StarlancerWarehouse
A custom interior in a Sci-Fi industrial style. Part of my Starlancer Series!
CHANGELOG
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1.6.7
- Fixed the issue where the Apparatus looked like a jug.
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1.6.6
- 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.
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1.6.5
- 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.
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1.6.4
- Disabled the keycard until the syncing issues can be fixed. Regular keys will spawn again.
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1.6.3
- Fixed the U-Room walls with windows not being set on the correct layer. This should prevent turrets from firing through them.
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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.
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1.6.1
- Removed some level matching properties I was using for debug purposes
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1.6.0
- 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.
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1.5.1
- 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 Zaggy, you are a treasure to the modding community.
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1.5.0
- 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.
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1.4.2
- Added LLL as a BepInDependency to allow it to work with the experimental version of LLL.
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1.4.1
- Fixed pit kill triggers being too large after the downsize of 1.3.0
- Removed some ceiling supports that were overlapping the stairs in the large vertical rooms.
- Finally figured out how to check the result of SpawnSyncedObjects changing the transform of the spawned object, so I've re-networked the entrance teleport and the fire exits in parity with vanilla LC.
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1.4.0
- Fixed doors not having collision. I'm not sure when they stopped having collision.
- Fixed fire exit triggers being misplaced.
- For better or worse, enemies can now open doors. Run.
- Seemingly fixed the clock not working whenever the Warehouse was loaded as the interior. May still happen occasionally, still investigating.
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1.3.0
- Downsized the warehouse. Less spacious, but feels better to play.
- Fixed some catwalks missing footstep tags.
- Made rooms with multiple levels taller to fit the 3x3 grid system. This should remove the possibility of overhanging rooms clipping into the rooms below.
- Fixed some missing collision in the entrance.
- Added more accurate collision to the smaller corridors.
- Still working on getting enemies to go through doors, but I will get this figured out.
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1.2.0
- Decreased the base size of the interior to roughly the size of the vanilla Factory.
- Added navmesh modifier volumes to certain walls to prevent enemies from clipping or getting stuck in the geometry.
- Reduced the number of potential scrap spawn locations to reduce the chance of scrap being spread too thin and creating a feeling a scarcity.
- Fixed certain vents being flipped into the wall, causing enemies to spawn outside of the navmesh and throw errors.
- Adjusted placement of steam valves.
- Raise map hazard spawn heights so that landmines aren't under the floor.
- Fixed network objects not being synced on spawn, causing errors.
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1.1.1
- Fixed fire exit triggers not being in the correct place.
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1.1.0
- Fixed collision issues with ceilings and big doors.
- Added CullFactory compatibility.
- Added OffMeshLinks to stairs for better entity navigation.
- Added some fog around the apparatus and changed fog color in any tile that contained it.
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1.0.1
- Fixed an issue with falling through the floor when entering fire exits.
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1.0.0
- Initial Release.