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DemonMae-Rrajigar_Mine_Interior-1.3.0 icon

Rrajigar Mine Interior

An Unreal Interior modeled after the depths of the Rrajigar Mines.

Date uploaded a day ago
Version 1.3.0
Download link DemonMae-Rrajigar_Mine_Interior-1.3.0.zip
Downloads 546
Dependency string DemonMae-Rrajigar_Mine_Interior-1.3.0

This mod requires the following mods to function

Evaisa-LethalLib-0.16.1 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 0.16.1
IAmBatby-LethalLevelLoader-1.3.9 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: 1.3.9
BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
Evaisa-HookGenPatcher-0.0.5 icon
Evaisa-HookGenPatcher

Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.

Preferred version: 0.0.5
MaxWasUnavailable-LethalModDataLib-1.2.2 icon
MaxWasUnavailable-LethalModDataLib

A library for Lethal Company, providing a standardised way to save and load modded data.

Preferred version: 1.2.2
JacobG5-JLL-1.7.7 icon
JacobG5-JLL

Jacob's Lethal Libraries - For Jacob's Mods

Preferred version: 1.7.7

README

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

1.3.0

  • Added JLL as a dependecy.
  • depending on the moon tag, The rock and lava textures, and light colors change depending on the Moons tag. Currently supported tags are Rocky, Canyon, Tundra, Ocean, and Asteroid-14.
  • Lights are even brighter with further range.
  • Doors have pneumatic opening and closing sounds from Unreal.
  • Door Frames have proper room tags, preventing some oddities.
  • The Rocky floors are rougher and not flat surfaces.
  • Patched up a lot of holes in the tiles geometry.
  • Raised the Lava surface in the Lava Hallway room. This is so if the liquid in the room doesn't instantly kill, it is high enough to drown in.
  • Increased the total Light count in larger Rooms.

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