If on moons tagged with 'Anomaly', The water will look like it has a rendering error.
1.15.0
General
Redid all the V80 Fixes.
CIDOM Metro
Fixed the spawn positioning of a bunch of breaker boxes, preventing them from being blocked by props.
Slightly Changed the way Interior Lights look.
Gearbolt Foundry
The Light over the Main Entrance door Stays on regardless of the power status.
Gothic Monastery
Fixed the Open roofted T-Rooms socket blockers jutting out.
Guardia Fortress
When Pulling the Apparatus, the resulting alarm should no longer be played globally at a loud volume, but may still be heard from the surface depending on the moon.
Changed the Windowed T-Section room's layout again.
Fixed a lot of jank with the Interiors lights. Pink overhead lights remain on without power, while the ones in the warehouse region remain partially on if dimmed.
Removed a lot of Mesh colliders from objects that don't need them, Questionable performance ehancement will ensue.
1.14.0
General
V80 Update.
New entry doors that are compatible with the new door system.
Finally fixed Disco balls appearing when they shouldn't.
1 New tile, A windowed T-Section.
CIDOM Metro
1 new tile, a decripit tunnel.
Accursed Crypts
Subtle change to an existing socket.
1 new tile, The Tall Hall.
1.12.9
Guardia Fortress
Fixed the missing water texture in the Main Entrance Room.
1.12.8
General
Fixed JLL Configs not Generating/applying.
1.12.7
General
All Dungeons have had the way they're bundled changed, This will have no effects on gameplay.
Gearbolt Foundry
Fixed erroneously placed Archetypes in the dungeon Generation.
1.12.6
Gothic Monastery
The Elevators properly convey items placed on them now.
1.12.5
Gothic Monastery
Increased the trigger size of the Elevator levers, and made them easier to reach when already standing on the elevator.
Fixed some collider jank in the undercroft.
1.12.4
Accursed Crypts
Rebuilt for V73. If you're still on V72, don't update.
Spike Wall Traps are now revealed by Sea Mine Gal from Code Rebirth.
1.12.3
Gothic Monastery
Fixed certain elements of BYOM's Halloween setting not activating when enabled.
1.12.2
Gearbolt Foundry
Fixed the Main entrance being inccorectly rotated when Zeranos is installed, but not on Zeranos itself.
1.12.1
General
Fire Exits should no longer appear in Zeranos related gameplay.
1.12.0
Guardia Fortress
Now compatible with Zeranos. This interior has a separate flow registered in Lethal Level loader, please check your config, and don't assign the Zeranos variant to other moons.
Gearbolt Foundry
Now Zeranos compatible.
1.11.1
Gothic Monastery
Introduced the 'Build your own Monastery' Config option set. It allows for picking specific options for various aspects of the interior. This setting overrides all over settings and allows you to customize it for specific moons. Currently supports Lamp colorations, Sky coloration, and whether or not Halloween decor is enabled.
1.11.0
General
A bunch of stuff and various objects from Unreal Tournament to decorate interiors with.
Gearbolt Foundry added to the pack.
Refactored default weights, EGypt, Skelahs Moons, and Beanies moons added.
Added Gearbolt Foundry to the pack.
Gearbolt Foundry
Forgot the Lava kill trigger in a certain room. It's there now.
1.10.1
General
Fixed Scrap Oddities.
1.10.0
General
All interiors updated for V70+.
1.9.1
Dreary Pipeworks
Dreary oilworks has slightly more substantial features.
Dreary oilworks Oil texture looked ugly, it has been replaced.
Fixed the Water in one of the new tiles not functioning properly.
1.9.0
Dreary Pipeworks
3 new tiles, 1 for each zone.
Added a tag modifier, Dreary Oilworks, which occurs on the moon Oldred.
1.8.6
Accursed Crypts
If playing on E-Gypt, Dirt floors are replaced with Sand.
Spike traps can be triggered by entities. This is a config option disabled by default.
Small file size optimizations.
Fixed the Bounds of a tile.
1.8.5
Accursed Crypts
Entities can travel over certain death pits that they couldn't before.
Spike traps have a slightly wider activation range.
1.8.4
CIDOM Metro
Lights in tunnels function properly again.
1.8.3
Guardia Fortress
Disco balls in party fortress no longer persist. Disco fever is over.
1.8.2
Guardia Fortress
Party fortress decorations no longer persist if you have the setting disabled.
1.8.1
Gothic Monastery
Snow now uses the same particles from Lethal elements. (Big thankies to Voxx)
You can now play as Luigi.
Accursed Crypts
Snow now uses the same particles from Lethal elements. (Big thankies to Voxx)
1.8.0
General
Overhauled default Weights.
Dreary Pipeworks
Replaced the Water shaders.
Gothic Monastery
Improved weather modifiers, Snow falls from ceilings when the weather is Blizzard or Snowfall from Lethal Elements.
If playing on Luigis mansion, the Interiors color scheme takes a Green and Blue Hue.
Guardia Fortress
More Party Fortress additions.
CIDOM Metro
Normal mapping added to materials.
Dirt piles are scattered around Overgrown Metro.
Barrels have a chance to be lit on fire.
In-Universe Advertisements from UT99 are scattered across the Metros interior.
Niven Reactor
Added JLL as a dependency.
If played on Sorrow, The lights take a greenish tinge.
If played on a Military tagged moon, Lights take a Reddish Tinge.
Lighting changes and improvements.
Improved the hitboxes on the Pipes in the Coolant room to make them easier to parkour across.
2 new tiles to improve the deeper regions of the interiors tileset Variety.
Accursed Crypts
If played on Haunted moons, The Interior Lights turn Purple and Orange.
If Played on Tundra moons, Fire exit lights and Interior lights swap colorations.
Improved weather modifiers, Snow falls from ceilings when the weather is Blizzard or Snowfall from Lethal Elements.
Fixed an incorrectly assigned Socket Connector.
Spike Traps.
1.7.2
General
Added a bunch of moons to the default Weights.
Dreary Pipeworks
Fixed The entry rooms compatibility with Zeranos
Niven Reactor
Fixed The entry rooms compatibility with Zeranos
1.7.1
General
Updated LLL Dependencies.
1.7.0
Dreary Pipeworks
Now Compatible with Zeranos.
Niven Reactor
Now Compatible with Zeranos.
1.6.4
Guardia Fortress
Guardia Fortress becomes Party Fortress on moons tagged with 'Fun'
Accursed Crypts
Fixed multiple rooms with incorrectly tagged floors.
CIDOM Metro
Fixed the Maintenance Tunnel lights not shutting off when the Power is off.
1.6.3
General
Added Generics Moons to the presets.
Gothic Monastery
Rain falls from the open ceilings when the weather is Rainy, Stormy, or Flooded.
Accursed Crypts
Rain falls from the open ceilings when the weather is Rainy, Stormy, or Flooded.
1.6.2
General
Somehow forgot to include the information for Accursed crypts in the Readme. It's there now.
The mod description now properly reflects the fact there are 6 interiors in the pack.
Updated the information about Gothic Monasteries Tag Modifiers.
CIDOM Metro
Fixed Missing textures in the Parking Garage.
Added a detail to one of the tunnels.
1.6.1
Dreary Pipeworks
Fixed the missing textures on Water drips.
Gothic Monastery
Fixed the Courtyard room Tag modifiers.
Guardia Fortress
The Hangar should properly spawn the Old bird now.
Fixed the Boom Door.
1.6.0
General
Added the sixth dungeon, The Accursed Crypts.
Project Reimporting neccesitated fixing a multitude of broken references, I've forgotten what's been changed, added and fixed..
1.5.3
General
Filesize Optimization
Niven Reactor
Changes to various lights temperature filters, The Deeper facility is colder toned, the earlier regions are warmer toned.
1.5.2
General
Added Rosies moons to the list of default Weights.
Gothic Monastery
Raised the height of the Coffin in the Mausoleum room.
1.5.1
General
Updated internal LLL dependencies.
1.5.0
Dreary Pipeworks
Doors have new sounds from Unreal Tournament.
Fixed the Positioning of Doors when at Rest.
Guardia Fortress
Doors have new sounds from Unreal Tournament.
CIDOM Metro
Vault Doors have new sounds from Unreal Tournament.
Niven Reactor
Fire Exits spawn more frequently in the latter regions of the dungeon, preventing failed Fire Exit generations.
1.4.14
Gothic Monastery
New door sounds from Unreal Tournament.
1.4.13
Niven Reactor
Added LOD groups to some objects to help Performance.
Changed the Door Animations.
Doors have Sounds from Unreal Tournament.
Removed unneccesary Mesh Colliders.
1.4.12
Gothic Monastery
If played on moons tagged with Pinkwater, the interior becomes 'Seichi Monastery'.
The Blizzard ambience plays if the Dungeon is on a Tundra Moon.
Extra Details are added to rooms when the Dungeon is on a Tundra Moon.
Removed the Unreal tag, since dungeon tags aren't used by LLL anyway.
2 new tiles, the T-Stairwell, and the Mausoleum Intersection in the Undercroft.
Niven Reactor
Adjusted interior weights.
1 New tile, the Command Room.
1.4.11
Niven Reactor
Enforced Fire Exit spawning on certain rooms
1.4.10
Guardia Fortress
The old bird event is fixed but for real now, Thank you Jacob
1.4.9
Guardia Fortress
Guardias Apparatus pull event didn't have a network object, leading to desynced old birds. this should be fixed.
1.4.8
CIDOM Metro
The Tunnel platforms are more detailed now.
The Maintenance Tunnels can have doors now.
1 new Main tunnel tile, the Cross intersection.
3 New Maintenance tunnel tiles. the Ring Pit, Storage closet, and the T-Pipe section.
1.4.7
Guardia Fortress
Missile Launcher props are scattered throughout the warehouse region. These are non functional. (for now)
Pathing fixes for the Main Entrance. Masked and other entities should get stuck less often.
Turrets are banned entirely from spawning in the Warehouse region, Landmine spawns are reduced in the Power station region.
Spike traps can spawn in the basic hallways in the Power station region.
The Hangar door will open under the right conditions.
1.4.6
General
Materials are GPU instanced, and should run smoother.
Overhaul of default weights.
Gothic Monastery
Removed Unused materials and textures to free up a few kilobytes.
Niven Reactor
Increased the Fire Exit weight in side paths to prevent cases of insufficient exits on moons with more of them.
1.4.5
Niven Reactor
No More Wall Turrets.
1.4.4
Gothic Monastery
The Undercroft and basic hallways can generate with additional enviromental details to them.
Restored a simpler version of the elevator.
Simplified some backend things with the content tag modifiers.
Fixed a collider with a certain room.
Fixed Windows not being occluded by fog properly.
Niven Reactor
Ladders are climbable by entities.
1.4.3
Gothic Monastery
The elevators broke in V65, so they have been temporarily replaced with ladders while I fix them.
Niven Reactor
Changed a wall blocker to prevent fringe cases of turrets peeking out of bounds.
1.4.2
General
Updated JLL version used and dependecies to 1.7.4.
Dreary Pipeworks
When unpowered, facility lights dim by about 75% instead of going out completely.
Extra cheese details to Cheese Pipeworks.
Niven Reactor
Added Harloth to the list of Default moon selections.
1.4.1
Niven Reactor
Fixed doors blocking the Main Entrance.
Widened the Hallway door frames to cover seams in rooms.
1.4.0
General
Added the Fifth Dungeon, The Niven Nuclear Reactor.
CIDOM Metro
Backend changes to make the interior work as intended with Cullfactory.
Added JLL as a dependecy.
If played on moons tagged with Valley, the interior becomes Overgrown with plants. this is enabled by default.
Gothic Monastery
Added a Halloween mode override, Disabled by default. If enabled, It will force enable Spooky mode regardless of the moon landed on.
1.3.8
Dreary Pipeworks
Tag based modifiers Have been split into individual options, you can toggle the ones you want and don't want.
Gothic Monastery
Tag based modifiers Have been split into individual options, you can toggle the ones you want and don't want.
1.3.7
Dreary Pipeworks
Tag based modifiers have a config option. they are enabled by default.
Gothic Monastery
Tag based modifiers have a config option. they are enabled by default.
1.3.6
Gothic Monastery
The holes in certain rooms have been fixed, except for one, it's intentionally there on haunted moons now.
Guardia Fortress
Fixed some incorrectly configured spawn zones.
CIDOM Metro
1 New tile, the Split Tunnel.
Dungeon Length change. (7-7 => 7-8)
Increased the weights of shorter tunnels segments slightly.
1.3.5
Dreary Pipeworks
Forgot to tone down the Volumetric lighting properties. the tissue has ben Risottoed.
1.3.4
Dreary Pipeworks
Added JLL as a dependecy.
General Lighting rework.
If played on moons tagged with Cheese, the interior becomes 'Cheesy Pipeworks'.
If played on moons tagged with Volcanic, The systems will be flooded with deadly Lava.
1.3.3
Gothic Monastery
Added JLL as a dependecy.
If played on moons tagged with Haunted, the interior becomes 'Ghastly Monastery'.
If played on moons tagged with Tundra, Snow falls on ground exposed to the sky.
If played on moons tagged with Ocean, The basement will be flooded again.
CIDOM Metro
Lowered the default dynamic size limiter. (1.6 => 1.5)
Emergency lights are a teeny bit brighter.
Reduced the volumetric properties and range on Fire Exit and Main entrance lights.
Added measures to try preventing items from spawning inside Train seats.
Platform Exits Should be properly boarded up if unusable.
1.3.2
Dreary Pipeworks
All Standard Lights are about 40% brighter.
Changed the properties in the metal mesh texture to not look wonky when exposed to volumetric light and fog.
CIDOM Metro
Correctly tagged doorway blockers in the maintenance tunnels.
1.3.1
CIDOM Metro
Which Station platforms are Fire Exits or not are better telegraphed.
No more paper thin walls between subway tunnel connections.
Hopefully fixed Pathfinding quirks.
1.3.0
General
Added the fourth Dungeon, The CIDOM Metro.
Gothic Monastery
Remove the Basement flooding.
Adapted the Mineshaft elevator, It might be buggy and behave weirdly.
It's spooky season, and the Monastery has been Decorated as such.
Removed animations controlling the Lights.
Guardia Fortress
Removed the CIDOM Metro teaser.
Added some Scrap spawn points in the Hangar.
1.2.12
Gothic Monastery
Cave Nodes for the Man Eater.
1.2.11
Dreary Pipeworks
Dreary pipeworks caps in size at the 1.5x dungeon size multiplier.
1.2.10
Gothic Monastery
Fixed a navmesh issue.
1.2.9
Guardia Fortress
Fixed a box with a Null reference.
Added LOD groups to more objects.
Replaced the Mesh Colliders on computer panels with box colliders.
Dreary Pipeworks
Added LOD groups to some objects.
1.2.8
Guardia Fortress
Walls in the Warehouse region have LOD groups, and the range of multiple lights have been reduced. This should improve performance on larger dungeon multipliers.
1.2.7
Dreary Pipeworks
Shrunk the pipe hitboxes to not overlap with Steam valves.
Guardia Fortress
Added details to doors that cover up gaps in certain doorways.
1.2.6
General
New Icons to better represent what the dungeons look like.
Dreary Pipeworks
Added Steam Pipes to the first third of the dungeon.
Added Water drip effects in some rooms.
Fixed missing seams.
Breaker boxes now only spawn in the first third of the dungeon, making it easier to get to if the dungeon starts dark.
Gothic Monastery
1 new tile, the pedestal room.
Guardia Fortress
1 new tile, A T-Shaped room with a shelf items can spawn on, in the Command Center region of the dungeon.
1.2.5
Gothic Monastery
Adjusted the position of the fire exit teleporters a teeny amount.
Guardia Fortress
Fixed the Boom door in the entryway, the invisible wall is gone and the C4 blows you up. Stand back.
Removed a lot of Backfaces in walls.
1.2.4
Dreary Pipeworks
Removed the Moon teasers.
Gothic Monastery
Removed the Moon teasers.
2 new tiles.
The Undercrofts can rarely be flooded.
Itty bitty max branch count increase. (42 => 44)
Guardia Fortress
Various changes to the first half of the dungeon to make it slightly less unbearable if you're playing on a moon with a high Nutcracker or Turret count.
1 new tile, the Pillar.
Enemies can climb up the Ladder in the Hangar.
1.2.3
General
Crunched File sizes into a singularity, all 3 interiors bundled went from 17 MB to 9 MB.
Dreary Pipeworks
Updated the Readme and moon weights.
Gothic Monastery
Updated the Readme and moon weights.
Guardia Fortress
Updated the Readme and moon weights.
1.2.2
Guardia Fortress
Fixed an incorrectly assigned empty socket in the entry room.
1.2.1
Dreary Pipeworks
Added Gorgonzola to the Default Moon config
Halation Listed in the Readme, it was already in there.
Properly tagged the catwalks in the Pipemaze water 4 way.
Sockets had incorrectly assigned emptys, this is fixed now.
1.2.0
General
Ported to V60.
Ported to LLL V.1.3.9.
New Interior, the Guardia Fortress.
Dreary Pipeworks
Brightened the Fire Exit light.
Removed Kill triggers from all pits of water, you still can't escape them without outside intervention. Hope you bought a teleporter.
1.1.6
Gothic Monastery
Fixed some missing references.
1.1.5
Dreary Pipeworks
Added an Off Mesh link between the Bridges in the Transition Room.
1.1.4
Shuffled the hazard spawns.
Added Fray and Temper to the list of default moon matches for Gothic Monastery, Cambrian and Sierra for Dreary Pipeworks.
1.1.3
Gothic Monastery door frames have collision now.
Fixed an incorrect Door assignment in Gothic Monsteryyyy.
???
1.1.2
Fixed the god awful flickering in Dreary Pipeworks.
1.1.1
Dreary Pipeworks doors are no longer offcenter and have a new animation.
Lighting Adjustments in Dreary Pipeworks.
The grate in Drearys Opening room should have the correct appearance now.
Reworked the Cross bridge in Dreary Pipeworks.
Gothic Monastery Doors have a window in them to the next room.
Normal mapping!
Added a few scrap spawn points in dreary Pipeworks.
1.1.0
Entry rooms should play nicer with Cullfactory.
Raised the Ceiling in the double bridge room in Dreary pipeworks.
Turrets will not be able to see you through walls now.
1 New tile for Dreary pipeworks in the Pipe Maze, A downward sloping pipe. Watch your step
1 New tile for Gothic Monastery, A corner room with a Decorated Table.
1.0.2
Fixed a window into the void in Gothic Monastery.
Elevators in Gothic Monastery can no longer be locked.
Removed Hazard spawn point from the the Double bridge room in Dreary Pipeworks.
1.0.1
Lights In Dreary Pipeworks adjusted, Blue lights are brighter and Yellow lights are less Saturated.