#Interiors Mod Tutorial
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Oh I need 2 connectors? On each side?
I can explain easier tmr with screenshots
And when Iโm on the pc
I think so? not really sure, I'm not a dungen expert, but I would think that each tile would define its own connectors
Alr Ty
๐ gotcha
yea there is 2 connectors
I want to implement a new tileset, would i add 2 new elements, and put the tileset those 2 new ones. That broke the generation and nothing generated
Any tileset you add has to include ways to connect to the other start or goal one you can add more tilesets to the goal one by hitting the plus button in the node I can send screenshots to show
its all good, I got it ty!
also, with some reason even at the same weight, some still outweighs the other ones in generation, there are way more of that certain room
yeah i have the same thing dungen is not the most precise tool you will just have to keep changing the weights and spawns of rooms to get the desired result
alr ty
Could anyone link to the top of this post (there's 1000 messages which is impossible to scroll through)
Now pined. ๐
Ty
No worries!
Ty!
i keep getting this thing instead of the fire exit when i press play, does anyone know what i might be doing wrong?
@weak ivy do you know anything about this?
it is kind of hard to see what is going wrong specifically from that picture, did you copy the fire escape from vanilla? and then give it Global Prop?
yes
this is my blocker prefab
did you add the instance of the 1231 Global Prop to the list in your Dungeon Flow?
yes
It looks like it is not spawning the door in correctly
And or something with the tile and the blocker is not set up right
Thanks @steady hedge for the help on getting the project set up, had a little bit of tweaking to fix some things but got the generation working. Anybody know why my lighting could be messed up?
Looks like this:
Turning the unity lighting setting off "fixes" it though
I'm having the same issue
hi! i read the Publishing your mod page in the lethal wiki
if im understanding this correctly, if i want to upload a mod that changes existing tile prefabs for the facility interior for moons like experimentation, i need to include the edited tile prefabs in the mod package to upload or do i need to do a whole lot more steps? for example, should i instead define an entirely new interior like facility 2 and replace which interiors get loaded in which moons to simulate replacing the original facility interior and put all those prefabs and scripts in the mod package?
is this the sample generation scene
the light in that isnt made for HDRP
if theres a light in the scene just like
remove a few zeroes from the Lux value
This is from a basic udrp project with the nomnom patch
I didnt check the lux value, but I can check it tomorrow. Got generation looking pretty good so far!
Sometimes the built in unity light will snap from being too dark to literally white and black only. If this happens, try manually typing in a number between the values, probably closer to the too dark side but still higher obviously. I have had this issue plenty of times and I'm unsure of why it happens.
Thanks all, that did the trick. Lux value was somewhere around 10,000 lol. I didn't realize it was so ridiculously high. Setting to 3/4 fixed it.
Hey! Working on getting a more advanced generation working....if I have the following chart with the rooms made and the flow like: Entry -> Standards -> hallways -> rooms. Ideally, standards can be anywhere in the generation except past a room, hallways can be connected to standards and other hallways, and rooms can only be connected to hallways (Think like a hotel) How would I go about this? I tried making a new tileset with the hallway and rooms, but adding it to the dungeon flow as the second tileset (the goal... maybe I need to create a new in-between tileset?) didnt generate it.
Someone more well-versed than me can correct me, but I'm pretty sure that you can set the door sockets on the tiles to only connect to certain tiles. So if you have your archetypes set up so that you have your sets of "standard", "hallway", and "room" tiles, then you can just make it so that standard tiles can't connect to room tiles (and vice-versa) and only connect to hallways, so that you get the kind of generation you want
That would be awesome, Iโll take a look when I can and let you know. Thanks for the help!
every time I mess with tags or rules my dungeon craps itself lol
I've noticed it does the seed issue more often with them too personally ๐
yeah adjusting the archetypes and door sockets and tile connection rules can allow you make a desired result but you have to make sure that you have the tileset in the desired node i put most of my tiles in the Goal node so that it will appear in the generation
you can look at the level 1 Factory lethal company generation as example how they include the maze as archetype for the beginner moon areas (E.X. Experimentation moon)
Got the tags working. It's not entirely ideal, but it works. On the final video! Getting ceilings and doorways in. Had a bit of a sidetrack creating a bunch of different tiles for generation lol
yeah I feel you haha
I had made like 60 tiles before even doing doors or fire exits xD
I can't seem to get my doors/doorways to spawn. Everything else is working, but there's still holes in the walls where the doors should be. Anybody know what's wrong just by taking a look at my doorway object?
@tawdry junco for the blocker prefab section you need the weight to be 1 or just use the scene object section
cause it will pick between them when spawning the doorways
I think my issue was using the connector scene objects instead of the connector prefab weights. I have connector prefab weights filled out with doorframe and doorframewithdoor, blocker prefab weights filled out with blocker, and blocker scene objects filled out with (cardinal direction) door. That seemed to do the trick. Doorways are spawning now!
If I rip LC's mansion doorway and doorway with door, will it work right out of the box? How are doors chosen to be locked or not? There doesnt seem to be a script attached to the object which allows players to open or close the door
it is chosen by the door lock script which controls locked door and then the roundmanager
OkโฆI think I understand
As part of the tutorial, you get an elevator entrance set up. If I have what you have up to the latest video, and I try and load it into lethal company will it work? Is there another step with the โelevator entranceโ ?
What all do we add to the asset bundle? Just the entire mod folder or only the dungeon flow + tiles or something else?
Yes the mod folder should contain your Dungeon flow and all thing you used to make the interior generation into one folder would be preferred
You can look for an package called asset bundle browser
Yep that should be everything with the elevator 
Is there still plans for a set up guide video in the future? Just asking cause itโs been a little while now ^^โ
if you mean for using NomNom's patcher, the custom Moon video goes over that and you can just swap over to this one from there
Yeah I didn't do the setup video since other people were making one will post other stuff about interiors
When I finish fixing my project and doing a patch
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...
Oki thank you for the heads up ^^
Hi, I am following your tutorial and on trying to generate the dungeon, I do not get anything but a NullReferenceException
But I am pretty sure that I filled everything according to your steps
I could not install Nav Mesh Component adapter because I already have the AI navigation package and it creates errors
So I hope it is not this
But it is very annoying that this error is the vaguest possible, I can't understand it
Looks like the initScene is also broke. I'll redo a full lc patch to see
That did it, my project was bugged it seems
Nice glad you figured it sorry it takes me a while to respond always try and check often here
Thank you, I try as much as I can to problem solve.
Don't worry, you have given so much help in this post, it's crazy.
your tutorial just made me start a custom moon project
its the perfect video for setting up everything and im at the point where i only really need to just make prefabs. Thank you so much! (also if you ever make an interior vid too ping me please!)
The whole post here is about his custom interior tutorials. Did you mean exterior?
ik its about intetior tutorials but it'd be very handy if there was a yt vid about the setup - just watched that exterior vid he posted here and now i'm just fine-tuning my own moon's surface
(im way too lazy to ready through thousands of msgs)
The setup should be the same than for the exterior. You should be able to follow the tutorials in the same project
Oh hey, that's actually my vid :3
such a beast modder just joined the chat
Great video! I also followed it to create a custom moon. Thanks for sharing your knowledge
Hi major, I finished your tutorials and made a custom moon, but now I'm trying to link my custom dungeon to my moon but can't figure out how
I'm thinking it would be in dungeon flow types, but it asks for an ID, in which I don't know what to put
would you say that you are able to use the interior like procedural generation to make something like a hedge maze on a moon?
No, I am just trying to link my custom interior with my custom moon doors :p (even tho the maze idea seemspretty fun)
Oh, if you're asking if i would be able to generate a maze with the dungeon system after watching the tutorials, then yes it seems really easy with this tool
I figured out how to assign an LLL dungeon to a moon. For anyone needing it, you need to create an Extended Dungeon Flow, link your dungeon flow to it, create a level Matching Properties, in it you specify under Planet Names the planets you want your level to spawn in, you can also specify other stuff, but I didn't try. And then in your Extended Dungeon Flow, under Dynamic Injection Matching Settings, you give your Level Matching Properties. It should also allow you to inject your dungeon in planets of other mods or vanilla, but I didn't try it.
Yes you have to assign a special level match property by like type
Example Tundra or custom one like Military or something but you pretty much got a understanding
dont see why now
Hey @weak ivy , I have a quick question, Is it possible for me to ignore any dungen random generation and just spawn in a prebuilt map?
in theory you could just have 1 giant dungen room as the start tile and nothing else
Yes that seems like how to do it
Yes it should be possible for one just pre built map with 1 big DunGen room you can always experiment and see what works
Hey hey!! Firstly I just wanted to say thank ya so much for making the tutorial videos on the custom interior. If you don't mind me asking though, how does one go about compiling and testing it ingame as a functional mod? I have good understanding of how its all put together but I primarily wanna test it to make sure its functional before I start making unique rooms and assets
these should help with getting the code project setup and loading the assets into lethal company
@sweet torrent also to link the dungeon to a planet
I'm struggling to get the template to work in Visual Studio--do forgive me as I've barely dabbled with coding at all. At the ' "Building" your mod' section specifically it refuses to build, but I'll keep trying tomorrow
Duely noted!
how do i even get started, ive tried the tutorial video method with the unity template and i cant seem to get it to work, ive tried to use the patcher by nomnom and that doesnt want to work for me and ive tried both of them together to see if im just being stupid. i have my own official version of DunGen that i bought specifically to be able to make some new interiors and everything. i have assets waiting to be used that ive been making for the past week in blender and im just getting really frustrated and feel like im doing something stupid. can anyone help me please before i go insane ty ty
You have to follow the setup of this video first. You need everything until they start copying the moon scene
https://youtu.be/dnZG5464ZcE?si=JCWnUM0tEoZ-vNZJ
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...
Don't forget to place your dungen files in the assets folder before launching the patcher
Will be giving it a shot as soon as I get the chance, ty
okay ive gotten chance to setup the patcher and run it, how would i go about adding the lethal company unity template tp the project or is that now redundant?
You do not need a template
thank you got it working finally. gonna test out some tilesets and room sizes now. ty for the help 
does anyone have an idea on how i can get my DungeonFlow, TileSets and ArchTypes to keep the settings ive applied after i have generated the dungeon for the first time
I do Ctrl+s as much as I can to save me from that, but yeah I often end up having to redo things over and over
Unity is a little bit... Finicky
oh ty, i just thought the profiles would just save automatically lol
They should xD but it still doesn't always somehow
by chance does anyone know how blockers work on doorways, ive placed them in the blockers random prefab weights but they arent showing at all
Maybe they are rotated 180ยฐ ?
i wish, would be an easy fix
Are they at 0.0.0 in the prefab ?
I've not gotten any problem with blockers, it's really plug and play normally
i want to try and test out my interior ingame to see how the performance is, how would i go about loading it with lethallevelloader
This way you should be able to link it to a moon
I think in the documentation of lll I saw the tags of the vanilla moons
I'm having the same Problem. Did you simply run the Project Patcher again?
No, I created a new project and setup everything again
It is a little bit annoying, but really solved all my problems
Hmmm... i would reallly like to have all my mods in one project but i might have to do it then. Thank you.
Hope it solves it
anyone got ideas? I cant generate any dungeons now
I have the same error when trying to generate.
Apparently it has to do with LLL.
I tried generating in a different project without LLL and it worked.
Audio Knight mentioned a way to generate in a project with LLL (if i understood him correctly) but i don't know exactly what he means with that message.
Nvm found it xD
Changed the Location and generation worked. ๐
thank you this fixed it straight away
i was going insane at this point
had everthing setup and then tried adding fire exits and for some reason it had this issue arise
Same here, went insane.
Big thanks to Audio Knight.
Now i can go to bed in peace.
audio knight is dope af ngl
๐
@weak ivy Hey, i just did part 4 of your tutorial.
I added the Arrangements (which are working just fine).
I Also added the ScrapSpawns, MapHazards and Vents but can't see them in editor.
Do they only spawn in-game or did i do something wrong?
@topaz pilot Yeah they only spawn in game unless you have a way to spawn the items in the editor with another script
Or if you have a working editor version of lethal company where you can play the actual game in unity
Okay thanks.
Thought so already but wanted to make sure ๐
@weak ivy just been watching back on the tutorials and im a little stuck. do you have any advice on how i would get doorways to be more seamless between rooms?
how would i correctly add LLL ExtendedMod for when i build my assetbundle?
I normaly select my extended Mod and my moonscene and create a lethalbundle for both of them.
ty got it a few minutes ago lol. if you dont mind tho how do i get my doors to be interactable and have an animation. im looking at built in scripts from LC but im so lost 
If you mean custom made doors i would simply copy the existing door model from LC and change the mesh and material.
damn didnt think of that ty ty 
No Problem ๐
slight problem 
Do they automatically rotate back?
yeah they just rotate back after using the similar components as the steeldoor prefab
Check "Apply Root Motion"
Well are they in the closed or open state? If closed just rotate it 90 degrees
sorry to sound dumb how would i check the state of the object
Should be somewhere on the right I think. I don't have a ton of unity experience, I just recognized the issue from working with plastered on black mesa. He had the same problem with his cameras
fair enough, ty for the advice i will test in game as i can asset build pretty quick rn as im still to make alot of tiles
Yeah that is always a easy way to do it ๐ (testing builds)
testing and testing and testing is all i have been doing to try and work this out. im pretty new to all this and have had to learn blender and unity at the same time so knowledge isnt really holding too well and keep having to search forums and tutorials
Same boat here๐ I'm helping others out and learning a little bit more before I start my interior
And also waiting for someone else to finish their 1000 projects XD
im also having the issue of double doors in connecting doorways
dunno if you know anything about that
@ionic bough Would have the answer for you. He had a little trouble with them at first too
@ionic bough please be my best bud rn pwetty pwease 
imma give this a lil break tonight anyways im burnt out tbf but please if anyone is willing to help i will be more than happy to listen and take criticism for being a noob
what issues are you having ๐
hi hi, im getting the double door issue with connecting doorways and how to make the doors intractable, ive got pretty much everything else down..... kinda lol
Ah! I basically just copied my single doors, and in that copy I duped the single door and moved one half to the left and half to the right, then copied all the animation stuffs for the single door and just edited them to open like I wanted:)
If you are scared of animation I was too
But it is really not that bad. I'll be free later tonight and can show you if you want
oh hell yes please. but im going to bed soon as im in the UK and its 3am 
I'll be free tomorrow probably so hit me up then ๐
I'm in roughly an hour if you are available for that helping hand. If not I've got the rest of the day and tonight too
I'll see if I can hop on soon!
alright are you free in 30 mins?
yeah free all night now
alright I am in vc now ๐
how do i join you. I cant see your vc lol
Hey there, got a question.
Is it possible to use the local prop set in an prefab which i spawn in via SpawnSyncedObject?
Reason is i modeled a fridge with usable doors and inside should be between one and three trays with different constellation of food.
But when i testet it everything spawned at once.
Anyone got an idea?
hoyl sdhit are you making a grocery store interior?
that would go crazy ngl
Nah, my interior will be thebinside of the pirate ship going merry.
But yeah a grocery store would also be sick!
SpawnSyncedObject spawns the object after DunGen finishes, and the prop sets are handled by DunGen, so that wouldn't work
If I had to guess, the food doesn't need to be in the hierarchy with the SpawnSyncedObject, but if the food itself needs to be synced, each individual food prop should be a NetworkObject
I probably missed it, but how do I get DunGen? I followed the video to use nomnom's patcher; does that include DunGen or do I have to get it from somewhere else?
The decompiled version is in the rip, just doesn't have the editor side of things (such as custom windows as such). Otherwise it is a paid asset.
That's good to know, thanks!
I don't have to sync my local prop sets and they will still be the same for everyone, right?
Do i only need to sync for moving objects like doors?
I think best would be to seperate the doors of the fridge from the rest of the asset and spawn them in with spawnsyncedobject after dungen.
yep, that's all correct
the local props are determined by the seed used to generate the interior, so if they differ between clients it would mean a mod version or config mismatch
Did anyone had the issue with fire exit being blocked when a moon have more than one fire exit?
is there a tutorial of some kind for how to go about testing my interior? im progressing well i believe but before i get too far i wanna make sure i like the size of the rooms, and well, testing is a good thing regardless lmao yknow
okay cool so i found the moon tutorial and got the game to load
now to figure out how to set the interior as guaranteed ๐ค
or add it to the game at all
usually settings its rarity to 99999 on a moon works pretty well
oh damn i can do that?
If you are testing in the editor, you can also just replace the vanilla dungeon flow on a vanilla moon with your own
oh yeah true
giving that a shot rn, thanks! ๐
hm am i supposed to set it somewhere else than the object in the moons scene itself?
i set it in the dungeon flow slot on Experimentations Runtime Dungeon script but it gets reset when i go to it in testing
I think you set it on the Selectable Level
selectable level? is that like a scene or a script?
i assume a script, been doing some digging and a bit lost
Just search Experimentation in your assets
OH! neat, that worked
perfect, thanks ๐
i always forget the search bar is a thing lmao
okay so i found it and the only thing i see related to dungeon flows is this, would i just replace it with whatever id my interior is..? in which case how would i do that?
it seems Id 0 is default dungeon, 1 is mansion dungeon
i think
yeah
I'm pretty sure you can just switch the id for for facility to whatever your id is
Yeah 0 is facility, 1 is mansion
gotcha, how would i find the id for my facility? im searching the flow for my dungeon for it but not seeing an id to set
I'm honestly not sure, I'm just answering from watching someone else work on an interior. They test on experimentation all the time
@ionic bough Sorry for the ping๐ How did you set your interior on Experimentation in editor for testing?
unless maybe i just replace values on the selectable level object the game tries to use..?
idk
best idea ive got
gonna try that
HOLY SHIT IM A GENIUS
IT WORKED
i am thoroughly shocked
and very glad at the same time
thanks yall โค๏ธ
will get back on the grind
nice! and moving the teleporter to get inside worked too, now i can get inside instantly after landing
Yeah just like that lol
Oh, does testing in editor work again? Thought it didn't work since v50.
Got a question regarding the Dungeon Generation. Is the following right?
The Generator will choose one tile from the TileSet in the "Start" Node and will but Tiles which are in the Archway inbetween and will put a Tile from the "Goal" Node at the end.
Between Start and Goal there can be Branches which can be configed in the Archway. (Branch Depth and Branch Count)
Now i wonder what the Branch Count in the Dungeon Flow is for. Which Branch Count does get used?
seems to be working for me yeah
the way i did it atleast
Is anyone elses modded interior not loading?
Is anyone elses fire exits spawning like this?
Mine is spawning fine. Is yours spawning to low? Or not spawning at all?
Sorry for the ping, but I would like to ask how you made your level loadable in playtesting?
searched for the moon name in the file section thing, for example i did experimentation, then i set the level flow to the flow i created
by default itll say Level1Flow iirc or Level2Flow if it uses mansion
Do you need Generate on Start and Allow Immediate Repeats on for the settings in Experimentation?
Cause I think I did something like this and it didn't work
i didnt touch anything on it just left it all default except for adding the level flow
๐
Weird, didn't work when I playtested it, but it loads when I'm just in the scene and I press play
oh?
youre pressing play on the right scene right, i forget what its called
initsceneloader or something
InitSceneLaunchOption?
think thats it
When I press play, and go in Experimentation (the moon I set it to) it doesn't load
oh weird
But when I'm on Experimentation and just press play, it loads
Oh wait
Nvm, it only generates if I have Generate on Start and Allow Immediate Repeat
Which I did last time
Maybe you can tell me what I have wrong
I can take a look but I'm going to work rn so it'll have to be when I get home
I'll ping when I can check
Oh it is for me too, I just work midnights
Ohh I didn't know that
11 pm to 6:30 am shifts
Oh dang, total forgot i asked... ๐
sorry.
By to low i mean below 0 on the z axis.
What exactly is the problem with the fire exit?
I just woke up, but Iโll tell you soon. When I press play, the fire exit looks like the picture. But if I stop it. The fire exit looks normal in the tiles.
Your fire exit pro most likely has the "GlobalProp" Script. FE got the prop group ID 1231.
In your Dungeon Flow you can add GlobalProps. Just add the ID and how many should spawn.
That way it can be that the Blocker Prop will spawn but it not the FE because it is not one of the 1-3 FE which should spawn.
Vents work the same way. You can see them above with the number 5.
And good morning by the way. I'm going to eat dinner in a few minutes. ๐
Thank you! Iโll check this soon.
Yeah, its -10 on the Z axis
Is that why?
Its -10 on the FireExitWallBlocker
The prop should spawn on the same coordinates which the Doorway has. But that is not the problem.
Did you check your fire exit and your dungeon flow for the global prop as i mentioned above?
Yes, I check the dungeon flow
It has everything
And did you check every spawned blocker for the fire exit?
Can you show me your settings?
For the fire exit blocker?
Exit blocker and DungeonFlow
Also real quick thing, do I place the Global Prop on the FireExitWallBlocker or the MetalWallDoorBlocker?
One the FireExit Prop from the FireExitWallBlocker. So the Blocker will spawn every time but the FE only 1 to 3 times.
Should look like this.
But you got your GlobalProp on the MetalWallBlocker
Was I not suppose to put it on that?
This picture looks right. But in the picture above the GlobalProp was on the MetalWallDoorBlocker also. Did you put it double?
I think so, so do I remove the Global Prop from the MetalWallDoorBlocker?
Yes. Only needs to be on the FE
No problem. Hope this works ๐
I'm gonna test it soon
With the GlobalProp you simply give the prop an ID and in the DungeonFLow you can say how often the ID should spawn.
Okay, so the fire exit spawned, but the other look like this still
Oh my other doors are MetalWallDoorBlocker
not AlleyExitDoorContainer
wait i'm getting confused
Do you have two different blocker to spawn at the doorways or is it one prefab?
The MetalWallDoorBlocker is inside of the AlleyExitDoorContainer my bad
Also should I make it only 1 spawn or multiple spawn? Will it affect stuff like March which has multiple fire exits, but Experimentation has 1.
Not 100% sure but i put 1 to 3 fire exits and when i tested it on different moons there were always the right amount of fire exits.
Alright
I think the game picks the right amount for the moon as long as it is in the range.
Great now the entrance isn't spawning
It spawned before?
Did you change something at the main entrance?
I don't think I did
Are you suppose to keep a Global Prop on it? Cause I might've accidently removed it
No, Main shouldn't have one.
You create a main entrance tile with one main entrance and make sure it spawns once.
Can your tile with the main entrance spawn to 100% ?
Yeah, it has a 100% chance
Can you see the entrance prefab somewhere in the scene?
No problem ๐
Sorry to ping again, but can you tell me how you made your interior spawn or are you busy?
I tried most things
Its fine!
okay so on Level1Flow i replaced all the Dungeon Flow slots with my interiors flow
and the other respective custom things (tile sets, archetypes, etc)
these are on this object
Alright, I'll test this. I know I didn't have these settings last time
so its actually the level flow i adjusted not experimentation
thats definitely it then
experimentation uses Level1Flow to generate its dungeons
Level1Flow references tilesets, archetypes, etc from the base game
I'm testing right now, hope it works!
i think that should be it, it looks like i set my dungeon flow on the DungeonGenerator object in the experimentation seen too idk if that matters
Is there a way to make a spawn chance though?
wdym by make a spawn chance? like chance of different interiors?
Like so it doesn't replace Facility, or Mansion. Like Experimentation has a high chance for Facility, but low for Mansion.
oh i see
uhhhhh
i know each moon has a dungeon flow type weight
0 being default dungeon 1 being mansion
i havent looked into how to set my interior as a 3rd isntead of just replacing the default though
Oh ok
it should be possible im just unsure how to go about it
Welp, stuck on a random seed screen
had that happen to me once i just reset
i also configured it so it put me in experimentation right away on run, and i moved the entrance trigger right to the ship so i dnt have to run all the way to the doors
for quicker testing
Its the third time I reset it, I have the config where it loads me on Experimentation. It still hasn't fixed
hm thats weird
Ohh
is there anythign in the terminal at all?
I figured it out
any errors?
No errors, but I accidently skipped 2 Dungeon Archetypes while doing them. They were closed

Bunker spider just fried my pc lol
Oh, so when I was testing and a Bunker Spider spawned, it gave me warnings inside the editor. It said something about a node, I tried baking my tiles but nothing showed up.
oh yeah i got that as well
i think its failing to generate a home
like a place to camp
Yeah
I checked the AI for the Spider and it said roaming area and favorite area
Which were blank so it must be that
yeah maybe theres nodes specifically for spiders that need setting up?
nope i just disabled spawning for now
Wait, you can disable spawning?
i might look into it tomorrow, if i figure it out ill ping you
oh yea you can adjust all enemy spawn rates
Oh ok
i just set spider to 0
Now I'm getting errors outside about the Circuit Bees not being "Alive." So confusing lol.
so I get these errors and I dont really know what to do to fix them, do you guys have an idea to fix them?
all it really does is that I cant test rn...
From what I can tell it's saying you have either have duplicate scripts, or multiple version of dungen I think?
Try searching DungeonGenerator and see if multiple scripts appear
My guess is there either was an issue importing the scripts or something related or there was 2 attempts to import maybe
Thanks, Iโll check it out in a bit to see if there are duplicates.
figured it out, I didnt need to seperate DunGen from the Assembly Csharp lol
uuh... nothing generates, idk what I messed up...
Any error?
Can you show me what your scene looks like?
Looks good. Can you show me the DungeonGenerator?
Gonna compare to my Runtime Dungeon. One moment.
alr
Try putting the DungeonRoot on both Root slots
already tried that
In the DungeonFlow on the Goal-Node put Position to 1
And the Length in Lines also to 1
it still doesnt generate anything :/
Whats in Lenght and Branch Count in the DungeonFlow?
Maybe try putting something in the Branch Min Max. I got 3 and 8
still nothing...
Normaly it should generate tiles under the DungeonRoot. Is there also nothing or do you just don't see something in the scene?
Okay, show me your tile set and archway please
Ah, in the Tile set set both weights to 1 and choose a weight scale
ooh I see
And some values in the archway
nope, still generates nothing
Found those two missing in your Flow.
also does nothing to add the labels in :(
might there be a problem in the tile itself???
Maybe. Can you show me the whole Tile Script?
Graph Node and Graph Line are Empty on my tiles. I only added Archetyp and Tile Set below. Maybe try deleting those above.
it doesnt change anything
Found some differences here but don't really know what they mean... ๐ฆ
But you can try to copy
yeah, it doesnt change anything...
And maybe this.
Hmmm. I got some minutes left before i have to go. Should we go to voice so you can stream your unity? Maybe it's easier that way.
alr
Feel free to let me know if you found the error.
Just joined on this, but for me I had to restart my Unity project for the dungeon to generate. Like make a new Unity project, run nomnoms patcher and restart the tutorial. Hope this helps
And if it gives you a Unity crash pop up I think thatโs a bug. Itโs nothing bad though.
oh ill try
I'm gonna jump out the windows if the solution is "Have you tried turning it off and on again?"
Lol
Ive been having an issue with an interior, none of the LPS or the Global Props are working, and the navmesh isnt generating.
Every LPS and Global Prop spawn in the interior. So multiple arrangements spawn when only 1 should, and there are way too many lights due to them not adhering to the min / max of the global props.
Any clue how to fix this?
Maybe you had the same problem as me. You use SyncedObject?
I haven't personally made an interior, I have just helped with and interacted with them
what issue is this?
Ah sorry, the message was meant for @distant tangle above. I just wanted to link your message because it helped me back then.
Not sure what the issue was but i have since fixed it
is this tutorial still good enough for the most recent game versions?

Probably
is there a like a template project that is already setup with all the plugins? cause I've tried multiple times and it just never works :( for example, the dungen plugin just doesnt have the flat plane for the doorway object to indicate where its facing.
I dont think you need the dungen plugin, cause I somehow got mine to generate without needing the dungen plugin.
Anyone also got the problem that the EntranceTeleports aren't working anymore after importing the v55 assets?
I haven't tested yet, due to my interior sending me to the black screen with green fog. My high chance is one of the game objects in the entrances got removed like my moons did, which broke it so it got stuck on random seed.
Hmm... it's strange...
first i think the problem was the SpawnSyncedObject Script not working since the doors of my fridge didn't spawn either.
But my Doors which also spawn via the script do function properly.
https://gyazo.com/e8b5d5e97817baeb76951cec2c9133e6
In my interior the enemies seem to have an issue moving around
does the interior have ai nodes?
It might not, which I realized after I put this post in.
Is anyones interior saying in the unity editor that the DungeonGenerator is the "object reference not set to an instance of an object." Does anyone know a fix?
Did you use the project patcher to get this far?
Yeah, it didnโt do this until I ran the project patcher for v55
I think I had this issue, check your "BepInExUserSettings" and set your "Bepinex Location" To "Game"
It works! Thank you so much. Although for me it was in the LC Patcher Runtime Settings
I figured out why the Bunker Spider not working. If you go into one of the vanilla tiles that the game uses, they use AINodes. Just copy and paste it into your tile and the spider will be somewhat working.
I know I'm a little late lol
Yeah you need AiNodes for all the enemies, its what they use to do their default behaviors with
There's a tutorial on YouTube which i think many people used to create their interiors and i can't remember the AI nodes being added in the tutorial. Guess that's why others also missed the nodes.
Yeah that was one of the things they didnโt add, but theyโre pretty important
over here

PLEASE tell me im not the only one having this im trying to figure out how to make a interior and github will not load so i am literally stuck on the 2nd step of the youtube tutorial ๐ญ
That tutorial is very out of date and that template is deprecated, if you want to continue following it pick up one of Xilos templates https://discord.com/channels/1168655651455639582/1201501671289790526
darn </3
oki well ty tho lol
kinda weird this threads still like up i think then
noones made a newer interior tutorial yet so it's basically the best there is still lol
because making interiors is the most painful thing to mod in this game
i remember hearing its easy who am i to believe</3
I've wanted to work on a new tutorial following starlancers' moon tutorial since that was very professionally made, just haven't found the time
dunno who told you that but the hardest things to mod into LC is either enemies or interiors depending on who you ask, but there are more enemy mods than interior mods
darn
well imma just put this off probably until either someone else who wants to could like make it for me or a up to date tutorials made
If you don't make one by the time I start my next interior mod I'll probably make a tutorial of me starting from scratch ๐
I've got some more stuff to do for Black Mesa but really want to do one based off of Halo so if no one else does a new tutorial by then I'll throw my hat into the ring
Cause yeah interior mods are so so so much work lmao
I've made a skeleton script for a video though nothing concrete and needs the actual process ironed out
I really looked major's tutorial as it got me started but it really doesn't go over a lot of important stuff I had to figure out on my own
pleaasseeee i wanna make my own interior so bad i have made a ton of rooms i just cant do anything with em bc theres no like up to date tutorials or atleast a template somewhere </3
After 500+ hours on my interior I've got so much in my brain that I wouldn't have learned elsewhere
The most time consuming part is making the rooms good and tagged properly and decorating them. Once you have that it's off to understanding DunGen and it's weird quirks really
I'll probably be happy with my interior for a good while after another major update and then I'll probably start my Halo one, but by then Bad might've gotten his tutorial started already ๐
If you are at that stage I would start watching some of Major's videos as you can continue with his old ones but start messing with DunGen and pretend he isn't using basic box rooms and use your own rooms instead
Start making some sockets and doorways and see if you can start getting your rooms to generate randomly together
Then make a starting room
Iirc there's some outdated stuff in it though, like adding navmesh connectors in the doors or something like that which is just unnecessary
Then add in teleporters and get it to run in editor
where can i even find dungen? theres a like github linked in the tutorial but it just straight up doesnt load for me last time ive tried and ive been told its deprecated
Oh yeah I ignored that part Bad haha
It's a paid tool basically
box rooms work just fine for what my idea is (roblox interior lol)
DunGen is a paid Unity store asset, you don't necessarily need it to make dungeons since you can use the one from a decompiled project, but it's extremely useful to buy and use the proper version for widgets
o okie
how much is it? if its like a dollar or two i might as well just buy it lol
90 bucks haha
oh LOL
But some nice person online sent it to me via DMs
It's what got me started when I was wanting to learn
๐ซก
It does go on 50% sale pretty often but yeah it's a pretty penny
If I was making a full game that I was going to sell I would buy it
But for a mod I would never haha
yeah lol i understand that
Another nice person also sent it to me in dms lol ๐
It's how we all get started ๐ just takes some nudges and guidance from those prior who are also returning the favor haha
One reason why I love the modding community
Never used Unity in my life before this either so I also got a lot of experience with that now but doing this haha
Yeah it's the reason I keep all my code stuffs public under MIT
It's also very rewarding to see people have fun on your mods with their friends
I have a whole playlist on YT of people playing my interior haha
Yeah that's always fun, mentioned that when Markiplier played the SCP dungeon lol
Feels so good ๐
If I had a nickel everytime Mark played a mod I worked on I'd have 2 nickels etc. etc
Can someone help me with the prerequisites and such for interior mod development? I'm a little lost currently I have a project set up for moon creation but Im lost with DunGen stuff, Evasias stuff, etc
Probably will get more help in https://discord.com/channels/1168655651455639582/1263331556626268190 than here. If youโve followed the moon tutorial for startup and importing mods like LethalLevelLoader thatโs really all you need though.
ok and what about stuff with dunGen and Evasias stuff?
also thank you
I know I'm replying 2 years later, but was this issue ever resolved by using your ripped DunGen, if so would it be possible that you sent it to me?
I lost most of the files for that when my hard drive died like a year after when I sent that so I don't have any of the project stuff anymore
So IDK ๐
ah alright
Did you ever check unity cloud?
are these outdated?
I know it might sound like a dumb question
But im still curious
Also oh my gosh I just realized its the Bunker Interior man
:D
this still works, but some stuff is outdated, so it'd probably be better to use #dev-interiors for that stuff
gotcha