#Dantor's Mental Hospital [1.2.2]
1 messages · Page 3 of 1
oh, one piece of feedback that I forgot to mention, although again small sample size, take it with a grain of salt
Agreed that Yippee Bugs and Masked are the easiest though
But that’s like once you get used to killing Masked
I wonder if there aren't really any "loot rooms" in the interior, because it seemed at least to me that there was mostly loot spread around in hallways rather than grouped anywhere
But once you’re good at it, you’re good at it
Yes there are. Storage rooms, morgue, the bathtube one and the surgery room tend to be filled with items. Pretty much if there are shelves there is loot. On the storage room I usually find 3-5 items
are we getting a monster inside the hospital?
can we have something like a T-800
a stronger but more accurate version of the nutcracker
A custom monster is something I would like to add but I have zero idea about how to do it and I have other priorities so I cannot promise it will happen
the monster was the extra 120mb+ size that we lost along the way 😂
well rather than an enemy monster
i still want a helpful monster
like ones that heals you or something
We will never talk about that again, okay? 😂
Those 120MB are not mine Mr. Officer, I was... Um... Saving them for a friend... Yeah 😅
I dont like stuff that makes this game easier without a bad side. Tbh the idea I had for a potential monster is a nurse that heals you at first but later on becomes evil
separate monsters
it's fun to have factions for monsters
also a chance for them to fight
imagine a red one chasing you
very hostile and drags you and has constant damage
You want to kill me. Its a lot of work to code and animate an entity and you want me to add two
i just said a sample XD
😂 I know I know
imagine a Red Demon chases you and then you have a Blue Demon in the vicinity. and have it protect you by fighting the Red demon
while only having the blue one around. he would constantly heal you everytime you interact with it
You know undead monsters can be the way but the only thing I can think of is the siren from killing floor and also #1207495605522407524
Slow but deadly with its scream
What the hell is an SCP doing here
Hmm looks like it spawned on a backwards vent (?)
coilhead model replacement
i was too scared to go check inside that room tbh
Oh
my friend was able to get a normal coilhead stuck in the same spot by just getting him to path inside that room and then walking out of it
lol
what a silly wall
👀
It does, at least for me
works on my machine lol
have u watched one punch man
Nope. Why?
I dont think it does
lunxara did
in mirage
so i thought it did idk
also lets not talk here about AC the mods dont like it
the lighting look creepy af 💀
ok ive got a very important question
who the flip had an idea to add the parkour room? 
like on god love the interior but ye
Then you won't like my next idea, at all x)
the parkour room is cool imo
😈
the blood messages on the walls are a bit silly
at least its not arial font XDD
I like the parkour room lol
it's fun to run and jump across in one go (or mess up and fall off more likely)
imma just bring a ladder to make it easier
since i have a mod that makes it not close
Ladders won't save you from what's it's coming x)
hopefully it's not too common if it's really difficult, my friends might not appreciate tough movement tiles as much as I do lol
don't become scoopys sewer parkor section
that was obnoxious before he turned the spawn chance down
Nah, it will be a different kind of parkour tile and it will share chances with the actual one. My idea is to have at least 3 variants with a little different mechanic
oh sounds nice
can wait for the lethal company obby
the scaffolding parkour tile that's already in the mod is great albeit very difficult when you're holding heavy loot
a lot of the time people in my group would be a centimeter away from the last platform before falling to their death lol
true, but I don't think they realized they could do that before jumping anyways
like you'd probably have to give up a gold bar or a safe if that parkour tile is the only way back to an entrance
the other situation might be running away from a monster, how u gonna jump with all those items while being in a stressful situation? :C
how stable/how many bugs are in this mod bc im considering adding until unless its super buggy rn
looking forward to the variety! The interior is already extremely detailed so it'd be even cooler to see what you add next
You drop them!
As far as I know it's pretty stable currently
and let it go to waste? naah
You can always come back for them. I mean, that's what I do against giant worms when I'm overweighted
none that I've experienced as of late. Ever since the optimization update Dantor published, it's been very smooth
I also completely forget that extension ladders are a thing too
just tried the interior a little while ago, it 1) looks INCREDIBLE and 2) is absolutely like cry in the corner of your bedroom terrifying with sound mods
lethal resonance compliments this mod so well
Glad you like it that much ❤️
IT DOES
I migth have an idea for one actually
Quite a nice room if the roof was higher so you can put a ladder
There's basically 2 floors to the room, and while falling down won't hurt you, you wouldn't be able to make it back up without an extendable ladder or another way up
big fan of that idea, but work will have to be done to make sure the bottom path isn't a dead end
Interesting but what if the exit is up there and you have no way to go up?
speaking of which, i'm unsure if you can make it so the bottom floor would at least have one doorway that eventually leads to a staircase or smth
i hope that's something that's possible
like if the room spawned, and you entered from the bottom floor, that'd be perfectly fine
Hmmm yeah
add findable stairs to the map 🤑 like the shovel in bikini bottom moon
but if it spawned and you ented from the second floor, that could possibly lead to issues
maybe on the room with shelves
the one that's L shaped
but idk how you make a item like that so nah
so if this room could be added, there'd have to be a way to force the bottom floor to connect to a part of the interior with either a staircase or fire exit
Ugh, that wouldn't be easy
What I could do is:
yeah that'd work
maybe it could be part of the construction, with some decor to indicate that it was being fixed
oh that would be cool honestly
having the parkour give a reward makes it definitely worth going for rather than it just being done to check if there's a path forward
(which there often isn't, so those are often disappointing)
I'm very limited by the assets I can pull off since I'm not a 3D modeller (I have zero idea) but we will see what can be done
🤔 Maybe I can integrate the idea I had into that tile instead of the current parkour (or to both, who knows) to add an extra spice
can we have interior traps
like wall crushing traps
and something like laser traps
imagine if we can have cutscenes like this in lethal lol
A tile like this could be a good payoff for bringing an extension ladder
It takes up an entire inventory space and becomes pretty useless once you stop dying to gravity so often
LC Office actually had a plan for this, not sure if it will be added anytime soon tho!
Check here: #1196943144009351258 message
havent tried that
cuz i know it kills fps ahahaa
our old pc cant handle the strain
the tile still not out yet loll, so pretty sure they're just working on optimizing that
@void kiln can i expect this then?
It's an hospital
i know
Resident Evil's Umbrella Corporation is also a Pharmaceuticals company
it was just a reference
i never said to make that entirely
i just mainly want traps
This is not what the kind of things we find in hospitals
in horror movies they do exist
I ain't never seen laser traps in a hospital lmao
tho mainly in horror movies hosptial scenes are mainly dismemberment
Bruh
We don't find lasers in horror movies, that's too sci fi for an hospital
That's not even something horrible
i think i saw a chainsaw wheel on some interior posted somewhere
i dont recall it tho
It breaks the immersion imo this kind of things
At least for lasers
And crushing walls too
Saw and other when they're well incorporated it's okay
diversity landing cutscene
Landing cutscenes would be cool yeah
already exists on diversity,,,
I'm not aware of all the mods existing on earth
i was literally saying that diversity had that ;-;
#1185408109414449202 Thunderstore page
diversity is one of the most used mod here in this community ahaha
speaking of diversity
they added something on the intro speech and delivery ship?
delivery ship idk but yes
cuz i guess it's already good enough
I'm more someone who makes the mods
all that are directly tied to bepinex breaks the multiplayer
I'm kinda new to this community though
and it doesnt play christmas music
I dont think it does
it does with certain mods
doesnt it play like an ice cream truck song
specifically its an Ice Cream truck song
which people also use the same tone during xmas
i almost hear it everyday during xmas
to the point i can call it a xmas song
depends on the region i guess?
probably
but yeah. its a xmas song now
even searching it says Christmass
kinda been that way for years
specially in asia
oh.. which ones you make?
i thought you are a Beta tester.
which mods or rather what type of mods you make? audio? moons? interior? cosmetics or suits? or maybe scraps? or monsters?
I haven't posted my mod yet
I'm currently almost done with the main feature of my mod, I'm making a mod meant to enhance monsters
I'm having the beta tester role because it was the closest one to what I do really
like traits? kinda like diversity with the bracken and ghost girl's behavior?
And because testing mods is fun
Hmm it enhance globally the monsters, there's like monsters info overhaul, sell monsters and mimics dropping their masks, and it's compatible with modded monsters
I'll look for more things to improve
Basically it will improve all the things I'm personally not a fan of in the vanilla game
All at once
oh its like the entire kit of multiple mods we currently have
Yeah sorta
Diversity, Mirage, SellBodies
Yeah but it has voice mimicking
And I prefer let that to other mods
Not everyone wants to have that lol
so.. how it the Compatibility of your mod with those said mods?
Mods adding killable monsters will have their Monsters repertoriated in a local data file, storing the min and max value of each monster, their display rank and other datas like these
killable mods
i doubt there is actually a "killable mod" mod
jester, coil heads, forest guardian and the freaking lizard is still immune to dmg
?
They are recursively repertoriated because I don't know all their names
well he mentioned Enhancing monsters. so mainly i was thinking he was trying to kill those 4 mobs
What do you mean ? There is killable mobs
yeah there are killable mobs
Nah
the KillableEnemies mod?
i just thought you will add a way to Kill those 4 in general
i'm deeply lost
we can kill jesters ?
with the KillableEnemies mod yes
Killable mobs will be sellable, but making dead monsters sellable is not the only improvement
Hmm no I let that to other mods, my goal is not to alter the core gameplay making some mobs vincible, I want to let the experience as close as possible from vanilla but with a few enhancements
Coil head and jester will remain invincible unless another mod tells it's not
And my mod will still allow them to be sold
It'll just require a few more config user-side
sellbodies can sell almost all mobs except those 4 too but yours seems to be an all in 1 package
And as I said I made various immersion improvements or some tweaks with the monsters, like adding ranks for fun and other
i just dont know how far is your incompatibilities with other mods but i wish not a lot
Sorta, but with my improvements as well
Also other modders told me that other mods implementation was shaky, I plan on fixing that on my side by using different methods
Normally it should be fully compatible with mods adding mobs
You'll just have to set the monsters data yourself on your side. Other clients will always use host's data (ranks, is the monster sellable or not, monsters value, etc...)
The hardest of this is synchronizing among clients but I'm almost done with that
Anyway I think it's very disrespectful to explain my mod here, I apologize @dry rose, I will move out
well it just happened
from Hospital interior traps
speaking of interior
broken panels that can drop you to a lower area is kinda a normal thing to have in old abandoned hospital
Sure
There's a lot of traps in urbex irl
Like the roof falling, steel pipes and spikes, and also yeah floor breaking under your feet
Is there windows in dantor's mental hospital ? Like fake windows with drawings illustrating the outside
To make the ambience even worse
rather than an actual trap. how about debris falling on your head
Kinda like in the rend and dine mansions
its an abandoned building
Yeah it's what I said, roof falling apart
Imagine if they're trapped and have no way to exit
It will have to always calculate two paths
And the dungen is already very bad with this game
yeah kinda like that mod where you can only go out via the fire exit
It would require a gigantic overhaul
well to be fair. i want moons that doesnt have Dungeons too
like you can see the scraps in the overworld directly
Hmm
but this hospital interior is kinda nice with odd problems like those
It would be less dangerous and less random
But I must admit that surface scraps would be cool too
Oof lol
there is also Budafest. they plan to add 2 person required to pick up scraps
means large scraps
i still wonder how they would drop said scrap in the ship if there is 2 people
they need to be in sync or something
budafest + mental hospital looks nice together since they kinda fit in terms of theme
City
Interesting. Don't you mean 641 Budapest mod ?
yeah that mod
There are windows, but I decided to make them opaque 😅
TRUE
like another one said here
you could leave the aparatus room on the higher place
and force you to have a extension ladder
to get to the aparatus
That would be too punishing. I prefer to not force people to bring certain items to fully loot the interior
fair point
Is this the one Mithzan played on?
I think so? There's not that many interior mods
There's at least a dozen.
Is that a streamer?
Hes a youtuber
He used a hospital interior for a control company video
Must be this map then, I'm not aware of any other hospital interior 🤔
More specifically this one https://youtu.be/O-H7opC3Prc?si=g3wP3aOLNJSwAnrA
Gaslighting My Friends as Monsters in Lethal Company
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yep, at 14:11 that is the hospital interior
Just something to mention I really dislike how a lot of the hall way pieces are 3 ways instead of normal L shaped hallways, I just find it really weird and it takes extra time to go into those to look for loot that probably isn't there.
Maybe you could just add in a normal L shaped hallway into the pool or something
Not saying that the T shaped ones are an issue it's just that their everywhere
Yeah I want more variation too. I'm working on more types of corridors and rooms
not gonna lie but crossroads are hard to navigate hahaha
i got lost when there is a 4 way section. i tend to forget where i went from specially when im diving very deep
i would not remember which section i went to the right or which one i went to the left
specially when there are not name sections in the area
dw i tend to get lost even when i'm literally two rooms away from main
shot term memory loss ain't helping in LC
since most interiors doesnt have labels on the side saying "section a-1" or "section c-2"
kind of thing
try that with Coomfy Dungeons
got lost with a friend
me and her went in circles for 24 minutes straight till a monster which is a bracken decided to spawn in front of us and brought me to the backrooms and she got her neck snapped
yeah have that
we went to one of those paid moons from starlancer and got scarlet mansion. we got lost
outpost31 + the bunker interior was the same
we got lost we went 3 floors deep and we never got back up to the 1st floor
last time I used BSP, it triggers "error occured" on everyone that it dooesn't let anyone join the lobbby
im guessing it's fixed now?
There is a problem, I can’t say for sure, but my friends get into texture problems when they get into this type of dungeon
Textures? Can your friends take a screenshot please?
I'll show you the video now
so.... I can say that this is not a problem with your mod, but some kind of global problem related to the assembly
It just turns out that this bug happened to your mod, but now my friends showed me that this is clearly not a problem with their mod, but in something else. And associated with the assembly
Before that, we ended up on other maps, everything was fine, but we fell on a hospital and got this bug. I thought I should write to you, but now I realized that the problem is clearly different.
I apologize for disturbing you
No worries, make sure all of you are using the same config on every interior mod, it looks like a desync issue
super strange, never seen this before. I loaded a regular map, and my friends loaded a bunker. Looks like I found where to look for the problem
Your config isn't that same
well... if it's not a problem for you when you fall behind the map or howl friend)
There have been issues of multiple interiors spawning at once
It's because the way interiors are set up is by a random percentage for whether they spawn or not, for me this is fixed by assigning each moon a permanent custom interior instead of making it random.
Are you sharing your profile with a code?
That's not the reason. Something's broken on your end or there's some incompatibility.
When you really clip in the backrooms
hahah
Bother modpack creator then.
I am the creator)
No. This didn't happen before. Most likely I messed up somewhere in the configs, since this appears. There was no such problem before. From the word completely
Lmao literally a Backrooms moment
a little more weird
Can you implement a config enabler/disabler?
I'm using LLL's config settings for a centralized config for interiors but Hospital has no flag to turn of the settings, kinda afraid it might raise up conflicts
just like pool rooms:
I don't think there should be issues but I will work on it in the future, thanks
awesome, thanks. Just worried about incompats but if that seems to be no issue then I'm totally fine with how it is
🤔
any way you could change this so we can use this strat?
trying to find ways to make it easier for my group who aren't good at these parts
it would probably go if it was just a touch higher
That's on the parkour room? The only solution I can come up right now is just making the ceiling higher, which means making the walls higher. Going to be a pain in the ass tho 😅
yeah that's the room
i for awhile had this idea and was really dissappointed to see it not work
I do agree with Arkada that the parkour room is a tad bit unforgiving rn, it's completely doable with little to no weight, but when you do the trip back with all the scrap, the middle platform becomes a death trap.
My suggestion would be to make the middle platform a bit more bigger, just enough to make a build up run while on heavy weight.
It's made like that on purpose to make you have to drop items and come back again for the rest. I will think about making it easier but for now it will stay like this, specially since soon there will be another 2 variations on the same room which won't have such a punishing jump, making this one variation in particular a 1/3 probability
that sounds like a good middle ground
I like that proposal. 👍
It depends on interiors, I think poolrooms is the only one not to have the fix yet, dunno about the minecraft one. It's a weird bug but there's a solution for interior modders to implement.
I want to finish some stuff and test if I didnt break anything important but most likely today there is going to be an update
I'm pretty happy with how the interior is turning
Gotta ask what did you reference your interior on
I didnt make the assets so I cannot say there was a artistic reference on it. I just love hospital/asylums in horror media and I wanted to test my limits by learning to do something new, so I decided I wanted to make a hospital interior and started to look for assets that more or less fit my mental idea of what I want
Which is a shame since if I had the skills to make my own 3d stuff I would add many crazy stuff, but I'm very limited with what I can find
never too late to learn
Right, I had to learn Unity and modding in general from scratch. Still a lot more to learn
the wall collapsed or something lol
yeah it's a thing with this room
⚠️ ATTENTION EMPLOYEES A NEW UPDATE HAS ARRIVED!!! ⚠️
UPDATE 1.1.0
- Added the big steel doors (those that needs to be open at the terminal)
- Added 2 new variations to the Parkour room (there are now 3 different parkour versions, watch out!)
- Added states to lights, they can be turned off by things like mods or, breaker box or the Apparatus (once it's implemented)
- Reworked halls to make them similar to vanilla's factory. They are no longer pre-made shapes
- Reworked tiles' doorways
- Fixed missing textures at the bathroom
- Made overall map slighly darker
- Final pass on props LODs
- Scrap should not appear inside/below any prop anymore
epic
oh goody
After the update??
this yesterday. however i mistakenly posted it in scoopys forum
haven't tried the update yet. friends are MIA and partner is more sick
im all over the place rn. i see where you said it's fixed
Update the channel name
Ah yes I always forget 😅
Dantor's Mental Hospital [1.1.0]
The crosshair ruins everything. Why didn't you turn it off? 🤣
Have you guys seen the new "parkour" yet? Opinions?
what the hell
You’re sick. We should send you to a- wait a second
Jokes aside I love it
HUH?
It looks very good but maybe it could have been implemented better, for example a hook hanging or something like that ?
You know so it doesn't look weird in a storehouse
Hahaha nice one
A thought experiment idea for more hazards like that
Is that since it is a mental hospital
“Illusionary” hazards could be a thing
I tried that first but It didnt feel good to me
Does the mechanics have sound?
Not yet. I need to find a good sound for it (its going to be difficult)
I have an idea
bully pixel :)
The sound of a very heavy sliding door makes a sound metallic, and for the hit a regular metal clap, like a hammer on an Iron pane, something like that
Uh? How does that moon implements the entrance? Thats the hospital main entrance (from the inside) but on the side you cannot see.
Not sure if I'm explaning myself
It looks.. cool? I think
Also one thing I would change is the tempo of it, maybe instead of back and forth at a fast interval, maybe have the swings be faster, but pause like 0.5 seconds and then clasp back to the other side quickly kinda giving it a more natural mechanical piston movement feel to it
If I explained any of that good
I would love to do stuff around the insanity meter in the future
(Day 2 no sleep)
idrk this is the first peak we've got of this moon yet
Yeah I was thinking the same. I tried to give it more speed but it didnt look too good and made it really difficult to dodge specially while you carry a lot of weight. A longer waiting time would look amazing tho
So like a solid 1-2 wait second between each swing
And like 0.5-1 second swing itself
🤔 I actually think I removed that part of the asset a few updates ago so either that screenshot is previous to me removing it and somewhow the inside clips to the outside or they are using the same assets as me x)
Ironically enough my brain is trying to think of the Fnaf door when seeing this parkour room
Looking at the picture better, yes, those are the assets I'm using too hahaha
lol
Never played a FNAF game 🙈
how dare you
FNAF lore got me into the genre. Although I played more fan games than mainline FNAF games.
I am that great great asset
1 and 4 are the only good ones anyway. At least from a gameplay standpoint.
fnaf 4 is so good if only i didn't have to sacrifice my ears to play it
Loudness equalisation.
3 is just purely rng
its literally possible to win the last night without doing anything
All legit
We need FNAF interior(s).
God please
God please
God please
God please
God please
With FNAF 2 Hallway Ambience (for relaxing/studying)
matpat.
u put loudness equalisation on ur headset?
No. Just saying that you can use it to save your ears in 4.
No worries, I dont mind it ☺️
maybe make the animation look more like a natural swing? Besides that it looks great
that looks very unnatural
What part exactly?
it's very clear it's just tweening between two locations. too fast, no sounds, no swinging, etc
Do the walls have the detail layer for spray paint? I love me some spray painted walls as a breadcrumb trail
Yes they do. The are maybe some specifics walls missing the property tho
Got it 👍
oh goody
tolian is makin a name for himself
My only opinion is that I don't get how that fits a hospital.
OH! It's out already, I will have to check it
tolian casually speedrunning making moons
while wesley doing it the slow wa
y
Wesley is insane too, my favourite moons are from him
Clearly it's a room that was under construction when it was abandoned duh
Not hard, it was my first idea but I didn't like how it turned out
You guys know there are real life cranes that move horizontally, right?
I just need to work a bit more on the animation and specially add a good sound for it
You guys know there are real life cranes that move horizontally, right?
I don't mind them moving like that. I just think them swinging like a pendulum would fit nicer.
Does their movement affected by facility power? I assume not.
Uh, it doesn't but I like that Idea
Yeah, on paper it looks good but due to the asset and the room size it felt a bit meh. And for the gameplay it was too easy to dodge, unless I cranked up the speed way too much, which made it look horrible
A pendulum is a device made of a weight suspended from a pivot so that it can swing freely.
Understandable. Nice work with the interior btw. I finally checked it out. Visually fits nice with LC, although maybe a bit too detailed.
was just joking, was the first thing I thought of when I heard pendulum with the mental hospital in mind
First thing I think of when I hear "pendulum": ||https://www.youtube.com/watch?v=k-Xv0sKBMA8||
Provided to YouTube by Republic of Music
Hold Your Colour · Pendulum
Hold Your Colour
℗ Breakbeat Kaos
Released on: 2007-05-19
Producer: Pendulum
Producer: Freestylers
Producer: TV
Producer: $Pyda
Producer: DJ Fresh
Producer: Fats
Producer: Tenor Fly
Producer: Jasmine
Auto-generated by YouTube.
Love that band
I made a little tour at the moon and it looks good.
In case anyone wants to check it out
https://streamable.com/9zz6js
Time to install more moons 
yeah tolian is up there with wesley and sfdesat when it comes to quality and quantity
I think Tolian's moons have potential, they've got strong foundations
Not keen on Wesley's nor sfdesat's, I'll put a shoutout in here for Starlancer, I had to rebalance Auralis via LethalQuantities but Triskelion is a vibe
triskelion is really well done
Triskelion, Kast and Atlas are easily my favourite of the custom moons. I really wish the dev of Callisto was contactable because that moon has potential
you're manually settings values
if you wanna guarantee you gotta either remove the weight or make the weight 99999
titan@150 is gonna have a weight of 150
titan is gonna have the HospitalRarity weight or if HospitalGuaranteed is true have a weight of 99999
so either remove the @ and value or make the value 99999
in short yes
Brother this place is huge, I'm not asking for u to make it smaller but give config option the generate less @dry rose
Map sizes can be tricky. There is already a way to make it smaller throught LLL configs but I'm surprised you find it that big. Do you remember which moon was it? Can you visit it again and send me the log? I'm curious
about the size i find it very good it may just scale too much
and tbh idk how scaling works
and u sure you are using last version?, bc dantor reduced the size a lot
oh actually come to think of it that was on assurance
i guess it could be slightly smaller
like 10% smaller
150% all my mods are currently up to date
I'll check my configs and keep u posted I'll also try and reproduce the same dungeon when I'm on tonight
Different people have different tastes and customization is always good, some kind of size config will probably be available in the future but I want to see biggie's logs to see if everything is working properly and out of curiosity
Thank you buddy, I'd appreciate it
at least it's not jumping
i like new ideas like this
played on this map quite a few times tonight:
- scrap distribution is vastly improved
- navmesh issues inside, brackens and coilheads are very janky when standing on props
- doorway portals for cullfactory are a bit too small leading to visual bugs if you know where to stand
- i feel like the moving hooks are just slightly too fast
This is good feedback, thank you!
I'm pretty happy with the size and specially the loot distribution, been playing yesterday a lot and had this map a few times and it felt good to me, two of my three friends say its still a bit "empty" but it maybe was bad luck on their side or just me taking everything because I know where to look for scrap since well... I made the spawn points 💀
Anyway I will keep monitoring and iterating until we get the sweet spot
There are now two types of doorways, I guess you mean the small one since its the new (sized as a normal door) I can make it bigger with no issue but if you could show me how you see it I would appreciate it
I was more focused about how the bolt is defying gravity
Uh, I can probably fix that
You can get there without mods?
Huh interesting
Also the pillar of the things i thibk they're called scaffolding is clipping through the door
Which i dont mind
A hoarding bug built the door because the air current was a bit chill for his nest
Lol
Show me what you mean please
Its either clipping or the thing is floating
Its floating
Lol
Actually no, its both floating and clipping. Why would I content with one thing if I could give you guys ALL
Even better lol
Solace from Starlancer seems like another very fitting moon for a Hospital.
if the new doorway you're referring to is smaller than all the others but uses the only socket there previously was, I wouldn't think that would be an issue, since the socket size you set fills the entire hallway area (as it should)
you or I could go in with the portal visualizer enabled to make sure there's no gaps though
but an example would definitely be helpful @tropic lodge
the only spot i noticed was a hallway tile connected to a staircase tile, going to the left of the staircase would cause everything to unload
some wall scratches spawn overlapping doorways
There is a new door sized socket apart fron the big one
ah, I see
Now that I got to rip the game properly I can see how things are managed at the base game better and I'm trying to mimic it a bit. that's why I could change the hallways into something cooler, they can now be straight corridors, have turns or even being to loop on themselves creating mazes like in the factory.
So I also checked how the game managed different doorway sockets and copied it a bit, I still need to work on that front some more since right now the small socket can spawn a doorway with a door or nothing at all, but it doesn't spawn a doorway with no door (like it does at the base game). Probably the culling issue comes from there
the improvements that have come recently to this interior is very quickly making it one of my favourites
it feels so much more fun to navigate now, with pretty good scrap distribution
Thank you so much ❤️
btw, do you have any idea on how this works? i can't seem to understand
What thing? The option at the bottom?
yea and how it correlates to the two above
setting to 1 i clearly understand but like 0.5 i understand the least
cool
that makes sense
why is this in a hospitall??? XD
i like it
Hmmm how can I explain it... The closer the number to 1 the more it will try to stick to the max dungeon size. So if you set up the max dungeon size to x1 and you go to Titan which is x2.35, if you let that option at 1 it will generate a x1 dungeon (actually not sure if there are some multipliers applied aftewards), if you make that option something like 0.8 it will be something around x1.5 (in between your max dungeon size and the actual moon max size). It's a math formula called lerp.
from using lerp (on godot projects) that does not seem to be lerp at all
but does that just mean it straight up doesn't use the two values above???
i'm tryna think in a lerp perspective now
wouldn't 1 make the size null then?
forgot to mention that my max dungeon size is set up as x0.65 and the lerp at 0.8
yea i wanted to see for other dungeons and asked here since i saw you use 0.8
damn for me lerp is just a tool to have fun with deltatime
lerp = linear interpolation, it just blends between two values
it just reduces the difference between the original value and the desired minimum here
i think im starting to understand
ok i got it
thx
i wouldn't be able to say how it works tho
it just calculates minimum + (actual - minimum) * scaler when actual < minimum
now this is what im looking for. tho the speed is a bit too much. specially if people has a ton of stuff with them
It's not as difficult as it seems!
even with 153lbs?
there are scraps that has a ton of weight but if it was me. ill just tank the dmg
my problem would be monsters if they end up in that area
there was a modded scrap of a scavenger figurine that weighs like 150lbs. i forgot which mod was it
i also use sell bodies but i lowered the weight to half. cuz the giants always eats me when i bring them back to the ship. like the blind dog
anvil :)
man if only the anvil's weight was the one that shows up when editing
i don't remember exactly but it's over 1000lb
Me with the neutron star in my back pocket
neutron star inv + anvil
depends on the value. i wont even bother picking up those. id rather hunt some monsters since they have a lot of value
is it not the other way around? Or is the description switching up the values? It reads 1 will be the level's (moon's) size multiplier while 0 is the max size multiplier that's set in the config..
Hey Dantor, just a heads up that you can't spray around the wall where doors are
Oh shit! True, its the other way around sorry for the confusion @storm geyser
Problems of having the mind on three different places at the same time
Aaah I knew I was missing some places, windows are missing the property too I think. Noted
for some reason this gets flagged as a "trojan.susgen" by one of virustotals scanners, I assume that is a false positive but do you know why it would say that?
even with the modmanager?
no, downloaded the zip file on thunderstore
one sec
but I scanned both the zip and the .dll inside of the zip
manual?
https://thunderstore.io/c/lethal-company/p/Dantor/Dantors_Mental_Hospital/ yeah this should be the original link
thought maybe I got a clone but no
"Manual Download" -> zip file
why you download manual?
bc I dont use the mod manager
why tho?
lazy
lol
but it works fine as well, was just wondering why this mod would get flagged
you do know manual download takes more effort than modmanager's automated configs and such
it wasnt the only one though, some others like remote remastered and I think the one where enemies are targeted by mines+turrets as well were both another trojan.generic.susgen or something
yes
again, my only question is if it's known why it would get flagged as a trojan
False positive. BepIn mods are dlls.
Use a mod manager.
r2 doesn't require Overwolf.
Ive heard there have been some cases of malware distributed as lethal company mods already
Was an issue in early days. They're quickly removed either way.
If a mod is at least a week old and popular enough, it's 99.9% not a virus.
okay
Hah, thats a funny one.
You can see the source code of the mod at thunderstore and check its totally safe
ye I didnt think it would be malware either, but I wasnt 100% sure
but I assume you dont know either why it gets flagged?
Its what Agitatio said, .dll files are very often flagged as virus. I wonder why does it happen with my mod but not with others tho.
Because you have more mods I assume?
well I scanned it individually
like not the mods folder, just this one dll file
but yeah, when I scanned a few other mods some of them like remoteRemastered + FairAI did get flagged as trojans as well
a folder with dll files inside gets flagged as suspicious
whatever its content are
trojan.susgen is a possibly unwanted service, not a virus
so yeah it just tells you "be aware there are dll files in this"
Map is so spooky it scared the antivirus
fr
Ahah anything is possible
whats it with dll files though? like why are dll files suspicious
cuz dll files are what makes your operating system
oh
a simple dll file can easily block you off your computer
A dynamic-link library (DLL) is a shared library in the Microsoft Windows or OS/2 operating system.
A DLL can contain executable code (functions), data, and resources, in any combination.
Generally if your AV flags something and you're not sure about it it's a good idea to upload the file in question to virustotal and check the results of other detection engines. But yea as far as LC mods go, just go by what has been said above
What flags it as a Trojan?
Huh, never heard of it
Never heard of that either. Generally speaking for the majority of people it's best to just stick with Microsoft Defender which comes with Windows. Unless you want to have some specific functionality of some AV software they hurt the average user more than they could possibly help. But you do you after all
yeah all good Ive heard that as well, was just curios
@dry roseJust a reminder that the Bathroom tileset has invisible walls when looking from the interior out.
It doesnt!
No, for real. It's been fixed since 3 days ago
Doesn't it? 😮
Now I feel gaslighted
hahah did not mean to gaslight you. I am unaware of the change I feel like I played it recently and had still seen it. But I was really focussed on the darn Maritopia config corruption. I will check again and get more up to date info for you.
I thought this was a "as long as you do not look at the problem it isn't there" response. 😛
To be fair, that's something I like to do a lot so I cannot complain but no, this time I was talking seriously hahahah
yes it feels very wall like
I made sure to touch and taste the wall to confirm its existance.
are you sure 100% thats its 100% wall
Gross
Update 1.1.0b
- Walls are now unlickable
NOOOOOOOOO
HOW ARE WE GONNA IDENTIFY THEM NOW
Try as you might to thwart my testing! Next time I will eat the wall to determine its solidity and texture!
Waiting for the channel name to be 1.1.0b…
just kidding lol
bro's committed
Hahahahahah you are my bane, I swear
There are plenty of teeth everywhere. I will persevere!
hah you can still take a bit out of them
I need to say: I've played today on this interior for the first time and it's my favourite by far 🥰
the atmosphere is just 👌
Ohhhh thank you so much! That means the world to me 🤗
This is just the beginning tho
Dantor's Mental Hospital [1.1.1]
⚠️ ATTENTION EMPLOYEES A NEW UPDATE HAS ARRIVED ⚠️
UPDATE 1.1.1
- Added the hospital as the default interior for PsySanctum (moon) and a link to said moon at the description
- Doorways can now appear with or without a door
- Sighly reduced the spawn chances of some rooms
- Scrap should not appear at the middle of the parkour room anymore
- There is now a limit on how many lamps can appear
- Fixed the spray paint not working on certain walls
Didn’t have to tell you to rename the channel, my work here is done
ITS OUT
one qestion, it needed for host only? Or everyone needed downaold it?
Everyone needs it
I don’t get why people ask that for every single mod 😭
Because obviously completely new assets will appear on clients out of thin air.
Because not everyone’s experienced in modding, especially for lethal company.
It was a weird jump for me
You don’t need experience in modding to know that things like this have to be downloaded by everyone wanting to play. That’s like buying a video game and then asking if your friends can still join without owning it
There are games where custom content gets automatically dowloaded from the host to the clients. Its not that strange for a newcomer to think it would work like that
Totally out of topic but many NDS games worked exactly like that hahah. Spent a big part of my childhood playing Mario Kart and Advance Wars with friends on a single cartridge
Wow
the style of this interior really reminds me of the psych hospital game-mod they made for gmod back in the day
trying to remember the name but it was huge when it came out
and it became its own game at some point too
Wew, Helldivers dragged Masa away from LC for a moment. Can't wait to see the amount of updates and new additions Masa will have to do
☺️
Never heard of it tbh, which is a shame
Welcome back Masa, I heard reports from the Malevelon Creek, we lost so many good soldiers on that front
;-;7 rest in liberty
We lost Ingmar too, but that place sucked to be honest. Now Heeth and Angel? We gotta protect those
I'm doing my part 🫡
This
Mental hospital is where I belong 😍😍😍 great mod
Realest real 💜 losing Masa's sanity in the hospital
Same…. I’ve been exclusively playing Helldivers for the last week lol
Then we can all confirm that Helldivers would be a funny asset in LC
These two games have the near same energy lmao
Got an idea to start making moons based around the Helldivers moons
Not sure which one to go for first though when Masa gets around to it.. 🤔
Interesting
Bro your like my friend he either says ok or intersting
NOOOOO ITS SPREADING
whenever i see Kevin heart
i remember his " I dont need Seat Belts"
and proceeds to crash
Interesting. 🤔
Wanted to do it at those rooms with a single bed with restrains but I dont have the assets for it.
You have no idea how many stuff I would do if I had the assets or skills to produce it 😅
God that be the truth
If only I had a single shred of patience and or skill to mod I would make some nice ideas
Guys, I'm considering making the steam clouds from broken valves greenish instead of grey, just to give the map a bit of personality, nothing would change gameplay wise. What do you think? 🤔
Why green?
honestly i think it could be cool if it did change gameplay, but i feel like that would maybe be a bit unrealistic since all the employees wear gas masks. regardless im fine with the change 👍
Just because I like it
I thought it was somehow related to the theme.
Just because I like it for the theme then x)
What if you make it purple or magenta
Idk lol
I mean you can drown on water which is already a bit unrealistic hahahah
It could be interesting to get damage over time if you stay in the steam for too long but I'm not sure about how difficult it could be to implement that
maybe red to make it look a bit bloody lol
Too similar to the puffer lizard 🤔
true i suppose
i was gonna suggest that but yeah too similar to spore lizard
I guess first iteration will be normal color steam.
If I manage to get a damage over time thing bound to the volumetric fog I will try to change it to green 🤔
scarecrow's fear toxin is green so i think that's a pretty good choice
not sure what other color would make sense
Maybe the water has gallium which causes your oxygen tank (searched up and turns out they are made from aluminium or steel which both become brittle when they are expostrd to gallium) to become brittle and break
Nerd.
if that were the case you'd suffocate even after leaving the water
Hmmm well true
Lc logic be confusing
Even though I asked "why green" initially, I don't think there's many other choices.
Guys, its a game about giving a weird tentacle entity bolts and engines while you try to run from aliens and magic weird little girls. Dont try to use logic too much hahaha
Green?
Trying to find an explanation for something that is lacking one is a good sign.
Also golden planet with living people on it getting digested by a huge ass monster
Joker gas
And somehow that monster is sentient enough to cooprate slightly with the company
Go on a funny little trip
Oh! I was thinking about a darker green tone similar to how it looks at the bottom of your screenshot but that acidic green/yellow looks amazing
Bro is the joker
what moon is that behind the fog?
Could go for a blue/greenish color to make it feel spooky, like ectoplasm.
are these cracks between the blockers and the walls in main known?
Eh... No x)
That's the corridor next to the reception, right?
Not the lateral ones
yeah, it's the left one straight ahead of the main entrance door to be specific
I must have made an oopsie when I reworked the doorways on the last update, thanks for letting me know!
Just made a quick test but I already like the color
bro's bouta infect gotham city 😭
New enemy incoming: The Batman
I'd like to see an enemy like that
🃏 vibes
Nvm everyone else pointed it
Man
Man
In the LLL config, Enable Dynamic Dungeon Size Restriction is enabled by default. Is it a bad idea to disable this? It's the only interior that has this setting set to true by default
The hospital used to get pretty big without it. It should be a bit better now, if you find the interior too small try to disable it and adjust the max size to whatever you need but honestly I would let it on true
0.65 seems like it be pretty small
but I am only using it on maps with 1.25 size or larger
0.65 is the max by default in the config
It's not really 0.65, its a size in between 0.65 and whatever the moon max is (thats what the option to true does). In Titan the final size is something around 1.3 if I remember correctly
That makes a lot more sense, maybe a rewording on LLL's part could be in order. I thought it was a min and max size for the interior
The scaler is the thing I was overlooking it seems
It's... Complicated. With the Dynamic Restriction turned to off every map will be max sized at 0.65 by default (which you should increase). With the option on on it will do an aproximation between 0.65 and the max size of the moon (which depends of the specific moon) so the option on true is pretty great because it reduces the size A LOT on bigger maps but not as much on smaller ones
I think I always switched the setting to false the last few times we played. Excited to try this out, not that we had tons of issues finding loot on your interiors in the first place
Might use this for other interiors too if another one seems too large. So thanks for the info! 😄
I feel like since I reworked the hallways to be similar to the vanilla's factory the overall dungeon became more manageable even with it off, but I didnt test too much tbh
Good to see ☺️
I always had the setting off because I thought it would make things small. You did very good work my friend. We only ever struggled to find loot a couple of times
Seems like the Mental Hospital is one of the most stable interiors thus far. It even seems to have terminal doors!
never felt to big
I agree, I get the best performance from this interior, Scoopy gets second for me
not counting vanilla of course
I still need to add the breaker box, steam valves and ofcourse the apparatus, but thank you so much!
It's getting there. Definitely the closest to feeling like part of the base game so far
Are you gonna do a apparatus or an equivalent? I really like Scoopy's Crown in the castle interior, just wish it did more when you picked it up
Yeah that one works. Too many damn Yippes in castle though (And also feels darker than it should be?). I feel like I get 7 every time. And sewers could use terminal doors. Not sure what else is missing; haven't ventured much
If I can get something fitting I would like to have a custom model but it would require some work. Probably the first version will be the usual Apparatus
Excited for whatever you do. Love this interior
I agree about how damn dark it is, castle has slowly become my groups least favorite interior to get because of it
My group mostly loathes Bunker as base game's stamina just doesn't cut it in that one, with how big every damn room is lol but castle might be second due to the combination of those 2 things above lol
I have heavily balanced every interior to be smaller
I was thinking that about bunker last night when we played. Rooms are just too big
You spend so long running for emptiness and emptiness
I read that the Bunker dev is working on it and it wasn't supposed to scale this way so there's hoping they fix it
I really like how it looks, and the performance is good. But damn is it big
And it lacks parkour/terminal doors/etc. Encounter a monster and you're mostly fucked (+Also dark so you're forced to almost touch every wall to see it's a dead end) lol
Strangely enough I almost never run into them on there XD
Yeah it's empty in both regards, I keep fearing I'll find one to screw me over lol
I saw a bracken in one last night for the first time, sadly had to be tp'd out since it was almost midnight. It didn't kill me but I couldn't find an exit
just curious, has the lag issue been fixed on this mod yet?
I have barely any lag when I play, probably runs the best out of all the interiors
Modded ones of course
thanks for the info! im very glad. I tried it a while ago when it was in its earlier stages, and my frame drop was so bad that i had to remove it. i will be adding it back now
It's fantastic, you're in for a real treat
It should be fixed! At least all the people who had issues told me they dont have it anymore
Try it and let me know ☺️
sir yes sir 🫡
performance is still pretty bad for me. not quite as bad as it used to be but it is noticeably worse than every other interior. nothing unplayable though, i just forgot to mention it until i read this
I hope you are happy, tonight I won't sleep well cause of you x)
sorry 😭
it's probably fine for the majority of users, i typically play in VR so i have it a bit worse
why does man go to abandoned moon to find scraps? is he stupid?
theres no good moons for this interior the only way it should be is to put it at 150 weight on your groups' favorite moon
what about psychsanctum tho that fits extremely well
yea psychantrum is the exception
tolian is goated
I feel like this interior fits better with the default maps than Scoopy's Castle. Any map suggestions for that?
atlas abyss is the usual go to
That's what has the highest chance of a castle for me rn. Was hoping for something else too
kk ill see
Egypt is a good moon for the castle, I also have it assigned to Orion
Same for Egypt and atlas
Egypt, atlas, and Orion are all castle maps for me already. I guess what I'm looking for is a map that's actually a castle😂
I mean there’s the princesses peach castle but doesn’t really fit since they both have different color palettes
ig there's that one moon that comes with LethalExpansion...
for castle i'd suggest possibly atlantica as a choice, color scheme doesnt match but it has like a castle like vibe almost
anyways uh
(the hospital) good interior, very good, i get a little spooked upon entering it despite having not encountering anything it in once so 
another thing i wanted to add but VERY glad you added different parkour the one with the three jumps was a big skill issue to me n friends lmao
Honestly tho is it really a castle interior? Kinda feels like a dungeon interior if anything
Took me longer than I thought since I had to learn how to do it through code instead of Unity but slowly getting there. Maybe we go till the end goal and I add damage to the player if he stays in the green fog for too long
||Ignore my amazing dodging skills please, I'm so tired 😭 ||
that's sick!
you're changing the volumetric fog color? that's such a cool detail 😄
Maybe sanity loss while inside of the cloud, and stamina drain instead of damage?
Nice job by the way! Looks pretty cool, even if the hook looks kinda out of place for well.. atleast the general theme of the interior xD though maybe you could add a effect around it to make it look like its a illusion? Could work a lot with how it moves left and right so erratically. Like its possessed.
That looks sick!
My man jumping into the map hazard for demonstrational purpose 😄
Yup, at first I wanted it just for the aesthetics and give the interior a bit more of personality and a bit of "sickening" aura but the more I think about it the more I want some special condition attached to it
Had to learn Harmony patching from basically zero to access the volumetric fog component at runtime and change it but now I feel unstoppable 😂
Took me ages and a big headache but I'm so happy. I still need to learn way more to do complex stuff but this learnt skill opens a lot of doors to things I would like to add
Perfectly
Sanity loss is another thing I'm considering instead of damage but we are far yet from using sanity at all in my interior so... Not sure.
Not sure about the illusion stuff to the hook tbh, I know some of you don't see the "under construction" fitting and I agree to some degree but the moving hazard it's going to stay and I don't really what else could be fitting without making it look too stupid
Please reconsider the damage thing. Player doesn't really need more stuff to kill him 😭
Masa of course is not bashing the choice, just trying to get behind the theme of it being a mental hospital more so Masa's ideas still remain centered around that, apologies. 😅
Honestly like, unironically? Floating hospital beds could look pretty cool as a hazard within a interior like this. Make them tremble a bit, and actually smash against the walls/ceilings while they move and it could look like its possessed by a ghost, or have a very exorcist/silent hill esque feeling.
One day we will get our sanity decreasing goodness 😔
Hahah it won't be something too punishing, just a bit of damage like 5 or 8 after being in the fog for too long, basically to incentive people to try to find the valve fast but not really dangerous by itself
You're editing the leaking fog's game object properties?
Oh yeah I don't took it as bad criticism, I actually love people opinions even if are different from mine, sometimes you guys come up with stuff I would never ever have imagined
Floating hospital beds 🤔 It could work, but what could be a good setting for a whole parkour room if it's not a "under construction" room?
Yeah, that's the only way I could find. Why?
I'm asking because recently I was trying to find a way to modify fog's properties, and the options are buried deep
*the weather's fog (although i think the leaking pipes uses the same kind of volumetrics)
I don't know since I never took a look at the moon side of things just the interiors but I don't think so since the leaking pipe property is something called "Local Volumetric Fog" so I assume there is another component for bigger masses
Well, just like the hospital beds, you have to think a bit more paranormal!
Honestly, it would be pretty cool actually if the parkour section only becomes a parkour section when you are insane perhaps, but thats more well, sanity things. Though Masa really believes that sanity being this interior's main gimmick could make it very unique! :D
So in other words, a distorted room defying laws and going into the abyss for no comprehensible reason would very much do its job in that regard
Foggy weather effect uses UnityEngine.Rendering.HighDefinition.LocalVolumetricFogArtistParameters for the properties (color, position and so on)
so i think they are the same 😅
god damn it zeekers
Zeekers moment
Didn't WTO figure out colored fog
this would be so devilish
😈
i've just realized: the leaky pipe's fog is a rectangle cube
Yep, definitely the same thing hahah and indeed it took me ages to figure it out, even more because I never really learnt to script stuff
Are you using UnityExplorer?
Just the surface of what Masa cooked for Dantor, but Masa will let Dantor decide to reveal that or not, since it would be a sick surprise if the ideas were to come through
if not, i highly recommend it - you can dig really deep
UnityExplorer almost sounds like a web browser
it does lol 😅
Hahah I should, right? No, I don't. I know it's useful
What I have is the game ripped and I check for the components and stuff from there. I actually found the LocalVolumetricFog component inside the SteamValve pretty fast but I had no idea about how to actually modify it through scripting
Masa has a lot of great ideas ☺️
💜
it's just.. right there 🥺
Most probably but I didnt know that x)
i was hesitant to use it at first, but it's so much more useful than just the ripped game
please learn from my mistakes 😅
i should learn how to use the unity exlporer
We should all explore unity
Didn't mean it as a "someone did this before you" btw, was moreso giving options after mrov said they were looking into editing fog. What you did was cool : )
It's on my backlog of things I need to explore, some day, I promise
I know I know ❤️
is it possible to reduce the size of the hospital? whenever i try to make the map multiplier go below .9, it generates a stackoverflow exception
this is the .9 map multiplier
here's a "normalized" scp(1.11) and sewer(1.6) for comparison:
i can get all the other interiors to generate smaller, but not the mental hospital
here's the hospital at normal size(1)
What are you using to reduce the size?
well he is the creator of that mod
yea
shoutout to ether
yes, lethal quantities, im trying to balance each interior to have a similar size
this is what i have now for each interior:
im setting the map size multiplier to 1, and the factory size multiplier to whatever value, to get the overall multiplier
Ah must be because I have the Dynamic Dungeon Size Restriction from LLL turned on by default and set to 0.85. I guess if the factorySizeMultiplier goes below that value it crashes.
You can turn it off at LLL's config file. I plan to add that toggle at my own config too but I didnt have time for it yet
Check this
https://github.com/IAmBatby/LethalLevelLoader/wiki/Cross‐Mod-Compatability
A Lethal Company API to allow for custom Level & Dungeon integration. - IAmBatby/LethalLevelLoader
Interesting. I'm doing the same thing currently and these are my values so far. I prefer dungeons a bit bigger overall but the ratios are quite similar to yours.
how do i set this interior 100% on LethalCenterHospitalMap?
that would make sense, thanks!
nice, i havent actually used my settings with other people yet, so i have no clue how good my sizes are. i may have to steal urs
is the dynamic dungeon size restriction still applied even when the content configuration is false? i didnt think it would be
At the config, if you put it on list mode you should be able to just write LethalCenterHospitalMap@99999 where 99999 is the rarity
Looks like it still affects, maybe is because I forced it to true at my side. Either way the next update there is going to be an option to turn it off at the MentalHospital config
thanks
When I made the switch to LQ I think I experienced LLL affecting size even when only content configuration was enabled and dynamic size was off. it's weird
oh well
was it enforcing a min/max?
or was it randomizing the actual size a little? because i tried setting the sewer smaller and it didnt generate any rooms one time
quick question, how do you get shots like that of dungeon generation?
[Info :LethalLevelLoader] CurrentLevel: Assurance DungeonSize Is: 1,5 | Leaving DungeonSize As: 1,5 (2,25)
That line was printing 'Overriding' instead of 'Leaving DungeonSize' and calculated some values I didn't want it to
Assurance with a size of 2.25 is insanely big in my opinion
2.25 is the result of the moon's dungeon map size of 1.5 by factory size mult of 1.5 tho. and that's for sewerFlow. Your interior would result in 1,125 on assurance with how I set things up
This is Assurance vanilla's factory (Actually maybe a bit bigger since I'm using CoomfyDungeon, I can't recall if it increases it's size when there is only 1 person)
[Info :LethalLevelLoader] CurrentLevel: Assurance DungeonSize Is: 1 | Leaving DungeonSize As: 1 (1,25)
I didnt check sewers in a while so I'm not sure if the size is appropriate or not but to me it looks huge hahahah if you find it fine then great!
Waterridge I think it’s called
yea
Getting there
Nice!
for the gas leak? 
dmg config pls <3
There will be an option to enable the green color or not and another to choose if you want to receive damage or not
@acoustic trout This gas for Harloth
Do you have PathfindingLagFix?
if the lag is measurably worse that could indicate there are too many ai nodes, which I'm assuming are placed by the interior author, but yeah, PathfindingLagFix will help with that
it could lead to Brackens responding to being seen or changing escape targets slowly if it takes too long to check for paths
As far as I know I have more or less the same amount of AI nodes as a vanilla factory map, it could be possible that Foxy has a super large dungeon so more rooms = more nodes
yeah, that is definitely the thing that influenced it the most in my testing so it would make sense
another issue could be if some parts of the interior were inaccessible, but I don't think that's likely
This interior spawns less and cheaper scrap than usual , is this meant to be a starting map or end game one ?
scrap price and amount is dependent entirely on the moon and not the interior
I use the PsychSanctum moon . Could that be the problem?
sorry, i meant scrap price and type. the amount of scrap is dependent on the size of the interior, which depends on the multiplier of the moon. you may have to tweak the multiplier for psychsanctum or the mental hospital
So interior = scrap spawn , moon = scrap price ?
well for amount it's more like interior/moon
if you want it to have more scrap across all moons you would need to change the multiplier for the interior, if it's just for that moon you would need to change the multiplier for psychsanctum
Can you send the log please? I would like to see at which size did it generate
there's also this config in LLL that you can change if you feel like there isn't enough scrap spawning despite the size of the interior
In the config files right ? (All my friends need to change the muliplier ?)
yes
Yes let me join another one
⚠️ ATTENTION EMPLOYEES A NEW UPDATE HAS ARRIVED⚠️
UPDATE 1.2.0
- Introduced 2 new variations to the main entrance (there is now a total of 3!)
- Added the breaker box from the vanilla facility!
- Implemented the steam valves with a special twist: The gas is green, and it also deals some damage if you stay in the gas for too long
- Added new options at the Mental Hospital config to personalize the dungeon size and the steam valve's fog
- Renamed the dungeon from "HospitalFlow" to "Mental Hospital" at the terminal and LLL config. It is recommended to erase the old entry at LLL's config
- Removed turrets from the jump room
- Tweaked some prop spawns
- Spray now works at the reception door and some corners (oops)
- Fixed an issue with a few gaps at the main entrance
https://thunderstore.io/c/lethal-company/p/Dantor/Dantors_Mental_Hospital/
Dantor's Mental Hospital [1.2.0]
LET’S GOOOO
Let me know what do you think guys 🙂
awesome
i think you're a very cool person
Hahhaha oh thank you ❤️
this is obv the best the interior
I dont know
have the swining parkour things ever worked for anyone?