#Dantor's Mental Hospital [1.2.2]
1 messages · Page 4 of 1
they're only meant to deal damage to you
ah ok
honestly i would not mind a nerf of slower speed in return for actually knocking you off
@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
That was my first idea but animating a wire is way more difficult, and adding electric vfx too 💀
what's that green bar that gets depleted near the health bar?
Oh! It's a mod called DontBlink which simulates blinking like in the SCP game. It's such a gimmick but makes coilhead encounters WAY more fun. It also paired well with InsanityRemastered (shame it got deprecated)
i still use that InsanityRemastered
dunno if someone will continue it
there is a forked version but.. not really a successor
If only he fixed the sounds in the correct folder before leaving...
they said they were going to
but didn't end up doing
i think they are fine having someone else continue the mod but dunno who would
it was a cool mod too
the hallucinations was cool
makes me jump a little when turning back and suddenly seeing one behind me
A fork fixed that pretty sure just search up insanityremastared and the fork will appear
Oh thank you! I wasn't aware of it, you made my night ☺️
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
Nice job on 1.2.0! 🎉
There is an error
This is what appears in the console when I use https://thunderstore.io/c/lethal-company/p/Dantor/Dantors_Mental_Hospital/ your mod with the map of this developer. I already wrote to him, said that most likely it won’t load from this dungeon with a mental hospital, but the map is cool and they can’t work together
maybe it's a matter of configs? although it didn’t load with standard ones
They work just fine together.
Hospital is even set up to be guaranteed on PsychSanctum by default.
failed to spawn mushrooms
The CompanyCreatures ones?
on other maps everything works well, it’s just that this is a combination of three mods: mushrooms - map - mental hospitel and they don’t bother me together
The issue is with with CompanyCreatures either way. Not with PsychSanctum not working with Hospital as you initially implied.
I didn’t understand anything, but now it’s loaded
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
I wonder if the Fire Exit bug and invisible wall could be related to CullFactory and if so compatibility with CullFactory would be amazing
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
In my case we use MeteoMultiplier, so it was ignoring the scrap generation that sets per weather but even then with no weather the loot was way lower than you would get with Facility or Mansion layout
So something else is going on
It's like it forces the rng to be the lowest amount the moon can do maybe?
Yeah I while I was testing earlier, I did the Scan command on terminal to see total scrap and when it's this interior, the scrap amount is lower than what I set it to be.
Yeah it definitely ruins the experience, the interior is really good so I want the problems to be fixed 🥺
[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)

ive seen that valve hazard error too but not sure what broke
so i just keep goin lol
i got it on etern with factory interior
Hey I'm glad you like the interior so much!!
I wasn't aware of some of those issues so thank you, I will investigate them.
I don't think it's related to CullFactory at all, I might know what's happening 🤔
Do you happen to have any logs of those sessions and a screenshot of the invisible wall place?
Uh 🤔 do you have the damage turned on at the config? Could you play normally even if that error showed up? There were steam valves?
i have not changed the configs besides the spawnrate and moons for the dungeons
also i removed ac from my game
I never ran into the invisible wall I was afk doing an ad break at that time my friend had experienced it and when I came back we had to leave lol
I can ask him to send the logs though probably
Thanks for the feedback guys ❤️
The scrap issue has me puzzled but I think I know what may be happening
Yay I hope you can get a fix pushed out soon ^^
Is the interior supposed to have two different versions of the main entrance now?
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!
it has 3 iirc
We do have a slight issue though with walls quitting renders once we touch that new main entrance area.
3 main entrances, or fire exit rooms?
main entrance variations
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.
i didn't get this one yet
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
4 variants? 👀
THREE
i only got the og and some different that lead to a single corridor
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
Uh? Would be useful to have that recorded
oh it might be the one i got then
what's the third
Yeah, will try to replicate it today. Masa didnt have medal on yesterday
Reception room at the front with 2 sets of stairs at it's sides
oh well i got the same as masa
yippee
Thankfully the render problem on your interior isn't as bad as Sleep's School interior though. That one is in a parkour room 😭
Seems like today is cull the cull factory cull day o7
Is there any rendering problem apart from the main entrance?
Btw talking about that, this is the other main entrance version. it just spawned while I was testing stuff x)
Yeah and that's after lowering the brightness a bit 😅
Dunno. As a side topic tho, Masa does remember Masa's friend nagging about the fact that there were too many darn steam leaks
There shouldnt be too many render issues though. We did go decently deep into the dungeon (though we chimped out when a thumper appeared)
Hahahah yes maybe I should lower the amount of valves a bit x)
A biiiit xD though thankfully it isnt as punishing as the factory valves
You can actually find the valve much faster than on the factory
Maybe thats because there might be only one valve location variant tho
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
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
Fair xD
Mmmm I cannot replicate the scrap issue, I'm increasing the amount of scrap generated with MeteoMultiplier and it works fine
Very odd cus I remember we went to Rend a few times and the monitor showed a lower amount of loot had generated inside and my friends complained a couple times they couldn't find anything
I stopped using FullDarkness because Office is already so much darker, same with ScarletDevilMansion
Have you tried doing a comparison to when you get Mansion layout?
Odd
That makes me think for sure it could be something going on when CullFactory Culls the interior then?
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! 😭
Yeah my friend sadly hasn't come online yet
I asked him for the logs
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 😭
how does lethal doors even break stuff what
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
It probably was a conflict, or it's doing stuff it shouldn't right before reaching the main menu
The game would load to a black screen, you could move the mouse pointer but otherwise it would be completely unresponsive
Performance issues too? 💀
It would happen every 2-3 launches
Yeah
To make it more funny, I got it even when disabling intro skipper mods and just having GI auto select Online, it would go through the boot animation and then black screen
this way you won't have performance issues lun
LOL
lol is there a way to fix that?
skipping the intro isn't what breaks stuff, selecting Online is what breaks stuff
CullFactory?
Its because CullFactory but it's my bad, I think I know how to fix it
It's strange that it doesn't happen with the original main entrance tho, maybe I moved something without noticing it
yeah i miss that old entrance lol
i would get rid of CullFactory but its required now by the Scarlet Mansion
and I love both of these interiors lol
Dont. I will fix this, no need to remove anything ☺️
Hahah it can still spawn!
oh really?? I did not know that lol and awesome! Thank you!!
btw dantor
could there be a config to change the chances of the different spawn areas for being used?
Idk if that was from CullFactory too lol, that was the game where we had no Fire Exit
There are 3 different main entrance variations now, so every time you visit a moon you will get 1 out of 3
hell yeah!
I mean, I guess I can do it but it would take a considerable effort. Which one don't you like? x)
Uh, funny, maybe he is a bit shy x)
😂
He was trying so hard to Pathfind to us
Even if it was not a requirement, it still worth keeping.
You can just put interiors that have issues in its blacklist.
Which isn't needed cus Dantor is about to push a compat fix
But yeah sometimes it is
Yes, was about to say that it's better to report issues like that to Zaggy or interior maker.
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?
If you're talking about CullFactory, I don't think it actually stops rooms from physically appearing.
Ahhhh
Then again, I don't know how loot spawning is done.
Doubt it needs sightlines or player proximity.
Was there actually less loot, or was it just not visible?
No, i dont think so. My theory is that the fix that I still have from the old days before LLL is interferring with LethalQuantities or MeteoMultiplier somehow but I did try to increase the loot with Meteo and it worked so I'm a bit lost on that front
I wonder if it's random when it does it then, or if it's cus I have mods that add scraps like LethalThings and AbandonedCompanyAssets
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 :/
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
I'll check logs if it still happens
I had one of my friends send logs btw, nothing from Dantor's
Even if there are no errors sometimes there is useful info like scrap amounts described
Yeah I looked and didn't even see that but I can double check
Let me try all logging and see what I can get
I also went ahead and set guaranteed spawn
Hope the CullFactory fix is coming along well, if I get a borked interior during testing oh well 😅
Looks like SDM ignores the guaranteed setting so ☠️ lemme regen LLL config and see if I get somewhere
Oh nvm I see why
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
Both times stormy
It really could just be rng being rude
Lol
anything CullFactory does is purely visual, it can't affect AI or spawns
👍
at least barring an error when loading the interior obviously, but any mod could do that
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
Why though idk
Unless game rng hates us
😂
Can you share your CullFactory settings please?
Experimentation when min scrap set: 16, max scrap: 24 (Default: 8-12)
per log said 21 scrap to spawn but it only succeeded at only spawning 9 scraps
Yeah it seems to halve the scrap for some reason, sometimes more than halve it
Yup, I see. Lunxara's log shows similar behaviour, it says 37 scraps but in reality it spawned 24. I will investigate it further
my speculation is that it only respects moons default scrap amount
Thanks guys, it's really helpful
You're welcome 💜
Always good to help get the bugs squashed
It's all default
I did change how tile bounds are determined in the last CullFactory patch, I wonder if that might have anything to do with this?
is that the starting tile?
Yup
What did you change?
I changed the way it determines the world bounds of a tile when that tile uses automatically-calculated bounds
basically, DunGen isn't consistent about how it deals with scaling the object with the Tile component
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
i don't have any logs now sorry 😦
Yeah that's what I'm noticing too. I got the same entrance as him and I didnt get that weird culling
hmmm
new seed, just got this
looks like this tile's bounds are allowing tiles to collide?
Interesting
seed is 31996771 on Exp with 018e495e-99c9-7421-0287-6aa39b641810
lemme try and free cam this with the tile bounds visualized
Could be that the upstairs doorways are causing issues because they are facing inwards the tile?
ohh
yeah that definitely isn't something DunGen is equipped for afaik
hmm
what are the tile bounds?
oh, interesting, I guess you do have the bounds overridden
it's odd that it's appearing offset out of the tile in CullFactory then
Hmmm interesting since it actually creates paths normally
Not on that tile tho. I had it on at the corridor tiles
it shows as overridden in UnityExplorer
for the entrance tile
wait
oh maybe it's looking at the wrong tile, one sec
ah, yeah, I was
I forgot that it doesn't know which tile it's in unless I go in the side room
lemme see if I can explain how this works then
to create the tile bounds, it does the following:
- collect all the renderers in the tile
- encapsulate them all in an axis-aligned bounding box
- collect all the doors in the tile
- based on their direction, modify one plane of that axis-aligned bounding box to be aligned to that door
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
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
essentially, I think what you'd really want to do here is create three tiles for the starting area
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
and the starting tile's bounds should be generated automatically in the correct way
Nah, that's not how it works. I can just move the top floor doorways and problem solved tho
hmm? what doesn't work what way?
I cannot divide the entrance into three different tiles
can't you create a set of rooms that connect to those door sockets that only includes those upward stairways?
it doesn't have to be part of the starting tile, it just has to be the only option for those connections
it's the same effect
Oh, true 🤔
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
it calls CalculateProxyBounds() and then CondenseBounds()
just checking, but this isnt supposed to be a part of the generation right?
im thinking maybe another mod is causing this
The mechanical door?
pretty sure the secure door is supposed to be there
oh okay
thanks
i was worried another mod was messing with dungeon generation
glad its not 😌
⚠️ 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/
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)
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
Oh I was able to generate 15 scrap on Experimentation (Higher than default but still failed 4 per log) but 19 was supposed to spawn.
Here's the profile code: 018e4a5f-e2de-c780-78dd-98e739dde843 (Includes Starlancer moons, specifically Experimentation and Solace have edited scrap amount)
so I guess some scrap spawn points are just failing, rather than the interior ignoring modified scrap amount.
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? 🤔 )
as far as I tested with my bigger pack, only this one and maybe LC office? (Fails less afaik)
I wonder if I can just slap more spawn points to every tile and call it a day 😅
that might work 😆
Could this also be the issue with @crisp night Bunker? It's so hard to find loot on that interior
Check the log and look for lines saying "No tiles containing a scrap spawn with item type:"
But I feel like the Bunker issue is just the size which makes the loot too diluted
Bunker spawns the correct amount of scrap, it's just the place is huge
I'll have to check next time I play, You're probably right in that it's a size issue
For the record my group hasn't struggled with loot that much with the hospital
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)
Maybe Major did it to lighten the size issue? 🤔
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
never checked logs or anything tho
no idea, but I do know more scraps spawns when its bunker than normal, probably to help circumvent the large interior size issue 🤔
problem is, I have like 6+ players on my rare lethal night, so I do these adjustments alot via LethalQuantities 😅
Yeah, me either, on my runs it spawns the correct amount but I also don't increase the amount of scraps using LQ so... Could be just me not setting up enough spawn points at the rooms in case someone raises the amount
Is the issue only when adjusting the scrap amounts?
I haven't touched those
most of the time we play with 4-6 people
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
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.
It could be related. If a spawn point can only spawn certain amount of scrap and all of it it's occupied and there aren't more spawn points free... Extra scrap won't spawn.
At least that's my current theory
More spawn points then?
hmm I see 🤔
That's what I'm gonna try hahah
We appreciate all your hard work, Dantor! 🫡
Nah, thank you guys for helping me testing
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
oh nice! what was the exact issue?
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
I'm so happy there is now an "Interiors" category at Thunderstore ❤️
how did you rename it
As you told me. I assigned a string to dungeonDisplayName on my extendeddungeonflow
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 🤪
ah
Dantor's Mental Hospital [1.2.2]
yeee displayname is just kinda as it says, for display stuff
having an external name seperated from internal name allows you to stylise it differently and can be modified by other stuff eg. translation mods
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
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?
i tried to fix it but i don't do enough dungeon development to actually test it
so i had no clue if it was working
lol
Guess I will have to test it still x)
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
mine is a different issue but i am fixing it next update
I found the problem with my scrap spawn is I was using as a spawn point
It's a spawn area
Each room only needs one scrap spawn
Then make the radius like 15 to 30 depending on size
Try lowering the DynamicScaleValue to something like 0.6 and test if that size works for you, if it doesnt keep lowering it
Will do
@dry rose currently in the doorway of one of the moving obstacle rooms the collision is broken
Record a vid for him
Yeah, a video, screenshot or something would help a lot 😅
What do you mean by the collision is broken tho?
you can just walk through it
specifically the one with the two moving things
i don't know if the same issue applies with other variants
It does. I will investigate it, thanks
Seems like someone did it instead of Masa (sorry, forgot to test it yesterday) but that was the exact issue Masa had yeah
Should be fixed now, let me know if it didnt x)
Will do!
had a brick stone thingy spawn in the middle of a staircase making it not navigateable
also some invisible steam giving me damage
i could hear it but not see it
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
mental hospital having ghost sounds nice lol
Havent seen any weird things happening so far!
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 😅
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?
Its in the config
dantor's config?
oh alright thanks 👍
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
I kinda made a mesh because there was no tutorial when I started, so at some points it's the same as Major's guide but convoluted because I started with the old Lethal Company template before grabbing the properly ripped project with Nonnom's tool
I dont really get your question tho, my project without the tilesets it's just the Lethal Company template :/
seems the ceiling is missing collision in that spot
Was it a broken ceiling?
no im pretty sure it was solid
Are these supposed to be emissive?
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?
I don't know the inner workings but something about turning off collision when its open
Uh... Unless I managed to break it somehow there is already no collision when you open them
Kinda. I left them as they came by default, looks a bit weird tho
Mission failed successfully
ah ok I'll double check
nope
still collision
at least the office door has it
is loot supposed to be really rare on this map?
What about the others?
Not really, can you send me your logs?
yes they also have collision
Alright good to know!
@dry rose had a brick wall clipping through the stairs and making just a huge invisible wall over half the staircase
Ah, those damn windows -.-
Thanks I will fix it on the next update
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
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
Can you share the modpack? With the configs as it caused the issue
#1205741904881516595 message
Do you happen to run Bozoros in your pack? Disabling it after the new update remedied those issues for me
Does Bozoros affects the steam valves somehow?
is there a good moon that will go with this?
also dantor this happened again but this time on a corridor :c
Not sure, while looking for an answer I learned an update just dropped that fixed a pretty large oopsie involving LLL so I'll be sure to let you know if that resolved it
Masa will later. May have found the issue, though Masa is tired as hecc rn. Long day @.@
Oh did it? Masa thought it might be LLL maybe
Today's patch for Bozoros seems to have fixed it though!
Yeah I think it happens when there is a corridor next to another corridor with a window. I gotta work on those windows
@dry rose now that this interior is finished due you plan to make other interior mods?
not finished until windows are fixe >:c
How about the invisible wall we ran into on that one staircase?
Lmfao
same thing
^
@dry rose bls fix
Yes 🫡
I love your interior so much this needs fixed 💜
Not finished yet. There is no apparatus yet and I have plans for more rooms, but answering your question: I don't think I will make another interior, at least not in the short term 😅
How close is the Apparatus room to being completed btw?
Hopefully not too long
man the amount of detail your putting into this interior is crazy!
i think you can see outside the window above the main entrance door into out of bounds
yep also experienced that
just had a mimic walk straight through some shelves in an L-shaped room and kill me
rip me
@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
Oh!! thank you so much
I will make some walls extra tasty as an appreciation
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 ?
Nvm i found the problematic mod, it was "LethalLevelLoaderFixed" which i dont need anymore.
The last sentence of this is so real.
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
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
🤔 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?
Disabled. No Diversity.
Alright, thank you!
got spammed with these :O it happened when i pulled the lever and after the "random seed" message appear
im playing in 49v, havent updated yet
^^^ it seems like one of the mod updates made this happen, will do a check for which later
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
so theres a chance to have a random entrance tile randomly in the map?
Technically yes, but the chances are so low it would be really really difficult to get another entrance randomly
now i want to see this happen
Does disallowing repeats on the entrance tiles not work with that method for some reason?
yeah why wouldnt you just make the chances zero instead of having a really low chance?
Probably I already did that too, can't remember. But it's 3 separate tiles, even if the repeating is disabled there is a slim chance to spawn a different unused one
Then the dungeon doesn't generate x)
ohhh
i get it
because you have to have at least one
if chances are zero theres no entrance
makes sense
Ahh fair. My suggestion to Rosie was to put all the different tile variations in one tile and group them under a local prop set. Guaranteed one entrance, guaranteed to pick only one variation
At the same time the slim chance of another entrance spawning could be a fun quirk of the interior
Tried that but it doesn't work well. Even if you put the doorways into a group under a local prop set the dungeon tries to use the doorways from an unused variation resulting on paths connected to the void or potentially a dungeon with a main entrance connected to nothing at all
Weird, that seems counterintuitive lol
Yeah right? It limits me a lot, I don't like it
If I ever figure out some other way to go about it I'll let ya know :3
I would love it ❤️
Does it happen EVERY round or just sometimes?
every round, also i do not have hospital assigned to experimentation (so you cant get hospital interior here)
i forgot to check which mod conflict was causing that, ill check later :P
Appreciated
few hours tho im outside atm :(
did some testing, apparently it's not one of those mods :P
seems to be the same error as this one
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
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
do you want my modpack?
018eb94f-7167-6584-1836-8ba9fb8b20e0
tell me if you are on thunderstore, which you'll need the file instead :P
I use thunderstore, yes
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
@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)
I can reliably reproduce this error while generating Hospital on Experimentation.
Modpack code.
018eb9a7-a7e6-ee9f-075b-185ff54eb192
No idea which mod could be causing it, right?
sadly not at all no.
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.
What's SC?
Shattered Company. My modpack.
It will be releasing today if I can stop being picky.
Oh, right
help
@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
#1205741904881516595 message
@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.
yeah i think i fixed
i just disabled LLL and kept LLL Fixedd and it worked
ooooo
So something has an incompatibility with LLL and it somehow it affects the hospital? 🤔
I wonder if I can fix that...
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
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
Is anyone else struggling to find any loot in the hospital? Whenever it spawns theres close to nothing in it. From my experiences
You're probably having it spawn on moons that spawn low amounts of loot like Vow for example
Ah ok
I recommend lowering the size of the interior too the default is a bit too large
I recommend setting it to 0.5
Alrighty thank you
It's also entirely possible that the person who made the interior didn't set up scrap spawn correctly though we couldn't know unless someone asked directly
It is set up correctly Dantor fixed this a while ago
i realized something, Just dont place custom interiors on vanilla moons, or elsa u will hardly ever find loot
My interior mod I made works fine on vanilla moons
scrap on the interior is notoriously hard to get perfected unfortunately
I've gotten pretty close myself
I don't know the overall consensus but to me, as a player, I dont have issues finding good amounts of scrap into this interior, I can play it on Offense, March and beyond just fine
Have terminal doors been added?
Yep, and breaker box and steam valves too
Oh hell yeah
Did you make it green?
I hadn't played in 2 months due to FFVII Rebirth sucking my life
Yeah and it can also damage players if they stay in for too long, both things can be disabled tho
Okay perfect 🙏
I have no issues on your interior
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
I guess you mean Experimentation 🤔
Could be coincidence but I think most if not all the people reporting that issue was on Experimentation
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
if you get stuck on a seed you should note the seed down so someone can reproduce it
There is always a chance even on vanilla games. It's just bad luck
How may I help you?
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
Vanilla factory feels or 3 different main entrances are two of my favourite features of this map, for example
doesn't matter happens every time
weird considering i have map on experimentation disabled
I see, your phrasing made it sound like you had encountered it only once
it's important to make that clear so that the developer doesn't have to waste time with "what if"s
multiple entrances maybe
trying to create a vanilla interior is hard for me, i am trying my best tho
i gotta add a apperatus, breaker box, and doors
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
Maybe I should remove LLL from the dependences and use LLLFixed instead?
bad idea, LLL will be updated soon
lllfixed (the newer one) got taken down tonight
cause of the similarities to the og lllfixed
Tbh I'm a bit lost about the current situation so I dunno what are you guys using
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
Don't stress about lll right now @glass yew is cooking, the guy above is mostly correct batby could inform you better though
yeah just wait till og LLL gets updated (soon enough)
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
You can adjust it's size on the mod config
Noticing this as well on v50, the interior is absurdly huge even just on experimentation
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
- i configured the interior poorly
or 2. the new version of LLL breaks the interior
So I've been experimenting with the scaler while helping with Black Mesa. It seems to be inverted to what the config says, try .9 or 1
mind you this is in v49
The interior has been fine for me
If you wanna fix the size though
I recommend this
this wont work
It works for me, the Interior is the same size as it was on V49 for me on Eve
my dynamicscalevalue is even lower
youre using LLL of the fixed version ?
Dantor probably just needs to update the interior to account for V50's stuff, it's likely not a LLL issue
Normal LLL
Fixed is deprecated don't use.
strange
yep saw that
danny's menthol hospital
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
Yeah it's cus it needs updated for V50's stuff probs
@dry rose I hope you come back to modding soon and update the interior to fix the size being so huge
Yeah I notice I'm having trouble finding scrap as well, I'm also using identical settings to Lun's
Looks like LLL got updated and it should fix the size issues. Did anyone test it yet?
Just ran for 2 minutes, only found a single scrap
On Eve
with these settings
Also, this interior is nuking my fps
Partially fault of the size
I don't know what size is Eve by default
Here's Poolrooms with Eve
Yours is definitely more gigantic compared to that
Indeed
So is it something that you can fix on your side?
Most probably, but if the bug is on LLL side I would prefer for him to fix it so we all get an universal solution instead of a little patch on my side that could mess with LLL in the future if it gets fixed
Would be cool to mess with the config before that, in case it's just a matter of tweaking numbers
do you have MapTileSize hooked up yet? I would argue that's a better value to adjust than the clamping
It's not a bug on LLL's side, your interior is using outdated logic for the scaling settings so they don't work
Oh but there was a bug that allegedly got fixed in the 1.2.2, could be that the logic is outdated on top of that, yes.
No but sounds interesting, I have to look into it yet
Yeah that was a different bug, but yeah the config settings you use according to Zaggy no longer work cus that was changed in V50
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)
I didn't update my mod in a few weeks so it must be that. I'm taking a break from modding until I find the will to continue
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)
how do we change it?
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
hiii so uh I have those settings and yet the interior do not spawn, any ideas why ?
the mod is currently bugged with V50, the size of the hospital can't be changed but maybe thats also a bug
Until this mod is updated, do everything in the LLL config instead @frozen merlin @twin sphinx
Ight
aight thanks !
Sweet!
alr ty
even when setuping the config in LLL, the interior wont spawn at all. idk what im doing wrong tho
Did you enable content configuration for that interior?
Hmm, I use Mental Hosptial own config. Not sure if it actually works with LLL config
i dont know, i just saw this post
Sizing is not working either way so this interior is not really enjoyable atm
I see it in my game using the LLL config, do you have the option set to "all" instead of "list" in the mental hospital config?
theres no "all" or "list" option in the mental hospital config, can you clarify ?
Sorry I have it confused with another, here's what my config looks like
You can do all@99999
or any other value you'd like
it worked, thanks
@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
How did you set up the Fire Exits on Unity?
That SpawnEntranceBTrigger has a SpawnSyncedObj to spawn the entrance B trigger prefab that vanilla uses
& the FireExitDoor obj has a global prop same as vanilla
everything else is just meshes and mesh renderers
oh and that light ofc
1-1, right? Batby said you should let it like that but I slapped a 1-99 and called it a day. As far as I know it works so... Give it a try I guess
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
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
Got it
It might be the moon anyway
I dont think I gave the fire exits different ids
Which the bugged moon was summit, one of mine
Im going to do some testing
Anddd rend apparently
is the sizing bug fixed?
not yet
you can fix it by configuring the values in LLL
instead of the mental hospital config
Does that work? I thought it wouldn't because the config for this mod uses outdated stuff and didn't support allowing LLL configuration
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
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
He'll update just give him some time. Using LLL will work in the meantime
Ye ik he plans to update
Scoopy's definitely won't though since Scoopy left the modding scene
Yeah that's unfortunate, i wonder if he'd be willing to pass the project to someone else
Scoopy said he'd come back after v50 tho
Fixing things and adding new stuff
So there is a possibility
ah neat
Can I know what size values you set it to?
yes it works
Sweet
So doing this fixes no loot spawns?
The loot spawns just fine, the issue is that the map is so big it's difficult to find any scrap cause it's too spreaded, so... Yeah, reducing the size should help
Alright cool thanks dawg
I just copied the default values from Dantors config
The scale value is the thing not being automatically applied. It should be 0.8 in the LLL config
Can vouch regarding the loot issue, loot very much is possible to find, just not good quantities due to size
@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
That sounds strange since I don't touch any of that at all. Are you sure you are not using any mod that change the amount of scrap? Like those weather mods that increase the amount based on which weather are you in?
impossible, its a modpack made to test interiors and moons
Any idea if Zeekers changed the max amount on v50?
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
the mod does that now ?
really nice
yup. it's a config but it's enabled by default
Does anyone know if using lethal quantities for dungeon size will work similarly to this?
yup, best way to do it imo
Ok cool I may just not touch LLL and keep using quantities
Everything seems to be working okay between the two
wait, so do i use lll's config for this interior, or do i use the one with the mod itself?
Use LLL's config, the one in the mod itself doesnt work
alright cool
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
what are your settings to achieve the lowest size?
as low as the numbers in LLL go idk
the lerp rate option doesn't work the way the config's description claims, so it's possible your config was having no effect
Wait, this mod's configs don't work?
Is this an issue with all other LLL dependant mods?
The size part its the only thing it's not working, the rest of the config file should be working as intended. It's only an issue with this mod since I didnt update it to v50 yet
Ah, got it
Do you plan to update it soon? Even if you don't plan to add Spike trap support and stuff you should still probably remove the deprecated config stuff lol
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
Yeah your own health always comes first c;
ah ok take care if yourself and your health first :)
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
this working ok with v50 and latest LLL?
yes
Wasn't there a moon this interior woked really well with ?
Yeah, only thing not working well is modification configs for the interior sizes
Tolian hospital moon
Psych I think
Very nice!
I changed the scale of the mod with lethal quantities
Did it break because of that ?
I put it at 1.5
You want to change the size scaler to 0.8 in the LLL config
Ok, I'll try
What about Lethal Quantities ? Do I remove the config for this interior ?
if you are already using LQ skip any LLL config as LQ is way more powerful. 1.5 is very big for this interior, but it also depends on the map size. i prefer 0.5 factory size for 1.5 map size.
Ok thanks
I thought I just use 1,5 for every interiors like vanilla ones
im pretty sure vanilla factory size multiplier is 1.0
On Lethal Quantities they're at 1,5 by default
Thought it was the default setting
@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 ^^
Which asset is it?
Maybe you can recognize it from the stack trace DiFFoZ found in the crash dump
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
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?
Would be cool
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
This is 1000x size 
I can hear your computer screaming in agony
It really not that laggy tbh
the normal facility was probably the largest I got and that was smooth somehow
how beeg is this interior usually?
I walked around with some friends for ~10 mins and only found 3/19 scrap
Did you set the clamp to 0.8? That's not being applied automatically on the current version. You have to do it yourself in LLL or CentralConfig
Yeah it becomes huge
and that is the scaler yeah?
Yup!
His default is not being applied since he is using an outdated field
ic
Sorry to ask, how do you do that in LLL exactly?
Change the DungeonSizeScaler from 1 to 0.8. It should be the only size option for mental hospital with 1
This one?
Yup!
You can change the size with any interior. It'll just be trial and error to get the size how you like it
this could be a sick way to play if we turned timers off or increased them drastically
What is the smallest this dungeon can be?
or is there too many tiles that MUST spawn for it to be small
@dry rose Please let @delicate marsh take on updating the interior 😦 I miss this mod and really need it to come back honestly
Agreed
This mod was absolutely baller bro
Fr
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
The moon decides monster spawns
Not as hard as it sounds tbh
Oh?
Can you explain the process?
Im curious
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
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...
Got to play with Starlancer today, Starlancer is a treat lol
I forgot to ask but is there any way to add custom assets as well? like Spongebob's house for example
yea
any 3d model
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・`)
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
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..
What are you setting the weight to? 99999?
Yes, 9999 actually,
And for some reason, this hospital doesn't like when set to "dine" moon, it will turn dine into Factory instead.
If you are using LLL to set the weights, the Mental Hospital config (not the LLL one) needs to look like this
Will give a try (´・ω・`)
Nico
helo
(´・ω・`)
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.
If I had to guess, it's likely the LLL update
multiplayer or solo?
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.
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.
le dot
Any chance of this ever getting updated or someone else taking over?
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.
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
If I edit the moons list, will the default rarity be turned off?
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?
Wdym by "if the main dungeons are 300"
Oh I see
It depends on the moon itself
so the one with highest odds
I think you can find the values on the wiki
Only odds
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
without knowing the total weight of all interiors' total, I won't be able to find out how much weight will do
I mean if the largest number is 300 you can kinda work the rest out
Reminder what LLL is again
So with this, experimentation is set to 300 in LLL afaik
So 300 = 98.68% for Experimentation only though
LethalLevelLoader
It's how the moons are loaded (usually) when playing modded
Oh neat. I'll look into that thanks
You’d already have it if you have Dantor’s
Yeah pretty much every custom moon/interior uses LLL
And that'll pre-generate the default weight values for each moon
these are the vanilla dungeons
Do you have the weights on hand too? 😂
May as well bombard Bonbon with a tidal wave of information lol
iirc LLL leaves the Factory variants unused
if the vanilla ones are requesting them then they are being used
It uses 3Exits for March and leaves the XL Facility blank yeah
(or any mod ig but)
Ahh
So I could just technically take whatever the value of all the moons are and stack em together then
Not really
You're better off looking at it per-moon
Yeah every moon has diff numbers
or u can launch the game, type "simulate moonnamehere" without the "" and see the whole value
in the terminal
Yeah that’s the easiest
very glad i thought of that feature 😄
I love it haha
Goodie. Thanks lads
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
yup
Go Batby 📣🙌
everything changing is why people would want to use a weight based solution like this 😄
Wdym?
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
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
Oh I guess so 😂
This is why I could never be a coder
I'd fuck shit up for sure
everyone fucks up
Then you have a total percentage of 200%, and it can just take from that pool of 200, almost as though there are 200 "tickets" in a pool for it to choose from
There, simples (/s)
and that's weights 😄
Hahahah I know
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
Thanks
does this beaut of a interior still work on current version?
Sure does!
ahhhh yessssss
Got 108 on titan, which is about 18,6%. However, after playing for a good while with friends nothing has happened.
wdym by nothing
We havent gotten the map at all
check the config and up the chance
3rd time and we finally got it
Hey guys 😄
Dantor? 

so... we back then? like fr?

is it really happening? 🥹
Unreal....
Dude. Yes.
So happy to see so many familiar faces ☺️
I'm working on a patch so I hope so!
Yay !
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
I didnt have a chance to try rubber rooms yet but the other wesley interiors are super cool and original so I'm sure that one is going to be great too
I think I will need some help with that one. Seems a bit elusive, I have never got it and neither any of my friends. I read it's some corrupted file on the assetbundle but thats weird. Some logs with the error would be appreciated
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!
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...
Yep, that's what I'm currently fixing, I finally implemented the MapTileSize thingy and it seems to be reducing the map size by a lot, its gonna be configurable but I'm trying to find a nice sweetspot for the default value
(Also I'm adding an Apparatus Room, finally)
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
⚠️ 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)
@high cypress
we are so back
omg, where have you been haha, glad to see you back

Apparatus room hell yeah !
Welcome back goat, excited to try this one for the first time!
I also would assume the boot up crash is also fixed 🥺
IS IT ALREADY OUT? 😮
holy fucking shit
Bro is cooking very hard
Unsure, I would need people to test if it's still happening and if so I will need logs. It works fine on my end everytime but 🤷♂️
Yeah, I have been working silently for a bit x)
hmm, is using the mod's config required for spawn weights?
Not sure if I follow you. The mod comes with default spawning chances, if you are using other mod to tweak the chances I'm not sure how it would behave
i just know there's been syncing issues in the past when devs rely on their own configs for spawn rather than LLL's
As long as everyone uses the same config values it should be fine
Spicy to see this shamble from its dusty grave
check dms
wer 
wer 
wer 
can we use LLL
Unsure, try and tell me
@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
I checked it the other day when we talked 😉
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 😄
I also hope you manage to downsize the interior sometime soon, 53.5mb is a lot and there's some guides now on optimization ^^
5 seconds in someone already asking to reduce the file size 🤣
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
Oh I never said it was a lot not at all, just we have interiors now that are around 15 mb lol
and iirc Dantors reuses a lot of Vanilla assets, so the reused Vanilla stuff could be optimized. Custom assets probably not
50mb is still not a lot ya know
Yeah I agree, and I wasn't complaining or saying it was a bad size
As someone who uses limited data packages i don't mind it unless it's like 200mb.
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
no you we're saying it was a bad size
Wasn't intended to come off that way
I just feel like it could be around the same size as Slaughterhouse
I say this objectively and respectfully but these feelings are honestly pretty worthless
you can't feel optimization
No need for perfection here really it's serving it's purpose pretty well.
Yeah
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
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
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
I'm happy to see Dantors finally return
No it doesnt 🤔
I didn't think so based on the changelog Big Nose just kinda confused me
XD
I'm having flashbacks of when the bundle was around 250Mb 💀
Oh man it used to be that large?
Some spawn points are "realistic" in the sense they spawn on top of shelves or counters but many others are pretty random and scattered all around, you must have luck x)
On the first months, yeah hahah
I don't mean scrap spawn, i mean the look of the place is realistic
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
😂 Nah, it was mainly my fault not knowing even the most basic stuff. I'm still a newbie but I got some help
Aaah I see! Oh yes, I spent a LOT of time on that, my favourite stuff about making interiors tbh
I can see how on the first runs it can be confusing not knowing what's scrap and whats decoration, it will get better, I promise
Anymore interior mods coming from you?
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
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.
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
No it was a globe item
Either I didn't get in deep enough, or saw it and forgot
