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DemonMae-oneshotinteriors-2.0.0 icon

oneshotinteriors

A mod that adds 3 Dungeons themed after major locations from Oneshot

Date uploaded a week ago
Version 2.0.0
Download link DemonMae-oneshotinteriors-2.0.0.zip
Downloads 3361
Dependency string DemonMae-oneshotinteriors-2.0.0

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-1.3.11 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: 1.3.11
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-1.8.0 icon
JacobG5-JLL

Jacob's Lethal Libraries - For Jacob's Mods

Preferred version: 1.8.0

README

Oneshot Interiors

A Split Mod containing interiors themed after Oneshots 3 major zones.

Darkness and abandoned machines litter this Dungeon, with plenty of pits you can fall in. The Caves encountered early on are cramped, and the Factories later provide much more space, The sprawling networks may not have natural resources to harvest, but plenty of scrap metal can still be found. Be careful around the Gas Vents, the toxic fumes they emit aren't safe to breathe.

This Dungeon has pre-configured Weights for the following moons,

  • Rocky (LLL Tag) 50
  • Canyon (LLL Tag) 50
  • Wasteland (LLL Tag) 50
  • The Barrens 300

The ruins are home to many creatures, the dark empty halls and many inescapable pools providing a challenge in of themselves. It's easy to get lost in the Cave Maze, but staying in the light will help guide your way.

This Dungeon has pre-configured Weights for the following moons,

  • Valley (LLL Tag) 75
  • Marsh (LLL Tag) 75
  • Glen 300

These sprawling halls are rife with libraries and abandoned dwellings, the light from outside filtering through the windows gives you a little light even when the power is out.

This Dungeon has pre-configured Weights for the following moons,

  • Paid (LLL Tag) 50
  • City (LLL Tag) 100
  • Refuge 300

Related

I recommend GhostModelings Oneshot Collection and CreamerNation's Niko Plush, They were used in the making of these screenshots.

CHANGELOG

2.1.0

  • Project Reimporting neccesitated fixing a multitude of broken references, I've forgotten what's been changed, added and fixed.

2.0.1

  • Made the Ceiling light volumetrics less blinding.
  • Lighting changes in various tiles.
  • The pink blur outside windows has been changed to a parallaxing cityscape!
  • Crunched Filesizes down even further.
  • Texture quirks in some places fixed.

2.0.0

  • Blue Mines has been completely Overhauled with new tiles, a different structure, and an interior specific hazard.

1.4.3

  • Updated internal LLL dependencies for all dungeons.

1.4.2

  • Changes to tilesets will prevent future cases of failed dungeon Generations in Red Apartments.

1.4.1

  • Lings cafe is more likely to generate.
  • Fixed some incorrectly assigned doorway Sockets.

1.4.0

  • Dungeons assets have been internally separated.
  • Blue mines has a ceiling light in the drop pit room.
  • Materials are now GPU Instanced.
  • Lings Cafe kitchen can be entered and more scrap spawns have been added.

1.3.0

  • Added JLL as a dependency.
  • Added Oneshot themed Apparatuses for Blue Mines and Red Apartments.
  • Added a config option to swap Apparatus Style, by default this mod uses the Oneshot variants.
  • Blue mines Lights are brighter.

1.2.7

  • Fixed an out of bounds item spawn point in Red Apartments, if loot density seemed off it should be fixed now.

1.2.6

  • Lighting changes in Green Ruins.
  • Oopsie forgot a collider on a pedestal in Green ruins, it's there now.

1.2.5

  • Added two new tiles, The Aquarium and the Greenhouse in Red Apartments.
  • Added potted plants dispersed in various rooms in Red Apartments.
  • Changed the Dungeon generation, hopefully Fixing potential generation failures in Red Apartments.
  • Fire exits now generate in the Camera room, Aquarium, Greenhouse, large Library, small library, Apparatus room and Atrium at a much higher regularity in Red Apartments.
  • 1 new tile for Green Ruins, a twisting T shaped room.

1.2.4

  • Added two new home rooms in Red Apartments.
  • Steam Valves can generate in the Blue Mines.

1.2.3?

  • Crunched File size into a singularity, from 7 MB to 2 MB.
  • 1 new tile for Green Ruins, A broken floored water filled room that generates in the Cave Maze.
  • Changed the moon and tag assignments for the Red Apartments, it can be placed in any moon with a "City" LLL tag with a weight of 100, and lowered the Paid weight from 100 to 50.
  • Added an alternative Entry room to Red Apartments.
  • Wide hallways can have double doors in Red Apartments.

1.2.1

  • Water rooms in Green Ruins had their scrap spawn denial volumes removed by accident when I replaced the kill zones with water, this has been rectified.

1.2.0

  • Now With V60 Support.
  • Ported to LLL V.1.3.9.
  • Green Ruins Water No longer instantly kills you, but you still won't escape with outside assistance. (Hopefully your friends or VEGA can teleport you.)
  • The Grand Library in Red Apartments can no longer have Security Doors.
  • The Commons Room in Red Apartments won't have Security Doors.
  • Fixed one of the Entry room light placements in Red Apartments.

1.1.4

  • The Pit room in Blue Mines is now Unique and won't generate more than once.
  • Fixed Missing References in Various rooms.

1.1.3

  • Expanded Hazard and scrap spawn radii in all dungeons.
  • Shuffled the types of Hazards that spawn in all dungeons rooms.
  • Changes to Blue Mines Upper level generation.
  • Added a ceiling light to the death pit in Blue Mines so you'll see it before walking in.
  • Fixed Misplaced AI Nodes in Blue Mines.
  • Items that spawn on pedestals in the Green Ruins Cave Maze should actually spawn on the pedestals now, but for real this time.
  • Put another scrap spawn point in the Green ruins assembly hall room.
  • Brightened the Entrance and Home rooms in Green Ruins a bit.
  • Jazzed up the Blue Mines and Red Apartments Lighting.
  • Reduced the Max Branch count in Red Apartments. (40 => 36)

1.1.2

  • Fixed weird door placements in a certain Blue Mines Tile.
  • The Green Ruins Cave Maze changed in a subtle way to make it a bit harder to get lost in.
  • Items that spawn on pedestals in the Green Ruins Cave Maze should actually spawn on the pedestals now.

1.1.1

  • Potential fix for hazards spawning in weird places and turrets seeing through walls in Blue Mines and Red Apartments.
  • Drop pit Room in Blue Mines is less likely to appear now.

1.1.0

  • Further measures to prevent items spawning in water in the Green Ruins.
  • Blue Mines sprawls a little less in the Factory Region.
  • Minor adjustments to the Blue Mines generation.
  • Dungeons entrances should play nice with Cullfactory.
  • 2 new tiles added to Green Ruins.
  • 1 new tile added to Blue Mines.
  • 1 new tile added to the Red Apartments.

1.0.3

  • The drop pit room in the blue mines had the wrong door marked as it's entrance, you should no longer have trouble transferring two handed items in most cases now.
  • Fixed Holes in walls in Green Ruins for real this time.

1.0.2

  • Fixed Holes in walls in Green Ruins

1.0.1

  • Removed redundant Starlancer AI fix dependency.

1.0.0

  • Release Version.