Rrajigar Mine Interior
An Unreal Interior modeled after the depths of the Rrajigar Mines.
By DemonMae
Date uploaded | 4 days ago |
Version | 1.2.2 |
Download link | DemonMae-Rrajigar_Mine_Interior-1.2.2.zip |
Downloads | 1918 |
Dependency string | DemonMae-Rrajigar_Mine_Interior-1.2.2 |
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,
Moon | Default Weight |
---|---|
Experimentation | 50 |
Assurance | 225 |
Vow | 25 |
Offense | 300 |
Adamance | 25 |
Titan | 300 |
Embrion | 25 |
Infernis | 300 |
Etern | 25 |
Asteroid-13 | 25 |
Asteroid-14 | 50 |
Polarus | 25 |
Gloom | 225 |
Desolation | 25 |
Oldred | 50 |
Sierra | 300 |
Mazon | 50 |
Praetor | 300 |
Rockwell | 25 |
Makron | 100 |
Baykal | 25 |
Arelion | 25 |
Pinnacle | 25 |
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.
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