor, love seeing that fixes are being worked on
) on the laggiest map 
No offense taken. I know what I have and I'm faaaar from being a good mod developer
This is the first time I do something like this, and I only did it because I find fun on pushing my limits and learning stuff, never expected people to like it that much so of course it is prone to have a million flaws, but we will get there little by little, no worries ☺️
ill need a 4090 to run budafest+mental hospital on hd
ahahahaha
playing on 20fps with both plus hundreds of mods and increased scraps
coomfy dungeon makes the dungeon so large that you cant find the exit
it was happening yesterday
kudos to that, no matter the quality of anything
Okay, thanks for letting me know ☺️
the inverse teleporter component only exists if it's been bought, so it uses its own thing: https://github.com/EvaisaDev/LethalThings/blob/main/LethalThings/MonoBehaviours/TeleporterTrap.cs#L49-L67
it also would take a lot of work to make it teleport a specific person instead of whoever is within the teleporter's collision
it does use the same method to choose a destination though
I will have to take a look but at first glance it should be pretty rare to get teleported outside the dungeon
if you want to really go hard on testing it you could probably copy paste that code into a coroutine to teleport yourself every x seconds and print the destination node (if there's a way to associate the node with whatever your assets contain)
About this generation
There's a really heavy load on titanium.
I run at 100 fps :с
Although it was sometimes 180-200
I don’t remember which update it was
(with CullFactor enabled)
Is the problem with teleport traps still relevant?
maybe this is my problem, as usual there are a lot of mods...
Ye, performance issue is already known
he will try to fix it when he comes back
and about the teleport, me personally I never had this issue
it was supposedly fixed but some users still reported this problem
this mod has the second largest file size of my modpack
with 178,000 kbs
only beaten by lethalsdk
known issue
they said they were gonna lower the texture res for less size and performance
Today I finally come back home, time to work on the stoopid textures ☺️
:D
Return of the map-maker
Legend
lets goo
Has anyone had any issues where the dungeon feels a bit underpopulated enemy wise? This could just very well be the maps I applied it to (Vow, March & Some modded ones)
Usually march is hopping with enemies but I just didn't encounter them, I get its a larger map size but surely that shouldn't make them too rare. Right? Possibly I could strictly set it to hospital for those maps and raise the enemy stats but I also don't want to be wrong and have a map that is inaccessable because it contains death incarnate. Any tips are appreciated, ciao
arent those maps has less enemies?
they are like low tier maps
as far as i know. the monster spawn depends on the tier of the moon
Tier of the moon is less of a deciding factor of enemies, power level is where its at, March is at 14 whereas maps like rend, dine and titan range from 10-20 I'm pretty sure. Obviously types of enemies that spawn are also different but it should at least be somewhat similar whereas my crews playthroughs of these maps were rather dull. Vow is probably the most likely to have that issue though
Could be anecdotic but March in particular has been always be like that for me, even on the base game interior is somewhat empty most of the time. Offense on the other side... Hahahah
Got it, I will swap my dedicated moons and see the results hopefully later tonight
offense literally is named offense tho
march i think it's because it's large and has lots of spiders which don't travel as much as other enemies
for me it was fine
so they take lots of inside power but you never see them
The interior size also doesnt help the case since its a bit too big. And I know of a few vents that need tweaks, not sure if monsters spawning on them would get stuck, its definitely possible
Right hahah its also more dangerous and rewarding than March. Not sure why Zeekers chose to swap the order on the moon list
march is the "best" because of bees
offense is the "best" because of loot but people dont go there cuz it's the most dangerous free moon
assurance imo is the "best" cuz very fast fire exit and main entrance, smallest, and not too many large items apart from bottles (and safest after experimentation)
yes i also feel that way
i suspect both scrap and enemies are still spawning out of bounds
Offense is the best because I get to beat up thumpers (they make funny noises)
use LethalResonance for best thumper experience
Nah not a fan of that mod
I can't see it getting better than them running into walls in other rooms going "OURGH"
Have you, tried it?
Yep, had a shot of someone else's pack and found it pretty repulsive 🤷♂️
Have you, tried it tried it?
🤔
Maybe you're right, I should give it a go again
I like challenging my views as much as other people do
What a wonderful idea😌
Literally every time I play offense my team gets killed because we get awful thumper spawn in the main entrance or something and then don't have enough for extension ladder. 😭
of course the only reason we ever go to offense is it's 1st quota, we've spent all the money and everything else is eclipsed
all my last 5 offense matches had a thumper
one had 3
😭
my friends are scared of using a shovel or something
Become one with the shovel, make the company proud
#1191532853922631792 message
(remember to disable nutcracker's bodies in the config, also spiders' if using arachnophilia)
😭 never used this mod bc my friends were "scared" idk why but damm
do they pay well?
is there something wrong with them?
or that's for the sell bodies mod?
sell bodies mod makes nutcrackers unable to drop shotguns
and i think it doesnt work with arachnophilia (requires testing)
VERY well
hmmm
i use it with fairai so sometimes we just encounter dead enemy bodies
U can turn the nutcracker and spider sellable off
Oh also someone else is making a fork of it they working for nutcracker fix and stuff
I prefer to use the lategame upgrade "Hunter" since you have to buy it and upgrade it to make profit, gives a nice progression
yes i like that one a lot more
yeah that's what i was saying
I kinda use both since the monster weight kinda punishing already 😂
personally not a fan of lategame upgrades
Why not
idk i dont really like the concept
Masa uses both, but configured the price to be more fair
yea i changed the price aswell
The value also got switched around a bit because some creatures should be more rewarding to kill, while others less. So Masa's value list from worst to best goes basically like this :
- Yippee Bug
- Masked
- Centipede
- Spider
- Baboon Hawk
- Thumper
- Nutcracker
- Eyeless Dog
- Bracken
The Bracken is actually the hardest to kill, but also doesnt come in great numbers. Dogs do, so the value of the dogs is lower than the Bracken
Dogs become a common thing you kill when you have the tools for it :D
tools would mean having mods that adds weapons
i think there's a strat for dealing with them but most of the time it's best to leave them alone if you're not confident
The zapgun is amazing against dogs, and also there are many cheesy ways to kill them without mods
also i don't really understand why baboon hawks are so high, since they usually mostly die by themselves because of dogs
and when alone they're quite easy to deal with
They're harder to kill than all the creatures below it, ngl
That got fixed by entity
it is another mod tho
Yeah because original isn't being worked on
Entity has taken over
Mod dev crowned entity the successor
i don't really think spiders are easier to kill than baboon hawks
As entity was the only person to show any interest in taking over lmao
Really? Spiders have felt like pushovers compared to Baboon Hawks
i'm guessing we've had different exeperiences with these two monsters
I feel spiders are only really bad in tight corridors and if you are missing 10hp, that 90 damage attack is silly
In a straight line? smacking time
Yeah. Spiders you can kite, Baboon Hawks kinda roll you when they feel like rolling you
Its a little tricky until you get used to their walking pace but once you get it you can kill them easily. But I feel you, everyone has a archnemesis monster x)
Mines are Masked for some reason
mine's masked too lol
Thumpers 😔
I've gotten more consistent at beating them up, take a good bit of getting used to
Everytime a Thumper appears (and isnt at the small stair room in facility) they just feel like a boss battle
maskedenemyoverhaul + dropthatmask + maskthedead (+ possesedmasks)
If it helps in larger rooms you can jump over them so they smack a wall, it kills all their momentum and makes them easier to deal with
i usually lure them to my friends, they get killed and then i go to a fire exit feeling great
I hate possesedmasks with a passion 😂 its kinda intrusive
It almost feels easier to side step them and smack their head when they go charge mode tbh
Thumpers losing their momentum actually feels like when its at its most dangerous because it tracks you at that speed
i do hate it but i do not wanna remove it
I mean it does matter for your evil plan ya ofc u dont wanna remove it 
If you can hit em when they're just accelerating you can get into an easy rhythm of beatin them up, once you get the swing it's easy dosh
also we've become so used to the mod with my friends that it's just a part of the routine now, i usually take the masks tho cuz they dont really feel safe taking them
but yeah its gud for my evil plan
also this is just annoying on possessed masks
Maybe its Diversity making them harder out of charge mode tho
Oh right yeah, I don't play with that mod 😅
Ah lol
Yeah maybe Diversity just makes the spiders easier, and the Thumpers harder lol
Diversity thumper revamp was designed for v45 still dunno how they behave with v49
And Baboon Hawks a menace maybe
Maybe i should test
mine are thumpers and slimes, I always forget that I can jump above them xD
Also hows the progress doctor @dry rose the hospital needs you
Slow but steady, I didnt have too much free time today but here I am right now
[Warning:LethalLevelLoader] AssetBundleLoader.RegisterExtendedDungeonFlow() is deprecated. Please move to PatchedContent.RegisterExtendedDungeonFlow() to prevent issues in following updates.
Yellow Error with LLL when Mental Hospital Loads
yellow message, my bad
it's just a warning, affects nothing ingame
just thought Id point it out since it says, move to this to prevent issues in future updates
I'm aware of it but I appreciate it ❤️

Kinda have the issue where there’s less loot
Iirc we found about 2 keys
I kinda love the RNG sometimes
yeah i got a sentry before in the left hall way and 2/3 of us died with the other guy stuck in a fall loop because of LLL
Fall loop because config desync?
yeah we keep syncing our configs but it seems to only have lessened the chance of stuff like this happening
Weird, never happened to me and my group. I always share my code with them and it goes perfectly on every interior
i do the exact same but its like 1% chance it still does this
or another glitch where we see two different interiors
does a duplicate entry in LLL config matter for this case?
like if added/readded/delete moons/interior sometimes theres duplicate with different number?
dunno if it matter at all but i usually just delete the config, run once and then share the code
okay ill make sure to try this because i definetely have at least 20 unused configs about 2 of which use LLL
wdym unused configs..?
hmm
different interiors?
the only thing we have is weather desync
I never saw interior one
ig some mods they removed from the modpack, but the config file still there
That’s what I thought too, but that just leaves me with more questions considering the rest of what they said
yeah, but it's the only way to have unused configs
but the different interiors got me confused xD
yes that is what unused configs are
just delete them then
Has anyone had this happen before?
Hah, thats a funny one. I have seen something similar but not directly into a Fire Exit!
How is your game so bright tho?
Oh I was playing at max brightness lmao
Plus i may have used noclip
which means that I wont get the pitch black fog that spawns in around you when you enter through any fire exits or main entrance
the what now
I learned that the lighting gets changed when you enter the facility
But it seems like it's triggered by actually interacting with the fire exits / entrance
i think you've misunderstood whats happening there
probably tbh
going in and out of the dungeon doors just turns the sky on and off
freecam via unity explorer just disables lighting period
Yea that sounds more accurate
I had no clue how to explain it so I just went with whatever came to mind
Me wanting to make the interior darker and people are walking around with a portable sun in their butts, smh
I only do it for testing my modpack lol
I've been trying to figure out why a certain mod isn't working with the apparatus so I've just been noclipping around looking for the apparatus room so I dont have to spend 10 minutes exploring
I dont think there is an apperatus in the MH
There is not (yet) but I think he knows
yea ik. The mod also works for ship leaving early so I was just killing time til midnight hit
heres the planned stuff currently
Planned:
Apparatus room tile
More rooms
Improved prop randomization
(Maybe) map hazards
(Maybe) more themes
Talking about the apparatus, what would be a good room setting for it? I feel like a MRI room would fit but I'm open to suggestions
that would make the most sense to me
yea that sounds like a good one, but also, a basement under it with green liquids in a lab room
giving off this vibe
and the green lighting would be sick too
A creepy lab is definitely on the table, yup. Not sure if its going to be for the apparatus but I want one
bet
cause the appeartus is green and so are the
this image is actually a great concept
yeh but idk how that would translate into the hospital design
my first run on some difficulty modpack: assurance fast fire exit. left just as fast (5 turrets in the fire exit room)
Sounds like fun to me x)
⚠️ ATTENTION EMPLOYEES A NEW UPDATE HAS ARRIVED⚠️
UPDATE 1.0.4
Performance
-Reduced most textures from 1024 to 512
-Removed double sided walls/floors/ceilings to avoid rendering unnecessary object
-Removed some high poly count LODs on props
-Drastically reduced whole assetbundle size
Gameplay
-Reduced map size even further, and made it sightly dynamic to each moon. Average size is now close to x1 max
It should be way easier to find scrap even on easy moons
-Fire Exits should appear further from the main entrance more often now
Other
-Updated README to include a Donation button
oh goody
King 👑
The whole assetbundle went from 180MB to 45MB. I hope the changes made the interior run better
I can confirm I have 80 fps now occasionally, drops to 30-40 sometimes tho
How much fps did you have before the update?
like constantly 40-50
Yay, looks promising then
entering the hospital I am stuck on those 40-50 but after some times it's now more or less consistently above 70 I'd say
not sure if Cull Factory plays a role in that
Ill try and see what fps I get later as I was hitting as low at 40fps on a 4070
can also use CullFactory to set a fixed seed for benchmarking if you desire a more consistent measurement
I got this interior a few times yesterday and didn’t suffer from nearly as bad fps drops so things are definitely improving
Update channel title @dry rose
are the ceilings and stuff still made of a bunch of tiny squares instead of one square per surface?
Yes and it will always be like that
why though? it seems rather unoptimized, and no other interior does that
if it works, it works 🤷♂️
I have close to zero 3d modelling skills, so building blocks like "minecraft" allows me to shape rooms as I need, plus I can set up random stuff on the ceiling like those broken ceilings with hanging cables
Maybe there's a way to 'flatten' the room into one tile once you are done with the product? Unsure if that would work or help tho
Kind of like layers on a uhh.. Paint.net page. Bringing them together on one layer to make it one thing.
Just spitting limited knowledge ideas over here 😭
Just discovered a weird glitch with one of the walls
One side of it is see-through, but the other side is the normal wall
I dont think so, not as easy as that I'm afraid.
Tbh I dont think its big issue, it should work fine as it is
Oh, can you show me which room is the one on the left screenshot?
Its been working fine for Masa atleast yeah. Just a wall texture here and there shuffled off the wall really. But that was also previous update,havent tested the new update yet
It's the bathrooms that are past doors with the red light above it
Gotchu. Next update will be fixed
Btw is not true that the hospital is the only interior using modular blocks, Major's bunker seems to be using it too for example. Not sure about the rest
#1196710290457382953 message
now that I was thinking of it you could have like 2 versions, the high res one and a lower res one
but it would double the work xD
bc if you want to add some rooms or something it would give you twice the ammount of work
No thanks, I dont wanna lose the few sanity that I still have hahah
You have no idea how happy I am to hear that ❤️
im also happy lmao i still played it on it, it was just giving me frame drops and it finally doesn't happen anymore, its fluent now
the only issue i ever found was this generation bug here, you see throught from one side, but not from the other side
Yup, I forgot those walls need to be double sided 😅
no problem, it never bothered me!
ah just so you know that picture was from titan generation
How did you find the scrap density?
From my one trip which was on stormy weather Titan, and with thumpers on my ass, i found about medium sized amount in single rooms or the storage rooms or even the special rooms like the bathtub room, where i got about 10 - 14 items out
So i wouldn't say i cannot complain about no metal at all, thumpers are even scarier in this interior since the ways connect verrry far sometimes which makes it spooky jumpscaring
Looks fine, good
Can confirm, the small shower room is missing the wall textures, free wall hacks lol.
Other than that, this has been a great patch, my fps went from averaging 40fps, to now averaging 100fps when visiting this interior, huge praise @dry rose 🙌
Yeah we saw the update this morning and my friend and I were trying.
I have decent pc so I was fine but his fps doubled lol
Already fixed on my build but thanks for checking ❤️
Dude, thats great! I'm happy for you
Good Job Dan!
Reminder that #mod-showcase exists and that you should post in it
do you have any posters in the interior? I noticed the walls looked kinda empty in the pictures
True, thank you ❤️
Oh really? There are posters like this one on certain rooms
Oh good, I haven't had the oppurtunity to play a whole lot recently, but I was thinking it could have used some more of those, or frames/pictures of things.
There are also walls which randomly spawn with windows, and those windows sometimes have wooden planks or metal grates on them and sometimes dont, there are also a few types of decals that can spawn on walls that make it look like are decayed and different types of molds on the top part of them
There is also a slim chance of creepy drawing appearing on them (apart from the isolation cells)
I forget about windows counting as decor
I feel like pictures don't fit on corridors too well. There are some at the office's room. And posters at the morgue and surgery
Now that I recall, there are also some "evacuation plans" on some walls on corridors, but it's true that I don't use that prop a lot
Yeah it's interesting, old interiors have all of those taken down when they are abandoned and such, but running hospitals seem to be more comfortable environment looking, with a lot of props and stuff (art quotes etc)
would be cool too, like a manequinn room/warehouse
where it could be full of mimic's
instead of skeletons
and with yours being like, an abandoned modernish hybrid, it seems pretty realistic, although maybe there would be more painted walls
imagine someone makes a futuristic moon
instead of it being abandonned it has robots
with wich you could interact
have small quests like interact with a robot to open the apartus room
That's actually something I want to do
tbh
you could add on the office room
on the table
a key
if you get it you could unlock the aparatus room
and it would kinda fit
or in the small office you have, not the room but the small office some rooms have
there's a small % that it spawns on one of them
I will see what I can actually do about it
I dont get it. It's supposed to be an abandoned mental hospital. Mental hospitals are as bare as possible
you still gotta take player interest and gameplay into consideration, having just bare rooms won't cut it
exactly
this is a game, if u don't add content or don't add interesting things
you won't have player retention
plus it feels like less of a recent mental hospital, which makes it prone to having more stuff, and more stuff in an abandoned environment = more mess
and many abandonned places like hospitals, have all their equipment there
i feel like some spider really does not want you to go through here
yeah i died from it
f
and it was the only way to go
painful spider nest placement
jump
we fucking love to see it dude
anyone got a hospital config they use for interior chance rates
me personally I just put all the interiors with the same rate
So I like to put dungeons on specific moons only, and I really like this dungeon but I don't really know where to tie this dungeon to. Any suggestions?
I would love to put this on budapest, I think thats the best match for it tbh. But i'm trying real hard to avoid Lethal Expansion lmao
my only specific moon one is pool with bikin bottom
and that's bc someone told me here on this chat
a while ago
and I agree
lmao that sounds great
and to do the chances I just use chatgpt xD
I pass him all the moon names
and tell him add me @150 and add a "," in between the moon names
xD
I dont have too many custom moons so idk whats out there but I really like it on Titan, and I want to test it on Etern (but thats an LE moon, isnt it?)
yeah unfortunately for me all of wesley's moons are LE I think
I have Scarlet Devil Mansion on the paid moons on something like a 40% chance but I suppose this would work good there too
yeah it definitely takes some tweaking in the config, they've actually been changing the default generation size recently I think
ig I could change the interior size or smth
but my friends doesn't like the map much
and sadly all the painting events
never work for us
Experimentation@10,Assurance@20,Vow@50,Offense@200,Gratar@10,March@200,Rend@200,Acidir@300,Dine@200
seems like with cullfactory this is running WAYYYYYYY better.
tho massive improvments to the loot could be made. had to give this a smaller chance to spawn since it's kinda hard to find stuff
good job on the performance fix btww!! always want to like play on this smoothly since it is such a great interior
reduce the dungeon's size
On which moon did you have this problem?
We tested it on experimentation and assurance just to see how the interior performed.
We found a bit more on assurance then when going to titan we again found very little cuz of how big the map gets.
Can you please go to Titan again and send me the log?
I can't rn cuz I am actually headed to sleep now but when I can I will try to get around to that
@dry rose
I believe you removed the back side of an important wall.
https://streamable.com/x7l0ax
i think thats the one you can look throught or?
Yup, I already fixed it on my internal build but since its not really gamebreaking I will update it later on, I want to fix some other stuff before pushing a new update
beside these minor problems, i had no issue on fps or graphical, where some interiors have double doors or wirdly placed tiles like in scp it really comes to my attention that your interior is just working very well so far
not that i say these are gamebreaking, just mentioning that yours looked just alright, and poolrooms does the same you and them are pretty good on their job!
Well, let me introduce the apparatus and more stuff ans we will see if things are still stable or not hahaha
Thanks buddy ❤️
no problem! your interior also heavily reminded me of the upturned inn part ||where you meet shrimp|| kind of and of course phasmo haha
"dynamic" fire exit spawns?
it has one i seen it recently with a green light
I'm just curious what dynamic means
maybe graphic wise?
It means the amount of fire exits adjust to whatever moon you are in. Older interiors were only capable of having 1 fire exit and the rest were blocked or had to be hardcoded by the interior maker to spawn more than one (i.e: March) which caused issues with custom moons with more than 1 fire exit.
I'm pretty sure this is not an issue anymore tho
I'm pretty sure it's not anymore since every interior I know uses LLL. It's so nice
yeah LLL is pretty nice with things like that
even back when it wasnt supported tho, the only issues you'd have is trying to use a fire exit and getting "Entrance is blocked" error, so it wasnt really ever a big deal, but good to have
For me and my group it was since we tend to go a bit tryhard and separate people on different entries to cover more in less time 😅
thats fair lol
looks like changelog.md is a little broken
## 1.0.4
**Performance:**
- Reduced most textures from 1024 to 512
- Removed double sided walls/floors/ceilings to avoid rendering unnecessary object
- Removed some high poly count LODs on props
- Drastically reduced whole assetbundle size
**Gameplay**
- Reduced map size even further, and made it sightly dynamic to each moon. Average size is now close to x1 max It should be way easier to find scrap even on easy moons
- Fire Exits should appear further from the main entrance more often now
**Other**
- Updated README to include a Donation button
## 1.0.3
- **Drastically reduced dungeon sized and locked it between x1 and x1.25 (Rend's size).** This change will help making loot less sparced and should feel better specially on Rend, Dine and Titan. Smaller moons may need more tweaking.
- Potential fix to an issue with the Inverse Teleporter and LethalThing's traps which teleported played outside the interior bounds
- Removed collision on doors while they are being open
- Improved doors animation
- Added a potential fix to cases on which scrap wasn't generating as it should
- Removed deprecated config option. Consider deleting the config file so a new one gets generated on next game startup
**Note: The dev (me) is going to be traveling until 21th so no more updates will come until he is back, please everyone behave well and don't break anything while I'm away**```
Here's a fixed version, keeping formatting as close as possible to what seems to be intended
looks like you still have a bit of a mistake in 1.0.3 there, the bolding ** should be after the bullet point
there are some nice sites that let you preview markdown if it would help
https://www.digitalocean.com/community/markdown
this one is nice because it works with section links
fixed
oh thats very nice
https://thunderstore.io/tools/markdown-preview/
there's also this, which lets you see it directly on thunderstore but doesn't have any editing features
Oh, thanks guys, I noticed it was borked but I didnt have time to check how to properly format it. I will pay attention on the next update
guessing the ghost girl spawn on this map is gonna be massive
markdown can be kinda picky about newlines, sometimes you need \n\n for it to actually make a paragraph rather than continuing a bullet point
and diff implementations are inconsistent
the performance improvement here looks very impressive too, I'm getting up to 200fps with CullFactory on the new update
I'll hopefully try out running this with some friends later 
I did just test it out on experimentation and the loot seemed sparse, so I might limit it to certain maps
any thoughts on what might work best there?
On Dine, Rend and Titan should be fine. I didnt test too much on March an Offense but I feel it should be okay too
If you could send me the log after you finish your session I would appreciate it, I wanna see something about the map sizes
oh sure, can do
I'll try to remember to grab them if I ever have to restart, otherwise I'll wipe em
it did feel like Experimentation was larger than I would've expected, but maybe that's related to the tile size
I'll probably have it generating only on a few moons and random routing, so not sure how many times we'll get it either
The thing is... I feel it fine on Experimentation, the tile size is obviously big big, but I reduced the tile count to something bearable (at least for me) so I'm curious to see if there is something on people's modpack making it bigger or its just me not getting the sweet spot x)
shouldn't be anything interfering on my end, mine is quite minimal
but it's hard for me to say for sure, the map might feel larger going in solo testing
I only found 3 items while exploring fairly far though
I forgot to scan unfortunately
Yeah, scanning greatly helps hahahah
Mental hospital are called Psychological Asylums ;-;
Otherwise, super fancy
Very good
Nice
Mental Hospital is a good name tbh
Sure, you can call it Psychological Asylums, Psychiatric Hospitals, Mental Health Institutions, Psychiatric Insitutions and the list can keep going forever but I wanted a simple name, not too long, not difficult to write and easy to remember
Asylum has more of a negative connotation imo
But yeah still a good name tho
Spooky Hospital for halloween lolz
That's why I though it would sound good for horror game
My brain shut off and I forgot this was a horror game for a min
But yeah keep your name, I was just wondering why
lmfao
It reminds me too much to the batman games yeah, I made a conscious decision to not call it like that because otherwise people would be like: Oh cool! A batman map! and then get fooled hahah
Unfortunately mod names can’t be changed once uploaded anyway
It’s why Skinwalkers never changed their name
Understandable lol
Aight aight, absolutely understandable choice 😄
By the time they learned about the connotation with the name it was already too big and would’ve been a mess
Yeah “Mental Hospital” kinda gets the point across
The connotation?
In Navajo culture, a skin-walker is a type of harmful witch who has the ability to turn into, possess, or disguise themselves as an animal.
It’s one of the creatures you shouldn’t say the name
Hmm it's not that far from what skin walkers are meant to be in the game
Oh bruhhh
What is Navajo tho
It’s more of a respect thing
Hmm
But yeah he said he would’ve changed it but by the time he learned the mod was pretty big and would’ve been a bit of a mess so he chose not to
and the mythological Skinwalker and like
The non-native interpretation
can be pretty different
and rug meant with the non-native
@tacit cape The loooooog
ay good timing we stopped not long ago
it ended up being just the one log file
I didn't set it to spawn on experimentation but the loot did seem good on the endgame moons
I see you got it two times, one on Offense and one on Kast. On Offense the final size seems to be 1.155 (If I understood Batby's function properly) which is a lil bit bigger than I wanted, Kast's size on the other hand was 1.5 which is great, maybe even a bit small I think for such amount of scrap
Hmm did it felt good on both cases? I would need more samples tho since it could be bad/good RNG on top of it
I think with regard to loot density it was fine both times actually
I forget exactly how much we brought back from Offense but I think it was multiple trips out the fire exit at least
we did have a big party though tbf
Fair enough. Anyway I'm pretty happy, we are getting there step by step
yeah actually, I confirmed with someone, we actually got out exactly the amount that spawned on Offense which was somewhere around 635 iirc
I think maybe something's up with enemy spawns though? We did have some enemies on Offense which seemed fairly normal (although pathing for coilheads in the tiny room in main entrance room was weird), but on Kast we didn't really have any trouble with interior enemies at all
it was weirdly quiet and we got out with like 1200 iirc
Yeah that happened to me too some rounds but doesn't seem to be consistent, I'm not sure if it's my interior or what
if it means anything, we did get enemy spawns every time on Scarlet Devil Mansion
it's a small sample size so that might not mean much if it's a rare intermittent issue
Thing is... I don't touch anything related to enemy spawn chances at all. But I did noticed on Titan that some rounds I cant find a single monster even at 5pm and sometimes I step inside and I already have 2-3 monsters saying hi to me. Even if I misplaced some vent I don't think it could cause no monsters to spawn AT ALL
is it possible it's a combination of vent placement and navmesh?
I don't know how the game handles it when an enemy can't find a point on the navmesh off spawn, but it wouldn't surprise me if it deletes them
I dont think so, there are several vents and as far as I know the monsters spawns randomly on different vents. Unless the game keeps trying to spawn at the same vent again and again it should not happen 🤔
Now I'm thinking that sometimes when I kill a monster that just came from a vent, some seconds later a new monster starts to spawn from that same vent, could be just coincidence tho.
I will try to check every vent of my map to see if I have some misplaced. Going to be a pain in the ass tho
ah I found the code, yeah it definitely should select different vents every time
it happens in RoundManager.PlotOutEnemiesForNextHour()
it looks like the logs are claiming it spawned some enemies at least
oh yeah and there's some logs by a lootbug where it finds a path to some loot, so that guy must've at least existed somewhere not super inaccessible
maybe we were just lucky
Yep, thats the conclusion I'm reaching too hahah it's spawning enemies fine for me now
Can confirm emptiness has been filled with hell
I would personally move Spiders below Baboon Hawks. Baboon Hawks are really easy to kill cuz they're bitch babies, and spawning abundantly outside means it's easier to get massive payouts from them