#School Dungeon/Interior (Sleep's Dungeon)
2199 messages Β· Page 3 of 3 (latest)
Just make sure the bounds of your tiles are manually set to be accurate to the dimensions of each tile
they are like that but the issue is the box where it says it is and where it actually is is different
so i can only assume that thats the problem
https://thunderstore.io/c/lethal-company/p/MusicalSleep/SleepsDungeon/
Version 2.0.1
Fixed issue with lighting makeing weird reflectings with certain textures
Added Tv to Classroom but not fully working
go find it then hehe π
okay so I was wondering when images will be fixed
havent bothered figuring out how to fix it
Lazy sleep smh
okay important question while your here. Nuggets or Tenders
Tenders because more chicken it all ways
hold on whats the difference again i forgot
Tenders is a specific piece of chicken where as a nugget is normally ground up and batter chicken
Nugget
I just wanna note here, any interiors that exhibit issues with the default config in CullFactory should be reported to me so I can look at them
Zagster!!! Cull Factory is not working well with School Dungeon by MusicalSleep!!!
I had tested this interior in particular because the tiles were (and probably still are) scaled at the root, which causes DunGen to get very confused about the bounds of each tile, but after I worked around that issue in my own code, everything seemed perfectly fine
I'll have to look again at it
yeah the videos up above seem kinda strange to me, seems like the tile bounds are confused again
I'll have to see if I can reproduce it on a random seed, but the easiest way for me to look into things like this is to have a seed to look at
Sometimes entire rooms dissappear, its weirddd
You can do it in any seed
yeah that's pretty normal if it can't tell where you are
well I would assume it's 100% in certain areas yeah
I dunno if it's possible to get a seed without issues but anyways I'll take a look
Mmmm seems to be mostly random, but the hallway tiles are the ones where it happens the most
Okii!! Ty!!!
oh boy yeah the tile bounds are all kinds of screwed up
I'm gonna have to check if this is a regression on my end or somehow the tiles themselves got more broken
not a CullFactory regression, it appears, but maybe I can correct it on my end
assuming this is all related to the tiles' scale, the easiest solution is to move all children of each tile into an empty object, set its the scale to the root's scale, then set the root's scale to identity again
that's essentially what we did for Black Mesa
looks fixable, seems like the solution I had for automatic tile bounds works for overridden ones as well
still, scaled tile roots may very well cause tiles to intersect sometimes, so I would still suggest a fix should be made
I'll keep it in mind : )
might need to explain it a little more dumber for me since near the end i get a little confused
i think i got it
also you are prob 100% right on why it isnt working
it also solves another issue i had
so to start, you have:
- tile root (translation 0, 0, 0; scale 2, 2, 2)
- child
- child 2
then you:
- tile root (translation 0, 0, 0; scale 2, 2, 2)
- container (translation 0, 0, 0; scale 1, 1, 1)
- child
- child 2
then:
- tile root (translation 0, 0, 0; scale 1, 1, 1)
- container (translation 0, 0, 0; scale 2, 2, 2)
- child
- child 2
and optionally drag some or all of the children into the root again:
- tile root (translation 0, 0, 0; scale 1, 1, 1)
- child (translation ?, ?, ?; scale 2x, 2x, 2x)
- child 2 (translation ?, ?, ?; scale 2x, 2x, 2x)
https://thunderstore.io/c/lethal-company/p/MusicalSleep/SleepsDungeon/
Version 2.0.2
fixed cull factory and the fix also improved tile spawn
oo that was quick
so quick gale told me the update doesnt exist
try now
it takes time to verify
nah yeah, takes about an hour, it showed the update, but then it told me that sleepsdungeon didnt exist and i should uninstall it xD
then it showed again so we good now hehe
https://thunderstore.io/c/lethal-company/p/MusicalSleep/SleepsDungeon/
Version 2.0.3.
- Improved README by @muted mist
- Tutorial video on how to make config 100% spawn with friend on readme
https://thunderstore.io/c/lethal-company/p/MusicalSleep/SleepsDungeon/
Version 2.0.4.
- Fixed Apparatus appearing still active when reloading save
https://thunderstore.io/c/lethal-company/p/MusicalSleep/SleepsDungeon/
Version 2.0.5.
- Improved lighting and clipping in still yet to be discovered memory room
- Adjusted Scrap spawn
Bump
rotifer
rotifer bumpπ±

it seems i phased outside of reality
how
Is that scrap ontop? Weird
Yep
iirc you can put navmesh obstacles im your tiles to block places where you dont want scrap to spawn, so if you have a tile with a roof you can cover the whole thing with an obstacle just incase
oh true yeah!
yeah i can also could make the ceiling a mesh collider and that would do the same thing
navmesh modifier volume is preferable to obstacle for static geometry
also concave mesh colliders are somewhat costly so I would tend to recommend against that
since we have the new 2.0 update here is some unseen screenshots from back then in the development!
hell yeah i love when devs and modders show behind the scenes on stuff like this
rotifers?
Surprised people still haven't found the rotifers refrence I added in
y-y- yes
Lmk if the update for lethal broke my mod plz 
we'd have to wait for LLL Update for this new version
We yearn for the school
we yearn for the rotifers
Rotifersπ
there is in fact a rotifer refrence in the mod so go looking!
yes i know!!!
:p
im good but my god i didn't expect an instant response
x3 i was replying on another thread and saw the ping so ye hehe
sorryyyyy bad habit
@pliant spear would you be able to send me your DunGen/Tile.cs file in DMs? I'm trying to figure out whether the overridden tile bounds visualization code changed between LC's version and yours, because the scaled tile bounds don't calculate the same between your mod and vanilla
it turns out that some tiles in mineshaft are also scaled, and I can't rectify both of them
oh also, DungeonFlow.cs would be helpful, then I can check if there's a way for me to do a version check for this
also, did you happen to update DunGen at some point? I suspect whatever changed may be the cause of the regression in my handling of your tiles a few months ago
I did end up changing how the tiles were, but not because of me updating dungeon. I ended up figuring out that the main issue with my bounds on my tiles was due to me having issues with scaling which caused the tile to be confused with the visuals.
I don't know for absolute certain if I can send you the files that you need because I haven't opened up the project in a while and I don't expect myself to anytime soon but if I do, I will send them over.
right, that's what I'm revisiting now
also I downloaded the latest and the tiles are still scaled? did you not get a chance to release that fix?
They should be fully fixed in the latest update.
huh, that's odd
It fixed all the clipping issues that I had.
I even tested with your calling mod and tried to fix to that as well.
Culling
I used 2.0.5 and the roots of the files seemed to be scaled still
What issues is it giving it?
well, the tricky thing is that I fixed the issues with your mod but broke the bounds in vanilla in the process
specifically a slope tile in mineshaft
I made the school not the Mineshaft
that's why I'm wondering if the way the override bounds are visualized in editor changed between LC's DunGen version and yours
vanilla mineshaft
not a mod
I'm not saying you made it
no, my fix in CullFactory to deal with the tile bounds in your mod broke mineshaft's tile bounds
I suspect that DunGen changed in a way that makes your tile bounds incompatible with LC's version of DunGen
I don't know if you need to have the fix that you used for my tile specifically anymore.
I did need it in 2.0.5
huuuuuh
not sure if I'm downloading from a wrong listing or something
but the scale was still there
at least in the uhhh cafeteria tile?
that was one that I had looked at before and had serious bounds issues
I'll have to look to see whether the other tiles are corrected, perhaps you just missed one?
understandable
but yeah anyway, please do grab the Tile file if you have a chance, that would be very helpful
I could confirm whether I was doing it correctly, and maybe see if there's a way to detect the screwed up bounds
if I can detect it, I can apply a different fix
@pliant spear will there be a v80 update?
does it not work if you use dungenfixer?
unsure. its mainly if i feel like doing it
I have been playing and I haven't come across it yet
ive been told it doesnt work
Might be inconsistant tbh
It bricked for me
Makes me wonder if it's something else I have installed then
Cause it doesn't work for me
Which I think the odd part is based on the logs it's because it's not recognizing a DunGen related reference
Despite having the reference fixer
Yeah it doesnt even register for me
Same for poolrooms
Theres a good number of other ones I have that issue with
Some of which are deprecated, so will likely never see the light of day again lol
Tbh at least 40% I tried were bricked
10% have other issues
Rest worked with the patcher
Some that depend on DungeonGenerationPlus work somehow without it enabled
Which has surprised me
Though I'm just checking to see if I can load in rn
Not work well tho
Citadel without it is a mess
Oh?
Had a weird ass layout and had massive tile overlaps
I must've got lucky lol
Had 2 of the big rooms on top of eachother
its broken currently
DG+ is update pls update school dungeon pls T.T @pliant spear
^^^ This. School Dungeon is one of my favs
not to be confused with the other school mod
