#Pool Rooms v0.1.23

1 messages · Page 2 of 1

random fog
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Compatible with diversity?

eternal sentinel
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yeah

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it compatable

digital geyser
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Fred I finally got to playing inside the pool rooms, was a great experience

real spindle
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Pushed a new version which takes my hands off the wheel a bit and lets Lethal Level Loader do its thing 🙂
This new version also fixes those initial red errors about network prefab global objectID hash. Here are the notes:

  • Added a bit of extra room depth to the entrance outward from the entrance door so other rooms wont be generated on the other side of the entrance door
  • All prefabs are now setup to be fixed by LethalLevelLoader instead of my own scripts, not including RandomMapObject spawners
  • Improvements to level weight parsing from config
  • Dungeon fire escape counts are handled by LethalLevelLoader now
  • Improvements to setting up item groups for scrap and adding the custom items
real spindle
digital geyser
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was just walking around these locker room areas, worried a centipede or the fiend would spawn on me from the dark ceilings lol

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Is there like a lifeguard/admin room?

real spindle
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On my list now 🙂

digital geyser
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that might be a good one to add, and could have lockers that could contain scrap in it

real spindle
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I would probably make it an end cap room like the saunas

digital geyser
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I think it would be interesting too if maybe some of the tile rooms would change color

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like you walk into one pool room and all the tiles are blood red or green or something

real spindle
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The rooms themselves need a full details pass for sure

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I am just getting the gameplay down right now and the bugs worked out, then I will be adding graphical polish to all the rooms

digital geyser
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Yeah all that basic beta stuff, I still need some people to play with so i can go deeper in these interiors

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🫡 good first run though

fading cypress
real spindle
fading cypress
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alrighto

real spindle
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I think you pin pointed it? I turned on LethalThings with v0.1.9 and it had the index out of range error as well

pseudo tapir
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is it possible to confiure what moons it spawns on

random fog
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yes

carmine sparrow
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so i keep getting stuck at the random seed screen with this update, but not with the prev one could just be my modpack tho not sure if anyone else has had that

copper hawk
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@real spindle Remember, you can check out #role-picker and get yourself some colour.

real spindle
copper hawk
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I'm most definitely not a bot.

steel folio
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I played this poolrooms mod and the poolrooms were pitch black and i had some interior mods

real spindle
carmine sparrow
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ooo ok

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i mean its fine ill just downpatch cuz that works

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so no rush!

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also awesome interior! 🩷

real spindle
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Lights off?

carmine sparrow
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might be cullfactory if i had to guess

real spindle
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After a bunch of messing I think I got the Incompatibility with LethalThings sorted. Pushed V 0.1.11, changenotes:

  • Hopeful fix for the incompatibility with LethalThings (Index out of range exception)
  • Added tuning for the Interiors custom scrap. Can now set each scraps weight, if it shows up at all, and if it should show up in all maps not just PoolRooms
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Thanks to all who are testing and giving feedback and reports. Things are shaping up 🙂

sacred flume
real spindle
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It was happening to me I would say every 1 in 3 times with LethalThings active, now I cannot get it to happen. Hopefully it is sorted 🙂

main girder
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Yeah it's not consistent

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At all

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But hopefully it's consistently working

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😛

sacred flume
real spindle
real spindle
main girder
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Locked in the sauna with a Lootbug

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Sounds like a good time

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:3

sacred flume
devout nimbus
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hi can you please add moon weight by level tags (or enable the LLL config file entry)?

I use over 30 custom moons so with other interiors I'm able to add them to every custom moon using the tag 'Custom:300' inside the LLL config, but the same thing doesn't seem to be working in PoolRooms config.

sacred flume
gaunt quartz
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a lot of the rooms feel big and empty, and there's not as many doors. can u add props to rooms so that players have to enter and look around, and make it feel slightly more claustrophobic?

scenic trench
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When I was playing with someone, the mod was working fine. At the end of the deadline instead of Gordion, we flew back to the planet (had no scrap) and it resulted in infinite loading.

real spindle
real spindle
scenic trench
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Yes, the one i had before. That was fixed by deleting the config and restarting the game

real spindle
real spindle
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If you are refering to the conflict with LethalThings

gaunt quartz
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thanks!

devout nimbus
scenic trench
# real spindle If you are refering to the conflict with LethalThings

No idea what the conflict was. When I was playing solo I had the infinite loading at "Generating seed" or whatever. That one was fixed after I saw someone suggest regenerating the configs.
The current issue though was random and happened on 4th day when we went back to the planet instead of Gordion, so I have no clue what could even cause the issue

devout nimbus
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facility, haunted mansion + 9 custom ones

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and then there's WIP like ooblterra that's not on Thunderstore yet

bleak panther
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oh

devout nimbus
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so will be more than 11 soon

scenic trench
# real spindle Might be fixed in the latest

Ah, I thought I was on the latest update but it was the wrong profile. Since we both had LethalThings installed I will assume that was probably the cause of the random infinite seed generation and now fixed 😁

unique sand
real spindle
devout nimbus
digital geyser
digital geyser
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I think there was another one too that was WIP but i can't remember

random fog
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@real spindle hey it seems like the mod doesn’t work with lethallevelloader 1.0.7

digital geyser
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ye you gotta use latest LLL

random fog
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I cant its broken

devout nimbus
random fog
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Im experiencing the same issue on it as other ppl where it breaks the console and prevents you from loading on any moon including experimentation

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So i gotta use 1.0.7

digital geyser
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sounds like you got to delete something in your modlist

devout nimbus
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one of them could be SkipToMultiplayer menu, or you might have a custom moon that has special characters in its name

random fog
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Yeah but theres also the issue of the lll config being forced

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At least I heard it was

devout nimbus
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yes it is, I heard a fixed version will come out in a matter of hours

random fog
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Ok cool

random fog
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on thunderstore

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its still wip of course

gaunt quartz
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some branching hallways would be really good too, it's kind of hard to get lost in this interior

real spindle
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Large hallway tiles like the factory flow has.

gaunt quartz
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i saw those, but it was more like a mini-room than a long hallway or how the vanilla concrete corridors can join

real spindle
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Right, so much larger hallways then

gaunt quartz
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yes

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are you able to make certain regions create a "labyrinth" of sorts?

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like looping and whatnot

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something that someone would have to pay attention to and remember to find their way back

real spindle
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Right

gaunt quartz
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and if they were like being chased, they could easily end up in the wrong dead end

real spindle
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OK, I have some ideas for this. And I definitely agree it is needed. Expect it soon 🙂

gaunt quartz
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awesome!! 😄

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i cant wait

sudden kraken
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I haven't checked the previous messages but has the incompatibility with Better Spray Paint been resolved? 🥺

random fog
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probably not

real spindle
half thistle
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Better spray paint does some funky stuff that breaks all interiors afaik

sudden kraken
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Yeah it's the most bizarre thing, sorry currently in bed at the mo, not entirely sure what the fix was but positive knibbs or major could give some insight

cerulean dune
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would be nice if the textures were a bit more degraded (or atleast some more variation so they dont look flat from afar), i get it's trying to be liminal but it feels more like plastic. the water also looks a tiny bit like sand or something

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other than that, love the interior!

real spindle
real spindle
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If you have any water materials to try I would be greatful 🙂
Kinda wanted the water to look like this

cerulean dune
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i unfortunately don't

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anyways, silly little compatibility idea is to make the water lights red during a meltdown with FacilityMeltdown installed

real spindle
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Hmm, then the mod would require FacilityMeltdown as a dependency and not everybody wants to have it installed, or would have to know what to generally bind to for events.

west island
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if you're gonna go this route please make sure it's not too performance-intensive or have some sort of config to use less detailed water 🙏

west island
real spindle
keen oxide
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the events are super new so if any are not working as intended throw bricks into my window ❤️

keen oxide
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also ofc all of those events only fire if it's your dungeon thats selected, so no need for any checking and such

cerulean dune
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turning off the breaker should also turn off the water lights

main girder
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Tbh, though I wouldn't be against them turning a dim red, like "Emergency power"

cerulean dune
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this is probably the best interior i've seen in terms of loot density

main girder
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Agreed! Loot density very well done

digital geyser
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True, but I also think it's because the design is well done

finite forge
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is there a way in the config to select every moon including modded ones? i.e. in a similar fashion to how interiors like Bunker used to work:

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setting "all" for poolrooms only does all vanilla moons and i am trying to select every single moon

sacred flume
finite forge
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i'm aware of that, i meant if there was a solution besides naming every moon individually

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i have a lot of moons

vast sedge
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wait all doesn’t work for modded

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?

finite forge
keen oxide
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add vanilla:9999,custom:9999 to dynamicleveltags

finite forge
finite forge
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using those tags in the Poolrooms config does not work, just gave it a try. however can confirm every other interior does work perfectly with this.

real spindle
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Hey @finite forge the next version will give you what you want. I will try to push it shortly.

finite forge
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you are a legend, thank you

glacial ridge
real spindle
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Version 0.1.12 incoming:

  • Pool Rooms will now defer to Lethal Level Loaders moon configuration by default (generateAutomaticConfigurationOptions). You can turn this off by setting UsePoolRoomsMoonsConfig to true.
  • Pool Rooms configuration now supports "Custom" moons. You can still name them individually if you choose but you can include "Custom:100" for example in the comma sep list and it will tell Lethal Level Loader to add all custom moons with a weight of 100. The "All" identifier has had "Custom" added to it as well so by default the mod adds all vanilla moons and now all custom moons.
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I am hoping with this we have gotten most of the "deployment" kinks out of the way and I can get back to working on the room detailing, adding new rooms, and that pool noodle weapon I promised. 🙂

snow furnace
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This mod is really cool and has so much possibility for depth and interesting features considering it’s a blend between liminal spaces and like boiler rooms and empty high school pools, so new rooms that expand on both of its halves and help fill in much-needed variety gaps will be awesome!

main girder
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Pool noodle should deal 0.1 damage

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Very stronk

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New challenge: Kill Bracken with a pool noodle

real spindle
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PoolRooms v0.1.12

teal pond
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Ok question does this fix the loading issue?

real spindle
teal pond
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W

steel folio
steel folio
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it was because of diversity i think

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i just changed the full darkness config to off

wanton tulip
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internal class EmergencyLightsEffect : MeltdownSequenceEffect {
    public EmergencyLightsEffect() : base(MeltdownPlugin.modGUID, "EmergencyLights") {}

    public override void Setup() {
        base.Setup();
        for (int i = 0; i < RoundManager.Instance.allPoweredLights.Count; i++) {
            RoundManager.Instance.allPoweredLights[i].color = Color.red;
        }
    }
    public override IEnumerator Play(float timeLeftUntilMeltdown) {
        for (int i = 0; i < RoundManager.Instance.allPoweredLightsAnimators.Count; i++) {
            RoundManager.Instance.allPoweredLightsAnimators[i].SetBool("on", true);
        }

        yield return new WaitForSeconds(2f);

        for (int i = 0; i < RoundManager.Instance.allPoweredLightsAnimators.Count; i++) {
            RoundManager.Instance.allPoweredLightsAnimators[i].SetBool("on", false);
        }

        yield return new WaitForSeconds(5f);
        yield break;
    }

    public override bool IsEnabledOnThisMoon(SelectableLevel level) {
        return MeltdownConfig.Instance.EMERGENCY_LIGHTS.Value;
    }
}

like that's all that the base red light flashing does

wanton tulip
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idid

keen oxide
wanton tulip
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but i feel that flashing red lights kind of has been tied to meltdown at this point

keen oxide
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naur

tacit ferry
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Suggestion: Deja vu poster/sign to poolrooms like this one:

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U should change platform to place

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To the wall

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On the poolrooms

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U cant pick it up

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Btw

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I can Make the design if yall want and like a paper model

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This would fit to the liminality

winged crag
tacit ferry
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And rooms like this these have a lower chance of generating - courtyard

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Idea

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This is from backrooms

main girder
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Wet Floor signs would be a great scrap exclusive to PoolRooms

tacit ferry
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Right

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And that wouldnt be pickable

tacit ferry
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Releated to the poolrooms

main girder
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Idk, I'm not a PoolRooms dev

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I assume so lol

tacit ferry
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Ye

torpid sundial
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Fits pretty good with the liminal aspect of the game

eternal sentinel
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I would like to see an actual backrooms interior dungeon, (not like the one that allready exists and is just a area outside the main dungeon)

fast vector
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That would be pretty cool tbh. Or the already existing Backrooms mod spawns in scrap you can find

west island
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a dungeon based on the backrooms would be an absolute nightmare for navigation, although i guess some people are into that. office might be close to what you're looking for but i haven't played with it myself

fast vector
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Well yeah, the backrooms currently in Modded LC is designed to be a nightmare to traverse because its not designed as a interior to explore, but a interior that serves as a trap. If the Backrooms (Level 0) was designed to be a proper interior, it would have different rooms and it would be decorated with random things that no clipped into the backrooms, as well as drawings, crawlspaces & doors

plucky quartz
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Are other interior mods currently incomparable with poolrooms?

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Need to know if I should remove any before I try

fast vector
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Havent seen a issue yet. Cant say much about MinecraftStronghold or LC_Office though since Masa doesnt have those installed, but every other interior hasnt clashed

plucky quartz
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Alright

last swan
winged crag
eternal sentinel
golden ruin
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anyone else here use this interior on Magic_Wesley's Atlantica?

lilac turtle
golden ruin
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does for me

lilac turtle
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must have been an update or something

golden ruin
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if it still aint workin for ya, i can screenshot my settings

main girder
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It loads, but for me it was kinda buggy visually due to Atlantica's gimmick

golden ruin
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hm. looked fine to me, but eh

timid jewel
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I wonder how does the mod oops all flooded look on this interior

random fog
fast vector
# random fog It would be better to just use a diff backrooms level at that point

Perhaps, though it wouldn't be out of the blue to still have level 0, and have random moments where you just clip through into another section of level 0. Personally would definitely say Level 0 deserves more attention, being the classic level where everyone gets stuck, and most dont survive.

Higher levels have less and less population, so also less signals and hints of people that have been around.

last swan
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Hello, I just wanted to leave some feedback

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Most of this interior is absolutely amazing

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The sauna rooms and being able to open some lockers are really nice touches

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the only thing I found a bit weird was the color of the water, it seemed a bit too vibrant for Lethal Company imo

real spindle
plucky quartz
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having a hard time trying to get this to generate on modded moons

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anyone know the correct config i should do?

eternal sentinel
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i found a devious little fella

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Mr shrimp in the poolrooms

fast vector
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Awww, Shrimp thinks they're a actual shrimp creature!

eternal sentinel
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yes

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very smort

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😄

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he a good boi

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i fed him a case of beer

fast vector
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He's a shrimple shrimp

eternal sentinel
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yes

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i touched a snol and dieds

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me send 20 mb clip

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of the snol that biter my toe in the pool

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(very sads)

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10 years later of bad wifi uploading

(this is the part where you wait 10 years for my 20 mb file to upload)

eternal sentinel
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wait a minute

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never mind, i think it will upload in 12 secconds

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he bit my toe

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im sueing

fast vector
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Oh hey you use the same suit Masa uses

eternal sentinel
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i promist there is no zip bombs or virusus

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i checked myself just like how i checked the minefield back in nam and lost 45 of my regenerrating legs

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@fast vector hellow?

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you not respond in 45 years

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anyone hhome?

last swan
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45 years = 4 minutes

eternal sentinel
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nah

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thats just 4 minutes in businessdays

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kniow what

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thats it

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im kidnapping you

teal pond
real spindle
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Water doesn't slow you down... yet 😉
The idea around this is, when it does, there would be some alternatives/jumping puzzles to get around the water to speed things up, or the water would be considered something to avoid if you need to move quick. I doubt the hindrance will be substantial, and sure I can add a config for it.

real spindle
last swan
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awesome

winged crag
real spindle
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That mod is going to play weird with PoolRooms which already has elements of "flooding" and will probably have future mechanics around that.

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Sign will be different depending on which was spawned

tacit ferry
# real spindle

No offense but i think that some gray or white, ye prob white texture would fit better than the blue and Green just an idea

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Or white

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Not just pure white detail to it also just an idea

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Like its not bad but everyone got their own styles

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And I respect that so this was just my suggestion

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This is my opinion and ye I understand if u dont wanna change it but Just an idea

real spindle
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But who brought pickles to the pool!

real spindle
tacit ferry
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Maybe a config

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And u can choose the color

gaunt quartz
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it's slowly turning into

real spindle
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Here is my concept, the strong orange color here

tacit ferry
last swan
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nice

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looks kinda like the gmod missing texture areas

real spindle
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I do think the color is TOO intense

tacit ferry
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White or gray

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Is good

real spindle
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OK OK!

tacit ferry
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?

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Is it

real spindle
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rip my head off why don't you 😉

tacit ferry
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What

real spindle
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I will change it

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I am just kidding

last swan
last swan
tacit ferry
last swan
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a little faded would fit great

tacit ferry
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Idk

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Maybe

real spindle
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too white?

tacit ferry
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Thats nicd

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Nice

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But some detail to the White would be nice yk

real spindle
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OK, I am prepping to release this as V 0.1.13 shorly

tacit ferry
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Like more realistic touch

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To the white

real spindle
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All rooms will get more details over time 🙂

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I put a fair bit into the bathrooms now I need to give the others some love

tacit ferry
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Cool

tacit ferry
real spindle
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There is also blue?

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haha, I love color 😉

last swan
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I do like the colors

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they fit the liminal vibe really wel

tacit ferry
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I know that blue and White both so there is a chance that the blue generates or white

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?

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So randomly blue or white

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U know what I mean

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Like there is a chance that the bathroom will either have those as that blue or the white

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When u enter

outer fractal
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Well done!

tacit ferry
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Its liminal and thats good

last swan
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gonna post this suggestion one more time

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doesn't need to be "Deja vu area" or "alert an mta employee" but seeing a poster telling me the area shouldn't feel familiar would be super freaky to see

tacit ferry
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Yeah

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In fact that poster is also in One backrooms game

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I Remember

real spindle
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V0.1.13 Pushed to Thunderstore, should update for you soon. Changelist:

  • Wet floor sign scrap
  • Bathrooms (Male and Female [Random])
  • Pool Area art and design pass
  • New Labyrinth tunnel room type
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PoolRooms v0.1.13

tacit ferry
sudden kraken
vast harbor
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Hey, so I've noticed I'm getting stuck in "random seed" when I load this interior. Is there anything that is known to cause this?

teal pond
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Looks dupe

real spindle
vast harbor
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I ended up figuring it out. It required me removing and readding something? its strange

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It seems to work fine now at least

real spindle
vast harbor
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I'll try to get info if it happens again!

real spindle
hollow salmon
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oohhh yesss more tiles

steel folio
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...

steel folio
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vhs reshade fits this mod

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this looks creepy

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does it

vast sedge
steel folio
pseudo tapir
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what do i put as the configs to make this appear on custom moons ?

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@sudden kraken

sudden kraken
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Add the custom moon to the config, it gives an example

pseudo tapir
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cheers

limber cave
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u setup manual weight for each moon or have them having a default weight

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btw we should be able to set it to 0 please ;_;

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also, i am not sure on what UsePoolRoomsMoonsConfig setting does

pseudo tapir
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neither i had a malfunction trying to understand it

west island
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if set to false, the LLL config will be used instead of the PoolRooms config

limber cave
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which... i don't want

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i mean it should be true by default i think

pseudo tapir
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no its false by default

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yoyoyoy

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does anyone know where i put the code on r2modman

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to get the mods

sullen nimbus
nocturne pasture
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@real spindle Would it be possible to update the LLL dep to 1.1.6? poolrooms is overwriting my version in my modpack

real spindle
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Changelog:

  • Updated LLL dependency to 1.1.6
  • Minimum value of MaxGenerationScale set to 1.0
  • Added a Nav mesh obstacle component with carve to all tile blockers just in case two rooms are close enough that nav mesh would be generated between them when it shouldn't since its a wall
nocturne pasture
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Woohooo!

vast sedge
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this is my all time favorite interior

real spindle
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PoolRooms v0.1.14

eternal sentinel
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wait a minute

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isnt the poolrooms supposed to have sunlight in it magically with no visible source

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yet the mod is the darkest map ever

last swan
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Depends on which level of poolrooms in the lore I think

timid jewel
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Yup

limber cave
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also WC door audio play twice

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probably is intended but could use some tweaking

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the coridors are huge, and the fact that they dont connect to each other like the map suggest is bigoof

noble hare
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Damn half the map is an excel sheet

errant knot
sturdy atlas
noble hare
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reminds me of the movie theater bathrooms

real spindle
# limber cave

Yea that in an unfortunate generation, I will tweak the labyrinth tile to not do this sort of thing as best I can

limber cave
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happened twice in a row so i assume it is fairly common

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was on rend

real spindle
limber cave
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apart from that, it feels great to enter through the main door and see somewhat a logic patern

real spindle
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On the map it also doesn't show that a lot of those corridors have blockers

limber cave
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probably should either have different tile depending on the connexion (shaped like X, T, L, I) or make so that its always open if there is 2 next to each other even tho they are not directly connected in the dungeon generation

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thats a thing those interior need actually, some form of navigation that is not just a line with a dead-end everytime

real spindle
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Yep, will improve in the next version

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I JUST found a flag I forgot to set all along that will generate more connections, not just dead ends as you say

limber cave
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ow owo

west island
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i think this interior could use some props or variations in color, just something to make navigation easier

devout nimbus
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yea or huge multi-story rooms that would help as landmarks, sort of like the Facility's super-long room with a conveyor, that room with 2 lockers and a hole in the middle, or the big L-shaped warehouse with a set of stairs going down

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maybe a giant swimming pool or a cafeteria that could only generate once

fervent sandal
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Love the mod, it's been great having some extra variety. One suggestion though
In the config the default weight is set at 100, but without context on the other weights for interiors that doesn't mean much. Is 100 a really low spawn chance, or nearly guaranteed?
If we could get the weights of the other, non-modded interior spawn chances that'd be extremely helpful

west island
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type 'simulate <planet>' into the terminal, that will tell you the dungeon chances for that planet

devout nimbus
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  1. the default interior weight is 300
  2. use the simulate command in terminal, for example simulate vow
  3. you can override the weight for every interior on any moon using the LethalLevelLoader config
limber cave
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oooooh u just made me remember a thing i had to ask...

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why can't i SET IT TO 0 >:V

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i am manually setting weight for each moon

west island
limber cave
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i dont want to have to add to the string to make every moon i dont want pool manually 0 ;_;

west island
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if you don't list a moon it will not spawn there

limber cave
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uh

real spindle
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Will fix, thanks 😉

limber cave
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"and a moon doesn't have an explicit rarity weight."
it means i have to add them to the string and specify 0

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right ?

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or am i becoming dumb ¿ o-°

west island
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that's for if you add a moon to the list but don't specify a weight

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by default if you don't list a moon the interior can't spawn on it

limber cave
#

yea right, but how i do is i add the moon i want it to spawn on, so every moon i don't would be great if i could avoid putting them to shorten the strong

west island
limber cave
#

ooh i get it

real spindle
#

If you use one of the keywords like "all, vanilla" etc it will add all those of course. You can see which moons were added in the startup log.

limber cave
# west island

this mean if i added the moon in the string without a weight

west island
#

yep

limber cave
#

damit

#

still, why every dungeon mod have there setting different ;_;

#

like some u must write vow300, some vow@300, some vow:300
some dont allow custom weight (yet)

#

i've made this to generate the string for me (was tired of doing it everytime)
https://docs.google.com/spreadsheets/d/1v9jYgZ5S89hRUzOC-72beafA4jORjfkh7YMc4_dyLsc/edit?usp=sharing

trim juniper
limber cave
unique sand
#

Interior sorry

limber cave
#

thats how i named the castle from scoopys

trim juniper
limber cave
#

i may rename those later when LLL will actually ask for a readable name

#

its not fully automated (like adding moons), but else u can change the value in each moons tab, it will be changed in the global one and generate the string

limber cave
last swan
#

Consider adding something like this?

limber cave
#

oh yea that one visually scared me away

#

u mean add the visual thingy ?

#

@last swan

last swan
#

yeah

last swan
limber cave
#

im on it

last swan
#

sick

last swan
last swan
limber cave
#

oh nice great job too

last swan
#

oh thanks!

#

Btw, I got info about lots of the moons default interior rates like these

#

if you need them for your sheet

trim juniper
#

is there any way to manually configure the facility and mansion spawn rates

last swan
#

not that i know of

#

those are what the mod devs set them to

limber cave
#

i think i had found a way but i didn't tested

limber cave
last swan
limber cave
#

i had to do math to find both starlancer ones

noble hare
#

can there be a config for the size multipler or size box for this interior since it keeps being way to large on easy moons

west island
#

wish the minimum could go below 1, though

devout tree
#

Hello, I cannot get PoolRooms to show up at all

#

UsePoolRoomsConfig = true, Moons = All:100, Guaranteed = true

#

Nothing else in my pack besides LLL and a custom moon I'm working on

west island
#

if you use the simulate command what does it say

devout tree
#

would that just be "simulate [moon]" in the terminal?

west island
#

yeah

devout tree
west island
#

that's really weird

#

maybe all:100 is breaking it

#

try putting all in the box and then setting the general rarity to 100

real spindle
#

PoolRooms v0.1.15

noble hare
devout tree
gilded bobcat
noble hare
#

Yeah I did that for another interior and it worked

noble hare
devout tree
#

this is a moon I'm building

#

LLL is the only other mod i'm using

real spindle
#

It's odd because "all" is just a macro for including all these:
"Experimentation", "Assurance", "Vow", "Offense", "March", "Rend", "Dine", "Titan", "Custom"
Custom gets handled differently using LLLs manualContentSourceNameReferenceList instead of manualPlanetNameReferenceList

noble hare
#

It looks pretty cool

#

What command it for interior rarities then?

devout tree
#

simulate

fast vector
noble hare
#

Great to know

keen oxide
#

if you want an "all" you'd just want to use "Vanilla" and "Custom" in dynamicleveltags

#

contentsourcename will never have custom

real spindle
west island
#

in the next update can you also change this setting to have a lower acceptable value, like 0.1 or something

real spindle
#

Sure sure

#

Sounds like people are finding the "optimal" tuning for pool rooms. I would love to hear what numbers people like the best.

noble hare
#

yes thats the issue which is common with most modded interiors

#

the default is not too large though to where i have to walk a mile to find scrap

west island
#

scrap distribution is actually quite good on this map yeah

#

still pretty large though

noble hare
#

i find 1 scrap like every 2 or 3 rooms which is better than most and theres no lag

real spindle
#

I am still tuning the main path depth and branching path depth

#

I am also finding it too large... I don't want it to be too easy tho..

#

I keep thinking maybe I the level is too boring haha. Like seeing the same too much.

keen oxide
#

More of a long term goal but i'd love to see what we could open up if we messed with dungen itself via patching

noble hare
#

the original pool rooms would be way too big

#

if you need ideas for tiles im sure people have some

west island
#

or just more landmark tiles

noble hare
#

the map isnt boring though fr its overall a vibe but still scary from how dark areas can be with the reflective water being the only light

real spindle
noble hare
#

if the map was like 10-25 percent smaller if would probably be on par with the default facility spwn rates

real spindle
noble hare
#

is there an apparatus spawn or nah

real spindle
#

The latest has been reduced in size and there will be more connections between branches now. (in the version released a couple hours ago)

noble hare
#

im guessing not since a lot of the tiles are small

real spindle
#

It is deep, always at the end of the maze

noble hare
#

me and my friends have only been on it like 4 times and they already like it more than some of the others

west island
#

it is definitely ahead of the curve in terms of playability, all it really needs now is some more variety

#

maybe some new mechanics like drowning hazards

noble hare
#

yes this is one of a few interiors ive seen not make the tiles way too wide and long

#

which isnt a bad thing for areas that arent the damn main hall way

leaden steppe
#

Maybe a deep pool that you need to cross, but if you stay you drown?

#

Or maybe a platform that you need to jump between planks and if you miss you fall deep and you drown (maybe automatically death)

noble hare
#

other interiors like sewer and mental hospital castle have annoying long as hell parkour but if you did a room with just a short jump like in the dungeon or facility interior it would be fine

fast vector
#

Can't believe the majority these days say that parkour is annoying 😭

noble hare
#

in hospital its not that bad because the room rarely appears but in sewer its annoying as hell

old gyro
noble hare
#

i have had many friends who still die to the facility parkour 🗿

old gyro
#

Very good, that means it works its "Lethal" enough

lilac turtle
#

sewer parkour is easy bruh

runic pine
#

it's an interior dungeon?

timid jewel
#

Yes

night pumice
real spindle
#

PoolRooms has a parkour section, has anybody died to it / Should I make it trickier?

old gyro
#

from my experience, jumping on the side on the wall seems pretty easy even with heavy items, you just gotta take some little distance, run and jump and you are safe, the facility interior as example has it harder with its random location of the metal piece in the middle, maybe ya could add more things to block you from jumping and having it harder to get across

west island
#

it's fine as is

covert bramble
#

my group hasn't been able to see it tbh

#

it only seems to spawn on vanilla moons

#

no matter what I change in the config

#

when I've had it on

#

All, Paid, or Custom

west island
#

i think due to an issue the macros dont work

#

you need to list planets

real spindle
fast vector
#

Wow chat didnt update until now lmao, it was ohurs behind and Masa was answering a already answered question 😭

noble hare
lilac turtle
#

from spiderman

real spindle
#

PoolRooms v0.1.16

#

V0.1.16 pushed:

  • Changed "all", "custom", "modded", and "vanilla" configMoons to use dynamicLevelTagsList which should fixing the interior spawning on Custom moons
  • More art details
  • Reduced the dungeon main path length and branching lengths a bit
  • Detecting teleports out of water and stopping the water splashing behavior when noticed
  • Added radar rendering blockers on hallway blockers and to mask out 4 way and labyrinth non-traversable areas
noble hare
#

very nice

noble hare
#

damn this is nice as hell i was a little iffy on the pipe room but this one is really good

#

i wanna go find this now

eternal sentinel
#

Is this mod compatable with "oops all flooded"

#

it floods inside the building is what "oops all flooded" does

#

(on flooded moons)

noble hare
#

not sure but it worked with atlantica which has water all over the ground floor inside

real spindle
#

Should be compatible

eternal sentinel
noble hare
#

i had a flood mod on the sewer interior before and both waters co existed

eternal sentinel
#

fix this series of jumps from being possible. It too safe up here.

#

real question is, why the walls not go up to the celling, and why they be short?

errant knot
#

Isn't there a couple of spots in the Facility layout that's easy to get to and somehow the Jester can't nom you?

noble hare
#

yeah the shelfs in facility and the dressers in mansion

#

which are a lot easier to jump to but this safespot is still a problem

real spindle
# eternal sentinel

NICE! Actually I was thinking about allowing this to be a thing and let the monsters get up here as well with nav connections... Maybe not?

#

Since all those meshes up there are non-colliding it probably felt pretty broken 😉

noble hare
#

Good because on interiors don't really work with enemies like thumper or jester since they are relentless

#

You could also put scrap spawns up their to fill the empty space and have a reason to check

#

This is reminding me a lot of the Traitor town water slide map

night pumice
#

i kinda like the idea of having a safe space that is not normally somewhere accessible

#

but like

#

make it so that it's not too strong

#

so that like maybe you get up there but can't do anything once there

noble hare
#

Doesn't work with thumper he will just run back and forth and jester will wait for you to come down or run to anyone who enters the building at 30 miles per hour

#

Kinda why they added the thumper bitting people on railing

#

Actually now that I think this could be used as an area to regain stamina if your escaping thumper

last swan
#

Maybe do whatever navmesh type is present there to have the same monster accessibility

noble hare
fast vector
#

Maybe a more natural way to get up there from somewhere in the room? Enemies could behave like Mansion where they need to get up but can cha cja slide down to you once they are upstairs

#

You could put scraps up there and maybe even have enemies sometimes spawn there to get the drop on you (especially if you place a vent somewhere up there)

noble hare
#

Easier to make an enemy fall down than make them get up without making them fly

fast vector
#

LC definitely would have benefitted from a jumping animation lol

noble hare
#

Thumper don't got legs 😶

fast vector
#

Yet bro is faster than all legged entities 🤨

noble hare
#

He does push ups I guess

fast vector
#

He pushes up really hard for a jump

noble hare
#

That would be scarier than the hunter from l4d

fast vector
#

Big if not trueee

plucky quartz
#

im a fan of the save spot think you should keep it tbh

noble hare
#

tbh yeah each interior ive played has atleast one

quaint basin
#

I'm truly gonna play this mod someday, have you done any stable release ?

#

It's hard to follow within this channel

#

I assume your versioning is Major.Minor.Patch so there's no stable yet

ruby lava
#

isn't it stable already?

quaint basin
#

If it is, the convention is not respected, not a terrible deal though

noble hare
#

does mimic work with this mod because it isnt added to the whitelisted interiors

old gyro
#

you mean not listed in the enemy pool?

noble hare
#

like can it go on this if its compatable

real spindle
real spindle
#

Since PoolRooms has all the features of Level1Flow, it should work fine

noble hare
#

i know the masked work because one chased me out of the building on pool rooms back to the ship almost catching up

gray arch
#

Reminder that #mod-showcase exists and that you should post in it

real spindle
keen oxide
real spindle
#

V0.1.17 pushed, Changelist:

  • Added collision to the props and trusses above the wave room, and it isn't so safe up there anymore...
  • Pool lights turn red when pulling the apparatus
  • Added some more extra/random details
  • New long room
    Have a great weekend 🙂
#

PoolRooms v0.1.17

twin pivot
#

anyone got a recommended poolrooms config they use for interior chance rates

keen oxide
real spindle
keen oxide
#

and its working all g?

noble hare
#

yes we needed longer hallways so many corners and turns

real spindle
keen oxide
#

yipeeee

cerulean dune
#

the lights turning red is cool, but it's not really noticable because the water is lit at all times

real spindle
#

My background is using Unreal and it is so easy to author incredible surface shaders like water there, but in Unity it is hard to do for whatever reason. I tried to find a guide on it and nobody seems to know how, the water shader I use is the closest thing I could find with actual waves, depth fade, etc

quaint basin
#

I can start making a shader if nobody has better. I've been working many times with GLSL so I think I can do that if needed

#

Have you thought about doing vertex displacement on the water ?

real spindle
quaint basin
#

Oh nice

real spindle
#

The surface is subdivided and the verts move up and down using a couple of signal functions. I will post the link to what I used...

quaint basin
#

Do objects generate vertex displacement as well ?

real spindle
quaint basin
#

Oh ok ok nice

#

It's quite old now it seems

#

By shader you mean surface shader right ?

real spindle
#

yep, but it is the only one I could find :p Remember, this has to be HDRP compatible. It also needs to look like pool water, not ocean water like most shaders

quaint basin
#

Yeah I see

#

Hdrp has to be hlsl

#

I guess it's not that different for simple shaders

real spindle
#

Well I would be very grateful for the help, and you would be in the credits / on the github contributers list if you wished

snow furnace
#

I have little Unity knowledge or context at the moment, so my apologies if this isn't helpful for what you're actually trying to look for, but in doing a quick search would something like this (specifically picking apart and dissecting the way the pool scene uses its HDRP parameters) be helpful? https://www.youtube.com/watch?v=ehVTtcPUxW0 https://github.com/Unity-Technologies/WaterScenes

Most high-end environments require an ocean, lake, river, or even just a pool at some point. There are many ways to emulate these with a few shaders, but building an entire physically based, coherently integrated system in the High Definition Render Pipeline (HDRP) has been a complex and time-consuming task.

Today, we'll take a look at the bran...

▶ Play video
GitHub

A collection of scenes showcasing usage of the new HDRP water system - Unity-Technologies/WaterScenes

quaint basin
quaint basin
#

Pool water is much smoother

#

I don't know if any water in this collection will work. You should try tho

timid jewel
#

You know speaking about water and red lights

#

https://youtu.be/N2HaGYHHztw?si=95pbeJHsXl5aiart possible chance to have red water and maybe full on red lights? On eclipse moons

DON'T go deep into the poolrooms, unless you want to be sent to this level... the fleshpools... ENJOY!

Fleshpools
https://backrooms.fandom.com/wiki/Level_1547
Lordchristiaanp
Backrooms material is Licensed under CC-BY-SA
https://creativecommons.org/licenses/...

🌟Main Channel► https://www.youtube.com/Broogli
🎮Gaming Channel► https://www.youtube...

▶ Play video
quaint basin
#

Hmmm

#

The scratchy wall thing sounds like a "i got no idea, anybody ?"

snow furnace
quaint basin
#

Oh I'm not sure

#

You should look at it

snow furnace
quaint basin
#

The cool thing with pool water is that you can make it highly interactable since their area is small

#

To optimize it, you can disable all it's simulations when the player leaves the surrounding rooms

real spindle
#

When I first started this I was using the pool water from the Unity sample and found out it is just invisible in game... because Lethal Company doesn't have the setting set I assume.

keen oxide
#

it's not impossible

#

i don't think

quaint basin
#

Or HLSL ?

#

I started your repo btw, I'll fork it once I get my PC back.

#

Starred*

real spindle
# keen oxide it's not impossible

It depends what the flag means. By it being on it might packages a different combination of shaders to support the water features at worst

keen oxide
#

(and warm them up if necessary)

real spindle
#

The feature in question

real spindle
ebon seal
#

Question: is it normal for the pool rooms to be extremely dark? even with flashlights it was very hard to see anything. I'm not exactly sure if it was caused by the dungeon itself, or the fact it spawned on asteroid-13 (the pitch black moon with the coilheads)

real spindle
ebon seal
#

maybe. i'll test it on another moon and see if the behavior changes

main tendon
#

I cannot describe to you the amount of pain I feel while carrying the life preserver. Please FOR THE LOVE OF GOD make it not take up the ENTIRE SCREEN.

#

Ps this was kind of said as a joke, but also kind of not… 😉

sturdy atlas
#

this interior is perfect for 096

#

perfect mood and everything for you to randomly come across this dude

old gyro
#

that looks so creepy my god

quaint basin
#

Agreed lol

#

My mod will allow to show ranks and changd monster visible names, I think you will even be able to get it creepy through the scanning lol

main girder
#

I love this

#

Best feature 10/10

#

Walking across that beam with a Wet Floor sign blocking your vision, less fun, admittedly

cerulean dune
main girder
cerulean dune
#

looks like vow

hollow salmon
#

Also is there any discussion about spray painting compatibility on this interior?

#

cause I can't seem to spray on any of the walls

half thistle
#

@real spindle have you enabled decals in the unity project you use for creating the asset bundle? You'll need to in order for spray paint to work

keen oxide
#

@gritty salmon might b nice to turn on by default

gritty salmon
#

Is it not? It's enabled in the pipeline asset the tool assigns when I checked

#

Or is this some other setting for decals?

half thistle
#

Pretty sure that's right, did my last SCP build on it and haven't gotten any bug reports about it

#

Batby prob just wasn't sure it was already on

gritty salmon
#

I see I see

#

Cool looking mod btw

#

(to whoever here made it)

gray arch
#

thanks

main tendon
teal pond
#

Oops all flooded conflicts with poolrooms this is a stormy day btw

worthy mist
#

Lifebuoy hold position is absolutely brilliant!

#

One ask though. If you can, please fix hand interaction icon being stretched when hovering over custom doors.

wanton tulip
worthy mist
#

I know it's not related to this mod directly. It affects other LLL dungeons too. However, I've seen it fixed in Scoopy's for example.

half thistle
wanton tulip
half thistle
#

Oh right you aren't pool room Dev, got mixed up browsing lol

dapper lion
ruby lava
#

Have you already thought about the idea of making the lifebuoys useful ? like, you could throw it at someone drowning in water or mud to save them

ivory wing
#

Does loot ever spawn in bathrooms? I’m about to just stop looking in them at this point 😭

#

Getting this interior on atlantica is pretty funny though. a whole ocean world and what do they build underneath? a damn swimming pool

full sigil
#

is there a config file for this

#

i cant seem to find it

random fog
#

there is

full sigil
#

Whats it called

random fog
full sigil
#

Thnx

#

Idk why it didn’t generate. Gonna try again

random fog
#

are you loading a save

devout tree
#

you know what would be funny

#

something that tickles the brain

#

a "Pool" room

#

(billiards)

real spindle
#

PoolRooms v0.1.18

#

Hey everyone, pushed V0.1.18. I hope this improves loot distribution and fire exit placement, it seemed to be a fairly decent improvement in my testing:

  • Art improvement for the entrance
  • Long lockers will no longer always have an openable locker door
  • AI pathing improvements and fixes
  • Fire exits will now only show up in a couple "room" types, no tunnels
  • Loot distribution changes
#

My overall goal for the loot is to get it feeling like the Factory interior. It is getting there.

main tendon
#

Pog

normal quartz
#

Ahh ohhh so poolrooms doesn't have similar objectives to backrooms, which I assume is more of a cursed banishment realm? Instead it's a dungeon? Or are both dungeon tilesets.

Anyway I don't know how lethal the pools are in poolrooms but if they are swimmy deep then please consider the diving kit seen in lategame_upgrades and flippers found in AdvancedCompany being relevant. Thx for the hard work and content!

main tendon
#

It is very cool you should try it

jade flint
#

No matter what we try, we get interior desync with this interior constantly even after wiping out our lethal level loader config and having everyone have the same copies of everything 😔

lilac turtle
#

lethal mod manager

worthy mist
#

Think default size multipliers are a bit high. Multiple levels with interconnected rooms and loot spread out all over the place.

modern shale
#

Can't spray paint work on this interior?

#

it's ten times harder to find the way to entrance compared with vanilla interior.

ashen patio
wanton shale
#

so LECore is not compatible with Poolroom?

sudden wadi
wanton shale
#

my problem is that i can't find which interior is getting generated when it freeze, like i can't see it in the console like before

sudden wadi
wanton shale
#

Fixed ? let met look

wanton shale
sudden wadi
wanton shale
sudden wadi
#

Or at least thats my thinking

wanton shale
#

btw, is LECore still better than LE (compatibility wise ?) i just saw that LE got uptaded a week ago

sudden wadi
#

I only have one map that uses it still

wanton shale
sudden wadi
wanton shale
#

do you know what types of issue can LECore cause ? especially when used with AC

#

because i have some small desync sometimes (scrap desync) and wondering if it could be the culprit

wanton shale
sudden wadi
#

LECore? Because it's sorta redundant with LLL

keen oxide
sudden wadi
wanton shale
#

yea like what type of issue can LECore create

sudden wadi
wanton shale
sudden wadi
wanton shale
#

ain't no way

sudden wadi
#

Nevermind I misread

#

That gives you all interior chances

#

Not sure how to tell in console tbh, was wondering that too @keen oxide

wanton shale
#

ok so i tested with LLLFixed, still have the "infinite generating seed screen", it would really help if i could knoww which interior is causing this. @sudden wadi @keen oxide

#

Maybe linked to fire exit on some map ? "[Info :LethalExpansion(core)] Updating fire exit count from (1 - 1) to (1 - 1)"

sudden wadi
wanton shale
#

all of them work i could play on each one of them, but sometimes i get stuck on generating seed

sudden wadi
wanton shale
#

never heard about it but will check

sudden wadi
#

So could be that

wanton shale
#

i tried without it and still happen :x

sudden wadi
#

School (not Musical Sleep's) has only one fire exit inside and I think that is causing the majority of the dev's issues but I didn't see him on here

wanton shale
sudden wadi
sudden wadi
#

The dev is Musical Sleep, he's in this chat I think

wanton shale
#

seems cool

wanton shale
sudden wadi
#

Also is your loading issue in solo or multiplayer?

wanton shale
wanton shale
sudden wadi
wanton shale
sudden wadi
# wanton shale Yea, AC 1.1.1 ?

Yup saw someone recommend it in the LLLFixed chat. You could also try diabling AC and seeing if that fixes it. AC would my next guess for whats causing the issue

wanton shale
#

also last question

#

having a weird anoying bug, everytime i open the terminal, i have to retype my favorite animal, is this a known bug or what?

wanton shale
#

you know like when the first time you play the game, type your favorite animal then your role dynamics in a team

sudden wadi
wanton shale
sudden wadi
wanton shale
#

now i have to redo it literally EVERY time i open the terminal im getting crazy lol

sudden wadi
#

not sure tbh

wanton shale
#

will search this on an other sub

#

thx for your time dude

flint aurora
#

is there way to properly rescale dungeon to be smaller? i mean it's too easy to get lost even on experiment

#

should i reduce these values?

#

or it's just min and max, and not scale?

warped forum
#

Why is Poolrooms doing this in the config when I enter the Facility on a moon with no poolrooms spawnrate? 🤔

#

[Info : PoolRooms] Client Player '0' Teleporting...
[Info : PoolRooms] Found Client Player! Broadcasting!
[Info : PoolRooms] Client Player '0' Teleporting...
[Info : PoolRooms] Found Client Player! Broadcasting!

sudden kraken
#

Hate to be asking if this is obvious or not, but has the incompatibility been ironed out with BetterSprayPaint? That was the only thing stopping us from playing with this dungeon

worthy mist
#

What's the incompatibility?

sudden kraken
#

I'm not entirely sure, but what happens is that if you have BSP and friends join, they get stuck in a black smokey screen upon loading in. There was a fix that other interior modders applied that fixes it, although I'm not exactly sure what they did, scoopy, major and knibbs can all provide the details

hollow salmon
sudden kraken
#

Maybe not the tiles, i'm not familiar with game terminology with engines

hollow salmon
#

Yeah I'd love for them to prioritize enabling the spray paint for this interior

#

cause I get lost so easily in this, it's a whole maze

shy storm
#

Hey

#

Poolrooms are kinda large

#

like

#

way too large

#

even with these config settings

#

Im on Titan with these settings

#

shits massive

#

even with like a crew of 8 idk how we could clear this

#

is this just a me thing or does anyone else feel that way

night pumice
#

i think the rooms are big enough that it's less of a problem

#

and i think this size fits titan

west island
#

i agree, that's probably good for titan. if you want it to be smaller on easier moons you'll need to turn down mingenerationscale

shy storm
#

oh shit, does it allow values less than 1

west island
#

on latest version yeah

shy storm
#

PEAK

night pumice
#

"from 0.1 to 10" .-.

shy storm
#

mb gang, im so sick my eyes dont work

cosmic hatch
#

What exactly does this do

#

(Like what exactly does it mean. I get the idea that it uses its own config. Just what does that entail)

fading cypress
#

If set to false this config will be ignored and LLL's config will be used. So any changes you make in there have no effect, gotta do it in the LLL config.

cosmic hatch
#

Ah

#

Thank you

fast vector
#

Looks like we are slowly getting a 2nd variant of every interior type lmao. First school, now the Poolrooms, and in the far(?) future the sewers

primal cedar
#

ok so wait.

steel folio
#

it doesnt work

#

i putted to guaranted generation still doesnt work

#

i was in the corrent moon

#

is it a scam

primal cedar
#

In the LLL config it says "the content creator said no editing here" but in the pool config it still has the use poolrooms config

#

bit confusing but alright

#

also yeah the guaranteed toggle doesnt work

steel folio
#

so thats a scam prob

#

fake mod

#

i guess

primal cedar
#

idk what you're talking about dude but ok

worthy mist
#

Are you talking about PoolRooms?

random fog
#

i think

primal cedar
#

ohhh wait

primal cedar
#

ok so guaranteed on either dont seem to work for me....

random fog
#

can you show your config

#

idk which mod you're talking about

#

but

#

show it

primal cedar
#

eh its not that big of a deal

#

its not like guarantee is that important when i can just set the spawnrate to 9999

random fog
#

guarantee doesnt work when you use a list of moons

#

thats why I wanted to see the config

primal cedar
#

ah then probably thats why

night pumice
keen oxide
night pumice
#

if you don't change things in the mod stuff breaks

#

like with all being vanilla only and other stuff

#

some where enabling guarantee is deprecated

keen oxide
#

No idea what your trying to say ngl

worthy mist
night pumice
#

tbf idrk if its like default stuff or things in some tutorial or outdated stuff

#

but it always shows up everywhere

shy storm
#

Wait

#

I understand

#

They are saying in most if not all interior config settings the option to “Guarantee interior spawn” does not work with the new versions of LLL and is an outdated config setting

#

I think

shy storm
shy storm
worthy mist
#

Nevermind, it doesn't.

#

Guess I was just lucky all this time.

#

Or Liminal Pools one is borked.

#

Nevermind, it just doesn't work with list.

teal pond
#

Does this other Poolrooms work?

night pumice
#

go to their thread

teal pond
#

Ah ok

tender pawn
#

both should work, originally guaranteed spawn for the other one didn't work but now I've set them up to have similar spawn chances they seem fine

lilac turtle
#

how do we combine both interiors

primal cedar
#

combine?

last swan
#

I'm guessing they're talking about the other poolrooms interior that released recently

#

that one is a lot more focused on the liminal wide empty part, where this one's more focused on the pool aesthetic

sudden wadi
primal cedar
#

wait

#

combining interior tiles is a planned feature????

sudden wadi
#

Maybe I misunderstood

#

Generation Of Multiple Dungeons In A Single SelectableLevel

#

^this is what I'm talking about

primal cedar
#

that sounds like what you said so

#

that would go extremely hard

sudden wadi
#

Could be like two separate interiors technically

#

multiple dungeons could be taken literally

west island
#

two separate interiors is for sure planned, combined dungeons may be planned

half thistle
#

Technically already possible through tile injection in Lethal Lib I think (but I don't think anyone has actually done anything like that before)

#

So probably untested and would require fitting the tiles

#

Surprised no-one has made an expansion mod for the vanilla interiors

sudden wadi
half thistle
#

On paper it seems like a fairly simple thing

last swan
last swan
#

Guess I'm a clone

#

But yeah that would be such a cool mod

half thistle
#

Someone aughta take up the mantle to make it

serene spoke
#

Wanted to report that we cant spray paint on anything in this interior

#

Walls and floor cant get painted

fast vector
#

Poolrooms are too wet

sudden kraken
#

I'm aware there is a detail layer that needs to be enabled for spray paint to work

distant ridge
#

I have march set to be 50/50 between the two

plucky quartz
#

hey is it this mod or the hosptial which dosent work with cull factory?

#

and if so do i just type in "poolflow" into the blacklist or is it named something else?

quick holly
#

I don't know of any CullFactory issues with this mod

#

I tested it in an early version soon after it released and it seemed to work just fine

plucky quartz
#

alright

#

do you know of any interiors that DON'T work with cull factory or nah

real spindle
#

A fix for the spray paint is in, I have pushed version 0.1.19 🙂
Thanks to @fierce fog for this, we both have a pools addiction apparently 😉

hollow salmon
#

Yoo finally spray paint!! 😭🥹

#

The amount of times I get lost in this is very concerning so this is huge

cerulean dune
#

any fix for the comically large size yet?

west island
#

i feel like the size isn't really that big

#

and you can just turn it down in the config if you want

cerulean dune
worthy mist
#

Titan facility on Experimentation? What?

normal quartz
#

And titan version of facility dungeon is bigger than on free moons, listed differently when data scraped but I think you know that.

worthy mist
#

And it's not a verb in this case because they said on experimentation.

worthy mist
normal quartz
#

on is an abbreviation for upon which is an abbreviation for upon doing. Titan is a proper noun because it's preceded with "a".
You should try speaking German, as it has multiple redundancies that helps avoid ambiguity since English seems to frustrate you.

normal quartz
worthy mist
worthy mist
normal quartz
#

If you think titan was an adjective due to lack of capitalisation then reasonably experimentation would be a verb. But like you I'm also sure it's Titan.
But let's see eh lol

worthy mist
#

No. You're the only one who would think that Titan and Experimentation could be anything but nouns in that context.

#

If you didn't know, moons dictate interior size.

normal quartz
#

I know. And I'm starting to think you're right.

quick holly
#

pretty sure they were just saying that the interior size on Experimentation was like a vanilla interior's size on Titan lol

normal quartz
#

Yeh

#

Changed my mind

worthy mist
real spindle
#

@here Regarding the dungeon size, the multiplier changes the length of the main path I believe, however there are numbers I control which define how many branches there are, how long they are, how long the main path should be at baseline. Do we all think these numbers should be halved?

primal cedar
#

yeah probably should be smaller

cerulean dune
real spindle
#

It's funny, the numbers I started with were very small (before I realized) then I upped them to the facility numbers but that made the level HUGE so I reduced them and now I am reducing them again. Maybe the pieces in facility are generally smaller so larger paths are fine?

#

After building an interior of my own I have a lot of respect now for the work that went into Lethal companies facility interior. It would have taken Zeekerss a bit of time to get it working the way it does.

keen oxide
#

the consistency is taken for granted i think

real spindle
#

Yep, 100%
Talented guy, zeekerss

native badge
#

great layout, lovin playing it, but i think the scrap spawns are a bit scarce in my opinion and it feels like the loading time on it is the highest out of all interios i got. great work nevertheless!

real spindle
real spindle
#

PoolRooms v0.1.20

lilac turtle
#

will you ever be adding new rooms

ember lance
#

I usually don't care for the overdone "liminal space" stuff but damn I can't lie you captured LC's style really well with this interior, it feels like it fits the game so well i can't get rid of it haha