#Pool Rooms v0.1.23
1 messages · Page 2 of 1
Fred I finally got to playing inside the pool rooms, was a great experience
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
Hey, glad you like it. Still very much in beta, lots of improvements to make 🙂
was just walking around these locker room areas, worried a centipede or the fiend would spawn on me from the dark ceilings lol
Is there like a lifeguard/admin room?
Good question, definitely needs one
On my list now 🙂
that might be a good one to add, and could have lockers that could contain scrap in it
I would probably make it an end cap room like the saunas
I think it would be interesting too if maybe some of the tile rooms would change color
like you walk into one pool room and all the tiles are blood red or green or something
The rooms themselves need a full details pass for sure
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
Yeah all that basic beta stuff, I still need some people to play with so i can go deeper in these interiors
🫡 good first run though
compatible with LLL 1.0.7 or does it have to be 1.1.4 (newest)?
1.1.4. I cannot make it compatible with both, I did try tho.
alrighto
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
is it possible to confiure what moons it spawns on
yes
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
@real spindle Remember, you can check out #role-picker and get yourself some colour.
Hey thanks for the reminder 🙂
I'm most definitely not a bot.
I played this poolrooms mod and the poolrooms were pitch black and i had some interior mods
I think it is related to using the LethalThings mod with pool rooms since it is the only way I can make it happen, I am looking into it but I need to look into the LethalLib codebase.
why?
ooo ok
i mean its fine ill just downpatch cuz that works
so no rush!
also awesome interior! 🩷
Pitch black? Like it didn't load or?
Lights off?
might be cullfactory if i had to guess
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
Thanks to all who are testing and giving feedback and reports. Things are shaping up 🙂
What compat issue with LethalThings? :S I never had any issue >.<
Scroll up, the screenshots with the index out of range. I was getting it too but ONLY with LethalThings turned on. it might have been a mod ordering thing but IDK! I just know it was in SpawnMapObjects which I also was hooking. I refactored and no longer hook that function and I cannot get it to happen anymore.
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 🙂
Ow that, is it not linked to the Teleporter Traps? 😛
Well I don't hook the function anymore which was failing with an index out of range and don't do any of the RandomMapObject changes I was doing anymore so I think it should be good 🤞
Nope, the teleport traps seem to work fine. I was teleported to the sauna with a locked door 😂
Haha! xD That actually sounds like a horror IRL maybe nice for first 20 mins xD
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.
Why would you want all your moons have the same rarity? o.o
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?
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.
Yep, I plan on cluttering and adding a lot more detail to the rooms
Infinite loading, like the "seed" text staying stuck on the screen?
Yes, the one i had before. That was fixed by deleting the config and restarting the game
I am probably going to turn on LLL config soon.
Might be fixed in the latest
If you are refering to the conflict with LethalThings
thanks!
with a lot of moons and 11 possible interiors it's easier to just make everything random than to have to decide where to go or what interiors to give to each moon
11 Interiors? o.o
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
what are all of them
facility, haunted mansion + 9 custom ones
and then there's WIP like ooblterra that's not on Thunderstore yet
oh
so will be more than 11 soon
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 😁
Level?
The next version will default to using LLL config.
thats helps a lot, thanks
lol whats funny is i had just reinstalled lethal things a few hours ago, but i cant remember if i was playing pool before or after i redownloaded it
theres Also Hadal, maybe the Halo one, and the minecraft one
I think there was another one too that was WIP but i can't remember
@real spindle hey it seems like the mod doesn’t work with lethallevelloader 1.0.7
ye you gotta use latest LLL
I cant its broken
yea I haven't been keeping track of non-thunderstore interiors since for playing they might as well not exist since I can't let people install it from a code
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
So i gotta use 1.0.7
sounds like you got to delete something in your modlist
one of them could be SkipToMultiplayer menu, or you might have a custom moon that has special characters in its name
Yeah but theres also the issue of the lll config being forced
At least I heard it was
yes it is, I heard a fixed version will come out in a matter of hours
Ok cool
you can download the minecraft one
on thunderstore
its still wip of course
some branching hallways would be really good too, it's kind of hard to get lost in this interior
It does generate 4 way halls that get turned on and off depending on how the generator generates. Maybe some more variation would help.
Large hallway tiles like the factory flow has.
i saw those, but it was more like a mini-room than a long hallway or how the vanilla concrete corridors can join
Right, so much larger hallways then
yes
are you able to make certain regions create a "labyrinth" of sorts?
like looping and whatnot
something that someone would have to pay attention to and remember to find their way back
Right
and if they were like being chased, they could easily end up in the wrong dead end
OK, I have some ideas for this. And I definitely agree it is needed. Expect it soon 🙂
I haven't checked the previous messages but has the incompatibility with Better Spray Paint been resolved? 🥺
probably not
I have no idea why it wouldn't work with better spray paint. Is there an error log?
Better spray paint does some funky stuff that breaks all interiors afaik
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
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
other than that, love the interior!
All rooms need a detail pass. Still trying to get gameplay down.
The water needs a better surface normal. It is hard to get it to look right with the posterization shader or whatever which makes most of that final detail stuff in the normals look really blocky.
ah, alright!
If you have any water materials to try I would be greatful 🙂
Kinda wanted the water to look like this
i unfortunately don't
anyways, silly little compatibility idea is to make the water lights red during a meltdown with FacilityMeltdown installed
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.
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 🙏
you can make it a soft dependency
you underestimate me my friend
NICE! I will bind that, on my list now 🙂
the events are super new so if any are not working as intended throw bricks into my window ❤️
No problem 😄
also ofc all of those events only fire if it's your dungeon thats selected, so no need for any checking and such
turning off the breaker should also turn off the water lights
Tbh, though I wouldn't be against them turning a dim red, like "Emergency power"
this is probably the best interior i've seen in terms of loot density
True, but I also think it's because the design is well done
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:
setting "all" for poolrooms only does all vanilla moons and i am trying to select every single moon
all,moonname,moonname,moonname,moonname,moonname,moonname,moonname
i'm aware of that, i meant if there was a solution besides naming every moon individually
i have a lot of moons
no, specifying "all" only works for the vanilla ones
add vanilla:9999,custom:9999 to dynamicleveltags
not sure if poolrooms supports LLL's config options, at least I haven't figured out how to disable poolrooms own config. setting this value to true doesn't seem to do anything for me at least
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.
Hey @finite forge the next version will give you what you want. I will try to push it shortly.
you are a legend, thank you
is this a mod or just a fancy lsit?
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.
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. 🙂
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!
Pool noodle should deal 0.1 damage
Very stronk

New challenge: Kill Bracken with a pool noodle
PoolRooms v0.1.12
Ok question does this fix the loading issue?
if you mean the Index out of range compat with LethalLib, was fixed in V0.1.11 🙂
W
i heard sounds but pitch black as soon i entered the building, i had diversity mod idk if that caused it
i fixed it
it was because of diversity i think
i just changed the full darkness config to off
meltdown has its own overengineered api and you can just use BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("me.loaforc.facilitymeltdown") to check on wether to register it so you dont need it as a hard dependency
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
u missed my message
idid
.
but i feel that flashing red lights kind of has been tied to meltdown at this point
naur
Suggestion: Deja vu poster/sign to poolrooms like this one:
U should change platform to place
To the wall
On the poolrooms
U cant pick it up
Btw
I can Make the design if yall want and like a paper model
This would fit to the liminality
Dang that’s ominous af
Also Something like this to the floor? Somewhere that would Make sense
And rooms like this these have a lower chance of generating - courtyard
Idea
This is from backrooms
Wet Floor signs would be a great scrap exclusive to PoolRooms
This also
Right
And that wouldnt be pickable
Will there be more rooms
Releated to the poolrooms
Ye
Fits pretty good with the liminal aspect of the game
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)
That would be pretty cool tbh. Or the already existing Backrooms mod spawns in scrap you can find
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
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
Are other interior mods currently incomparable with poolrooms?
Need to know if I should remove any before I try
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
Alright
This is such a good suggestion
Yeah, especially considering the whole “returning to the same area on the same moon but a different inside” gameplay loop
yes
anyone else here use this interior on Magic_Wesley's Atlantica?
it doesent load on it
does for me
if it still aint workin for ya, i can screenshot my settings
It loads, but for me it was kinda buggy visually due to Atlantica's gimmick
hm. looked fine to me, but eh
I wonder how does the mod oops all flooded look on this interior
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.
Hello, I just wanted to leave some feedback
Most of this interior is absolutely amazing
The sauna rooms and being able to open some lockers are really nice touches
the only thing I found a bit weird was the color of the water, it seemed a bit too vibrant for Lethal Company imo
On my list of scrap items to add 🙂
Thanks
having a hard time trying to get this to generate on modded moons
anyone know the correct config i should do?
Awww, Shrimp thinks they're a actual shrimp creature!
He's a shrimple shrimp
yes
i touched a snol and dieds
me send 20 mb clip
of the snol that biter my toe in the pool
(very sads)
10 years later of bad wifi uploading
(this is the part where you wait 10 years for my 20 mb file to upload)
now devide 10 years by how many humans could live duringf hat time and thats how many times this would happen before you see the clip
wait a minute
never mind, i think it will upload in 12 secconds
he bit my toe
im sueing
Oh hey you use the same suit Masa uses
can i kidnap you and maker you play my modpack with me
i promist there is no zip bombs or virusus
i checked myself just like how i checked the minefield back in nam and lost 45 of my regenerrating legs
@fast vector hellow?
you not respond in 45 years
anyone hhome?
45 years = 4 minutes
nah
thats just 4 minutes in businessdays
kniow what
thats it
im kidnapping you
😦
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.
awesome
Haha awesome
That mod is going to play weird with PoolRooms which already has elements of "flooding" and will probably have future mechanics around that.
Sign will be different depending on which was spawned
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
Or white
Not just pure white detail to it also just an idea
Like its not bad but everyone got their own styles
And I respect that so this was just my suggestion
This is my opinion and ye I understand if u dont wanna change it but Just an idea
I was thinking about making it random colors perhaps haha
I dont like that idea
Maybe a config
And u can choose the color
it's slowly turning into
Here is my concept, the strong orange color here
Maybe it could fit idk
I do think the color is TOO intense
OK OK!
rip my head off why don't you 😉
What
nah I like the random colors
ye, perhaps
I said that bc u said this
a little faded would fit great
OK, I am prepping to release this as V 0.1.13 shorly
All rooms will get more details over time 🙂
I put a fair bit into the bathrooms now I need to give the others some love
Cool
Looks nice
I know that blue and White both so there is a chance that the blue generates or white
?
So randomly blue or white
U know what I mean
Like there is a chance that the bathroom will either have those as that blue or the white
When u enter
Damn you’re working fast and good
Well done!
Does this give me nostalgia cant tell but looks amazing
Its liminal and thats good
gonna post this suggestion one more time
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
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
PoolRooms v0.1.13
Gonna try out that update in Morning I'm so tired
The Valve Source Hammer editor vibe
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?
Looks dupe
Any information in the log output?
I ended up figuring it out. It required me removing and readding something? its strange
It seems to work fine now at least
I see, interesting. Well good to hear it works fine now 🙂
I'll try to get info if it happens again!
Cheers!
oohhh yesss more tiles
Is this #1207737548869337179
its the vhs one ye
Add the custom moon to the config, it gives an example
cheers
u setup manual weight for each moon or have them having a default weight
btw we should be able to set it to 0 please ;_;
also, i am not sure on what UsePoolRoomsMoonsConfig setting does
neither i had a malfunction trying to understand it
if set to false, the LLL config will be used instead of the PoolRooms config
no its false by default
yoyoyoy
does anyone know where i put the code on r2modman
to get the mods
Settings > Profile > Change Profile > Import/Update
@real spindle Would it be possible to update the LLL dep to 1.1.6? poolrooms is overwriting my version in my modpack
Yep, no problem
0.1.14 pushed, updated LLL version to 1.1.6
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
Woohooo!
this is my all time favorite interior
PoolRooms v0.1.14
wait a minute
isnt the poolrooms supposed to have sunlight in it magically with no visible source
yet the mod is the darkest map ever
Depends on which level of poolrooms in the lore I think
Yup
ayo
also WC door audio play twice
probably is intended but could use some tweaking
the coridors are huge, and the fact that they dont connect to each other like the map suggest is bigoof
Damn half the map is an excel sheet
I do like that orange and white though, gives developer room vibes 😄
reminds me of the movie theater bathrooms
Yea that in an unfortunate generation, I will tweak the labyrinth tile to not do this sort of thing as best I can
It is a common piece used in the "tunnels" section of the flow
apart from that, it feels great to enter through the main door and see somewhat a logic patern
On the map it also doesn't show that a lot of those corridors have blockers
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
thats a thing those interior need actually, some form of navigation that is not just a line with a dead-end everytime
Yep, will improve in the next version
I JUST found a flag I forgot to set all along that will generate more connections, not just dead ends as you say
ow owo
i think this interior could use some props or variations in color, just something to make navigation easier
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
maybe a giant swimming pool or a cafeteria that could only generate once
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
type 'simulate <planet>' into the terminal, that will tell you the dungeon chances for that planet
- the default interior weight is 300
- use the simulate command in terminal, for example simulate vow
- you can override the weight for every interior on any moon using the LethalLevelLoader config
oooooh u just made me remember a thing i had to ask...
why can't i SET IT TO 0 >:V
i am manually setting weight for each moon
i dont want to have to add to the string to make every moon i dont want pool manually 0 ;_;
if you don't list a moon it will not spawn there
uh
Will fix, thanks 😉
"and a moon doesn't have an explicit rarity weight."
it means i have to add them to the string and specify 0
right ?
or am i becoming dumb ¿ o-°
that's for if you add a moon to the list but don't specify a weight
by default if you don't list a moon the interior can't spawn on it
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
That is true
you only need to add the moons you want it to spawn on
ooh i get it
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.
this mean if i added the moon in the string without a weight
yep
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
ALL
,
Moons amount :,31,Experimentation,Assurance,Vow,Offense,March,Rend,Dine,Titan,Wateridge,Aquatis,Orion,Celest,Infernis,Acidir,Etern,Asteroid-13,Gratar
6517,Facility,300,300,300,300,300,5,7,300,300,300,0,300,300,0,300,220,300
Facility,21,82%,60,00%,37,50%,37,50%,20,00%,20,00%,0,45%,0,64%,25...
where did you get this data? (particulary the weights for facility and mansion)
older version of LLL use to show the weight in the console
What is that crypt moon?
Interior sorry
thats how i named the castle from scoopys
oh ok, thanks
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
Beautiful spreadsheet
thx c:
Consider adding something like this?
yeah
It'd be nice to have a bunch of small pie charts in one, but i dont see that being possible while keeping the colors the same so maybe add a stacked bar chart like this
im on it
sick
I tried adding more visual improvements like colored lines, but if you have any other suggestions for how to make it more readable lemme know
it's yours ?
yeah, its the interior rates for my modpack Easyidle's Quality Moons
oh nice great job too
oh thanks!
Btw, I got info about lots of the moons default interior rates like these
if you need them for your sheet
is there any way to manually configure the facility and mansion spawn rates
i think i had found a way but i didn't tested
u mean moons i don't have ?
I was meaning for the rates of the two vanilla interiors, but it looks like you have all yours set
yup
i had to do math to find both starlancer ones
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
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
if you use the simulate command what does it say
would that just be "simulate [moon]" in the terminal?
yeah
that's really weird
maybe all:100 is breaking it
try putting all in the box and then setting the general rarity to 100
PoolRooms v0.1.15
What mod is that, that would be very useful
instead of using All:100 you have to type each moon manually. Here is what I did
Experimentation:250,Assurance:250,Vow:250,Offense:250,March:250,Rend:250,Dine:250,Titan:250,Kast:250,Etern:250
Yeah I did that for another interior and it worked
Is this the mod that shows the rarities?
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
simulate
Oh hey, Masa's gonna be testing that out today with a friend! :D
Great to know
It's very much my fault because everyone got it wrong but that's not how manualContentSourceName works which is why
if you want an "all" you'd just want to use "Vanilla" and "Custom" in dynamicleveltags
contentsourcename will never have custom
Cheers! I will change this 🙂
in the next update can you also change this setting to have a lower acceptable value, like 0.1 or something
Sure sure
Sounds like people are finding the "optimal" tuning for pool rooms. I would love to hear what numbers people like the best.
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
scrap distribution is actually quite good on this map yeah
still pretty large though
i find 1 scrap like every 2 or 3 rooms which is better than most and theres no lag
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.
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
the original pool rooms would be way too big
if you need ideas for tiles im sure people have some
i sort of agree, like i said earlier in this thread adding some random props and color variants could do a lot to spice things up while also helping navigation
or just more landmark tiles
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
yep, some more DunGen controls would be nice. SDM is modifying the generator in some interesting ways I believe.
if the map was like 10-25 percent smaller if would probably be on par with the default facility spwn rates
All rooms will get more details over time which should help. The hallway / labyrinth sections will get brass pipes and such
What I am going for TBH
looking forward to it 👍
is there an apparatus spawn or nah
The latest has been reduced in size and there will be more connections between branches now. (in the version released a couple hours ago)
im guessing not since a lot of the tiles are small
Yes, Pool Rooms always generates an apparatus
It is deep, always at the end of the maze
me and my friends have only been on it like 4 times and they already like it more than some of the others
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
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
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)
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
Can't believe the majority these days say that parkour is annoying 😭
in hospital its not that bad because the room rarely appears but in sewer its annoying as hell
thats because they keep dying to it, and thats why its good to keep those things
i have had many friends who still die to the facility parkour 🗿
Very good, that means it works its "Lethal" enough
then ur group is bad
sewer parkour is easy bruh
it's an interior dungeon?
Yes
i like parkour so much i always flex on the dogs when leaving the upper fire exit on kast by doing parkour around light poles and pipes
PoolRooms has a parkour section, has anybody died to it / Should I make it trickier?
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
it's fine as is
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
Next version will have the change to hopefully fix this
Wow chat didnt update until now lmao, it was ohurs behind and Masa was answering a already answered question 😭
thanks for the negativity
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
very nice
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
Is this mod compatable with "oops all flooded"
it floods inside the building is what "oops all flooded" does
(on flooded moons)
not sure but it worked with atlantica which has water all over the ground floor inside
I guess it depends how they add water to the rooms
Should be compatible
i think they use the normal flood water cause it rises up like normal
i had a flood mod on the sewer interior before and both waters co existed
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?
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?
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
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 😉
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
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
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
I wouldn't worry about that, the vanilla jump rooms let some monsters cross over them
Maybe do whatever navmesh type is present there to have the same monster accessibility
I don't think monsters can do this
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)
Easier to make an enemy fall down than make them get up without making them fly
LC definitely would have benefitted from a jumping animation lol
Thumper don't got legs 😶
Yet bro is faster than all legged entities 🤨
He does push ups I guess
He pushes up really hard for a jump
That would be scarier than the hunter from l4d
Big if not trueee
im a fan of the save spot think you should keep it tbh
tbh yeah each interior ive played has atleast one
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
isn't it stable already?
If it is, the convention is not respected, not a terrible deal though
does mimic work with this mod because it isnt added to the whitelisted interiors
you mean not listed in the enemy pool?
like can it go on this if its compatable
The mod is in beta (IMO) while I finish all the content I want in it for a V1 release. It is very stable, just not feature complete.
When you say mimic I think the masked enemy
Since PoolRooms has all the features of Level1Flow, it should work fine
I see, very nice
i mean the mimic fire exit mod
i know the masked work because one chased me out of the building on pool rooms back to the ship almost catching up
Reminder that #mod-showcase exists and that you should post in it
OHH! The fire exit one... Hmmm. Probably not since the wall blockers in pool rooms are larger, not just a size of a doorway and the configuration is probably different.
yeah mimic dev expressed interest in working with me to figure out a way to cross compat it in the future
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
anyone got a recommended poolrooms config they use for interior chance rates
was the lights turning red via the lll event?
Sure is!
and its working all g?
yes we needed longer hallways so many corners and turns
yep
yipeeee
the lights turning red is cool, but it's not really noticable because the water is lit at all times
If anyone has a better water shader I am all for changing it. I wanted to use the official Unity water but it is turned off for Lethal Company.
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
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 ?
it already does that
Oh nice
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...
Do objects generate vertex displacement as well ?
Oh ok ok nice
It's quite old now it seems
By shader you mean surface shader right ?
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
Yeah I see
Hdrp has to be hlsl
I guess it's not that different for simple shaders
Well I would be very grateful for the help, and you would be in the credits / on the github contributers list if you wished
Project source can be found here:
https://github.com/rfsheffer/PoolRooms
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...
Oh you have a repo ? Nice, I may also contribute on other points.
This water is ocean water
Pool water is much smoother
I don't know if any water in this collection will work. You should try tho
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...
Oh huh, even the water in the pool section?
I know that the SCP interior mod has it set up to generate the Heavy Containment interior tiles when you've gotten a certain distance away from the entrance, so it could perhaps be a similar thing here, where you have a rare chance to come across the fleshpools if you go deep enough into the facility
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
We can't use this water because it is the Unity HDRP water which requires a project setting Lethal company doesn't have on by default
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.
well...
it's not impossible
i don't think
So you need GLSL level shader ?
Or HLSL ?
I started your repo btw, I'll fork it once I get my PC back.
Starred*
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
sure but we can package those shaders ourselves in the assetbundles if it doesnt
(and warm them up if necessary)
The feature in question
Hard to say if the work is worth it. The posterization might also make the surface look just awful. But it does look very nice in the editor.
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)
Must be "asteroid-13 (the pitch black moon with the coilheads)"
Since this moon must not have a skylight like others?
maybe. i'll test it on another moon and see if the behavior changes
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… 😉
oh my
this interior is perfect for 096
perfect mood and everything for you to randomly come across this dude
that looks so creepy my god
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
I love this
Best feature 10/10
Walking across that beam with a Wet Floor sign blocking your vision, less fun, admittedly
what map is that?
Maritopia
looks like vow
Also is there any discussion about spray painting compatibility on this interior?
cause I can't seem to spray on any of the walls
@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
@gritty salmon might b nice to turn on by default
Is it not? It's enabled in the pipeline asset the tool assigns when I checked
Or is this some other setting for decals?
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
thanks
#1206390977674354738 message welcome to the gang
Sounds like fun😂
Oops all flooded conflicts with poolrooms this is a stormy day btw
Lifebuoy hold position is absolutely brilliant!
One ask though. If you can, please fix hand interaction icon being stretched when hovering over custom doors.
ive noticed that myself its not related to this mod, i think its more your resolution/monitor shape? idk what causes it exactly though
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.
It might be that you're using the texture instead of the sprite (or vice versa I forget which one works), I had the same issue with my doors
i havent done stuff like that yet lol, i just noticed it when playing with friends
Oh right you aren't pool room Dev, got mixed up browsing lol
what's actually conflicting here, OopsAllFlooded can make stormy/rainy weather also flood the interior but as a small chance
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
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
yes
there is
Whats it called
are you loading a save
Oh nvm then XD
you know what would be funny
something that tickles the brain
a "Pool" room
(billiards)
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.
Pog
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!
They are not deep. It’s an interior
It is very cool you should try it
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 😔
just wait for LMM
lethal mod manager
Think default size multipliers are a bit high. Multiple levels with interconnected rooms and loot spread out all over the place.
Can't spray paint work on this interior?
it's ten times harder to find the way to entrance compared with vanilla interior.
Should be priority tbh lol
so LECore is not compatible with Poolroom?
I have both LECore and Pool rooms, no problems so far it seems
i have all the interiors and seems like sometimes i get stuck on generating seed only when LEcore is enable
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
Fixed ? let met look
oh nice i will try this, are u using it ?
Yup! fixes the interior desync issue. If you are having issuea with weather desync I also recommend WeatherTweaks
never had an interior desync issue for a while, but does that fix the infinite freeze when generating seed sometimes?
Maybe? The fix had a bug where that would happen every time in multiplayer and that was fixed. So hopefully your issue is also solved by the solution
Or at least thats my thinking
thx ill let you know
btw, is LECore still better than LE (compatibility wise ?) i just saw that LE got uptaded a week ago
Not sure, I just use LECore
I only have one map that uses it still
i'mm just waiting for wesleys moons, ether, peter griffin and bikini to get updated to LLL but authors doesn't seems to want to :x
Aquatis for me, but that's technically already done. He's just waiting on a LLL update. I was debating on adding Wesley's but I honestly just wanna cut LECore from my pack
oh yea aquatis too, glad to hear that its comming soon but yea wesley's are very cool too
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
I don't use AC so no idea
not only with ac then, why do you want to get rid of it?
LECore? Because it's sorta redundant with LLL
moons that use lecore need lecore
I know, but he was asking why I wanted to remove it from my pack (I think anyways🙃 )
yea like what type of issue can LECore create
Also can't it cause minor compatibility issues? Or not anymore? Thought I saw someone say that on here
btw since you are here, since new update of LLL is there a way to know which interior is getting generated ? like before i could see it in the console but not anymore, unless im blind
Use the simulate command in the terminal. for example, "simulate vow"
ain't no way
Nevermind I misread
That gives you all interior chances
Not sure how to tell in console tbh, was wondering that too @keen oxide
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)"
What interiors do you have, I have most with little issue
all of them i think, office, Scarlet, scoopy, scp, more interiors, pools rooms, mental hospital, minecraft stronghold
all of them work i could play on each one of them, but sometimes i get stuck on generating seed
Do you have School? Not sleeps that released today
never heard about it but will check
The only one that I don't have of these is minecraft interiors
So could be that
i tried without it and still happen :x
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
what's musical sleeps ? an interiors ?
Might be caused by another mod then, not interior
The dev is Musical Sleep, he's in this chat I think
seems cool
the thing is that before adding new interiors (office, poolrooms, minecraft, and mental hospital) i never had tihs issue
Is it a specific map that has the loading issue? All these work for me (minues minecraft I don't have it)
Also is your loading issue in solo or multiplayer?
not specific i tested on like 4 different moon, including vanilla ones
tested in solo
lol
Are you using AC? If so try 1.1.1
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
yea you might be right, thx for the tips will try that
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?
favorite animal?
you know like when the first time you play the game, type your favorite animal then your role dynamics in a team
Is that a AC thing? I don't use AC 🙃
no its vanilla bro but you might have forget it lol
LOL I have terminalFormatter so I don't think I see that
normally you would only see it the first time you start the game ever, i used to redo it when i delete my save folder, but normally when you do it once it stay "registered" until you delete the save folder again
now i have to redo it literally EVERY time i open the terminal im getting crazy lol
not sure tbh
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?
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!
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
What's the incompatibility?
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
Isn't spray painting vanilla itself isn't compatible with this interior?
I've not played but there's a detail layer in the tiles that needs to be enabled for spray paint
Maybe not the tiles, i'm not familiar with game terminology with engines
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
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
i think the rooms are big enough that it's less of a problem
and i think this size fits titan
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
oh shit, does it allow values less than 1
on latest version yeah
"from 0.1 to 10" .-.
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)
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.
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
https://thunderstore.io/c/lethal-company/p/theMenagerie/LiminalPools/
This just dropped which is why Masa mentioned it. Will be checking it out rq though if its not just a copy paste of this mod.
ok so wait.
it doesnt work
i putted to guaranted generation still doesnt work
i was in the corrent moon
is it a scam
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
idk what you're talking about dude but ok
Are you talking about PoolRooms?
ohhh wait
ok so guaranteed on either dont seem to work for me....
eh its not that big of a deal
its not like guarantee is that important when i can just set the spawnrate to 9999
guarantee doesnt work when you use a list of moons
thats why I wanted to see the config
ah then probably thats why
no, just a default settings LLL issue.
?
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
No idea what your trying to say ngl

tbf idrk if its like default stuff or things in some tutorial or outdated stuff
but it always shows up everywhere
I’ve read their message like 5 times, scrolled up read the conversation, waited an hour, came back, tried to reread, and I don’t have any clue
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
yes
Works on my machine. 🤷
We love that
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.
Does this other Poolrooms work?
go to their thread
Ah ok
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
how do we combine both interiors
combine?
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
This is a planned feature on the LLL page I'm pretty sure. I was thinking this would be one of the perfect use cases for the feature
Maybe I misunderstood
Generation Of Multiple Dungeons In A Single SelectableLevel
^this is what I'm talking about
Could be like two separate interiors technically
multiple dungeons could be taken literally
two separate interiors is for sure planned, combined dungeons may be planned
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
Was thinking this the other day
On paper it seems like a fairly simple thing
I was thinking this just the other day
Oh wait I didn't see this
Guess I'm a clone
But yeah that would be such a cool mod
Someone aughta take up the mantle to make it
Wanted to report that we cant spray paint on anything in this interior
Walls and floor cant get painted
Poolrooms are too wet
I'm aware there is a detail layer that needs to be enabled for spray paint to work
Second this.
it literally works, i use it with this mod too
I have march set to be 50/50 between the two
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?
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
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 😉
Yoo finally spray paint!! 😭🥹
The amount of times I get lost in this is very concerning so this is huge
any fix for the comically large size yet?
i feel like the size isn't really that big
and you can just turn it down in the config if you want
it is as big as a titan facility on experimentation even after turning it down
Titan facility on Experimentation? What?
The word experimentation isn't capitalised; he means the verb not the noun.
And titan version of facility dungeon is bigger than on free moons, listed differently when data scraped but I think you know that.
None of the words are capitalised.
And it's not a verb in this case because they said on experimentation.
Not only is it bigger than vanilla interiors, its also harder to navigate.
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.
Is this supposedly an intentional generation logic difference or just consequential of the size, it seems like a redundant claim, or are you just referring to the threat content within?
English doesn't frustrate me. What does is your English.
Help me regain some sanity. You meant Titan sized Facility on Experimentation, right?
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
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.
I know. And I'm starting to think you're right.
pretty sure they were just saying that the interior size on Experimentation was like a vanilla interior's size on Titan lol
That's what I gathered, but initially asked for clarification. Anyway, enough of that. I'll stop here.
@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?
yeah probably should be smaller
yeah that's what i meant 👍
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.
legit tho right? not to disrespect any custom dungeon dev but i think all the custom ones really show how much iteration time his dungeons have
the consistency is taken for granted i think
Yep, 100%
Talented guy, zeekerss
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!
Thank you 🙂
The scrap spawning should improve once I push the reduced dungeon size change and the loading time should be quicker.
PoolRooms v0.1.20
will you ever be adding new rooms
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
haha, thanks 🙂
