
Castellum Carnis
A living flesh, meat, and bone interior made for vanilla-esque dungeon gameplay
By COREsEND
CHANGELOG
Changelog
1.1.0
- Added two new flesh loot rooms
- Reduced the interior's max size due to the scale and chance of these rooms (15:18 → 13:16)
- Made Loadstone a dependancy to prevent a new room from desyncing during generation
- An irritant has produced ███████
- Added a new flesh labyrinth room to guarantee at least two fire exit spawns
- Added 6 extra scrap spawns similar to the Mineshaft
- Fixed "Landmines" (not "LandMines") not spawning in the interior
- Improved the smoothing on the spawner mouths to [slightly] blend in better with the walls
- Added a few configs
- Employee corpses
- Skylights changing with weather and time of day
- Entrance stingers
- Droplet particles
- Six extra scrap spawns
- Fixed the content tags
- Updated the shader for the bioluminescent lights
- Updated the flesh "crossroads" room's breathing animation
- Updated the "eye" and flesh "crossroads" rooms' skylights to match the weather like the "two handed" room
- Fixed the 'grass' of the "eye" room covering scrap icons
1.0.5
- Added a blueprint and advice to the mod description for those who struggle with finding scrap
- Fixed the minimap hiders for the "void" room
- Tweaked one of the sounds in the "void" room
- Added +1 light spawn as preparation for an upcoming room
- Adjusted some lighting and animation speed in the "two handed" room to better match their respective weather
- Moved the scrap spawn in the "horn" rooms a smidge closer to its entrance
- Added content tags "Bloody, Flesh, Living, Organic"
- Reduced the "spiral" hallway's weight for the start of the dungeon (0.75 → 0.55)
- Adjusted the bone archetype's branch lengths (2:4 → 2:3)
- Added minimap arrows for the "spiral" hallways to designate its vertical nature from similar tiles
- Added minimap hiders for the "spiral" hallway
- Darkened the bone texture for better scrap visibility on the ship minimap
- Does not affect rooms that use the bone texture for detailing
- Updated the "flesh to bone" tile with more detailing to better match its concept
- Slightly increased the chance of the "nasal cavity" room to extend
- Added minimap hiders for the "nasal cavity" room
- Fixed the mouth vents' color on the minimap
- Fixed the "lung forest" room requiring you to jump to exit if you have too much weight
- Added a scrap spawn to the pit version of the flesh "crossroads" room and the entrance room
- Adjusted the various light fade distances to further improve optimization
1.0.4
- Project updated to v69 (Thank you so much, Xu Xiaolan!)
- Added a unique ground light prop to the "void" room
- Added veins to the fire exit metal walls
- Fixed the normal map on some of the veins
- Fixed the main entrance and fire exit walls not having collision
- The "two handed" room skylight now changes with the time of day and weather. Supports:
- Stormy
- Eclipsed
- Snowy
- Snowy eclipsed
- Updated the Apparatus room's pull event
1.0.3
- Updated "two handed" room to have teeth at the base of the sinew ladder for readability
- Made a rare "two handed" room variation slightly more common (4% → 8%)
- Changed the "hand jump" room's collision to prevent players from sticking when falling
1.0.2
- Applied a change that should fix large interior generations
- Adjusted fire exit spawn chances to fix moons with multiple fire exits
- Slightly reduced flesh pillar spawn chances
1.0.1
- Removed nonfunctioning reverb triggers to fix the autopilot ship having an echo
- Reduced the inhale and exhale volume by 50%
1.0.0
- Initial release