#Tolian's Moons and Interiors
8644 messages · Page 9 of 9 (latest)
- 0.3.1 >>> 0.3.2 Updated HyperionStation
:0
Is there a way to force Tomb interior to appear for Egypt
Isnt it like that by default?
LethalLevelLoader configuration
in LethalLevelLoader.cfg
by default, the chance of spawning Egypt:300 > just increase it Egypt:99999
Thank you very much!!
No the other night we played Egypt and got the OG interior first night. It felt a little bizarre
Oh so you mean get it all the time, then yeah do what tolian said hehe
well
Nooooooooo
Thats really sad to hear
:((((
Is there really no way of getting them back??
dang that sucks
Echelon was cool D:
TeraSpace was too cramped with too much bloom, but I still enjoyed it from time to time.
I've never seen anything spawn in it however.
i will make a new moon
Echelon represented the best vibe for a school interior tbh
Echelon was my first time on the Rubber Rooms.
And the first time I saw a coilhead move while being watched. A properly cursed experience, I liked it.
(For context the coilhead was at the second fire exit I took, after exiting the first in fear because I stumbled on the self-opening door to the apparatus, with the long hallway. It was caught moving because it hadn't yet registered my entrance).
I'm guessing its still usable right? just it has the dropship bug thing
For now yes
If something happens in the future which requires moons to be updated it will be left behind though
Thats a shame, guessing theres no easy way to recover it
yep
is pwetty quiet over dhere
im having the interior mod spam my logs with
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
SoftMasking.SoftMask.UpdateMaskParameters () (at <41a02cf6c61946e3b3801b8d0274eb87>:0)
SoftMasking.SoftMask.OnWillRenderCanvases () (at <41a02cf6c61946e3b3801b8d0274eb87>:0)
UnityEngine.Canvas.SendWillRenderCanvases () (at <c6e732ee43764427b2b923952ecc7fa9>:0)
could you explain ?
is a mod
that fixes that issue
softmaskkiller removes the issue, diffoztweaks fixes it
diffoz would be the better option, but you can have both
midly convince
alright ill see
First time on Crystallum. I was in awe at every turn.
Looks-wise this is superb.
Seems tailor-made for Spelunkers' too!
finally someone else who likes this moon
lol
@faint topaz sorry to bother but when you get the chance would you mind making view extension not required for aquantis or celest
yep
thanks as always
New moon? 👀
do any recent versions work in v72? rly wanna use this pack
just change to a version from before oct 4
The previous 2 don't let me launch past online
you prob have some other mods from v73
@bright silo @shy otter
hes trying to play on 72
done
I always liked it, my problem was always the dogs camping the thin pathways
yeah thats kinda a fundamental issue with the layout
Nimbus redesign is 60% complete
Wait those screenshots are Nimbus? 👀
That's a wild change if so
A welcome one though, because Nimbus has imo way too much fog and too-bright purplee
do we still need "CompanyCruiserFix" ?
just checking since it is Deprecated
has been deprecated for a while now
iirc only echelon needs it
and tolian lost the files for it
so it will always require that
every other moon does not need it afaik
ok so it doesnt cause any issues to actually have it? XD
not really
Only for Crystallum, Echelon, Nimbus
Echelon has already been removed from Tolian_moons
Nimbus and Crystallum will be redesigned
I'm hoping Crystallum won't be too changed aesthetically. It looks beautiful.
For now, my priority is a new interior for R.E.P.O. …., then a redesign of Nimbus + a new moon, then a redesign of Crystallum + a new moon
i also need to finalise the details for Harloth
I see!
i will soon update sfdesat moons for v73
heads up the planks near the ship's collision is broken
you can fall thru parts of it
on aquatis
i also heard that when using the BiggerShip mod crashes occur with the Orion moon
Might be the same issue as what happens with Starlancer's Moons, where it only happens if you have AsyncNavmesh in Loadstone on paired with BiggerShip
this is starting to sound more like a biggership x async issue
It's not
It also happens with 2 story ship if you have the navmesh regen on, it's smth with some moons not yet updated on v73
But it's not all of them
You probably don't use navmesh regen
it's defaulted off with 2SS
Cus it's only really needed when using 2SS + Wider
ah ok thought it was on by defeult my bad
egypt update will be possible if you still maintain it?
it crashes every time you pull the lever
what? my group has been there
recently
rly? it crashes everytime I pull the lever
I need to check if I didn't do some fuckery on lunar config
I modified it with LC
do you have bigger ship
god damn it mrov 😔
you can turn that feature off
apparently it also happens with an option from 2 story
god damn it mel 😔 (happy bday)
its a navmesh issue
so yeah E gypt needs a patch then
its a issue with some non updated moons
- **Orion 2.1.7 / Celest 1.1.8 / Aquatis 2.2.7 **
- NavMesh Updated
- Fixed QuickSand texture
- NavMesh Updated
:0
- 1.0.3 >>> 1.0.4 CaltPrime
does it properly fix lethalperformance incompat?
(i cant remember if the last version didnt do it i just remember it didnt)
Yep
i tested it, so there shouldn't be any problems
@faint topaz
yeeeeeeeeeeeeeees
ages agooooooooooo
LETS GOOOOOOOOOOOOOOOOO
also i had no idea about this area
oh yeah its been there a while
i thought about changing the layout, but i never finished that part, so that area remained😅
@faint topaz hi ok so
your fix only works for host-client
non-host still has the bugged entrance teleports
i expected this might happen for some people, alright — i’ll just drop the idea of randomization
Hmmmm 🤔 can't you just have it synchronize with the seed?
My guess is what is happening is it's not seed based so it doesn't sync between the host and clients
When i get home, i'll see if it's possible
it doesn’t work
Hmmmmmm
it can sometimes spawn two main entrances at once, which breaks the game
i’ll just remove the main entrance randomization and keep the fire entrance seed randomization
- 1.0.3 >>> 1.0.4 CaltPrime
@faint topaz ok so its fixed to where its playable for everyone fully
however
the first fire exit doesnt let you enter from it, but you can still leave from it, and it doesnt make a sound when you leave
the other two work fine
oh yeah
nice one bro
hey tolian, i heard you were now in charge of Aquatis, would you please like to fix the Boombox and Shovel spawn there by either removing them or just using a clean way to implement them? (it doesn't work properly as of now)
literal 🔥
Idk turtle knows it but doesnt wanna respond grrr
you know, if a moon causes issues because of a thing being badly implemented, i don't think it should be up to another mod to fix
because that's lazy, and that's MY thing grrr
i will be lazier
go for it
or wait i have a better solution, make everyone lazy
so when everyone's lazy, then no one will be
(and then i'll take over beanie.co)
Omfg took me too long to find
Had to scroll so much in turtle dms to get it
yeah i found it before you told me but i don't see the use in this
Ok you are literally dying today im sorry
mostly for it being a fix to be able to play aquatis
just use sciencebirdtweaks they got something similar and automatic
THANKS
1 million years later
Grrr
Stinky
what's the config?
pls gib
its should be on by default
cool
Bro you have wished my fownfall from the very beginning!!!!!
Maybe you are the real Miss Information
such lies
such fiendishness
why is your name that
you're not a miss, you're a turtle! (real)
inside joke
Outside boredom
between joy
if i remember correctly, in the latest version of Aquatis, i disabled Shovel but not Boombox
yup you did
but i'd recommend that instead of leaving it as is (which has been the case since the last update before you came along), either you remove them both completely, or use a lib for it (which would probably make people question why you'd need it in the first place)
i'll fix it when i have time
cool 👍
Suggesting to remove the boombox from Aquatis is an affront to God.
That boombox is what anchors my soul to this world.
I, sire boom the 3rd, would like to politely decline your personnal preferences and therefore be in disagreeance with your current opinion as the box shaped electronic music device is very so clearly currently being an issue of the matter to anyone disiring to land forth on the moon at hand, for I am not suggesting to remove it but merely giving potential for solutionating to this so very refined gentleman called sire Tolian.
A solution that requires the erasure of the boombox is not a solution. You may as well suggest he solve the issue by having Aquatis automatically kill anyone who lands there, for a life without a boombox on Aquatis is no life at all.
Diabolical.
My good sir, i do believe you are in quite the confusion as i certainly did not affirm that a full decisive solution taken in place should come of such barbaric choices, as i did propose from my own opinion, a solution i deem to be universally agreed upon by all the good squires or the great castle of england, for I am not protesting for a single solution but for a change, i deem you of ultimate lower reading comprehension as for you have certainly not read in full my previous parchements, good day sir.
ok so i finally decided to play tolians stuff in an actual serious run, minus everything he didnt make, but now maintains
which, i have to ask, why did you bundle these into your big moons pack? i feel like they dont need to be in it since they are not technically your moons
alongside this being able to happen in hadal labs, heres a list of every issue i noticed
good news for you is, only other issue i noticed with the interiors is snare fleas cant latch on the ceiling of hyperion station
General
- No LLLUpdated dependency
- Exterior lighting is bleeding into the interior on every single moon
===
Azure - Stone stairs have default footsteps
- Building to the right as you exit ship has default footsteps
===
Nyx - Banner models appear as if they'd be laying on a surface, but several are floating
- No collision for the metal spike wall towards main
===
Nimbus - Main entrance scannode is not placed right
- Default footstep hell
===
Sanguine - Having the fear effect makes blue flashes happen while outside
- OH MY GOD THE ORBITING STAR IS TOO BRIGHT DUDE
===
Crystallum - Default footsteps on most rocks in the cavern
===
Argent - No main entrance scannode
- WHAT THE FUCK IS FIRE EXIT #2
===
most of these are nitpicks to be fair
CruiserFix is needed, a few of the moons still need an update(hes changing them along side that)
i see
which is the reason for the dropship issues you listed
best to delete those
issues
from the list
i downloaded the whole pack
I mean remove t he dropship issues from the list
anyways I think at least in some cases the lighting is intentional, (like zenit)
besides that didnt notice much on others
mainly that and I think nimbus which is getting a lot of changes
but I could be forgetting
oh also this on argent
is this with vanilla ship
ok yeah that needs a fix lol
i was asked to include them in the pack
@calm bluff
what dis
Hadal
i think there was a script that fixed this, but looks like it broke again or ….
i’ll check it tomorrow
I honestly don't remember the solution we came up with 😅
same😂
btw my favorite moon you made is harloth
Argent has three FireEntrances
One of them requires a jetpack…
ahah
i dont think its possible to get to it
you can exit from it and drop items down
but i dont think you can fly to it or out of the building
i think you're right
Leave the bright star alone
In addition it should set you up on fire if you're looking at it for too long
im going to set you on fire
tbh I didnt notice it was bad bc I turn off bloom in lethal sponge I think lol
- **Aquatis 2.2.8 **
- Shovel and Boombox spawns restored
hello there, the new update broke Aquatis and it made me stuck on the random seed screen whenever i pull the level on this moon. I can still move around on the ship when this happens.
here's my modpack code: 019b397c-8458-55af-7a54-a5d65b7e4d3c.
@snow sparrow
did you try multiple times
check the message above yours
just asking cause theres a vanilla game bug where this happens
yes i did try multiple times to make sure its not a one time thing
if it's still broken in some way then what do i have to say
it's strange that the JLL script broke everything
The thing is, even the previous version doesn't work
the problem is not with JLL
Well if something is preventing it from being able to load the dungeon it would happen with both lol
Disabling BiggerShip helped @trail whale
in your modpack
Apparently, Aquatis does not work with BiggerShip @olive dagger
Do you have the navmesh set to Read/Write?
Whatever is going on means the moon would also fail to load if a random map object were to spawn since it’s breaking from Navmesh Regen
NavMesh doesn’t have read/write — that’s set on the Mesh itself
if it were off, the NavMesh just wouldn’t generate at all on the object/model
in any case, read/write is enabled, so it’s unlikely that this is the issue
Yeah it’s gonna be some strange oddity cus I know the moon worked with the ship mods in the past
So it does! Thanks so much for your trouble.
this is because of the items that spawn on aquatis
i don't know what's causing this, but sciencebirdtweaks fixes it somehow
tested, it's not related in any way
that is wild
i'll check what's happening
it gets stuck with no errors, no logs, no anything while rebuilding the navmesh
i'll check if that's caused by either LLL update or Aquatis update
finally an answer
somehow ship scene is missing NavMeshColliders object
what's causing that? how to fix it?
no idea
well
the current LLL version does have a bug with the vanilla ship
it doesnt change the ship to the version thats not in-orbit when you land
lol
i already told pacoito about this
idk if thats related at all, im just saying there is an issue with the two atm
it shouldn't be - i've tested with older LLLU version and had the same issue
i need to test if you can land on other moons
it's aquatis-specific
no need, already know you can
isnt this you every day
comedy failed
naaaah
leaving
oh you have different object names
it works now
this will cause me problems later on
oh well
1.1.1 >>> 1.1.3 Updated Kast
Just some minor fixes
suggestion : make custom trees breakable
Most trees are tied to the terrain, so that’s not really possible — at least idk a way to do it
psych sanctum 💔
this is on argent, backside of rocks you can fall into, just right of ship door. not sure if this is being fixed or...
hmm seems to be the terrain is messed up, other smaller rocks floating too
- Given the large landscape, a path to main would be much appreciated.
- And what do we have here? https://i.gyazo.com/d6c42460d0a48bca80e487caa3f1278d.jpg
Damn I was actually kind of excited for this one from the pictures, I'll wait for some updates ig
||the great orb (i was wondering the same thing)||
dont know whats going on with the floodlight's... light
Fuck it gonna check it out anyways and see if it's not as bad as people are saying, been excited for this one a ton
LMAO I see what you mean
It's just the bloom intensity being too high
😂
its a better tolian moon, but still has the general lighting issue of all his moons, where the interior is really dark
they're doing a screenshot
sun
As far as i’ve found out, this issue also happens on vanilla moons
it’s just less noticeable there
it is more potent due to your lighting choices
i tried disabling bloom, but the issue stayed
fog...
im just gonna pretend it's a result of the smoke 
i managed to minimize the issue
Neat, I also will agree I dislike how some moons have the interior lighting too dark as well, I remember experiencing this problem on Zenit when testing Vehicle Hangar and the moon used to not darken the interior lighting before one of the updates lol
When i wake up..... i’ll release a patch that reduces the light flickering and also increases the interior brightness for Redfen
i tried fixing it today but no luck — rebuilt Zenit a few times and still couldn’t figure out why it’s so dark
i'll try again tomorrow
can call on other mooners for assistance. 🙂
I know Skelaah had to recently fix an issue where interiors were brighter than they should be on Noctis so ye some of the other mooners might be able to help
@onyx merlin @lavish yacht @snow iris Sorry for the pings, but since you guys have the most experience with fixing Interior lighting issues maybe you can help out here

I pinged Kenji cus he fixed an issue with Interior lighting on Nostalgia
heyo, I did fix it because the outside light was bleeding into the interior but the method used could make a proper moonmaker cry
What I did was use a local volume with vanilla like settings in terms of skybox and all that, and have it wrap around the interior (having it big enough to hold it)
If you're using JLL you can make it follow the player in the interior and have the volume tinier probably
- 1.0.0 >>> 1.0.1 Redfen
i’ve been using that for a long time, so the issue is definitely something else
Hm, then I have no clue...
i disabled all post-processing, but fog and other stuff is still active
uh
blue
I do wonder why the exterior lighting is bleeding into the Interior if you said you're doing the thing Kenji did 🤔
I know back when Zenit was still a brighter moon it also never had that happen, idk what changed when you changed the moon to have the more darker atmosphere lmao
- 1.0.5 >>> 1.0.6 Zenit
Neat, how did you end up fixing it?
I would assume it was a shader thing, it felt like you had a dark blue filter applied when on the moon that would also carry into the interior lol
yep
shader
i tweaked the shader a bit
Nice 
- 1.0.1 >>> 1.0.2 Redfen
Are you still planning to update Nimbus and Crystallum btw? I recall you mentioned they were getting reworked
yep
Neat I am most excited for Crystallum to update honestly
i’d rework half the moons, but that would take a lot of time…..
Celestria — gameplay….
Argent — looks unrealistic to me
CaltPrime — I’d change the structure
Harloth — needs more details, the moon feels empty
Maritopia — i’d tweak the design and shorten the distance to the MainEntrance
i’d also finish two more interiors that are about 80% done, but that all takes a lot of time
Maybe someday
Harloth's layout is perfect. it needs nothing more
honestly over anything youve made those are what im curious about the most
(and the remaining moons being v73 so CC fixer isnt needed)
For now, priority is reworking Nimbus and redoing the Crystallum layout
Maybe after that i’ll try to finish one of the interiors
cool cool
Heya, I used to use Maritopia often but haven't played LC in about a year. Just updated Maritopia, and it appears to not have a building under where the ship lands anymore. It's just floating there, and I'm not sure the jump is doable with 2 handed items. Will check in a bit to see if it's intended, a bug, or a conflict.
Just made a new profile with only Maritopia + its dependents, the ship is floating on nothing and the jump seems kinda far so it isn't a conflict, but maybe I'm just bad at parkour and the floating jump is intended.
- 0.9.5 >>> 0.9.6 Maritopia
That did it, thank you! Also just wanted to say I love your moons/ints, you capture the eerie apocalyptic mystery of Lethal perfectly
@faint topaz Probably not intended but I happened to notice your moons bundle is including old versions of desat's moons
You also should prolly remove Nimbus and Crystallum until they are updated so you can remove the Company Cruiser Fix dependency
i thought about that, but when i rebuild the ExtendedMod without Nimbus and Crystallum (or even with them), i get an error and the game soft-locks
Yeah, looks like i forgot to include the latest Aquatis version
Because you need to delete both the scene file and moon file, it looks like LLL panics because you delete the scene file for Nimbus but not the regular Nimbus file
So for example Nimbus.lethalbundle and NimbusScene.lethalbundle both would need to be removed
i checked that right away — the issue is something else
Hmmmm
i’ve got a few more ideas i’ll test when i’m free
👍
Ye, trying to land on desat's moons just crashes the game. Egypt is a longtime fav of mine, hoping this gets fixed soon 
Quite right, there are no logs lol
egypt was not desats... right?
am i misremembering
yay egypt is not desat
neither kast
desat is aquatis (peak) celest (peak) and orion (peak)
Gotcha. Might just be Egypt then.
It's such a damn good moonpack. When I came back to LC after taking a long break, Tolian's stuff was the first thing I installed 😆
I played eygpt
no crash
do you have bigger ship?
I do, yeah. Is that a problem here lol
If you have a ship with Navmesh Regen and Async Navmesh on in loadstone some moons will crash
Mostly was just Starlancer's Moons, but I guess Egypt is also affected
E Gypt will prolly be fine if it gets ported to v73, unsure why some moons not ported explode
Ah. Should turning off the navmesh regen in the ship config be enough, or is it intrinsic to the mod
For now I would prolly recommend just removing Bigger Ship, since it has a few issues that need fixed anyways
You can't disable Navmesh Regen with Bigger Ship
lol
2 Story Ship without Wider will work okay if you need an alternative
(also I need my windows)
2 story does not need regen on it's own but will if you use Wider
Inner walls still restore on firing with 2 story alone, so there's that problem.
Yeah Mel needs to fix that
I've just been begrudgingly dealing with it since a save reload fixes it, but it's getting annoying, ngl lol
She had a patch before that isn't working anymore, tbh you could just downgrade 2 Story Ship a couple versions back
The cameras don't really matter imo
I shall remind her about this though
But yeah just roll back to 2.1.1 to fix the ShipWindows thing
Assuming it's not cus of a Ship Windows update
Will test
Ty. Tbh I'm likely just going to switch that + wider off until Mel gets around to it.
Ye
For her sake I am gonna run tests with both versions and also send logs, incase logs send anything useful for her
Whar 
Pretty sure this is just to having a blank or missing ExtendedLevel in the ExtendedMod

Weird
I guess there could be an extra null check for level, but it should not be missing at that point so I dunno
fixed
Hey trying to download/import a modpack and even if it's in file form it errors cause of version 2.4.7 of your moons mod
If not then i don't know why thunderstore won't download your mod
are you using TS mod manager?
that would be why its failing lol
No r2mod
Which is why I changed to gale and makes me why I didn't change soon despite hearing about it multiple times
153-Maritopia(D) >
// 112-Aquatis(D) >
34-Nyx(C) >
39-Azure(C) >
Crystallum(B-)(150) >>
// 10-Egypt(B)(60) >>
30-Redfen(B)(180) >>
33-EchoReach(B)(200) >>
// 28-Celest(B)(350) >>
Spectralis(B+)(290) >>>
111-PsychSanctum(B+)(340) >>>
Nimbus(A-)(360) >>>
37-Zenit(A)(470) >>>
32-Argent(A)(510) >>>
Sanguine(A)(520) >>>|
9-Celestria(S-)(600) >>>=
618-Budapest(S)(800) >>>>
// 43-Orion(S+)(750)
93-Harloth(S+)(910) >>>>
13-Kast(SS)(1000) >>>>
35-CaltPrime(SS)(1000) >>>>>
Hello Tolian, I've been trying your moons out again, they look as good as I remember but for some reason the dropship in a lot of them have missing textures for the fire
Ok so like uhh
What's with the SS difficulty
Wouldn't S++ make more sense?
(or maybe P for kast)
you actually explode
you can't even land, your ship is simply de-atomized on the spot
Oxyde
i honestly feel like kast should retain its P rank
it's meant to be a preservation of the mod after the old kast got depricated
so why change stuff about it
also difficulty rating of P is funny because of pissa tower and ultakill

Pp
also the delivery ship for kast is bugged
i tested the delivery ship on a different map and it worked fine
@faint topaz
pinging Tolian so he knows
oh also uhh
the moon info for kast when routed to it is like
really off
im not sure if that's intentional or something
this video has the original info for kast https://www.youtube.com/watch?v=VDxsOsuchuA&t=80s
This is actually my new favorite modded map on the thunderstore mod manager right now
Will play on it again soon, but a lot of the videos I want to shoot are designed for vanilla gameplay! so if any vanilla enjoyers are reading this don't worry, I have a lot of that coming
I used to be a big fan of modded gameplay, but nowadays I much prefer v...
I'm experiencing the same error.
Egypt works half the time, and the other half it doesn't.
The sad thing is that it's my favorite moon.

hmmm
Interesting
Would be nice to get a log
i’ll check tomorrow and see what i can do about it
Also, i’ll be busy preparing for exams for the next 3 months, so updates will be coming out very slowly 😭
Okay, friend, I'll send it to you!
Don't worry, Egypt is my favorite map, and I'm really sad that I can't play it.
It's strange, it's the only moon game out of so many I've played where this error occurs.
The moon works, but there's a high probability it will get stuck on the loading seed.
@faint topaz lil question, would you mind if i made a new model for the boat on Aquatis
it's an eyesore
(also kinda wish it had a fire exist like it used too)
it should
but the moon has too many already
besides if i remade it i could make a lil cabin
and then there actually could be a fire exit
ngl id prob just remove the one at the far back of the island
and move it too the ship
nah
if it was my moon
i think the layout is iconic and shouldn't be changed
but the boat MUST be redone bro
it looks so bad
Sure, if you want to, you can
Couldn’t find anything — could you send the modpack code? Maybe i ll find something there
019ccdfc-a71e-537a-386c-9480054a8ec9
The error usually starts on the second or third day of the game. On the first day, it's very rare or doesn't happen at all.
your code doesnt seem to exist
might wanna try making a new code real quick
well I found your issue
you have lethal expansion
delete that and anything that relies on it
your issue will be fixed
There are many mods that depend on that library, I think.
I'll have to get rid of them then.
that library has been broken and dead for like
2 years now
LLL is the direct replacement
and is incompatible with it
Thank you so much for your help. It always installs automatically for me.
Does this still work too?
that is an empty mod and does nothing its fine
it was updated to do nothing since base LLL updated
some mods just havent updated their dependancies yet
itll just default to using the normal one
since this does nothing
Okay, I'll delete it and try Egypt. I want to play it again in my games.
019ccec5-a636-6f85-30b8-a4d84ac24b8c
here is a cleaned up pack
you had other really broken mods
Oh, thank you very much.
Yes, I'm getting a lot of red letters on the console. 
Your correction suggests updating a mod; is that recommended?
God, I'm still having the problem.
I'm going to do a clean download of the game.
- 2.0.23 >>> 2.0.24 Updated Egypt
lets gooo
💖
Is it what I think it is? 
all it needs is a port, navmesh fixes, size generation fixes, and for the Crown scrap to not disappear upon file reload.
no need for more lights. no need for extra sounds. the ambience is perfect. just breathe this masterpiece back to life, fren 😭
hi! i wanted to share some feedback after playing on 37 zenit. as the fire exit that's located to the right of the ship has an opening on top of the cavern, it is possible to skip the cave and run above it to drop down near the enterance below. I thought this was actually intentional but there's some broken geometry there that can actually get you softlocked, as well as some rocks clipping into the terrain
a better angle
it's actually straight up walkable beside the cave enterance too, and i thought this was a geniune aspect of the level but maybe not
tomb not working v81?
none of his interiors work
cry in egyptian
you are doing it wrong
cries in 𓀔𓀇𓀅𓀋𓀡𓀡𓀕𓀠𓀧𓀨𓀣𓀷𓀷𓀿𓀿𓁀𓁶𓁰𓁴𓁿𓂀𓁾𓁵𓁯𓂞𓂤𓂗𓃃𓂾𓂺𓂹𓃞𓃙𓃖𓃓𓃕𓃓𓃜𓃘𓃙𓃟𓃛𓃞𓂺𓃂𓂿𓂺𓃃𓃂𓂛𓂏𓅱𓅥𓅩𓅦𓅹𓅸𓅳𓅩𓅪𓄭𓄫𓄮𓄬𓄗𓄑𓄌𓃦𓃧𓃨𓃤𓃟𓃓𓃅𓃁𓂽𓃂𓂊𓁾𓂀𓁽𓁼𓁠𓁛𓁟𓁦𓁜𓁭𓁡𓀔𓀇𓀅𓀋𓀡𓀡𓀕𓀠𓀧𓀨𓀣𓀷𓀷𓀿𓀿𓁀𓁶𓁰𓁴𓁿𓂀𓁾𓁵𓁯𓂞𓂤𓂗𓃃𓂾𓂺𓂹𓃞𓃙𓃖𓃓𓃕𓃓𓃜𓃘𓃙𓃟𓃛𓃞𓂺𓃂𓂿𓂺𓃃𓃂𓂛𓂏𓅱𓅥𓅩𓅦𓅹𓅸𓅳𓅩𓅪𓄭𓄫𓄮𓄬𓄗𓄑𓄌𓃦𓃧𓃨𓃤𓃟𓃓𓃅𓃁𓂽𓃂𓂊𓁾𓂀𓁽𓁼𓁠𓁛𓁟𓁦𓁜𓁭𓁡𓀔𓀇𓀅𓀋𓀡𓀡𓀕𓀠𓀧𓀨𓀣𓀷𓀷𓀿𓀿𓁀𓁶𓁰𓁴𓁿𓂀𓁾𓁵𓁯𓂞𓂤𓂗𓃃𓂾𓂺𓂹𓃞𓃙𓃖𓃓𓃕𓃓𓃜𓃘𓃙𓃟𓃛𓃞𓂺𓃂𓂿𓂺𓃃𓃂𓂛𓂏𓅱𓅥

btw that was the curse of the nile
run
i can finally play it for the first time
the most ancient of them all
eeeeeeeeerm actually the most ancient would be scp dungeon 🤡
true
scp dungeon was the first modded interior
to publically release at least
@faint topaz Hey btw, just wanted to let you know if you still wanna look into fixing up and restoring Sector Alpha and Sector Beta paco said he's okay with it since he has so much on his plate rn
Yo Tolian you forgot the tags
Oh boy it's Scoopin time
i ll only be able to properly work on it after June 20 since my exams will be over
Got ya 
- 1.0.0 >>> 1.0.1 Updated Scoopy Castle
could you add compatibility for immersive entrances? https://thunderstore.io/c/lethal-company/p/Zehs/ImmersiveEntrance/
Yeah, i ll make it compatible when im free

Having Scoopy's Castle enabled in my pack makes me unable to load into lobbies rn
Tried looking through logs to see why but didn't see anything that stood out so in the nearish future I'm gonna do further digging
Wonder if it could've been the recentish DGP update now that I think about it
