#Starlancer Warehouse v1.6.7
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Yeah haven't noticed it at all since then
Congrats on a thousand comments
But haven't seen one for a while so I need to do more testing lol
lmao ty
across all 4 of my threads I have 18k comments
@tight rune Until you pushed your recent update I could not get this to run on v49. Your recent update fixed it for me.
incredible, especially since that was a fix for LLL's v50 beta lol
Yes. Thankyou haha
Now it can go into Shattered Company v49
I got to see it for the first time and it is cool as hell!
What is your default interior size setting for it?
I'm not sure what property you're specifically referring to, like size multiplier or the dungeon length?
I didn't write the config code so I'm not 100% sure, but I'm assuming that means DungeonFlow length, which for Warehouse is min 6 max 9 at default
could you possibly make the warehouse smaller?
as in, less rooms
Nope, runs into issues generating
also I've already nerfed its size in both scale and flow length ๐ญ
dantors had that same issue for a while cuz dantors rooms are 2-3 times larger than normal, so it would just never end
I assume you're currently on a break right
ye, cooking other things

In the future, I think LLL will allow me to define a maximum size multiplier for the Warehouse, and I'll probably make the upper limit somewhere around 1.3 to 1.5
Rend used to be 1.3x, but apparently now it's 1.8?? I guess Zeekers changed up the dungeonflow length for the mansion and wanted to buff factory spawns there
oh mb, I thought that wasn't actually implemented ๐ญ
well I amend my statement to say SOON it will be simpler for me to control stuff like that since I can configure it in editor and just bundle it along with the dungeon without needing a dedicated plugin to load it
the changes for that were "mansion got significantly smaller, so lets up rend and dine's sizes in the dungeon to match what they were look before i made them smaller"
I seeee
yeah mansions are now smaller on 1.0 multiplier, while factory remains the same
i guess it makes mansions more tolerable on high multipliers now
This happened to me yesterday on Sci-Fi, I'm using LLLfixed temporary fix, so maybe that's why it's happening to me, idk.
Hmm, maybe it's a networking issue, but let me check something
@tight rune would you by chance have a brief tutorial going over how to make very simple sliding doors? I am in love with your doors and my interior for Black Mesa currently has doors that are meant to slide, but for the sake of time I have only made them swing open ๐
Are you just talking about the animation itself?
yeah I haven't touched animation at all and have no clue how to get started with even just a simple door sliding lol
It's simple actually. Make an animator controller for the door, make two animations, one for opening one for closing, record a keyframe for its closed position and open position, and set it to trigger via the AnimatedObjectTrigger script in the same way vanilla doors do it
If you want to keep the interact trigger in place, nest the door model and collider under the actual trigger, or else it'll move alongside your door
I'll try! Never worked with animators or keyframes before, so I hope I can get it down right ๐
It looks daunting at first, but it's pretty cool once you get your toes wet
ayo
It's time to do illegal things.
(okay no).
noooo star how could you
why is this mod not working anymore
Because Lethal Company updated to v50 and the modder is working on updating his mod to the new version.
it's for v49
it's in the works
if you want to try it out: https://github.com/IAmBatby/LethalLevelLoader/blob/main/Thunderstore/plugins/LethalLevelLoader.dll
this is v50 version (experimental build)
ok
smh, betrayed by the captions
btw do you know how i could add unity assets i got from the store into a project?
Just open the package manager and download/import them
it'll pull them from the store natively
cant find anything here
Top of that window -> Packages: My Assets
I have a question, with LLL v50, is your tutorial obsolete in any of the steps? ๐ค
Not really, you might not need to get some of the mods for dependencies that I specify, just whatever LLL specifically requires.
But the steps should all be the same otherwise, barring the new LLL stuff like ExtendedMod, but it'll auto-create any missing Extendeds for you on run
Ok doki, thank you.
Now I just need to find out if my laptop will be able to run Unity, lol.
(although I don't think Lethal Company runs it).
was just checking out the warehouse, looks lovely and different inside, no spray paint support though? some objects can be sprayed, but they are usually grills that are walked on, so it rather limits spray paint usage, there was some walls that allowed spraying, but not all.
i only ask because quite a lot of interiors allow spray paint everywhere, so when i find something doesnt, i just wonder if its forgotten (i d k how many people use spray paint or care about it xD)
Should be fixed in the next update, I thought I was doing vanilla-comparable things with my props, but I wasn't. More things will be on the Room layer, which will make them paintable
ahhh, ok, cool โค๏ธ thanks for being aware, i figured it was something along those lines, but as i asked the same question of another interior maker, i started to wonder if it was just a thing no one cares about :), looking forward to playing your warehouse tomorrow night with my group though ๐
Just wanna let you know the next update won't be until LLL fully releases its v50 update, but I hope you have fun regardless :3
oh i will! im just asking about spray paint nowadays as i find being the "way out drawer" while everyone else picks up the scrap, makes the game go smoother :3 so when i bring my spray can into an interior and find no spraying, im like "aww, ok, ill pick up scrap instead" xD
so ill have fun either way, ill just have to remember to leave the spray can in the ship ๐
I love Warehouse.
I would say that I could only complain that sometimes it causes performance problems and having such wide hallways is not to my liking.
But I love finding a huge room.
i love how the rooms are so big, its a massive breath of fresh air compared to the tight confines of most interiors.
and the aestetics are cool as well.
Performance issues? It runs at vanilla fps for me, uncapped
Do you use CullFactory?
I don't use it because using it in my modpack only makes my girlfriend do worse.
odd
In my case, CullFactory works for me, but I don't use it because of what was said above.
It might just be the Warehouse combined with your modpack pushes the performance down a bit
I currently only have 25 mods I think.
Or 23, idk.
Different mods can affect performance differently, so number doesn't really mean anything
Btw, I'll give it a try when the new update arrives, maybe it was something specific from my Steam Deck. '^'
Ohh yea I know nothing about Steam Deck performance ๐คญ
It usually runs at 60fps, with some fps drops to 45 except for Bracken and Spore Lizard and other situations. But in Warehouse it dropped to 45fps too frequently, although you may be right, perhaps having 4 or 5 interiors at the same time could be a bad idea. XD
performance is very important to me, because of people in my group, playing on absolutely terrible pcs.
https://thunderstore.io/c/lethal-company/p/FOAF/QoL/
this is my QOL pack, i havent updated it to v50 yet, but there are a few mods in there that increase FPS, and some that reduce FPS loss because of bugs, some might be fixed in v50, some may no longer be needed, but, if your girlfriend is having issues, she could install "HDLethalCompany" and turn the graphics resolution down to below vanilla levels on top of using stuff from my QOL pack.
Thank you very much for the modpack, although I don't think I'm going to use it, I've already given up on mods that improve performance.
It's going well for me, but the opposite happens with my friends and my girlfriend.
ok dokey, but i would honestly reccommend at least these 3
EliteMasterEric-CleanerLogs
Solar32-PerformanceEnhancer
fumiko-CullFactory
they all work, and ive seen fps gains.
I am happy with my 60fps dropping to 45fps, I only worry when it happens very frequently or when it goes badly with the people I play with.
Well, I just wanted to ask if the hallways are going to be a little narrower or are they going to remain as wide. '^'
I might tweak it so the huge hallways are a little less common
:3
That would be fine.
Btw @warped grove did you play Warehouse when it first released? Now THAT was too big lmao
Nah, I waited a while, I think I played it...on April 15.
Literally the entire thing was 20% bigger before you played it due to an error on my part when creating it
i mean... im thinking forest giant inside the interior sounds like fun.
Goodbye to my idea of creating a moon. ๐
Could still fit size-wise in some rooms lol
yeah, but imagine if the doors were as big.. and it could walk around ๐ฎ
(technically the way the game works they don't really care about ceilings)
fair, i havent looked too much into entities and how they work on lethal, but i have noticed giants seeing me from way below when im on titan, so i should have realised they just dont see floors or ceilings. xD
Okay maybe not giants
Dogs tho
It's not noticeable at a glance but dogs are as big as factory corridors
But because you only see them outside you don't notice it
Or at least don't think about it too hard
I know scarletmansion has knights that substitute for coilheads and can spawn both as an independent monster and override them
Think it would be a good idea?
To have some special subspecies of dogs (or guard dogs) that would override normal dogs and spawn on the inside instead of the outside?
Dogs in normal factory are a run ender because you can't reliably spot them beforehand and because if one is in the same corridor you physically cannot go around one
Warehouse has spacious corridors
And visible far-away areas
Okay the more I think about it the more I wanna try it
Ima go test it out
Spawn like 2 dogs inside and see what happens
fog from one room bleeds into another
Heard, I think I might have already fixed that on my end
I'll get to work updating in the morning, I've had a nice "me" day :3
Interior is sick. But the loot density isnt great, at least not on ur poision moon
Is this working with latest LLL? Even when set to guaranteed in the config it wouldn't generate.
In theory it should work, but I'll be pushing out a tiny update later to give it config compatibility with the new LLL. It's extremely possible the clock issue will still be a thing though, but I'm gonna figure it out
First time trying it out, pretty big and neat so far.
Don't believe this is intended
im a bit out of the loop, has the clock issue been fixed?
It sometimes still happens for unknown reasons
After V50
The clock doesn't even appear for me if I get the interior
Lol
I am just testing my pack with v50. good to know thx ๐
StarlancerWarehouse v1.5.0
- StarlancerWarehouse v1.5.0
- Updated to allow LLL to automatically load the dungeon via .lethalbundle and to automatically generate a config.
- Warehouse now has a unique item for its key for locked doors. It needs adjustment and is currently clipping into the floor, but otherwise it functions like a normal key.
- Fixed the clock issue, at least for the last several tests I've run. Let me know if the issue somehow persists.
- Darkened the fog in the pits so it looks less tacky.
- Tweaked tileset values to allow for more verticality in the dungeon generation.
- Overlapping doorways now have a higher chance to actually connect.
- Put props on a different layer so they can properly generate navmesh.
Nice update, I will play with this mod later
Lemme know if you run into any bugs!
wohooooooooo
blame it on me again (like the last time) ๐คญ
i cannot express how much i relate to that ๐ญ
the only bug I saw in the past version was the clock not showing, but appart from that, everything looked fine. I didn't play much tho, but I really enjoyed the interiors!
For a sec I thought you were asking "where's update" and my mind went "bruuuuuuuhhhhhhhhhhhh" ๐คญ
with the new LLL update, do i handle which moons the interior spawns on through LLL or through this mod's config, or does it not really matter?
LLL, Warehouse no longer supports manual configuration
Couple of other interior makers I think are opting to let LLL's config be the place you edit it, I think Rosie's CozyOffice is like that too now
am i insane or is scifiwarehous and warehouse the same thing but former is just outdated?
Scifi is outdated
thanks for clarifying!
when hosting, clients dont see keycards at all
Odd, do they see regular keys?
idk if this could be a possibility, but was everyone on the latest Warehouse version?
yea it happened a couple of hours ago unless you pushed an update in the last 3-4 hours
Nah. @crude fog there might be some networking issues with the key prefab setting
its very stable, so far every interior enemy works fine with it, and seen lethalthings teleporter traps as well
aside from the keycards not visible for clients, its stable in terms of frames too
I wouldnt recommend configuring this interior to any free planet though unless you are masochistic
I configured it to have a solid "1" weight on experimentation and it was unplayable lol
but any other paid planet where scrap spawn is higher this interior fits very well
As far as vanilla stability it's mostly fine, @stray olive's crew reported that the clock still breaks, and I was told there's some incompatibility with Ship Windows for some unholy reason, but yea largely stable
Just a lil cursed
what
how
shipwindows?
Also turrets shooting through some walls
im used to that
we call this a difficulty tweak
classic interior mod stuff
honestly I don't think this is possible to bug hunt from the user end
it's gotta be something in the build process or something, but it haunts me
i cant do shit for this now
xP
I played today and found no bugs, I didn't find any enemy, but prob was rng doing the funny. I went 3 times, so I didn't test much
- StarlancerWarehouse v1.5.1
- Finally found the culprit for the broken clock. An "Animated Sun" script had somehow found its way onto one of my local prop set arrangements. Thank you so much @fossil notch, you are a treasure to the modding community.
StarlancerWarehouse v1.5.1
I cannot properly express the amount of weight that has been lifted off of my shoulders
goated
this is why the validationtools in lethal toolkit would be great
@fossil notch did i ever show you those
oh no, I haven't had a chance to look at toolbox properly yet
oh

ok lol
but verifying the scenes and crap seems like a whole thing since there's so many things that could break the game
@tight rune
For some reason. Only I the Host can see the new Blue Key Card everyone else thinks I am crazy....
Yeah, @crude fog second report of such
uh
i somewhat wanna say skill issue
all i do is replace the prefab that the game references to spawn
pretty sure I set it up just like the vanilla key
you might wanna compare the basegame key prefab with yours and see if the setup is diff
yeee no stress
happy to check the issue out but from initial vibes i do wanna say it might be on your side
if you can't find anything i can peep
same
wait did I? lol
You helped so many people that you donโt even remember ๐โค๏ธ
It was just-on my moon
i knew it that something must've been added in a weird place ๐ฅฒ
so great you got it fixed ๐
I know this is a goofy request (and I understand if you don't want to do it) but normally when you enter a fire exit you are facing the door but in this interior you are facing away so when I use the generalImprovements fix to reverse the direction you are facing when you enter the fire exit so in this interior I enter facing the door, so could you maybe make it match the vanilla function? It just bothers me so its perfectly fine if you don't want to do it
im sure it works cause ive seen this one before updated a lot but this interior works for the newest everything right
the problem is that the player orientation when entering a fire exit is the opposite of vanilla fire interiors so it breaks when the vanilla orientation is fixed
lmao yeah I fixed it on my end bc I hate how vanilla does that
not everyone uses GI tho, so I won't be reversing the change
But if they don't use GI that means they don't mind facing the door no?
i'll assume yes after reading through everything, tho that door thing does seem a bit annoying but eh i can get used to it
I bet not everyone knows GI even does that ๐คญ
yeah, i agree
ehhhh that's fair I suppose
consistency is key
Yeah I honestly think every interior should behave the same way but you do you
trueee
tho its not that big an issue but at the same time i can imagine its a bit annoying so its like an eh
Just add a method for detecting GI maybe
I know SDM had the same issue but Raphtalia managed to fix Compatibility
I don't script the reversal of the telepoints, I just set them the right way in the prefab lol
I'll just 180 them tomorrow
Is there a config file to control dungeon weightings? I'm aware LLL can do so but I'd need to enable content configuration (which includes dungeon size multipliers, I'm not sure if these are populating the moon's specified values so I'd prefer not to touch them), and I'm not aware what the difference between Manual Level Names List and Dynamic Level Tags List is
level names is the actual name of the moon, tags are for LLL's content tags
I'm assuming if I want to just match by name that's the only one I should touch, and I can just remove the listings under Dynamic Level Tags List? Why do they have different weightings for the same moons (100 for Triskelion in name matching, 150 for Triskelion in tag matching)? And I assume Content Configuration needs to be enabled. Just noticed the dungeon size restriction stuff is its own toggle so that's not really an issue then
the weightings add up if they're in multiple spots, and I made a tag for each of my moons
Do they? LLL simulate command is showing that Triskelion is using the higher weighting (150) implying it's ignoring the lower weighting
hm, well that's what I thought it did
yeah same here
or if not ignoring it then it's overwriting it as if the tag field is applied second
eh, problem for tomorrow
tbh the spawn weighting is still like 33% which isn't unreasonable
so it's not a big deal
ye, it's just weird lol
what
lmao
well
lemme know if it happens again I guess
bc I have no idea how that's possible
This makes 2 of us
inital thoughts after playing it on a session uhh
loot density is bad
other than that its dope
I'll see about getting you some medication a working keycard tomorrow
hahahaha
yea that was my main issue
Lighting feels a bit illogical in certain parts of the map, note how there's tube lights on the walls but they're not illuminating anything whatsoever
on a different note my log is getting spammed by this every little bit and did not happen until we were in this interior for a little bit
Spider pathfinding glitched here, the spider appears to be stuck
We've also seen a turret or two shooting into the floor constantly until someone in the ship disabled it, for some reason
Interesting all around lol
I have no idea what could be interfering with the actual EntranceTeleport script
Light fixtures are difficult, but I hear ya and it's something on the list already
if you somehow find a keycard outside the interior, so lets say through the Remnants mod spawning it in alongside a body in like Office interior, then the keycard IS visible for clients btw
accidentally encountered this last night
when i simulate moons i dont have the warehouse enabled on, it shows as being enabled, this only happens with the warehouse, am i missing some hidden setting? ;o
Like, you turned Warehouse off in your mod manager?
Do you have the .dll left over from older versions? The only warehouse file you need now is the .lethalbundle, no plugin (for now)
StarlancerWarehouse v1.6.0
- StarlancerWarehouse v1.6.0
- Tweaked the tilesets and set the dungeon size multiplier to make it closer to vanilla factory size and not feel as empty.
- Fixed the kill triggers in the pits clipping into neighboring tiles.
- Fixed the position and rotation of the Keycard when on the ground.
- Changed the Keycard ID to match the vanilla Key. Hopefully this will resolve the issue where only the host can see keycards.
@digital acorn lemme know if the keycard fix works
in the config, its not turned on, in LLL the config is disabled, the default rarity is set to 0, but im still seeing "rarity 50" when simulating.
hm, can I see a screenshot of the config?
one sec
and what moon were you simulating on?
any., but the one i checked the rarity on is experimentation
thats the current config, ive tried changing Experimentation to 0, to see if that would change it.
also you just reminded me that I forgot to remove some level matching properties I was using for testing :B hotfix incoming
๐ thats what i wondered, i know some other moons have dynamic settings, for like.. "vanilla" or "all" xD but i didnt see a setting for that.
That's the old dll config
the new config is only in the LLL config
ah, well.. so i need to remove the old DLL? or just delete the config and use LLL? i did wonder.
remove the old dll and delete the old config
ah, the dll wasnt present anyway, i guess i need to re-check all my interiors then ๐ luckily im already doing that, thanks
np
Forgot to save the changelog before I updated, but I wanted to get it out before anyone downloaded the weird version.
- StarlancerWarehouse v1.6.1
- Removed some level matching properties I was using for debug purposes
ah i see the setting causing it now ;o
"Vanilla:50" it was in the LLL config, im just blind.
how do you spawn this interior on modded moons?
In LLL's config
And make sure this is enabled
so what do you write?
Moon:Rarity
why doesnt the warehouse config work?
Because he moved it to LL's config
i have to manually write all moon names?
i guess im just going back to lethal quantities
why?
Yeah if you're not using a spreadsheet I can understand that it would be quite annoying to write every moon one by one
Pretty sure clients can still not see keycards, on the latest version and my friend was unable to see it while I could
It's okay just use DoorBreach and bonk that Door Scanner til it opens
Lol
Anyone experienced loot being too scarce in this dungeon?
Can't seem to find more than 5 scraps per day
(on Triskelion)
Should be fixed in this update
tho I completely forgot I made the change and didn't put it in the changelog lol
Keys being only visible by the host too?
That idk, I have it set up just like the vanilla key
Because I just had that
oh wait no, that was 1.6.0, I'm silly
if loot still feels scarce, then you might need to regen your config
I set the size restrictions in 1.6.0, but idk if they update the config
Will do ๐
I'm not used to do that so often
In this instance, hopefully that's the case lol
I hope too lol
StarlancerWarehouse v1.6.2
- StarlancerWarehouse 1.6.2
- Fixed a clipping issue with the incline tile. No more mysteriously impassable doorways.
- Fixed vents being incorrectly oriented.
- Fixed the navmesh on the stairs in the two verticality-based tiles.
- Fixed some big doors not being aligned properly.
- Turrets should no longer spawn in the main entrance.
- The key now looks better in the player's hand.
oh and there's also turrets shooting through the room with the walls in shape of a square in the middle of it, is that fixed?
ah, forgot to take a look at that. They're shooting straight through the glass?
Or different room?
I'm not that good to describe but theroom basically has this shape
yeah that
It's fine, take your time
Also, keycards not having an icon is normal?
they have a stretched key icon instead
Yea for some reason any time I wanna use a vanilla sprite it ends up stretched lol
I'll make a custom sprite later too, shouldn't take but a minute
Btw thanks @ripe mesa for your help narrowing down the issue with the blocked doorways
Should this be enabled? It is set to true by default
This is how interiors change their size settings, it's nothing new. Mental Hospital has been like this for months
I mean, some interiors have it disabled by default
Because they are using the default size settings
Black Mesa also does this
CozyOffice
MentalHospital
I think that's it
Alright thanks
Yep, it's one of the safeguards against it being too big
But if scarcity remains a problem I'll just have to tackle it from another angle
well that was probably my issue since I had that off before lol
Ohh you regenerated the config and it set it to true?
yeah
Nice! Hope you enjoy the new, more reasonable size ๐คญ
Will see next time I play, tho I have to say from what I've experienced that I really like the design of this interior.
It's very different from the others and that gives a fresh experience
Great job!
help
StarlancerWarehouse v1.6.3
I have never once
- StarlancerWarehouse v1.6.3
- Fixed the U-Room walls with windows not being set on the correct layer. This should prevent turrets from firing through them.
lol
@fickle pivot turrets shouldn't be able to fire through those walls anymore
for whatever you're wanted to config, set the top option of the section to true
then just config stuff :P
peek at the vanilla level/dungeon configs, they're preset with the basegame values and will show you proper syntax (your first assumption was correct tho)
How good is warehouse rn
On a scale from the floors arent real
to
omg im crying this is beautiful
the scaling is perfect
the pathing is perfect
the scrap is fair to find
I mean, I just fixed a bunch of bugs lol, and the 1.6.0 restriction on size multiplier definitely helps it not feel so empty
I never understand what you mean by Kevin Hart
lmao
some will understand, others will not, only your level of insanity will tell
but this means im on my way to test your interior and give you feedback
ahh okay
Itโs iconic, truly
@tight rune Any ideas on the ShipWindows issue?
Unfortunately no, I was hoping it had resolved itself lol
I haven't experienced this issue with Warehouse tbh
That's so odd lol. Adding or removing this one package makes or breaks ShipWindows for me.
Have you tried clearing your mod cache?
I have. I've developed a habit of doing this every time I re-download my modpack from Thunderstore after I push an update so that I can ensure it works for everyone else.
Does it happen on a fresh profile with just ShipWindows and Warehouse?
Have not tried that yet. Lemme see.
Damn it. Nope it does not have the issue with just those two. 
Guess I just gotta sort through any mods I have that might be messing with the ship. That's so odd that removing the warehouse fixes it though.
Yea that's incredibly bizarre. If you happen to find out what the incompatibility is, let me know!
Will do! I'm just going through loading into the game with different mods toggled off trying to see if I can get the windows to load.
Inb4 it's a mid mod like HDLethalCompany at it again
Nah I don't have that in my pack lol
Okay, so... I was not going to be able to sleep until I sorted this out. It was the last thing I thought it would be. I sorted all of the mods into alphabetical groups and disabled them letter by letter until I found the culprit. It was EverythingCanDie. With it disabled, I can have both ShipWindows and StarlancerWarehouse functioning normally.
All other mods enabled, just ECD disabled, everything works. I enable it, windows break.
Good news is that KillThemAll works, and it does so in a smoother and more entertaining way without breaking anything else (As far as I can tell so far).
Check the readme :P
Wuh
Oh whoops
Thought we were in enemy escape
Was it stuck only when no one was inside?
i think there were people inside
oh i thought it was a dungeon problem
Are you playing with Full Darkness on?
i forgot this isnt warehouse lol
nope
noticed extreme lag on triskelion with this interior
Same but that was before I regenerated the config so the new dungeon size applied
didn't try with the new size yet
was the size changed? what is it now
Is that the LLL config?
yeah
i also noticied extreme FPS drops/lags on triskelion, seemed to be though, the closer we got to the bottom of the map, the more it lagged, the upper platforms, and the route to the main entrance were seemingly fine.
I think I've been noticing some minor FPS decreases on Triskelion as well when looking in certain directions
This interior was breaking multiplayer, scrap and monsters. Is this fixed now @heady pollen
? It isnโt my mod idk xD
Unless you mean cozyoffice then no
They could be thinking of the Sector 0 Interior because itโs very warehousey
Starlancer warehouse was breaking some thing
No I mean starlancer warehouse
Oh, well ask audio knight then
Oh wait I thought Rosie made this
โStarlancerโ Warehouse ๐ญ
@tight rune is this interior still breaking the enemy spawn rates and scrap?
Uhh if you're referring to the clock issue, I fixed it
No before when I tried it people could not join enemyโs would not spawn and scrap would not either I will test it again soon to see if it has fixed.
I don't think I ever had reports of that, but that could've been related to the clock issue
Heads up that keycards are still not visible to clients
He knows lol but I don't think he can fix it rn
I'm just gonna push a hotfix in a bit disabling the keycard swap
Is this/lll compstible with v50?
Yee
StarlancerWarehouse v1.6.4
- StarlancerWarehouse v1.6.4
- Disabled the keycard until the syncing issues can be fixed. Regular keys will spawn again.
was that trying to use batbys new key prefab system for interiors?
yea
The config file isn't showing up for me even after booting the game up and restarting the mod manager
Config is in LLL's config
Is it just named starlance warehouse or smthn different?
Make sure you load into a save so it gets added to the config
ok
and I can change the percentages in which moons it spawn on in there? like a seperate config for lcoffice or scoopy's variety?
You can do it there yeah, tho make sure "Enable Content Configuration" is set to true
cool
I booted up a save and the config file still isn't there
LethalLevelLoader's config is still not there?
LC office doesnt let u config different chances per moon right? i was kinda sad about that
cuz everytime i try a list it doesnt do anything
it only works when setting one chance for all
It does
but when i tried it didnt show a change in the spwan chance for me
only when i changed the default value did it change the chance
lol
that description so bad, it just says to put Level after name, doesnt say anything about @ or :
thank u
ig u dont even need to put Level lol
You never need to do that
bruv
buenos dias
hows this interior doing
Im fiending for something since most of the interiors for v50 aren't complete / stable / updated yet
yea and if you think the interior seems too vast still, try regen-ing your config
any known current issues with the interior
quirks
anything
not that I'm aware of
more or less ๐คญ
It has the XuXiaolan Stamp of Courage&Power
I'll look at the logs in a bit, but that's odd. Does maritopia have a super small dungeon size multiplier?
๐คทโโ๏ธ
i think maritopia is 1
1.3 ๐
oops
I lowered the max dungeon generation size to 1.2 since my friends were complaining about density/size of the interior (which tbh might be due to how large the interior's tiles actually are rather than the generation size of the dungeon). Should I expect any significant problems with that value like the level not generating?
None that I could think of. Test it on Experimentation though, since that has a 1x multiplier
the config is not generating for me
there is no dedicated config, it exists in the LLL config now
oh
AC wont overwrite it though right?
Don't know, but I offer zero support for any AC-related issues
coilhead got stuck on this doorway
Unfortunately I'd need a better look at what rooms those are in order to know where to start lol
AC doesn't touch dungeon generation size besides giving you the option to override each moons map size multiplicator.
I'd recommend using LethalQuantities to balance dungeon sizes for most people as it's much more intuitive than LLL config. You just change one value per dungeon: the Factory size multiplier. It's multiplied with the moon's map size multiplier and the result will be your final dungeon size allowing you to balance interior sizes (or loot density) so all of your dungeons generate equally large on a given moon while still scaling from moon to moon as the map size mult goes up.
You can achieve the same with LLL config but imo for most people it's unnecessarily convoluted to wrap your head around the lerp settings (as it's not apparent what you're even changing) and they might not actually function as intended from what I've read in the LLL thread..
AC can literally do the exact same and itโs easier to use in my opinion.
no with AC you can only change the moon's size multiplier. They are separate things
You can change, (Moon price, max scrap, minimum scrap, scrap rarity, daytime enemyโs, outside enemyโs, inside enemyโs and weather multiplier.
I think there is also a size multiplier for the dungeon
There is but that's what I'm trying to explain. If you have multiple dungeons for a moon they can generate at immensely different sizes.
For example poolrooms and bunker generate huge by default so you can set a per interior multiplier (with LQ) to balance that out.
If you only ever have one interior per moon, you can just change the moon's size multiplier, yes
You can change the interior config for interior size multiplier
Those have been deprecated with moving to v50 LLL afaik
Except SDM which has completely customizable generation
You can just use the LLL config then
Yeah, right. I just find LQ much more convenient. All the interiors are neatly organized in a list and I just change one value.
I do the same with enemies. Instead of going through all their individual configs to cahnge rarities, I have them all in a list in my global preset where I can set their rarities, other attributes, compare them easily..
Basically I'm just saying for me LQ offers the most practical solution to balance interior sizes. Especially when your modpack is getting larger and larger.
is there a config for this interior? cant find anything
In LLL's config
Known issue, will address in the next few days
Alright
Ty for the report tho, I had kinda forgotten ๐คญ
Okay
My mind doesn't understand how I can edit which maps it can appear on.
It's in LLL dungeon injection or something like that, right?
It's in the LLL config yes
I just don't know how to put it, since I put Free:250 and it doesn't work. ๐ฆ
Unless LLL no longer accepts Free, Vanilla, Paid, etc.
Or idk, in which LLL setting is where you can change that?
Did you set content configuration to True at the top of the section?
๐
...
/Disappear hoping that no one remembers this.
๐คญ happy to help
Uhm
What is the difference between Dungeon Injection Settings - Manual Level Names and Dynamic Level Tags.
I don't know if it's because of my lack of English or something.
names: you define them explicitly by name (so Experimentation, March and so on)
tags: you define them based on the tags the levels have (https://github.com/IAmBatby/LethalLevelLoader/blob/main/LethalLevelLoader/VanillaContentTags/SelectableLevels.csv)
so tags are more broad and implicit
Ohhhh
Although this only applies to vanilla moons, right?
those are the tags that vanilla moons have, modded moons can add their own
That's why it has another Dungeon Injection specific to mods.
so the system is expandable
Ohhh, okey.
The only thing that confuses me is that I saw some mods in Manual Settings or in Dynamic.
Instead of Mod Setting and that.
But I guess it doesn't matter.
Thank you so much. uvu
hope the extreme fps loss from this on triskelion is fixed
One common complaint i get is that the warehouse is too dark, much like scoopy's dungeon
Personally, i dont mind it since i use a flashlight
But alot of the people i play with have room temp IQ and dont use one even though we have the reserved slots n all for it 
Do you think you'll add a config option like the ScarletDevilMansion has to customise the lighting?
Or better yet, some other feature like breaker panels to turn on lights in the darker areas, maybe requiring a keycard?
And me thinking it was way too bright compared to other interiors
And I play with TrueDarkness at 0.7
i agree that it's very dark but i don't think that's a bad thing
See i dont have that
Neither
But i know quite a few who complain on it
Idm bringing a flashlight
Yeah so it should be more bright for you than for me
I've heard SDM has a very configurable generation, but I have no plans to implement that functionality. I also think that it errs on the side of being too bright lol
Whoever said your interior is too dark is using it on a dark moon probably
Your interior is not too dark at all
lol
It's perfect
im literally blind in this interior, can you please add a lightswitch
Actually that is a good question
Does warehouse have a breaker box
I know it has security doors
Sector 0 is the only interior I've seen with a breaker box I think
LC_Office also has breaker box
Cozy Office too
Might wanna get those glasses checked
Poolrooms also has a breaker box
yes, it does, as well as a functioning apparatus
L
It is sad most modders never get to play the game
doesnt school also have a breaker? im sure it has an apparatus
oh my discord didnt update the messages
necroposting 
School has an apparatus, not sure if it has a breaker too
can you make the front door hit box a little bigger
we got shot by a nutcracker as soon as we got in and died trying to find where the door actually was
The trigger for it is already a fair bit larger than the actual mesh, so I probably won't be making it any bigger
while i understand what you were trying to do (a button to open the door, rather than opening the door itself) and i love it, i do get what they are saying, in a rush, forgetting its a button is life and death xD but hey, for me, i make that mixup, then its on me xD
to be fair, I guess I can blame the game more than the door considering as soon as I got there, I was being shot by a nutcracker that just so happened to spawn there so
Though at least I know now
You summon me in the strangest of ways
Watch Sky is the Limit and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
me literally tweakin against every wall of your interior
Mmkay, I'll fix later/whenever I feel like it ๐คญ
the evil laugh T-T (Dont enter my interiors please I dont need these bugs xD)
I'll let you cook cozyoffice and sector-0 for a bit more
I wonder if you can find the wall that enemies can pass through on cozyoffice xD
100%
I found it earlier today and I was baffled
Ill just violetely rub agaisnt every wall
Enemies can go through it, players cant
Hopefully I can get some stuff done soon
This video was a roller coaster from start to finish
tbh Mi6k is an enemy to sanity judging by that laugh so they should be able to pass through
Pfftt
I saw once in cozy office a thumper pass thru a wall left of the main entrance
it was like, a blank wall with a door that had nothing behind it
Yikes
Ill look into it eventually
I have a lot of things to do and im not sure where to start
only happened once though. literally never again, so you're good
oh take all the time you need, from what I heard the only big issue's the entrances not being accessible sometimes
but you've done an insaaaane job on all your moons and interiors, you're a big inspo โฅ๏ธ
has anyone had an error where the fire exits still face you backwards even with general improvements fire exit fix? or is this another mod breakin g it
That's because Starlancer made them face you forward himself and GI inverts it again
ah shit. is there any fix for this or not really?
This discussion was already brought up to Starlancer and he didn't seem like he wanted to revert his change
So not really
damn
there should be a config for that then, cuz i feel like a lot of people who have starlancer interior will also have GI
Hm, I thought I had agreed to fix it actually lol
LC is just taking a backseat for a bit, I wanna work on something I can put out for myself
Oh maybe I remembered it wrong mb
Tho I know you were against it at the beginning
I recall that too lol
Awesome glad youโre planning on it. Appreciate it, you have done great work with the mods
been playing with this interior for a while, my group of friends and I really like it!
anyways, thing is, sometimes the warehouse will rarely spawn on some moons like titan and artifice even though it should in theory never spawn on those, is this config right?
It looks like you're using the config from the old version. Current version is configured through LLL's config
I just realized, Earth Leviathans don't work on warehouse interior despite it being Starlancer stuffs. ๐ฆ
Yea I never figured out why the worms only seemed to work in vanilla factory lol
Maybe it was cuz of the dungeon root height? Dunno
sorry to post this here, but cant find a thread for your moons (i feel like im blind :D)
was on triskelion and fell through the grating.. landed on the grating piece that fell way below.. didnt know if im just lucky.. or its a bug.. as normally this is instant death, but the same grating that tried to kill me, also saved my life so i could be teleported, so figured i should let you know it occured incase this was undesirable xD
it's because it's all in one word
and discord search sucks
ah thanks ๐
ey, coming back to this, im confused, this is how LLL's config file is like rn, yet i just routed adamance and got warehouse?
Thanks for the report! Current stepped away from modding, but next time I work on it I'll address that. Lucky you, though ๐คญ
Do you have the override set to true at the top of the section?
Starlancer Warehouse v1.6.4
oh, sorry i didnt see that
So uhh, @tight rune... is it normal for Snare Fleas to only hang on the ceiling in very specific spots? One of which being the main entrance?
This is an older clip, so it might have been fixed, but still wanted to bring this to your attention
Never heard any reports about snare fleas being weird, so hopefully that was an old enough clip that it's been fixed by chance
Hopefully
Holy inventory slots
I'm not gonna try to cover them up like a certain someone (cough @hoary egret cough cough), I just have that many for solo playthroughs and bug testing. For playing with others, they are greatly reduced.
(But do you know how much weight you carry around if all those slots are filled? Holy shit, man...)
erm..
What? Is that not what you use them for?
there just there for uh show...
(Dude, I'm trying to defend you here, why are you refusing...?)
(im so confused)
hi i've encouter a really strange bug
you know i'm french
and i d'ont installed troll music packs
but when im in stralancer warehouse this music play
Maรฎtre Gims "Bella" (clip officiel)
Retrouve toute la discographie de Maรฎtre Gims : https://maitregims1.lnk.to/b0C9tID
Abonne-toi ร la chaรฎne officielle de Maรฎtre Gims pour dรฉcouvrir toutes ses vidรฉos : https://www.youtube.com/channel/UCCB1Byx5yTbLpQaV-rlfmtA/?sub_confirmation=1
Retrouve tous les albums de Maรฎtre Gims : https://www.youtube....
wtf ?
is that a bug or an annoying feature ?
its from mantis mod
Starlancer Warehouse v1.6.5
- StarlancerWarehouse v1.6.5
- Tweaked the spawn positions of turrets, landmines, and some scrap.
- Turrets shouldn't spawn in walls or fire exits anymore.
- Some map hazards that are in tight areas now only spawn landmines.
- Adjusted some scrap in the entrance to prevent it from being inside another object and thus unable to be grabbed.
- Doublechecked certain reported walls/objects to make sure they weren't on the wrong layer.
- Hopefully this will prevent turrets sometimes firing through walls, but I think that particular issue was more likely caused by turret spawn position.
- Tweaked the spawn positions of turrets, landmines, and some scrap.
YOOO UPDATEE
the goat is back ๐ฅ ๐ฅ ๐ฅ
Don't set expectations too high, just needed to fix some annoying bugs ๐คญ
Starlancer Warehouse v1.6.6
- StarlancerWarehouse v1.6.6
- Fixed the issue where Big Doors were preventing enemy pathing.
- Reverted to base-game style for the direction the player faces after entering the facility via Fire Exit to enable compatibility with QoL mods that implement their own fix.
- Implemented a possible fix for Old Birds not waking up when the Apparatus is removed.
Starlancer Warehouse v1.6.7
- StarlancerWarehouse v1.6.7
- Fixed the issue where the Apparatus looked like a jug.
I wanted to drink the apparatus juice :c
glug glug
appy chug jug
this mod is great, but the biggest issue with me is the loot density, we can hardly ever find any loot
i agree
I thought loot density was determined by the moon and not the interior
loot density here is referring to the distribution of the loot throughout the interior and not the amount
It's better than it used to be, but on less valuable moons it can still feel sparse. When I make another update I'll try to address that
โค๏ธ
Watch silly turret and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Just wanted to report this bug from an earlier play session
I think it's just that tile
That's the first time we've ran into one since you updated Warehouse
I'll give it another attempt later, but probably not this week
thank you, 3 month old message that helped me figure out my problem
Make sure the wall is set as room
I'll check that sometime soon, and istg if that's the issue my feathers are gonna be RUFFLED bc I'm 99% sure I've checked for that
Try making sure you got collision on both sides of the walls too
Heyo! Is there a config to add more weight on the map spawning?
LethalLevelLoader.cfg
if i tweak the min/max dungeon size multiplier within lethal level loader's cfg, will that cause any tile generation problems?
seems like a really cool interior but it might be just a hair too big for it to work for me
As long as you adjust it by a reasonable amount it'll probably be fine, but the only way to know for sure is through testing. I'd recommend not lowering the minimum at first though, just toy with the maximum
thanks ๐
just a thought since i was asking around on some other mod pages about something to tweak map variables: would this work the same way if i just use lethal quantities and leave the lethallevelloader cfg untouched? LQ has settings to tweak scrap density, monster power, map size, etc and i reverted my lll config back to its original state in favor of this mod
Possibly, though I think whatever Factory size multiplier you set in LQ will still be clamped by the min/max values in LLL
It seems spray paint doesn't work on alot of the tiles, and thats when using BetterSprayPaint too
It definitely works on some, not all
Next time i will try to clip or screenshot it
I mean I don't really consider that an issue imo
Warehouse doesn't need Spray Paint it's not really easy to get lost in
subjective, depends on the size of the interior if anything and the person's memory
and its always a good thing to support when most other interiors do 
I'm not disagreeing with you, Warehouse is just an interior I have never considered using SprayPaint inside of
From a design perspective and stuff it just never crosses my mind
In the group i play with, we tend to use it to mark areas with dangerous stuff ahead, or to point to apparatus, or to mark off areas that are fully looted as well
the issue for spray paint on most custom interiors is an incorrect setting for decail projection I believe
I think it is an easy fix for the most part if I remember correctly
i imagined its just some settings yeah
should def be fixed at some point, I always get lost in warehouse cuz it's so dang big sometimes
Interesting. Is that first clip the main entrance that's able to painted?
Oh nvm
Its a 4-way, yeah?
Yeah main entrance is fine
And yeah its a 4-way corridor
there are (or were) a lot of places that cant be spray painted still.. last i checked the stairway in its own corridor cant be, and the corridors where the big shutters are also ๐ฎ
I should be able to find the difference once I feel like modding again :3
Map is beautiful, my friends and I try it and it's a cool wide place to explore
literally we were in awe when we saw the room with like the giant blue experiment pillar things
Thank you for the kind words โจ
this also happened to my group this evening. xD
hello!
I'm getting this issue on my modpack.
The issue only happens on this interior, idk why.
Only the main entrance room is generated, with all the scrap in that same room
I can verify that this issue happens
The left and right doors are the fire exit doors
this is on Triskelion
uhh
That's a new one on me
I'd check your LLL settings and see if Triskelion or Warehouse got tweaked
The exterior floor pieces breaking is intentional tho :3
I've never had this so something with the dungeon size settings probably got fucked in your config @cold locust
I uninstalled that interior early today :,]
Spray paint still doesn't work 
From what i can tell, it doesnt work on the:
- Entrance tile corner bit (but the main area in front is fine)
- Small stair rooms
- Any Tunnel sections
It does work on the: - Big room in front of main entrance, away from the door
- Big rooms with the blue lab thingies
- Big death pit rooms with the metal grate floors, though not very useful due to the texture of the grates
- The dead-end rooms that are kinda shaped like a spiral
Unsure about the apparatus room
Done on a profile with just Warehouse and BetterSprayPaint, though i assume it'd happen with that disabled too
0195fc93-fc0d-8a3a-6d1d-648c57913551
Thank you for the report. Noting for the future.
I can't seem to load into this interior for some reason. Main entrance is always blocked.
"0196665f-5265-74b2-2f70-ee313769fb1f" Dunno what's going on here, but the interior tries to generate and keeps getting false.
I set this to Boreal for my interior scrap density testing and after I got this 3 times I intentionally fell out of the map to see the failed generation. Seems like everything was generating except the interior itself. Dunno if that information helps any, but it's all I got
Mind testing it without anything other than the base requirements? If the problem persists then I'll look into it
Tried it out with just Lunar Lights, Starlancer, and LQ and it works fine. It's probably a niche issue in my modpack. I don't have time to look into it rn, but will try in like... a week or so, idk. Short on time recently.
Heard, thank you for checking
np
hey, why is warehouse depracted?

