Dantors Mental Hospital
Adds a new custom interior themed as a psyquiatric institution to explore and get lost
By Dantor
Date uploaded | 9 months ago |
Version | 1.0.1 |
Download link | Dantor-Dantors_Mental_Hospital-1.0.1.zip |
Downloads | 3690 |
Dependency string | Dantor-Dantors_Mental_Hospital-1.0.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Evaisa-HookGenPatcher
Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.
Preferred version: 0.0.5IAmBatby-LethalLevelLoader
A Custom API to support the manual and dynamic integration of custom levels and dungeons in Lethal Company.
Preferred version: 1.1.6README
Dantor's Mental Hospital
Description:
Adds a new custom interior themed as a psyquiatric institution to explore and get lost. The map features a wide variety of rooms and corridors, dynamic props and variations while trying to keep it balanced
This is my first ever mod so bear with me
Features:
- Currently 13 different tiles (More planned)
- Long corridors with covers to protect yourself from Nutcrackers & Thumpers
- Randomized prop spawns to help making every tile feel different
- Dynamic Fire Exit spawns
- Jump tiles
Planned:
- Apparatus room tile
- More rooms
- Improved prop randomization
- (Maybe) map hazards
- (Maybe) more themes
How to Install:
Manual
- Make sure you have BepInEx & LethalLib & LethalLevelLoader installed.
- Download and unzip the mod.
- Merge the BepInEx folder from this zip with the one found at: (
\GAME_LOCATION\Lethal Company\BepInEx
) - Optional: Launch and close the game to generate config file.
Special Thanks:
- Scoopy for solving all my silly questions and guiding me on my first adventure on this modding community
- Badham_Mods, Evaisa and IAmBatby for their templates and great tools
CHANGELOG
1.2.2
- Fixed the scrap generation bug. It should spawn the correct amount of items now!
1.2.1
- Tweaked Fire Exit chances to prevent them not spawning sometimes (hopefully)
- Removed a fix that could be causing issues when other mods modify the scrap amount generated (needs more testing)
- Reduced max amount of steam valves present at the map
- Fixed a log error related to the steam valves when the interior is not the Hospital
- Solved an issue with CullFactory's mod culling everything at some entrances
- Adjusted some decorations
- Updated README with new pictures and a google form link to report issues
1.2.0
- Introduced 2 new variations to the main entrance (there is now a total of 3!)
- Added the breaker box from the vanilla facility!
- Implemented the steam valves with a special twist: The gas is green, and it also deals some damage if you stay in the gas for too long 😈
- Added new options at the Mental Hospital config to personalize the dungeon size and the steam valve's fog
- Renamed the dungeon from "HospitalFlow" to "Mental Hospital" at the terminal and LLL config. It is recommended to erase the old entry at LLL's config
- Removed turrets from the jump room
- Tweaked some prop spawns
- Spray now works at the reception door and some corners (oops)
- Fixed an issue with a few gaps at the main entrance
1.1.1
- Added the hospital as the default interior for PsySanctum (moon) and a link to said moon at the description
- Doorways can now appear with or without a door
- Sighly reduced the spawn chances of some rooms
- Scrap should not appear at the middle of the parkour room anymore
- There is now a limit on how many lamps can appear
- Fixed the spray paint not working on certain walls
1.1.0
- Added the big steel doors (those that needs to be open at the terminal)
- Added 2 new variations to the Parkour room (there are now 3 different parkour versions, watch out!)
- Added states to lights, they can be turned off by things like mods or, breaker box or the Apparatus (once it's implemented)
- Reworked halls to make them similar to vanilla's factory. They are no longer pre-made shapes
- Reworked tiles' doorways
- Fixed missing textures at the bathroom
- Made overall map slighly darker
- Final pass on props LODs
- Scrap should not appear inside/below any prop anymore
1.0.4
Performance:
- Reduced most textures from 1024 to 512
- Removed double sided walls/floors/ceilings to avoid rendering unnecessary object
- Removed some high poly count LODs on props
- Drastically reduced whole assetbundle size
Gameplay
- Reduced map size even further, and made it sightly dynamic to each moon. Average size is now close to x1 max It should be way easier to find scrap even on easy moons
- Fire Exits should appear further from the main entrance more often now
Other
- Updated README to include a Donation button
1.0.3
- Drastically reduced dungeon sized and locked it between x1 and x1.25 (Rend's size). This change will help making loot less sparced and should feel better specially on Rend, Dine and Titan. Smaller moons may need more tweaking.
- Potential fix to an issue with the Inverse Teleporter and LethalThing's traps which teleported played outside the interior bounds
- Removed collision on doors while they are being open
- Improved doors animation
- Added a potential fix to cases on which scrap wasn't generating as it should
- Removed deprecated config option. Consider deleting the config file so a new one gets generated on next game startup
Note: The dev (me) is going to be traveling until 21th so no more updates will come until he is back, please everyone behave well and don't break anything while I'm away
1.0.2
- Spiders and Jesters should not get stuck on doors (maybe it still needs some tweaks)
- Several collider optimizations (beware of turrets tho)
- Office's room door doesnt have an invisible wall anymore
- Turrets no longer can aim through columns
- Prevented a cheesy exploit on the pit room
- Small optimization to some textures and the whole assetbundle
- Updated README
1.0.0
- First release!!