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Generic_GMD-Generic_Interiors-4.0.1 icon

Generic Interiors

Currently adds 4 interiors. Includes Storehouse, Drains, Tower, and Liminal Facility.

Date uploaded a day ago
Version 4.0.1
Download link Generic_GMD-Generic_Interiors-4.0.1.zip
Downloads 3046
Dependency string Generic_GMD-Generic_Interiors-4.0.1

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

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

Preferred version: 5.4.2100
IAmBatby-LethalLevelLoader-1.2.2 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: 1.2.2
JacobG5-JLL-1.6.5 icon
JacobG5-JLL

Jacob's Lethal Libraries - For Jacob's Mods

Preferred version: 1.6.5
Generic_GMD-Generic_Doorscript-1.0.0 icon
Generic_GMD-Generic_Doorscript

Makes doorways with the same tag ids unable to connect. Does nothing on its own.

Preferred version: 1.0.0
Beaniebe-Beanie_Lib-1.0.2 icon
Beaniebe-Beanie_Lib

A Library for my niche (But maybe useful) scripts

Preferred version: 1.0.2
pacoito-LethalLevelLoaderUpdated-1.5.6 icon
pacoito-LethalLevelLoaderUpdated

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v73 Compatible)

Preferred version: 1.5.6

README

Generic Interiors Logo By Teserex :3

Generic Interiors is a mod that adds 3 new (vanilla friendly) interiors. It also adds the backrooms for some reason. More are planned for the future.

If you'd like to support me, check out my ko-fi. I post a couple of teasers and leftover scrapped things that I don't think I posted elsewhere.
https://ko-fi.com/genericgmd

THANK YOU SO MUCH FOR 500K. It is 5 in the morning so I cannot really put it into words, but thank you all. I love you all.

Storehouse

Storehouse Promo art

An old abandoned facility that was used to store various things. Some things are configurable.

FEATURES

Roughly like 23 tiles I think.
Posters! They spawn a few times and they like show up in different spots.
Also has an apparatus for all your apparatusing needs.
Did you know the game calls the apparatus both "apparatus" and "apparatice"?
Elevator.
Now with an 100% chance for an entrance room!
Changes theme based off of certain level tags (only ocean for now)

KNOWN ISSUES:

  • Connectors do not account for the room they are attaching to, causing certain tiles to have weird indents. Won't fix.

FOR MODDERS:

If you want to add this interior to your moons, you can add the following tags:

  • GISH50 - 50 weight
  • GISH150 - 150 weight
  • GISH300 - 300 weight
  • GISH900 - 900 weight (Only use if you want it to be the primary interior)

Entrance room Large storage Storage room Dark thingamabob Apparatus inside

Drains

A large water treatment complex, that is weaved between multiple systems of drainage tunnels. Please give me feedback.

FEATURES

  • Roughly like 26 tiles.
  • Features multiple massive tunnel systems, which you need to progress through to reach the rest of the facility.
  • Basically two interiors in one.
  • Finally an interior WITHOUT an apparatus.
  • Probably my best interior.

BONUS TAG STUFF

  • Redlight (turns the lights in the tunnels from green to red).
  • Murica or Factory (turns the water into oil).
  • Pinkwater (turns the water pink).
  • Gore, Bloody, Flesh, Living, or Organic (turns the water into blood).
  • Dry (turns the water off).

KNOWN ISSUES:

  • Uh idk.

FOR MODDERS:

If you want to add this interior to your moons, you can add the following tags:

  • GIDR50 - 50 weight
  • GIDR150 - 150 weight
  • GIDR300 - 300 weight
  • GIDR900 - 900 weight (Only use if you want it to be the primary interior)

Entrance room Transitional basin Tunnel junction Large turbine

Tower

An horribly mismanaged tower that was abandoned in the middle of construction. Tower is in an earlier state than Storehouse, please give me any feedback or ideas to help me improve it!

FEATURES

  • Roughly like 17 tiles.
  • Features a massive elevator shaft. Elevator not included.
  • Posters are still here.
  • Another interior WITHOUT an apparatus.
  • Goes up.

KNOWN ISSUES:

  • In bigger interiors, items wont drop down the elevator shaft from higher floors.

FOR MODDERS:

If you want to add this interior to your moons, you can add the following tags:

  • GITW50 - 50 weight
  • GITW150 - 150 weight
  • GITW300 - 300 weight
  • GITW900 - 900 weight (Only use if you want it to be the primary interior)

Entrance room The nefarious shaft Hallway fence tile Storage room Bedroom

Liminal Facility

The backrooms.

FEATURES

  • I forgot how many tiles it has. (It might be 15?)
  • Beeping smoke detectors! (Now configurable!)
  • Holes to push your friends in! (Now with more holes!)
  • Its literally just the backrooms.
  • I don't know what else to put here.

KNOWN ISSUES:

  • Moons without fire exits are impossible to escape from. lol.

FOR MODDERS:

If you want to add this interior to your moons, you can add the following tags:

  • GIBR50 - 50 weight
  • GIBR150 - 150 weight
  • GIBR300 - 300 weight
  • GIBR900 - 900 weight (Only use if you want it to be the primary interior)

Holes Raised CeilingHoles Slant Raised

Please report to me any issues or ideas or just any help in general. I've only kinda used unity before.

Discord: generic_gmd

Credits

Me: Literally everything I made the interiors.

Teserex: Garage door sounds, Posters, Promo art, Tester. Bought me Stardew valley. Local boyfriend.

Wesley (still white cube guy): uhh i kinda forgot lol but i know he did something important, Tester, Made the template that i used and like made the interior with so yeah he did do something important i guess. Oh yeah and he also made some posters or something idk. Door script that was actually pretty useful that i use on two different interiors thank you vro tower wouldn't be possible without you.

JacobG5: Literally made JLL, Tester, Other random shit. Has a wonderful cat.

NikkiDarkMatter: Tester, One poster, Mini apparatus model, Liminal facility entrance idea.

Rye: Elevator shaft and garage door tile concepts.

Monty (John Biodiversity): Wanted, Ogoposter, ITDA recruitment, and Harvest posters, Tester.

Luth: Ghost poster.

Alecksword: TZP kills poster.

Beef: Made 4 posters that I use.

Dopadream: Assistance in getting the LC piano.

Vodka: Tester and also just generally helpful. Also has a great cat.

Autumnis: Tester, Look at this stupid.

Sickboy: Tester.

Beanie: Tester. Concepts.

Other biodiversity fellows: Tester (sorry i forgot who was there)

DogisGame: Tester, Void victim.

IamBatby: LLL.

Appsnation: Washing machine model from sketchfab. Thanks bro #2 <3.

Polyhaven: Textures and models.

Zeekers: Made both Lethal Company (the game you're looking at mods for) and Upturned.

Pedro9006: Pedro.

Let me know if I missed you and please enjoy the mod!

Chillin

CHANGELOG

  • 4.0.1 (patch of same)

    • Uploaded the correct version
  • 4.0.0

    Overall

    • Probably fixed the doors pushing you when opened or closed

    Storehouse

    • Completely remade and uses different doorway sockets now, which allows me to actually use different wallpaper textures
    • Added a large storage room tile
    • Remade the interior stinger
    • Removed the Wide hallway and Elevator Large Storage
    • Removed the :3 door for now (or maybe forever iunno)
    • Removed steam leaks

    Drains

    • Made it so the dead end drop tiles have a 16% chance for water and a 16% chance for the fall to be covered with a grate
    • Changed the curved drop to straighten into a straight drop. I did not check it with a flashlight before and it looked very survivable with a flashlight
    • Prefabbed the water so I can easily add new variants
    • Slightly dimmed the lights in the circular pipe junction
    • Something else I forget

    Tower

    • Reduced chance of the elevator doors being closed, even though it was a 30% chance of being closed, rng is rng
    • Still have not made the Elevator key spawn. Whoops

    Liminal facility

    • Temporarily removed fake Storehouse due to not wanting to port the new one right now
  • 3.0.1 (Patch of shame)

    Overall

    • Hopefully fixed an issue of old birds being bundled again.

    Drains

    • Actually bundled it's injection this time, so it should actually show up places automatically now.
    • Added the breaker box.
    • Slightly dimmed the lights in the circular junction
    • Fixed potential z fighting issues in the 3 circular junction rooms.
    • Changed the tag to not be Canyon and instead be Redlight for red lights.
  • 3.0.0

    Overall

    • Changed the default of the silly poster remover to remove them by default
    • Added 4 posters made by the incredibly talented Beef!

    Drains

    • Added to the game. Apologies if it's a little rough, I'm tired. Please let me know if anything is wrong. Give me feedback.

    Tower

    • Remade the elevator door system to use animations and be synced. I have made a custom scrap item to allow you to open the doors, but the animations do not have sound and I have yet to implement the scrap item actually spawning. This will come later. It is 5 in the morning.

    Storehouse

    • Added one tile. I would have liked to make it more finished but I could never get myself to work on the elevator mechanics and doing the sound design, so I'm adding the tile as it is now, and hopefully I will get around to finishing it. I do not like working on Storehouse.

    Liminal facility

    • Added a config to turn off the beeping smoke detectors
  • 2.5.0 (Rework update)

    Overall

    • Made it so you can add any interior to your own moon by adding the right tag. Tags are found on the readme
    • V70 radar support. Liminal facility stays blank.
    • Added a new config.
    • Fixed snare fleas on LF and Storehouse

    Liminal Facility

    • Added 6 New tiles
    • Added more variants of the actual rooms with different shapes
    • Added a trim to the walls to make them prettier (There is a config to turn this off)
    • Added a low chance for a light to be flashing
    • Added a new archway connector
    • Increased the chance of furniture to spawn
    • Allowed for more than one furniture spawn per tile
    • Slightly decreased max size
    • Removed the industrial section
    • Temporarily disabled the manor starting tile
    • Fixed the lights

    Tower

    • Added car to the garage basement tile
    • Ported 2 of the 4 LF industrial tiles
    • Fixed the straight stairs tile from not having walls if it doesn't connect on the lower floor.
    • Removed the tiny mystery wall staple

    Storehouse

    • Fixed one rare hallway that was slightly off grid, preventing it from reconnecting to itself.
  • 2.1.0

    Tower

    • Added L Shaped multiroom (Room)
    • Added Ladder room (Room)
    • Added Alternative stair room (Hallway)
    • Added Storage closet (Hallway)
    • Added Weird hole room (Variant)
    • Added Security office (Variant)
    • Added Garage basement (Variant)
    • Slightly reduced branch size
  • 2.0.2

    Overall

    • Removed physics API

    Tower

    • Added a chance for a poster on the left side of the elevator door
    • Changed the sound for the kitchen floor to tile
  • 2.0.1

    Please tell me if I broke something i haven't tested or slept please god help.

    Tower

    • Added chance for mattresses to spawn on the beds
    • Replaced props that are similar to LC Office scrap
    • Hopefully fixed button sounds not being global
    • Hopefully fixed a niche issue where scrap spawns IN the shelf
    • Adjusted the way washing machines are affected by light
    • Slightly increased the chances of a room in the basement
    • Added missing credits
  • 2.0.0

    I think I changed some configs around you might need to redo your GI configs.

    Tower

    • Added to the game

    Storehouse

    • Fixed the main entrance anomaly (no more doors blocked!)
    • Added four new posters (Thanks Monty from hit mod Biodiversity found on thunderstore at https://thunderstore.io/c/lethal-company/p/super_fucking_cool_and_badass_team/Biodiversity/)
    • Added a config to specifically remove joke posters
    • Redid the way posters generated entirely
    • Added 4 more versions of the shutter door hallway, 3 of which being references to upturned
    • Fixed corner hallway by breakroom making carpet sounds (thank vodker)
    • Fixed apparatus room's hallway having incorrect roof (are you fucking kidding me)
    • Better branching from main

    The other one

    • Fixed the main entrance anomaly (no more doors blocked!)
    • Added config to turn off the fire exit wind sound
    • Added config to use an alternative fire exit design I made a while ago
    • Better branching from main
    • Should've fixed the rare issue of it not generating at all but I was never able to replicate it please lmk if it doesn't work
  • 1.6.4

    Fixed astronomically bad and unfortunate readme misspelling

  • 1.6.3

    UPLOADED THE CORRECT FILE THIS TIME OH MY GOD

    Removed Studio interior

  • 1.6.2

    Added default configs to Wesley's moons provided by Wesley himself.

    Overall

    • This wasn't even from this update but last update I changed the readme. Cool!

    Storehouse

    • Patched a small hole in the slanty downward tile place with the door sometimes
    • Fixed a scrap spawn sometimes placing scrap in an unobtainable area
  • 1.6.1

    THANK YOU SO MUCH FOR 100K

    Overall

    • Added Pedro
    • Drastically lowered silly poster chance
    • Doubled the range of smoke detectors

    Storehouse

    • REMOVED long shutter hallway tile
    • Added chance for elevator shaft room to be a dead end
    • Redid the way the elevator shaft rooms spawned
    • Added chance for pipes in the junction tile
    • Fixed incorrect stair and upper level audio for server room
    • ACTUALLY fixed the elevator falling
  • 1.6.0

    Storehouse

    • Added thin storage room (Spawns rarely)
    • Added hallway junction tile (Spawns rarely)
    • Fixed elevator not falling
    • Slightly increased spawn rates of both individual shaft tiles
    • Increased size by roughly 10 megabytes (whoops)

    Other

    • Unleashed the manor
  • 1.5.5

    Patch of shame

    Storehouse

    • Fixed seam on stairs
  • 1.5.4

    Storehouse

    • Fixed really niche z fighting issue with stair tile generating next to an elevator shaft
    • Lowered the range of the elevator shaft red lights (they could reach into other tiles)
    • Deleted really nasty vent spawns left in the elevator shaft (spawned things out of bounds)
    • Allowed the elevator have a chance to drop in slightly varying spots
  • 1.5.3

    Dude what the fuck am I doing

    Storehouse

    • Fixed missing storage room at the end of the elevator shaft
  • 1.5.2

    Patch of shame 2

    Overall

    • Reduced size of the entire file by 20 megabytes (hooray!)
    • Hopefully unbricked lethal quantities
    • Got rid of the accidental second level 1 flow

    Storehouse

    • Added new shelf spawns in breakroom
  • 1.5.1

    Patch of shame

    Overall

    • Fixed explosion bug
    • Added a config to remove any posters
    • Uh probably more
  • 1.5.0

    Update so unimportant it skipped 4 versions

    Storehouse

    • Added Elevator storage room (Spawns rarely only once)
    • Added Server room (Spawns only once)
    • Added Break room (Spawns only once)
    • Added Taller stairs (spawn only once)
    • Added Elevator shaft (can spawn multiple times)
    • Added Steam leaks
    • Added more posters
    • Added custom stinger (toggleable)
    • Added config for randomized lighting (default on)
    • Added tag detection to have some fun stuff on ocean and flooded moons
    • Added props that make sound to add a bit more variety to the soundscape (pipes making sounds)
    • Made elevator falling before apparatus pull the default (configurable)
    • Stairs and storage rooms are less common
    • Easter egg door chance lowered by half
    • Increased size by roughly 20 megabytes (whoops)
  • 1.1.1

    Storehouse

    • Made the pipe wall blocker randomly choose its pipes
    • Added a new connector that adds pipes along the wall
    • Hopefully fixed lag with enemies that can leave the interior
  • 1.1.0

    Storehouse

    • Remade the storage cubby hallway
    • Storage rooms spawn in 4s instead of 6s
    • Storage rooms are now slightly more common
    • each Storage cubby is individually randomized instead of the whole set
    • More than one storage cubby can now spawn
    • Fixed a small issue with big stair tile having navmesh in the wall
  • 1.0.0

    Storehouse

    • Initial release (yayyyy woohoo yippie)