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COREsEND-Castellum_Carnis-1.1.0 icon

Castellum Carnis

A living flesh, meat, and bone interior made for vanilla-esque dungeon gameplay

Date uploaded 3 days ago
Version 1.1.0
Download link COREsEND-Castellum_Carnis-1.1.0.zip
Downloads 4542
Dependency string COREsEND-Castellum_Carnis-1.1.0

This mod requires the following mods to function

IAmBatby-LethalLevelLoader-1.3.13 icon
IAmBatby-LethalLevelLoader

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v50 Compatible)

Preferred version: 1.3.13
JacobG5-JLL-1.7.7 icon
JacobG5-JLL

Jacob's Lethal Libraries - For Jacob's Mods

Preferred version: 1.7.7
AdiBTW-Loadstone-0.1.22 icon
AdiBTW-Loadstone

Reduces stuttering during level loading

Preferred version: 0.1.22

README

The Company's influence has spread across the stars...

Minimum Wage

The Fortress of Flesh is a custom interior built with vanilla-esque gameplay in mind. Its generation is broken up between two halls of flesh, with a hollow bone layout in-between where the Apparatus is housed.

New detailing may be added in the future. Cull Factory is recommended, but not necessary. Includes configs for:

  • Employee corpses
  • Skylights changing with weather and time of day
  • Entrance stingers
  • Droplet particles
  • Extra scrap spawns

Uses the content tags Bloody, Flesh, Living, and Organic.

Screenshots

Entrance Gray Matter The Halls of Flesh Abyss Filtered Devoured The End

Default Moon Chances
Moon Chance
41 Experimentation 80
220 Assurance 150
56 Vow 300
21 Offense 100
61 March 10
20 Adamance 100
85 Rend 160
7 Dine 70
8 Titan 200
5 Embrion 60
68 Artifice 80
44 Liquidation 150
Custom Tag 75
Can't Find Scrap? (Spoilers)

Scrap spawns are tightly controlled in designated loot rooms and will not spawn in a common labyrinth/network hallway. The flesh area's spawns are based off of Factory loot rooms, while the bone area's spawns are based off of the Manor. To compensate for loot density, the interior forces 6 extra scrap spawns like the Mineshaft.

Blueprint

Concepts (Spoilers)

Original Concepts

Credits & Special Thanks

  • Gothgutts - Thumbnail, inspiration, testing, and support
  • Yoshi - Testing and support
  • Eva - Testing and support
  • CJ - Inspiration and support
  • Lemon - Inspiration and support
  • Steven - Support
  • Pspeed - Tileable Worley/Voronoi noise textures
  • MajorBlue7Mods - Interior tutorial
  • Pixabay - Free Sounds
  • DannyB - Apostate stinger
  • Columbia Orchestra + HPH - Secret music
  • Lethal Company Modding Discord - Assistance and support
  • Xu Xiaolan - Fixing my Unity project scripts
  • And YOU for reading this far : )
"Yeah, I'm not a huge fan of how this interior makes me feel on the inside."
 - Call_Me_Bread

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