Rrajigar Mine Interior
An Unreal Interior modeled after the depths of the Rrajigar Mines.
By DemonMae
Date uploaded | 2 months ago |
Version | 1.1.10 |
Download link | DemonMae-Rrajigar_Mine_Interior-1.1.10.zip |
Downloads | 3957 |
Dependency string | DemonMae-Rrajigar_Mine_Interior-1.1.10 |
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: 0.0.5MaxWasUnavailable-LethalModDataLib
A library for Lethal Company, providing a standardised way to save and load modded data.
Preferred version: 1.2.2IAmBatby-LethalLevelLoader
A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v50 Compatible)
Preferred version: 1.3.9README
Based off the 3rd and 4th levels in the Original Unreal Campaign (Dig and Dug), Rrajigar mines are a sprawling network of Lava filled caves, metal corridors and Alien Machinery. Although the mines resources have been all but harvested, many creatures and valuable scrap remains.
This Dungeon has pre-configured Weights for the following moons,
- Experimentation (Vanilla) 150
- Assurance (Vanilla) 200
- Offense (Vanilla) 200
- Titan (Vanilla) 200
- Embrion (Vanilla) 100
- Infernis (Wesleys Moons) 300
- Gloom (Wesleys Moons) 200
- Oldred (Wesleys Moons) 200
- Etern (Wesleys Moons) 150
- Sierra (Harvest moons) 200
- Mazon (M.O.O.ns) 50
You can change these settings in Lethal Level Loaders Configs by setting "Enable Content Configuration" to true, and manually changing the values to your liking.
All Dungeons have an 'Unreal' Content tag for Lethal Level loader.
CHANGELOG
1.2.2
- Adjusted the position of the Main Entrance slightly, this should help the Code Rebirths Shockwave gal pathfind her way outside.
- Overhaul of default weights.
1.2.1
- Materials are now GPU instanced, this should squeeze a bit more performance when used.
1.2.0
- Lava is brighter and lights rooms with it better.
- Fixed some error spam with lights.
- Falling in Lava Does not leave recoverable bodies and makes appropriate burning sounds.
- Lights in the storage room, and cave room, and control room are brighter.
- The Main entrance Light is brighter and has a larger radius.
- Fixed a buried Crate.
- Removed or reduced the volumetrics from several lights.
- Removed the Unreal Content tag since LLL dungeon matching doesn't work.
- Reduced dungeon length (9-10 => 9-9)
- Reduced Branch count. (26-32 => 26-30)
- Dynamic dungeon size restrictor change to 1.8, equivalent to Rends dungeon size.
1.1.11
- widened the navmesh blocker in doors to prevent fringe cases of monsters slipping through them.
- Slightly brightened emergency door lights.
- Slightly increased the range and brightness of Cave Lights.
1.1.10
- Cave Nodes for the Man Eater.
- Lava Light should be brighter everywhere.
- Turbo Charged the Lumens on everything.
1.1.9
- Lights above doors now light up when the power is off, they're dim but cast a wide range.
- Added a custom Security Door. I have confirmed these are compatible with VEGA.
1.1.8
- Added Cracks in floors with lava flows, these are for aesthetics and to provide light when the power is out.
- Removed Unused Meshs to reduce File Size.
- Added security doors, they spawn very rarely.
1.1.7
- Fixed several incorrectly assigned crate.
1.1.6
- New Icon to better represent the dungeons contents.
- Lowered the min/max dungeon length (10-11 => 9-10)
- Increased Branching count (24-29 => 26-32)
1.1.5
- Fixed the weird Main Entrance Light texture.
1.1.4
- Fixed an incorrect texture assignment.
1.1.3
- Updated the Readme and moon weights.
- Crunched File sizes into a singularity
1.1.1
- Added 2 new tiles, these are Asymetrical in design and should spice up dungeon generation.
- Added an item, the Tarydium Crystal. Currently unused.
- Fixed some missing seams.
1.1.0
- Ported to V60
- Ported to LLL V.1.3.9
- Brightened the Fire Exit Light.
- Lights above doors have a more easily distinguishable color from Fire Exit Lights.
- Changed the Storage room and Cave rooms Crate Layout.
- Removed a Hazard spawn point from the Control room.
- Fixed erroneously placed AI nodes in the Control room.
- Brightened the Main Entrance Light.
- Adjusted the Entry rooms components, hopefully lowering the chances of Main Entry Spawn failure.
- Added a bunch of Lights to the lower floor in the Huge Pillar Connector room.
1.0.4
- Enemies can traverse the mini bridge in one of the lava room tiles when it's raised now.
- changed the dirt pile tags, they should sound like dirt when stepped on now.
- Items should spawn in the entryroom minecart more consistently.
- Changed the light properties in the Ladder Vent 8 way.
1.0.3
- Fixed some incorrectly assigned boundaries.
- Spruced up the Hallways and removed Bloat in Hall tile variety, this should mean more unique tiles should generate more often and feel less confusing to navigate.
- Increased the chances of the Locker Room Spawning.
- Fixed a misplaced Vent spawn.
- 1 New Tile, the Ventilation 4-way Corridor.
- Potentially fixed missing entrance errors.
1.0.2
- Shuffled Hazard Types.
- The glow around Lights has been reduced and their shadows removed, The light emitted from lamps are brighter and have a larger radius.
- Fire Exit lights are brighter and more Conspiscuous.
- Added Sierra to the list of Default moon assignments.
1.0.1
- Greatly expanded the Range Scrap and Hazards will Spawn.
- Normal Mapping!
- 1 New tile, a locker room.
1.0.0
- Release Version