#Dantor's Mental Hospital [1.2.2]

1 messages · Page 4 of 1

gloomy turret
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it seems to be rather difficult to get them to push me off and some just clip through me

tropic lodge
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they're only meant to deal damage to you

gloomy turret
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ah ok

tropic lodge
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honestly i would not mind a nerf of slower speed in return for actually knocking you off

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@dry rose if you're looking to make the moving obstacles a bit more believable/feel more in place, you could turn it into some sort of swinging electrified wire

dry rose
sudden ibex
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what's that green bar that gets depleted near the health bar?

dry rose
sudden ibex
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i still use that InsanityRemastered

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dunno if someone will continue it

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there is a forked version but.. not really a successor

dry rose
sudden ibex
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they said they were going to

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but didn't end up doing

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i think they are fine having someone else continue the mod but dunno who would

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it was a cool mod too

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the hallucinations was cool

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makes me jump a little when turning back and suddenly seeing one behind me

broken stone
dry rose
tawdry schooner
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wait, what? since when do interiors control scrap amount? Afaik they typically don't unless they manually spawn in additional scrap like more interiors does currently

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Nice job on 1.2.0! 🎉

craggy sparrow
hollow lynx
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They work just fine together.

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Hospital is even set up to be guaranteed on PsychSanctum by default.

hollow lynx
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The CompanyCreatures ones?

craggy sparrow
hollow lynx
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The issue is with with CompanyCreatures either way. Not with PsychSanctum not working with Hospital as you initially implied.

craggy sparrow
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I didn’t understand anything, but now it’s loaded

high cypress
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So a few issues we ran into tonight @dry rose maybe you're aware of these we had it spawning on Rend: Loot generation being lower than it should be, Fire Exit was blocked for me once, a friend reported there was an invisible wall one game, performance issues during the game where Fire Exit was blocked 😦 I really love this interior so I hope these are planned to get fixed soon 💜 the loot spawn rates being lowered when we got the Hospital are probably the worst of the bugs lol

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I wonder if the Fire Exit bug and invisible wall could be related to CullFactory and if so compatibility with CullFactory would be amazing

rapid glacier
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yeah looks like scrap amount generation is using what is default for that moon, bypassing edited values from Lethal Quantities/LethalEditor. I've encountered this issue on Experimentation and Celest

high cypress
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So something else is going on

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It's like it forces the rng to be the lowest amount the moon can do maybe?

rapid glacier
high cypress
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Yeah it definitely ruins the experience, the interior is really good so I want the problems to be fixed 🥺

fickle wagon
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[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MentalHospital.MentalHospitalDunGen+SteamValveHazard_Update_Patch.Prefix (SteamValveHazard __instance) (at <e5978b73b5a2421586ab7103c195bebc>:IL_0062)
(wrapper dynamic-method) SteamValveHazard.DMDSteamValveHazard::Update(SteamValveHazard)
perceive

lone solar
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ive seen that valve hazard error too but not sure what broke
so i just keep goin lol

fickle wagon
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i got it on etern with factory interior

dry rose
dry rose
fickle wagon
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i have not changed the configs besides the spawnrate and moons for the dungeons

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also i removed ac from my game

high cypress
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I can ask him to send the logs though probably

dry rose
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Thanks for the feedback guys ❤️
The scrap issue has me puzzled but I think I know what may be happening

high cypress
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Yay I hope you can get a fix pushed out soon ^^

slow parcel
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Is the interior supposed to have two different versions of the main entrance now?

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Because, maybe this is intended or not, but it feels like sometimes our main entrance bring us to what oculd be one of the Fire Exit preset rooms. If this is intended tho, this is actually pretty cool tbh, because it spices up the interior a bit more!

storm geyser
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it has 3 iirc

slow parcel
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We do have a slight issue though with walls quitting renders once we touch that new main entrance area.

slow parcel
storm geyser
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main entrance variations

slow parcel
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Oh okay. If that's the case, then Masa is talking about the main entrance with the office right infront of you, and the patient rooms right next to it. Its a corridor.

storm geyser
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i didn't get this one yet

slow parcel
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That one seems to have slight Cullfactory issues but its minor. Can be very disorienting when you go into the interior and see no map at all until you take a step forwards tho

slow parcel
hollow lynx
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THREE

storm geyser
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i only got the og and some different that lead to a single corridor

dry rose
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There are 3 in total, yes, the og one and 2 more. Masa is talking about the one which is a long corridor with the reception room at the left and a room with a door next to it

dry rose
storm geyser
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what's the third

slow parcel
dry rose
storm geyser
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oh well i got the same as masa

slow parcel
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yippee

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Thankfully the render problem on your interior isn't as bad as Sleep's School interior though. That one is in a parkour room 😭

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Seems like today is cull the cull factory cull day o7

dry rose
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Is there any rendering problem apart from the main entrance?

storm geyser
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oo nice looking

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damn does it feel bright without fulldark enabled

dry rose
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Yeah and that's after lowering the brightness a bit 😅

slow parcel
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There shouldnt be too many render issues though. We did go decently deep into the dungeon (though we chimped out when a thumper appeared)

dry rose
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Hahahah yes maybe I should lower the amount of valves a bit x)

slow parcel
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A biiiit xD though thankfully it isnt as punishing as the factory valves

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You can actually find the valve much faster than on the factory

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Maybe thats because there might be only one valve location variant tho

dry rose
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There are... 4 valve variants o.O
Well, most of them are pretty much at the same height now that I think about it so I guess it makes sense

slow parcel
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Ohhh, yeah that makes sense lol

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Put one on the ceiling

dry rose
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There is one fairly high already, if I put it a bit higher and there is no prop to jump on it it's not possible to fix it hahaha

slow parcel
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Fair xD

dry rose
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Mmmm I cannot replicate the scrap issue, I'm increasing the amount of scrap generated with MeteoMultiplier and it works fine

high cypress
high cypress
high cypress
high cypress
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Odd

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That makes me think for sure it could be something going on when CullFactory Culls the interior then?

dry rose
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I mean, I guess everything can be possible but I don't really think it's caused by a conflict with CullFactory.
I wish I had the logs to check it! 😭

high cypress
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Yeah my friend sadly hasn't come online yet

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I asked him for the logs

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I only don't have the logs cus I was troubleshooting a mod earlier that kept causing my game to fail to reach the main menu sometimes, somehow it ended up being Lethal Doors 😭

storm geyser
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how does lethal doors even break stuff what

high cypress
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I just am curious about the game where we had a blocked fire exit and then performance issues when inside the interior during that run

high cypress
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The game would load to a black screen, you could move the mouse pointer but otherwise it would be completely unresponsive

high cypress
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It would happen every 2-3 launches

high cypress
median yacht
high cypress
storm geyser
median yacht
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lol is there a way to fix that?

storm geyser
dry rose
median yacht
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is that why?

storm geyser
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yup

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weird tho

dry rose
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Its because CullFactory but it's my bad, I think I know how to fix it

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It's strange that it doesn't happen with the original main entrance tho, maybe I moved something without noticing it

median yacht
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yeah i miss that old entrance lol

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i would get rid of CullFactory but its required now by the Scarlet Mansion

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and I love both of these interiors lol

dry rose
dry rose
median yacht
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oh really?? I did not know that lol and awesome! Thank you!!

storm geyser
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btw dantor

high cypress
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Lmao btw the glitchy CoilHead AI is too funny

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😂

storm geyser
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could there be a config to change the chances of the different spawn areas for being used?

high cypress
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Idk if that was from CullFactory too lol, that was the game where we had no Fire Exit

dry rose
dry rose
dry rose
high cypress
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He was trying so hard to Pathfind to us

hollow lynx
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You can just put interiors that have issues in its blacklist.

high cypress
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But yeah sometimes it is

hollow lynx
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Yes, was about to say that it's better to report issues like that to Zaggy or interior maker.

high cypress
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I still wonder why it was lowering the amount of loot spawning in @dry rose, is it possible the compat issues were preventing some sections from loading in causing less loot?

hollow lynx
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If you're talking about CullFactory, I don't think it actually stops rooms from physically appearing.

high cypress
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Ahhhh

hollow lynx
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Then again, I don't know how loot spawning is done.

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Doubt it needs sightlines or player proximity.

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Was there actually less loot, or was it just not visible?

high cypress
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Less loot

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The GI monitor would show it lol

hollow lynx
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Right.

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No idea then, unless it was some buggy version.

high cypress
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Well hopefully the new update fixes it

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🙂

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I'll test solo after it's pushed

dry rose
high cypress
dry rose
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Not sure since I don't have those but I have custom scrap from Vanilla Content Expansion and it works, Needy Cats and different moon related scraps like wesley's and it works :/

high cypress
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Yeah well I guess we'll find out, could have just been some other mod causing chaos like how Lethal Doors was causing issues on launch

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I'll check logs if it still happens

high cypress
dry rose
high cypress
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Yeah I looked and didn't even see that but I can double check

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Let me try all logging and see what I can get

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I also went ahead and set guaranteed spawn

high cypress
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Looks like SDM ignores the guaranteed setting so ☠️ lemme regen LLL config and see if I get somewhere

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Oh nvm I see why

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Dunno if this might provide anything useful, I noticed there was 1402 scrap on the monitor though and when I had the SDM layout before adjusting the config there was 2600

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Both times stormy

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It really could just be rng being rude

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Lol

tacit cape
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anything CullFactory does is purely visual, it can't affect AI or spawns

tacit cape
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at least barring an error when loading the interior obviously, but any mod could do that

high cypress
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Like that was also the same experience I had last night too, it felt like when we had the Hospital layout we had half the loot we normally have spawn

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Why though idk

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Unless game rng hates us

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😂

dry rose
rapid glacier
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per log said 21 scrap to spawn but it only succeeded at only spawning 9 scraps

high cypress
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Yeah it seems to halve the scrap for some reason, sometimes more than halve it

dry rose
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Yup, I see. Lunxara's log shows similar behaviour, it says 37 scraps but in reality it spawned 24. I will investigate it further

rapid glacier
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my speculation is that it only respects moons default scrap amount

dry rose
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Thanks guys, it's really helpful

high cypress
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Always good to help get the bugs squashed

median yacht
tacit cape
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I did change how tile bounds are determined in the last CullFactory patch, I wonder if that might have anything to do with this?

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is that the starting tile?

dry rose
tacit cape
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I changed the way it determines the world bounds of a tile when that tile uses automatically-calculated bounds

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basically, DunGen isn't consistent about how it deals with scaling the object with the Tile component

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I just took a look in-game and didn't notice any issues though, might be helpful to get a seed from @median yacht if they still have the logs

median yacht
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i don't have any logs now sorry 😦

dry rose
tacit cape
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hmmm

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new seed, just got this

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looks like this tile's bounds are allowing tiles to collide?

dry rose
tacit cape
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seed is 31996771 on Exp with 018e495e-99c9-7421-0287-6aa39b641810

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lemme try and free cam this with the tile bounds visualized

dry rose
tacit cape
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ohh

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yeah that definitely isn't something DunGen is equipped for afaik

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hmm

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what are the tile bounds?

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oh, interesting, I guess you do have the bounds overridden

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it's odd that it's appearing offset out of the tile in CullFactory then

dry rose
dry rose
tacit cape
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it shows as overridden in UnityExplorer

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for the entrance tile

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wait

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oh maybe it's looking at the wrong tile, one sec

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ah, yeah, I was

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I forgot that it doesn't know which tile it's in unless I go in the side room

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lemme see if I can explain how this works then

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to create the tile bounds, it does the following:

  1. collect all the renderers in the tile
  2. encapsulate them all in an axis-aligned bounding box
  3. collect all the doors in the tile
  4. based on their direction, modify one plane of that axis-aligned bounding box to be aligned to that door
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so when you have a door facing inward on the edge of the tile, that causes it to set the bounds of the side that door would normally occupy to that opposite wall

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in this case, it may be causing the size to go negative or something, I'm not sure exactly why it shifts it in the opposite direction otherwise

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essentially, I think what you'd really want to do here is create three tiles for the starting area

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that way, the starting tile's bounds don't extend upward to where they block the door connections above them, and the stairs still do prevent tiles from spawning in their upper portions

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and the starting tile's bounds should be generated automatically in the correct way

dry rose
tacit cape
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hmm? what doesn't work what way?

dry rose
tacit cape
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can't you create a set of rooms that connect to those door sockets that only includes those upward stairways?

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it doesn't have to be part of the starting tile, it just has to be the only option for those connections

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it's the same effect

dry rose
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Oh, true 🤔

tacit cape
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also, if you want to look at the code I was referring to [here](#1205741904881516595 message), it's in the TileProxy(GameObject, bool, Vector3) constructor, near the end

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it calls CalculateProxyBounds() and then CondenseBounds()

vast cypress
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just checking, but this isnt supposed to be a part of the generation right?

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im thinking maybe another mod is causing this

cyan hazel
spiral leaf
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pretty sure the secure door is supposed to be there

rapid glacier
vast cypress
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oh okay

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thanks

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i was worried another mod was messing with dungeon generation

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glad its not 😌

dry rose
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⚠️ ATTENTION EMPLOYEES A NEW UPDATE HAS ARRIVED ⚠️

Update 1.2.1

  • Tweaked Fire Exit chances to prevent them not spawning sometimes (hopefully)
  • Removed a fix that could be causing issues when other mods modify the scrap amount generated (needs more testing)
  • Reduced max amount of steam valves present at the map
  • Fixed a log error related to the steam valves when the interior is not the Hospital
  • Solved an issue with CullFactory's mod culling everything at some entrances
  • Adjusted some decorations
  • Updated README with new pictures and a google form link to report issues

https://thunderstore.io/c/lethal-company/p/Dantor/Dantors_Mental_Hospital/

rapid glacier
# dry rose ⚠️ ATTENTION EMPLOYEES A NEW UPDATE HAS ARRIVED ⚠️ **Update 1.2.1** - Tweaked ...

Manual updated to check real quick.

Scrap amount still does not follow LethalQuantities and LethalLevelLoader modified scrap amount from my 2 quick separate tests.


LogOutput1.log:
-LethalQuantities: 16-24 scrap (Only 12 scraps spawn, 6 failed)

LogOutput2.log
-LethalLevelLoader config: 13-15 scrap 
(Only 4 scraps spawn? 9 failed, probably weird stuff happening there since min default is 8)
dry rose
# rapid glacier Manual updated to check real quick. Scrap amount still does not follow LethalQu...

I see on both cases the log shows stuff like:

[Info   : Unity Log] No tiles containing a scrap spawn with item type: V-type engine
[Info   : Unity Log] No tiles containing a scrap spawn with item type: V-type engine
[Info   : Unity Log] No tiles containing a scrap spawn with item type: Large axle
[Info   : Unity Log] No tiles containing a scrap spawn with item type: Metal sheet
[Info   : Unity Log] No tiles containing a scrap spawn with item type: Large axle```
That correlates to the amount of scrap lost. It's weird since there are definitely tiles with those spawn points assigned
Share me your mod pack code pls, I want to test it too
rapid glacier
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so I guess some scrap spawn points are just failing, rather than the interior ignoring modified scrap amount.

dry rose
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Yep. This was an issue with interiors since... Forever, but I thought I got fixed by LLL time ago so I wonder if there is something more causing that (Is this interior the only one with this issue? 🤔 )

rapid glacier
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as far as I tested with my bigger pack, only this one and maybe LC office? (Fails less afaik)

dry rose
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I wonder if I can just slap more spawn points to every tile and call it a day 😅

rapid glacier
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that might work 😆

cyan hazel
dry rose
rapid glacier
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Bunker spawns the correct amount of scrap, it's just the place is huge

cyan hazel
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For the record my group hasn't struggled with loot that much with the hospital

rapid glacier
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actually correction, bunker actually adds to scrap amount total, higher than what you set it to be (example, you set to 24 max on a moon but it can be 28 max when its bunker)

dry rose
cyan hazel
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But I also don't have the hospital spawn on early maps at all due to them being small. Offense and up are the vanilla maps that have it for me. And all my modded ones. We never felt like we were short on loot

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never checked logs or anything tho

rapid glacier
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no idea, but I do know more scraps spawns when its bunker than normal, probably to help circumvent the large interior size issue 🤔

rapid glacier
dry rose
cyan hazel
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Is the issue only when adjusting the scrap amounts?

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I haven't touched those

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most of the time we play with 4-6 people

rapid glacier
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the issue is scrap failing to spawn in due to invalid spawn tiles, not so much setting new min/max scrap amount, we narrow that down at least

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so even without LQ, let's say... Rend (Default 18-26), it may only spawn 17 scraps when it chosen 22 scrap to spawn, those 5 scraps failed to spawn into invalid tiles, from what I understand.

dry rose
rapid glacier
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hmm I see 🤔

dry rose
rapid glacier
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We appreciate all your hard work, Dantor! 🫡

dry rose
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Nah, thank you guys for helping me testing

dry rose
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Bug solved! I was actually right at my first guess with my scrap fix not working but not for the reason I thought. I'm gonna push a little patch to fix it right now

rapid glacier
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oh nice! what was the exact issue?

dry rose
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Custom interiors had a little patch to fix the scrap generation because the way the game treats custom dungeons it's weird and it fails to spawn certain stuff. The fix was working fine until I renamed the interior from HospitalFlow to Mental Hospital, which caused the fix to not apply

In the next days I will explore a different solution since (I think) LLL can manage the spawn points without needing this fix if I use the correct stuff, but for now this will work just fine

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I'm so happy there is now an "Interiors" category at Thunderstore ❤️

glass yew
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how did you rename it

dry rose
glass yew
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yeah that shouldn't affect anything 🤔

dry rose
# glass yew yeah that shouldn't affect anything 🤔

It was a misunderstanding of how things work from my side. Since I changed the display name I though it would affect dungeonGenerator.Generator.DungeonFlow.name too, which was the variable that SCP used to implement it's fix time ago

Now in retrospective that was a silly thought but I have a hamster for a brain so sometimes it trips on it's wheel 🤪

glass yew
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ah

dry rose
#

Dantor's Mental Hospital [1.2.2]

glass yew
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yeee displayname is just kinda as it says, for display stuff

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having an external name seperated from internal name allows you to stylise it differently and can be modified by other stuff eg. translation mods

dry rose
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Yeah, now I see it crystal clear and makes all the sense but I guess that day I wasn't too inspired hahah
All good

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Now that you are here tho, @glass yew. If I refer in Unity Editor to the GeneralItemClass directly instead of GeneralItemClassDUMMY to spawn scrap, would it work? I remember reading a fragment of a convo between you and Badham talking about that and I think you said using GeneralItemClass should work since you updated LLL but you weren't sure so better keep the fix at the .dll just in case
Do I remember wrong?

glass yew
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i tried to fix it but i don't do enough dungeon development to actually test it

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so i had no clue if it was working

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lol

dry rose
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Guess I will have to test it still x)

high cypress
#

I still feel like loot is spread too far apart, and the interior sometimes feels too large, like it doesn't feel like it generates at Vanilla size on Vow for example it feels massive on Vow lol

crisp night
silver stream
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I found the problem with my scrap spawn is I was using as a spawn point

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It's a spawn area

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Each room only needs one scrap spawn

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Then make the radius like 15 to 30 depending on size

pure mulch
high cypress
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Will do

tropic lodge
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@dry rose currently in the doorway of one of the moving obstacle rooms the collision is broken

dry rose
tropic lodge
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you can just walk through it

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specifically the one with the two moving things

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i don't know if the same issue applies with other variants

dry rose
slow parcel
# median yacht

Seems like someone did it instead of Masa (sorry, forgot to test it yesterday) but that was the exact issue Masa had yeah

dry rose
slow parcel
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Will do!

runic vale
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had a brick stone thingy spawn in the middle of a staircase making it not navigateable

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also some invisible steam giving me damage

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i could hear it but not see it

dry rose
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The brick stone thingy is basically the main entrance from the other side, on rare times it happens to clip through the dungeon, I plan to remove it tho since it's not seen from the inside.

The invisible steam... either the steam particles were invisible due to some weird desync or... Most possible: The valve was on a different floor but you were too close to the triggering area of effect hence it damaged you. I will see what can I do about it

lone solar
slow parcel
high cypress
#

Btw I ended up changing the steam color back to the vanilla one cus the gas leak texture is still white, even with the fog being green so it looked so out of place 😅

timber panther
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sorry if it's wrong to ask here but how do I adjust the weight of this interior (or any other in fact) in modded and vanilla moons?

lone solar
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Its in the config

timber panther
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dantor's config?

barren timber
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MentalHospital.cfg

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under HospitalMoonsList, with Moon@Weight format

timber panther
#

oh alright thanks 👍

warm python
#

Dantor, did u use majors guide to make your interior? Or did u do it ur own way? Do u have a simplified version if ur mod with thr unity project without any tilesets

dry rose
noble solar
#

seems the ceiling is missing collision in that spot

dry rose
noble solar
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no im pretty sure it was solid

hollow lynx
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Are these supposed to be emissive?

gloomy turret
#

hello I have a small request - could you please make it so the doors don't push you out the way when you open/close them?

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I don't know the inner workings but something about turning off collision when its open

dry rose
dry rose
safe locust
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Mission failed successfully

gloomy turret
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nope

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still collision

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at least the office door has it

twin night
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is loot supposed to be really rare on this map?

dry rose
dry rose
gloomy turret
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yes they also have collision

dry rose
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Alright good to know!

storm geyser
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@dry rose had a brick wall clipping through the stairs and making just a huge invisible wall over half the staircase

dry rose
slow parcel
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stupid window, you make dantor look bad!

slow parcel
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Err.. getting Mental Hospital errors spammed in the logs and a borked game thats eternally stuck in trying to get a seed going.

Stack trace:
MentalHospital.MentalHospitalDunGen+SteamValveHazard_Update_Patch.Prefix (SteamValveHazard __instance) (at <797b98f88ddf49499a0c2afde0019254>:IL_002F)
(wrapper dynamic-method) SteamValveHazard.DMD<SteamValveHazard::Update>(SteamValveHazard)```

^ Being spammed
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Figured to point it out though Masa's modpack is having a lot of errors in general rn so unsure what's actually going on atm. Mental Hospital error has been a common occurence tho in the last 6 attempts

dry rose
lost birch
sinful patrol
lost birch
spiral leaf
dry rose
zenith tree
#

is there a good moon that will go with this?

storm geyser
# storm geyser

also dantor this happened again but this time on a corridor :c

spiral leaf
slow parcel
slow parcel
spiral leaf
#

Today's patch for Bozoros seems to have fixed it though!

dry rose
wooden loom
#

@dry rose now that this interior is finished due you plan to make other interior mods?

storm geyser
high cypress
#

Lmfao

storm geyser
#

same thing

high cypress
#

@dry rose bls fix

dry rose
high cypress
#

I love your interior so much this needs fixed 💜

dry rose
high cypress
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How close is the Apparatus room to being completed btw?

dry rose
wooden loom
gaunt spindle
#

i think you can see outside the window above the main entrance door into out of bounds

gloomy turret
#

yep also experienced that

tacit cape
#

just had a mimic walk straight through some shelves in an L-shaped room and kill me

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rip me

severe kernel
#

@dry rose
This Mental Hospital was lacking Pins.......

Also....

With my newfound power, I would like to see you stop me from tasting the walls now! MUHAHAHAHA

dry rose
ivory perch
#

Hello, I think there is a bug with the mod right now. When i pull the lever to go on a planet, the game get stuck in the phase when it show you the seed number. I tested the mod alone and it works so it's definitively a conflict with another mod of may modpack but since I use 80 mods, i dont really want to try one by one :)
Is there already known conflicts with other mods ?

ivory perch
#

Nvm i found the problematic mod, it was "LethalLevelLoaderFixed" which i dont need anymore.

tall latch
dry rose
#

I'm seeing more reports of the game getting stuck on loading, did LLL or any relevant mod got updated recently?
If someone gets stuck on seed please share the log

tawdry schooner
#

fyi might be related to csync when it's about getting stuck after pulling lever but no generating/seed overlay displays
edit: causing issues when you have 'multiple mods' like LLL and LLLFixed

dry rose
# hollow lynx

🤔 I see. The interior spawned wasn't the hospital, it was the vanilla map but looks like the steam valves are causing issues. Do you have the green fog and/or damage enabled? Are you using Diversity too?

hollow lynx
#

Disabled. No Diversity.

dry rose
neat lance
#

got spammed with these :O it happened when i pulled the lever and after the "random seed" message appear

neat lance
#

^^^ it seems like one of the mod updates made this happen, will do a check for which later

foggy oyster
#

dantor how do you make 2 entrances to an interior

dry rose
# foggy oyster dantor how do you make 2 entrances to an interior

Thre are 3!
Hmmm basically I created an empty tile at the start, connected to the rest of the dungeon with a special doorway and assigned the 3 entrance tiles that special doorway, then I reduced the spawn chances of the entrances to 0.01
Since the only way to generate the dungeon is to use that special doorway it's guaranteed to spawn at least 1 entrance, but since the chances are really low it's very unlikely to spawn more entrance tiles randomly

foggy oyster
#

so theres a chance to have a random entrance tile randomly in the map?

dry rose
foggy oyster
#

now i want to see this happen

woeful moth
foggy oyster
#

yeah why wouldnt you just make the chances zero instead of having a really low chance?

dry rose
dry rose
foggy oyster
#

ohhh

#

i get it

#

because you have to have at least one

#

if chances are zero theres no entrance

#

makes sense

woeful moth
#

At the same time the slim chance of another entrance spawning could be a fun quirk of the interior

dry rose
woeful moth
#

Weird, that seems counterintuitive lol

dry rose
woeful moth
#

If I ever figure out some other way to go about it I'll let ya know :3

dry rose
#

I would love it ❤️

dry rose
neat lance
#

i forgot to check which mod conflict was causing that, ill check later :P

neat lance
#

few hours tho im outside atm :(

neat lance
#

did some testing, apparently it's not one of those mods :P

neat lance
#

currently binary search to find the mods (oof...)

and in one run i got this instead of the spam, the game is still stuck in the "seed" screen tho:

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MentalHospital.MentalHospitalDunGen+RoundManagerPatch.SetItemSpawnPoints (DunGen.RuntimeDungeon& ___dungeonGenerator) (at <797b98f88ddf49499a0c2afde0019254>:IL_0006)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnScrapInLevel>(RoundManager)
RoundManager.GeneratedFloorPostProcessing () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0009)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_013C)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)

however i reset the save file and the spam is back

dry rose
#

Yeah, the thing is that I cannot reproduce it on my end. And there is people who get the error sometimes but not every time, I'm a bit lost

dry rose
#

I will try it later

neat lance
#

018eb94f-7167-6584-1836-8ba9fb8b20e0

#

tell me if you are on thunderstore, which you'll need the file instead :P

neat lance
#

oki, a moment

#

you should have

  • 110 mods
  • head to emblem config and check if it's modified, to make sure the configs did got exported (should see a bunch of string in LoadingText, one of them is "Howdy! I'm Flowey the Flower!"), there's more config that's modified but if emblem one works then other should be fine
severe kernel
#

@dry rose
Interesting steam valve error. Stopped interior generation and hung on seed load.

#

Also, failure to generate Hospital dungeon interior outright.

[17:39:14.3909599] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MentalHospital.MentalHospitalDunGen+RoundManagerPatch.SetItemSpawnPoints (DunGen.RuntimeDungeon& ___dungeonGenerator) (at <797b98f88ddf49499a0c2afde0019254>:IL_0006)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnScrapInLevel(RoundManager)
RoundManager.GeneratedFloorPostProcessing () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0009)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_013C)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)

[17:39:14.3909599] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MentalHospital.MentalHospitalDunGen+RoundManagerPatch.SetItemSpawnPoints (DunGen.RuntimeDungeon& ___dungeonGenerator) (at <797b98f88ddf49499a0c2afde0019254>:IL_0006)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnScrapInLevel(RoundManager)
RoundManager.GeneratedFloorPostProcessing () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0009)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_013C)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)

severe kernel
#

Modpack code.
018eb9a7-a7e6-ee9f-075b-185ff54eb192

dry rose
severe kernel
#

I will disable it for the initial release of SC and then I will help debug

#

I just need to get this darn pack out the door. 😛

#

Was doing my final tests yesterday and somehow we never got the hospital gen. It is 100% broken in my pack.

severe kernel
#

Shattered Company. My modpack.

#

It will be releasing today if I can stop being picky.

dry rose
#

Oh, right

untold light
neat lance
#

@severe kernel @untold light do you mind sending the mod list over so i can cross compare which mod is causing problem? i think it's one of the bigger titles hmm

severe kernel
severe kernel
#

@dry roseI think i know the problem. i think a mod broke LLL and somehow a fragment of Mental Hospital gets loaded and broke. I have to redo all that I have been doing to figure it out and trace it back.

untold light
#

i just disabled LLL and kept LLL Fixedd and it worked

neat lance
#

ooooo

dry rose
#

So something has an incompatibility with LLL and it somehow it affects the hospital? 🤔
I wonder if I can fix that...

tacit cape
#

I wonder if materials like these decals on the wall can be rendered in the normal pass instead of the transparent pass? (Assuming that's what's going on here)

#

I think that should make the fog stop rendering behind them

#

alternatively, if they need to have alpha blending, I would imagine there's a way to render in both passes, using alpha testing for the main pass

tacit cape
#

huh, I guess looking at it in UnityExplorer it seems like the surface type isn't set to transparent, so I'm not sure why those seem to ignore the fog

inland lotus
#

Is anyone else struggling to find any loot in the hospital? Whenever it spawns theres close to nothing in it. From my experiences

high cypress
inland lotus
#

Ah ok

high cypress
#

I recommend lowering the size of the interior too the default is a bit too large

#

I recommend setting it to 0.5

inland lotus
#

Alrighty thank you

silver stream
high cypress
warm python
#

i realized something, Just dont place custom interiors on vanilla moons, or elsa u will hardly ever find loot

silver stream
carmine raft
#

scrap on the interior is notoriously hard to get perfected unfortunately

silver stream
dry rose
viscid flame
#

Have terminal doors been added?

dry rose
viscid flame
#

Oh hell yeah

#

Did you make it green?

#

I hadn't played in 2 months due to FFVII Rebirth sucking my life

dry rose
viscid flame
#

Okay perfect 🙏

cyan hazel
maiden yacht
#

i am stuck at showing seed

#

018ec96b-1069-2356-cb8a-1ed83e5ed991

#

link to mod pack

#

happens on experimental and i don't have the map set for experimental

dry rose
empty lintel
#

are turrets supposed to spawn in entrance room?

#

I noticed it started to happen on some maps ever since I moved from LLL to LLLF

tacit cape
vocal kestrel
#

pst

#

@dry rose

#

i need some help

dry rose
dry rose
vocal kestrel
#

Im writing descriptions on all the interiors for my expansion pack, and my brain is overheating at this point, i couldnt come up with a 3rd feature point

#

any suggestions for that final bullet point

dry rose
maiden yacht
maiden yacht
tacit cape
#

it's important to make that clear so that the developer doesn't have to waste time with "what if"s

warm python
#

i gotta add a apperatus, breaker box, and doors

calm ferry
#

Hey, I just got a bug if i add the mod to the modpack, if i add it the terminal just break, nothing appear or work, just the 30Credits and thats it

#

Nvm, Its the lethal level loader that get installed with it

dry rose
#

Maybe I should remove LLL from the dependences and use LLLFixed instead?

merry bone
#

bad idea, LLL will be updated soon

lost birch
#

cause of the similarities to the og lllfixed

dry rose
#

Tbh I'm a bit lost about the current situation so I dunno what are you guys using

lost birch
#

rn there's nothing im pretty sure

#

except lethallevelloader beta which is currently in testing

#

so just wait for lll to update

#

anything else you dont need to care about im pretty sure, the v50 patch that was taken down was pretty much the same as the v49 version so i suppose it would just run your interior w/o issues

exotic salmon
timber panther
#

yeah just wait till og LLL gets updated (soon enough)

merry bone
#

i dont know if the mod works well with this version of LLL, but i'll give it a shot

is there a way to make the interior less enormous ? on experimentation, mental hospital can be VERY large

#

other interiors like poolrooms scale correctly

dry rose
merry bone
#

i know that, but even with small values the interior is big

#

i'll show you

swift kraken
#

Noticing this as well on v50, the interior is absurdly huge even just on experimentation

merry bone
#

for example, i changed the DynamicScaleValue from 0.8 to 0.2 and even like that the dungeon is enormous

#

both screens were taken on experimentation

#

so

  1. i configured the interior poorly
    or 2. the new version of LLL breaks the interior
cyan hazel
#

mind you this is in v49

high cypress
#

If you wanna fix the size though

#

I recommend this

merry bone
#

gonna have to test both configs tomorrow

#

wait

merry bone
high cypress
merry bone
#

my dynamicscalevalue is even lower

high cypress
#

🤔

#

It could be because Rosie's Moons have yet to update to V50's changes though

merry bone
#

youre using LLL of the fixed version ?

high cypress
#

Dantor probably just needs to update the interior to account for V50's stuff, it's likely not a LLL issue

high cypress
#

Fixed is deprecated don't use.

merry bone
#

weird, rosie's moons wont work for me at all

#

even if i use normal LLL

high cypress
#

They work for me

#

🤷‍♀️

merry bone
#

strange

high cypress
#

But don't worry

#

Rosie is pushing an update soon

merry bone
#

yep saw that

pale verge
#

danny's menthol hospital

glass phoenix
#

Can confirm it's bugged, I have the same config as @high cypress and the interior is still gigantic

#

I just ran trough the interior for 1min and 30 sec and didn't find a single scrap

high cypress
high cypress
#

@dry rose I hope you come back to modding soon and update the interior to fix the size being so huge

honest hemlock
#

Yeah I notice I'm having trouble finding scrap as well, I'm also using identical settings to Lun's

dry rose
#

Looks like LLL got updated and it should fix the size issues. Did anyone test it yet?

glass phoenix
#

On Eve

#

with these settings

#

Also, this interior is nuking my fps

dry rose
dry rose
glass phoenix
#

Yours is definitely more gigantic compared to that

dry rose
#

Indeed

glass phoenix
dry rose
#

Would be cool to mess with the config before that, in case it's just a matter of tweaking numbers

tacit cape
#

do you have MapTileSize hooked up yet? I would argue that's a better value to adjust than the clamping

high cypress
dry rose
dry rose
high cypress
tacit cape
#

oh, I doubt Dantor hasn't adjusted to that yet

#

it was a combination of a change over to properties in LLL and some commented code that got fixed in LLL 1.2.2 (iirc, maybe the prev version)

dry rose
tacit cape
#

ah, okay, never mind then

#

it should just be a matter of assigning your config values to different fields in ExtendedDungeonFlow though

#

MapTileSize is also a new field in there that you could add at the same time

#

(no rush though, I know how that feels)

tacit cape
#

from the coder's perspective, you just have to change the names that you assign your config's values to

#

if you look at the ExtendedDungeonFlow class, you should be able to see (if your LLL is up to date) that some of the fields are marked obsolete, there are equivalent properties that are now available

#

in developer mode, it prints messages telling you what to change, iirc

frozen merlin
#

hiii so uh I have those settings and yet the interior do not spawn, any ideas why ?

twin sphinx
#

the mod is currently bugged with V50, the size of the hospital can't be changed but maybe thats also a bug

cyan hazel
#

Until this mod is updated, do everything in the LLL config instead @frozen merlin @twin sphinx

twin sphinx
#

Ight

frozen merlin
#

aight thanks !

twin sphinx
blissful umbra
#

Sweet!

merry bone
#

even when setuping the config in LLL, the interior wont spawn at all. idk what im doing wrong tho

glass phoenix
glass phoenix
#

Hmm, I use Mental Hosptial own config. Not sure if it actually works with LLL config

merry bone
glass phoenix
#

Sizing is not working either way so this interior is not really enjoyable atm

cyan hazel
merry bone
cyan hazel
glass phoenix
#

or any other value you'd like

fiery sandal
#

@dry rose Not sure how soon youll be able respond, but apparently my interior is breaking such like yours did on Rend w/ one main entrance and fire exit being 'blocked'

#

Its not consistent apparently

dry rose
fiery sandal
#

& the FireExitDoor obj has a global prop same as vanilla

#

everything else is just meshes and mesh renderers

#

oh and that light ofc

dry rose
fiery sandal
#

Oh in the dungeon flow?

#

rn its a 1-1

#

But why would that break the main entrance?

#

& LLL should override that based on the number of exits anyway

dry rose
# fiery sandal But why would that break the main entrance?

Oh, my comment was about the fire exits. Tbh I don't remember what was the issue with my main entrance and how did I fix it... Maybe I messed up the entrance tile chances and thats why sometimes it was broken (because it didn't spawn) I can't recall it

fiery sandal
#

It might be the moon anyway

#

I dont think I gave the fire exits different ids

fiery sandal
#

Im going to do some testing

vocal kestrel
#

Dantor

#

how is it going

fiery sandal
twin sphinx
#

is the sizing bug fixed?

dry rose
twin sphinx
#

ah

#

thats oki

#

aside from that though

#

the interior works?

merry bone
#

instead of the mental hospital config

high cypress
cyan hazel
#

Using the LLL config should work. It's what I do in my pack

#

Dantor just is using the outdated variables in his config, but using the LLL config should set them correctly

high cypress
#

Okay that's good, especially since Dantor isn't interested in updating the mod to remove the deprecated entries, Scoopy's is in the same situation

cyan hazel
high cypress
#

Scoopy's definitely won't though since Scoopy left the modding scene

cyan hazel
glass phoenix
#

Fixing things and adding new stuff

#

So there is a possibility

twin sphinx
glass phoenix
hybrid maple
twin sphinx
#

Sweet

wispy lichen
dry rose
wispy lichen
#

Alright cool thanks dawg

cyan hazel
#

The scale value is the thing not being automatically applied. It should be 0.8 in the LLL config

honest hemlock
#

Can vouch regarding the loot issue, loot very much is possible to find, just not good quantities due to size

merry bone
#

@dry rose might add that the interior will override the max loot value on a moon

#

i had 18 items on experimentation, which can have up to 12 items

dry rose
merry bone
#

impossible, its a modpack made to test interiors and moons

dry rose
#

Any idea if Zeekers changed the max amount on v50?

merry bone
#

doesnt seems like he did

tawdry schooner
# merry bone doesnt seems like he did

You can use TerminalFormatter to get a detailed list of what scrap spawned.
Keep in mind that bee hives are added on top. I don't know if Mental Hospital has an Apparatus at this point but that would also come on top. On experimentation potentially also shotguns from nutcrackers.
Tbf 18 still seems too much tho..
I'm not sure if MoreInteriors spawns in more scrap in other interiors.. I do know that it spawns in additional loot in its own bunker interior with the latest version which is why I'm running version 2.0.0 I think. Again TerminalFormatter scan command could help identify that

merry bone
#

really nice

tawdry schooner
#

yup. it's a config but it's enabled by default

meager shell
meager shell
#

Ok cool I may just not touch LLL and keep using quantities

#

Everything seems to be working okay between the two

untold light
#

wait, so do i use lll's config for this interior, or do i use the one with the mod itself?

dry rose
untold light
#

alright cool

untold light
#

can you make the base size smaller so that even the lowest lll setting for this interior isn't like an endless maze?

#

I set it to the lowest size and it's still WAY too big

tacit cape
#

what are your settings to achieve the lowest size?

untold light
#

as low as the numbers in LLL go idk

tacit cape
#

the lerp rate option doesn't work the way the config's description claims, so it's possible your config was having no effect

left raptor
#

Is this an issue with all other LLL dependant mods?

dry rose
left raptor
#

Ah, got it

high cypress
dry rose
#

I plan to update it but I don't know when, I'm not in a good spot right now to deal with modding so I'm taking care of myself first

high cypress
untold light
knotty bay
#

Hey, I just had a bug where there was an invisible wall next to stairs
I went on the side of it, went downstairs but couldn't go back up T-T

median yacht
#

this working ok with v50 and latest LLL?

keen saddle
#

yes

clever gorge
#

Wasn't there a moon this interior woked really well with ?

quiet pike
#

Yeah, only thing not working well is modification configs for the interior sizes

inner fiber
#

Psych I think

clever gorge
#

Very nice!

knotty bay
safe locust
knotty bay
#

Ok, I'll try
What about Lethal Quantities ? Do I remove the config for this interior ?

keen saddle
knotty bay
keen saddle
knotty bay
high cypress
#

@dry rose if you would be interested in it, @delicate marsh has shown interest in wanting to update your interior for V50, I recently had to remove it from my pack due to us discovering it seems your interior has an asset that may be corrupted that fails to load sometimes and causes the game to crash when pressing Online. Badham was unable to produce this with a smaller mod pack so it seems like it becomes apparent in larger packs such as the one I use with my group 🥺 I figured I would let you know ^^

high cypress
#

It's very undescriptive unfortunately and it took us forever to narrow down that it was your interior XD

#

Was lots of Trial and Error

buoyant tundra
#

When/if you come back to this mod, would you consider adding more environmental stuffs to the interior to make it more unnerving to explore? Something like heart monitor SFX and rare dying/zombified patients quietly gasping and groans in pain?

dry rose
#

Would be cool

scarlet agate
#

I heard you play with the config on this?

#

Like you get the "tile failure" bug where it never finishes loading?

#

specificially with the min/max and lerp settings for the size?

#

@dry rose I wanna humour you

dry rose
scarlet agate
#

It really not that laggy tbh

scarlet agate
#

how beeg is this interior usually?

#

I walked around with some friends for ~10 mins and only found 3/19 scrap

cyan hazel
scarlet agate
#

oh?

#

is that what happens if you don't clamp it?

cyan hazel
scarlet agate
#

and that is the scaler yeah?

cyan hazel
#

His default is not being applied since he is using an outdated field

scarlet agate
#

ic

weary fable
cyan hazel
cyan hazel
weary fable
#

Thanks a lot for the help

#

Do you think i could do this with scoopy's dungeons?

cyan hazel
icy prairie
scarlet agate
#

What is the smallest this dungeon can be?

#

or is there too many tiles that MUST spawn for it to be small

warm python
#

Plz

#

Come back

high cypress
#

@dry rose Please let @delicate marsh take on updating the interior 😦 I miss this mod and really need it to come back honestly

twin sphinx
#

This mod was absolutely baller bro

warm python
#

Fr

twin sphinx
#

If I ever make an interior

#

I want it to purely have Nutcrackers and Barbers

#

I wanna make mine sorta batshit insane, probably free and really good loot

#

DarkFedora's Interior

#

Or maybe

#

a set of interiors that can be enabled and disabled at will

#

Wait

#

does monster spawns depend on moons or interiors

distant gale
#

The moon decides monster spawns

twin sphinx
#

FUCK

#

I'd have to make

#

a moon

distant gale
#

Not as hard as it sounds tbh

twin sphinx
#

Can you explain the process?

#

Im curious

distant gale
#

I mean I've made one and am porting another currently. The biggest thing is just learning Unity, but I learned by doing

#

AudioKnight has a really good moon making tutorial to start you off

#

Making a good moon isn't super easy but just listen to feedback and put in the time and you'll get there

twin sphinx
#

Alrighty

#

Thank you so much Nikki!

#

Is there somewhere this tutorial is located?

distant gale
#

Check Pinned Comment!!!
A tutorial on how to set up Unity for Lethal Company content creation, specifically covering moons in this video, using Nomnom's Lethal Company Project Patcher and IAmBatby's Lethal Level Loader.

This is the first tutorial I've ever made, so the process was a bit nerve-wracking, but I think it came out pretty well!

Bu...

▶ Play video
high cypress
twin sphinx
twin sphinx
#

But how though

#

Just, insert a downloaded model in the unity moon project

final glen
#

Maow
Not sure if this is just me, the setting of LLL seem to not giving the correct result for this interior, me have set only the Psych Sanctum moon to this interior specifically, and the result, the other interior in me pack seem to spawn in instead, or worst, just back to vanilla factory. Other interiors with the same setting with the moon me have set seem to work just fine. (´・ω・`)

swift kraken
#

I think this interior is just entirely broken at this point

#

I think in v50 you could get it to generate with some hassle, but I couldn't get it to work at all in 56

final glen
#

Alright, so might be some other interior mods that not working as well, me just got another 2 mods that got some weird result, such as Pool Room and Secret Labs.

#

These 2 seem to able to spawn on some vanilla moons (´・ω・`) Hm..

cyan hazel
#

What are you setting the weight to? 99999?

final glen
#

Yes, 9999 actually,

#

And for some reason, this hospital doesn't like when set to "dine" moon, it will turn dine into Factory instead.

cyan hazel
final glen
#

Will give a try (´・ω・`)

untold blade
final glen
#

(´・ω・`)

buoyant tundra
#

Mental Hospital just broke for me. The modpack I was using was working like 5 hours ago >.> but now every time I load it up the console freezes at Mental Hospital and crashes.

#

I probably updated something that makes it incompatible, but I think until/if this gets updated it'll be an interior I've gotta put down. 😦 was one of the few interiors I feel could work with vanilla focused modpacks too. Lost bunker and this in just a couple weeks.

distant gale
buoyant tundra
#

Back then I was testing solo, but when I came back I couldn't even load the game. The console just froze on Mental Hospital and crashed.

full sail
#

May be hit or miss, I'll also keep my eye on it. I just loaded in solo, but I'll be playing multi with it tomorrow.

tender prawn
#

le dot

hollow sinew
#

Any chance of this ever getting updated or someone else taking over?

untold blade
#

I mean this seems like it's in a good place.

#

My only issue with it is that it's very hard to find scrap because it's too spread out.

vast cypress
#

there are mods to adjust the spread/size of dungeons
not entirely sure what they are or how to use them, but i’ve seen other people on this server talk about it

lament stag
#

If I edit the moons list, will the default rarity be turned off?

lament stag
lament stag
#

So if main dungeons are 300, does this mean the values for the 3 vanilla interiors are equal to 300 total?

#

Like example:
87 weight
155 weight
and 142 weight equals 300?

graceful island
lament stag
graceful island
#

Oh I see

safe locust
#

No

#

Whatever the main interior is for the moon uses 300

graceful island
#

It depends on the moon itself

lament stag
safe locust
#

I think you can find the values on the wiki

lament stag
graceful island
#

In LLL you'll see the Facility, Mines and Mansion interior weights per moon, or yeah on the wiki
But if you set Dantor's weight to 300 you'll potentially have ~40% chance I'd guesstimate

lament stag
#

without knowing the total weight of all interiors' total, I won't be able to find out how much weight will do

safe locust
#

I mean if the largest number is 300 you can kinda work the rest out

lament stag
#

Reminder what LLL is again

graceful island
# lament stag Only odds

So with this, experimentation is set to 300 in LLL afaik
So 300 = 98.68% for Experimentation only though

graceful island
lament stag
#

Oh neat. I'll look into that thanks

safe locust
#

You’d already have it if you have Dantor’s

graceful island
#

Yeah pretty much every custom moon/interior uses LLL

safe locust
#

Every interior does

#

And nowadays 99% of moons do

graceful island
#

And that'll pre-generate the default weight values for each moon

lone solar
#

these are the vanilla dungeons

lament stag
graceful island
safe locust
#

iirc LLL leaves the Factory variants unused

glass yew
graceful island
glass yew
#

(or any mod ig but)

safe locust
#

Ahh

lament stag
#

So I could just technically take whatever the value of all the moons are and stack em together then

graceful island
glass yew
#

yeah total is every weight combined

#

oh ya what kyozo said tho

safe locust
#

Yeah every moon has diff numbers

lone solar
#

or u can launch the game, type "simulate moonnamehere" without the "" and see the whole value

#

in the terminal

safe locust
#

Yeah that’s the easiest

glass yew
#

very glad i thought of that feature 😄

safe locust
#

I love it haha

lament stag
#

Goodie. Thanks lads

graceful island
#

So if Exp has 300 for Facility, 150 for Mineshaft and 3 for Mansion it'll have 66% chance for Facility, 33% chance for Mineshaft and 0.66% chance for Mansion

#

Add MentalHospital at 300 and everything changes according to the new total

glass yew
#

yup

graceful island
#

Go Batby 📣🙌

glass yew
#

everything changing is why people would want to use a weight based solution like this 😄

glass yew
#

because then interiors don't need the context of what other interiors are doing

#

(all of this applies to items and enemies too)

#

weighted randomisation allows you to just give a rough ballpark of how rare you want it to be in the overall selection without needing to know what's already in the pool

graceful island
#

I mean sure, but they could be arbitrarily given any kind of value that takes that out of account completely
E.g. overall % given for each interior chance instead of a weighted "ticket" kinda system

But that's just not how LC is coded in the first place

glass yew
#

you can't give overall %

#

because what if 5 interiors ask for 40%

graceful island
#

Oh I guess so 😂

#

This is why I could never be a coder

#

I'd fuck shit up for sure

glass yew
#

everyone fucks up

graceful island
glass yew
#

and that's weights 😄

graceful island
#

Hahahah I know

lament stag
graceful island
# lament stag Last question, whats the diff from these?

Variants on the default Facility, Level1Flow is the normal facility, 3Exits has 3 exits (specific to March in vanilla, as it has multiple fire exits on the surface, but pretty sure it still works when utilised in modded - but will often put the fire exits all clumped together on the interior) and ExtraLarge is scaled to be extra large - unsure if this is actually utilised in vanilla but according to LLL it's unused

unborn egret
#

does this beaut of a interior still work on current version?

graceful island
unborn egret
#

ahhhh yessssss

lament stag
#

Got 108 on titan, which is about 18,6%. However, after playing for a good while with friends nothing has happened.

lament stag
lone solar
lament stag
dry rose
#

Hey guys 😄

high cypress
#

@hardy citrus

deft juniper
lone solar
hardy citrus
#

so... we back then? like fr?

safe locust
sinful patrol
#

is it really happening? 🥹

acoustic trout
#

Unreal....

knotty rose
#

Dude. Yes.

mental abyss
#

Omg

#

No way

#

Finally we'll be able to play the psychological asylum in v69 ?

dry rose
#

So happy to see so many familiar faces ☺️

dry rose
mental abyss
#

Yay !

hardy citrus
#

Rubber Rooms is nice, but it leans on present horror. Mental Hospital's eerie but standard nature is super nice on its own way

#

cannot wait to return

#

so long as that issue with the game crashing when selecting Online or LAN is fixed

dry rose
dry rose
tacit cape
#

one thing I would suggest keeping an eye out for to fix in this new update, if you have any textures that appear to be showing up through fog more visibly than they should, make sure that their materials are opaque/alpha clipped where possible, or switch their shader to decal (doesn't need a projector renderer) so that the fog affects them as it should

#

I noticed that happens a lot with the decals at the tops of walls, as well as some other things iirc

#

glad to see you back!

hearty sundial
#

another big issue is the dungeon size and scarcity of scrap in this interior. I really love the aesthetic, but sometimes even on moons with a small size multiplier, one might not find any loot at all...

dry rose
#

(Also I'm adding an Apparatus Room, finally)

knotty rose
#

Ooohhh niceee

#

also quick question, how big is the interior in terms of file size? You could follow some of S1ckboy’s advice to cut down a bit if you haven’t done so already #dev-moons message

dry rose
#

⚠️ NEW UPDATE! ⚠️

  • Reduced map size across all moons and added new config to control its size, if you were using LLL to control the map size it is recommended to disable the custom content on LLL to check the new base value unless you know what you are doing
  • Added the first version of the Apparatus Room
  • Added ambience lights to all main entrances for better clarity inside the map
  • Reworked some scrap spawn points (I will iterate more on this)
  • Reduced the amount of max steam valves in a map
  • Fixed an issue that would crash the game on landing if there were no steam valves spawned on the map
  • Fixed an issue that would spawn steam valves behind some walls

(I also recommend deleting the old config file and let it regenerate a new one)

knotty rose
#

Oouughh my STARSSSS

#

It’s a WONDERFUL day

hardy citrus
#

@high cypress

hollow lynx
#

we are so back

slow thorn
deft juniper
twilit ledge
#

Welcome back goat, excited to try this one for the first time!

high cypress
sinful patrol
#

holy fucking shit

mental abyss
#

Bro is cooking very hard

dry rose
dry rose
hardy citrus
#

hmm, is using the mod's config required for spawn weights?

dry rose
hardy citrus
#

i just know there's been syncing issues in the past when devs rely on their own configs for spawn rather than LLL's

dry rose
hardy citrus
#

we shall see. i wouldnt mind being wrong

#

i'll test later using LLL

honest hemlock
#

Spicy to see this shamble from its dusty grave

slow thorn
normal beacon
#

wer are so back

#

the goat has returned

mental abyss
#

wer salut

deft juniper
#

wer AnimatedPlink

honest hemlock
#

wer Fish

dry rose
glass yew
#

@dry rose congrats on the update!

#

Someone can correct me if im mistaken but enemy weight config should be fine if it desynced cuz iirc only the host actually uses it

#

i suppose other mods relying on it to be correct might be a little off though

#

make sure you check out ladyraph's DunGen Plus if you haven't, some cool stuff in that

dry rose
glass yew
#

Also not on PC so can’t check but just make sure you also have a license associated with the project that aligns with however you feel 😄

high cypress
glass yew
#

53.5mb is not a lot

#

you don't make things

warm python
#

5 seconds in someone already asking to reduce the file size 🤣

scarlet cypress
#

Entered, got some loots, died, skill issued myself out of the mod. Very very good design, environments and the placement of objects looks very realistic, overall great.

#

I rate it I wish i had better navigation skills/10

high cypress
#

and iirc Dantors reuses a lot of Vanilla assets, so the reused Vanilla stuff could be optimized. Custom assets probably not

scarlet cypress
#

50mb is still not a lot ya know

high cypress
#

Yeah I agree, and I wasn't complaining or saying it was a bad size

scarlet cypress
#

As someone who uses limited data packages i don't mind it unless it's like 200mb.

high cypress
#

I just feel like it could be around the same size as Slaughterhouse, cus Slaughterhouse is literally an interior using assets from a diff game for example and Nikki got it to be almost 30mb. 53.5mb is completely fine I was just trying to say I imagine there's some assets that could be optimized eventually

glass yew
high cypress
glass yew
#

you can't feel optimization

scarlet cypress
#

No need for perfection here really it's serving it's purpose pretty well.

high cypress
#

Yeah

scarlet cypress
#

As a gt 1030 user the frames weren't bad either and if the custom scraps take more space, then the realistic look and placement of it means it's space well taken

high cypress
#

Does it have custom scraps now?

#

Anyways I apologize for poorly wording things, I've just seen some interior devs go nuts with making their sizes really small lol wasn't trying to say 53.5mb is a bad size it just feels like a lot compared to how small a lot of the new interiors we're getting nowadays are. But I also have to remember it's one of the og interiors as well

scarlet cypress
#

Look at the bigger picture

#

10 mb is low, 50 is still considered low, it's under 100mb even above it i can consider low

high cypress
#

I'm happy to see Dantors finally return

dry rose
high cypress
#

XD

dry rose
#

I'm having flashbacks of when the bundle was around 250Mb 💀

high cypress
#

Oh man it used to be that large?

dry rose
high cypress
#

Yeah compared to that it's hella optimized now then

#

LOL

dry rose
scarlet cypress
#

Placement of shelves and other objects

#

I won't say this as a criticism, but compared to vanilla interiors it's little over designed but that doesn't make it worse, it just makes my stupid ass scan everything thrice because of those moments when your scanner doesn't scan something for some reason, and that im rather new and need the scanner to tell me what is scrap and what's not

dry rose
dry rose
scarlet cypress
#

Time well spent

#

It looks amazing

dry rose
scarlet cypress
#

Anymore interior mods coming from you?

dry rose
#

I have one in mind but I'm not sure if I will get on it, for now no. I have plans for this one yet

scarlet cypress
#

Dang really

#

Good luck then

#

My first attempt was ruined because of a lethalthings mod's scrap teleporting me back inside and i rage deleted the mod.

Since then I've configured a lot of the game's aspects to fit solo play so im gonna get back into this mod again.

Also, favorite room of the map: Manager's Office.

Feels so safe and comfy, with a hint of approach doom as i know i cannot staying in there forever.

dry rose
#

Lmao, that teleporting trap is a curse

#

Oh really? I would have never imagined anyone having that one as their favourite, mine is probably the Surgery room

scarlet cypress
scarlet cypress