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LethalMatt-PlayZone-1.1.1 icon

PlayZone

[v72] A custom interior for company employees to bring their families to. Created by LethalMatt and pacoito.

Date uploaded 2 weeks ago
Version 1.1.1
Download link LethalMatt-PlayZone-1.1.1.zip
Downloads 6200
Dependency string LethalMatt-PlayZone-1.1.1

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-1.4.11 icon
IAmBatby-LethalLevelLoader

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v69 Compatible)

Preferred version: 1.4.11
pacoito-itolib-0.3.1 icon
pacoito-itolib

[v72] Wondrous gizmos and gadgets for the restless mind.

Preferred version: 0.3.1
Hardy-LCMaxSoundsFix-1.2.0 icon
Hardy-LCMaxSoundsFix

Simple mod that increase max number of simultaneous playing sounds, hopefully fixing missing footsteps and other missing sound problems.

Preferred version: 1.2.0

README

PlayZone

A custom interior for Company employees to bring their families to. Created by LethalMatt and pacoito.

PlayZone is an expansive indoor amusement center featuring activities like playgrounds, cosmic bowling, laser tag, a trampoline park, and more!

All models and textures were created from scratch, with a few exceptions. See more of my work on my ArtStation. If you would like to support my work or want to encourage future projects, you can donate to my Ko-Fi account. Any gratuity is very highly appreciated!

Details

PlayZone was a childcare service created by The Company for employees to take their families to in times of leisure, or to drop off their children during their shift. However, PlayZone's last day of operation was in October 16th, 2004. Maybe you can piece together what happened on its last day...

FEATURES:

  • 6 main 'zones' to search and play around in.
  • 4 story log terminal entries to find.
  • 14 themed scrap items to collect.
  • Various custom hazards and player obstacles.
  • Functional trampolines, slides, and ball pits.
  • A few themed cosmetics for MoreCompany.
  • Loads of other custom scripted stuff!

View of the main entrance, showing PlayZone's logo projected onto the ceiling wall. A loot bug exiting the main entrance ball pit in front of the elevator, splashing balls everywhere. View of the top of the slide in one of the maze tiles, with a punching bag next to it. View of a maze hallway, showing obstacle triangles on the floor and two punching bags up next, with some side paths illuminated. View of the purple team entrance tunnel into the LaserZone, showing its arcade carpet flooring, with the rules of play hanging on the wall.

MORE IMAGES (spoiler): View of the JumpZone looking down from the ceiling, showcasing all trampolines. View of the PartyZone with all decorations visible. View of the CosmicZone's bowling lanes and disco balls. View of the TykeZone and all its props. View of the SportZone, with a lone basketball in the center of the field. View of the LaserZone, showing the decorative Old Bird in the distance, along with all the neon-colored lights everywhere.

Configuration

A few music tracks are featured in the interior, and while an effort was made to select ones that'd be streamer-friendly (old video game music), their individual volume can be lowered or muted through their respective config settings, in case copyright remains a concern. Likewise, volume for a couple other sound effects be adjusted as well, if you feel they are a bit too loud or distracting.

PlayZone's custom items are injected with their default weights into the scrap spawning pool of whichever moon it generates in, without overwriting values set manually for specific moons. This can be disabled by toggling the InjectScrap setting, to allow other mods to fully control their spawning.

By default, PlayZone adds itself to CullFactory's interior blacklist; distant paths are intended to be visible from far away, so that the player can appreciate the sheer scale of the maze ahead. This behavior can be disabled by toggling the CullFactoryBlacklist setting, to allow CullFactory's own configuration to handle PlayZone's blacklisting, or to enable culling for the interior.

Installation

The interior and all its dependencies should automatically install when using your mod manager of choice (Thunderstore, r2modman, Gale).

For manual installation, install BepInEx normally and drag and drop all .lethalbundles and .dll files directly into a folder under BepInEx/plugins. This must also be done for dependencies.

Make sure you have all the required dependencies installed before launching the game!

Credits & Thank You

My fiancée for illustrating some of the texture patterns found throughout PlayZone and for always being there for me.

Special thanks to the folks in the Lethal Company Modding Discord.

pacoito for creating itolib and many of the features for PlayZone!

MayaModez for the incredibly charming poster art!

IAmBatby for LethalLevelLoader, which allows this whole thing to exist at all.

Music & SFX

Museum from Namco Museum Volume 5 (1997) by Namco

Disco Star from The SpongeBob SquarePants Movie: The Video Game (2004) by THQ

Various sound effects made by Sound Ideas:

Various sounds from the Ball Pit SFX Library by Bardman

CHANGELOG

Changelog

[1.1.1]

A few pretty small fixes.

  • Blacklisted Tulip Snakes from pushing elevator buttons.
  • Tweaked throw trajectory curve for the Extreme Dodgeball.
  • Fixed a specific trampoline not being spawned properly.
  • Fixed elevator doors not automatically closing without any players inside.
  • Fixed elevator alarm button not playing its sound.

[1.1.0]

A ton of quality of life changes, fixes, adjustments, overhauls, and other stuff!

  • Drastically overhauled generation once again:
    • Reduced overall dungeon size even more, it's a lot more reasonable while remaining fairly large.
      • NOTE: It is recommended to reset to the default dungeon size, if you've tweaked dungeon size through LLL or other means.
    • Several tiles now have multiple Entrance/Exit Doorways, which allows for some pretty interesting generation.
    • Realigned all Doorways a lot better, and adjusted tile bounds.
      • Generation has become extremely square, and there's higher chances for naturally-generated looping paths!
    • Added a couple new tiles, though nothing too crazy.
    • Removed a few smaller tiles from being able to generate in the main path.
    • Split several meshes to make a few tiles even more modular.
    • Made global props scale dynamically with the moon's size multiplier.
  • Various improvements to scrap spawns:
    • Scrap is no longer teleported from other locations over to the 'guaranteed' spawn spots.
      • There are now additional spawned items outside the moon's natural spawns; it can be thought of like the vanilla Mineshaft scrap bonus.
      • These additional item spawners are regulated a bit via global props, which also scale dynamically with the moon's size multiplier.
    • Removed the scrap spawn node in tube windows at the ends of branch paths.
      • It made loot pretty sparse, and it feels a lot better to focus on searching for scrap in the larger tiles.
    • Removed scrap spawn nodes inside the TykeZone's Playhouse, opting instead to have only additional items spawning there.
      • Added a tabletop scrap spawn node on top of the toddler blocks, though.
    • Added some more scrap spawn nodes to the JumpZone and LaserZone, and all composite tiles.
  • Added the ability for players to jump repeatedly to get out of cube pits, provided they have enough stamina.
    • Implementation is admittedly a bit jank, but it should make the cube pits feel a lot more fair.
    • Quicksand sinking sound effect will also very likely be replaced as soon as I find a suitable alternative.
  • Made the Trapeze (swinging bar) completely automatic, instead of requiring Jump to be held.
    • Jumping into it will now simply drop players on the other side.
  • Made trampoline force applied to the player be applied gradually instead of instantly, which makes it feel a bit more like actual bouncing.
    • Also made crouching prevent players from bouncing on trampolines, which should make picking up items that spawn on them a lot less tedious to grab.
  • Made swirly slide require players to interact with an InteractTrigger in order to begin sliding.
    • Also drastically smoothed out the sliding animation, and switched up the color variants for them.
  • Added four more incredible posters to the main entrance tile, drawn by MayaModez!
    • NOTE: You are required to check out her stuff, or you will be banned from the bouncy castle 🏰.
  • Made several improvements to a certain rare, lore-related event at the PartyZone.
  • Made items able to cause a splash upon being dropped into the ball pit.
  • Made enemies able to 'hit' punching bags, when coming into contact with them.
  • Made pretty much every ambient AudioSource only play its sounds when the local player enters the room they're in (for lights, vents, vending machines), or when getting up close (for rotators).
    • Avoids having too many sources playing at once, all the time.
    • Most likely fixes some reported sound issues (e.g. footsteps becoming inaudible, even with LCMaxSoundsFix), but also is just generally good for performance.
  • Adjusted the default sound effect volume for a few ambient props.
  • Fixed some audio config settings not applying due to being assigned to the wrong thing.
  • Fixed any dropped Rigidbody suddenly flying away when landing in front of the elevator.
    • Some physics jank involving PositionConstraints was causing this... not really sure why.
  • Fixed player camera freaking out a bit when sitting down on the TykeZone's bean bag.
    • Caused by the game trying to correct the slight player tilt that was previously applied.
  • Fixed Riimote explosion not spawning in the correct location.
  • Fixed enemies not being able to kick PlayZone's kickable items (or have Dodgeballs thrown at them).
  • Fixed some enemy pathing issues for a few tiles.
  • Fixed Apparatus value scan nodes not updating correctly after being halved, when using FacilityMeltdown.
  • Reduced interior weights for most vanilla moons, so it doesn't show up as often if PlayZone is the only custom interior installed.
  • Added several more moons to the default spawn weights list.
  • Probably missed a few changes, though they're likely very small adjustments or tweaks.

[1.0.5]

Overhauled dungeon generation; did a bunch of other tweaks and fixes, too.

  • Fixed ambient prop sound effects having a pretty noticeable performance impact.
    • Adjusted load type settings and enabled preloading for all sound effects.
    • Removed most OccludeAudio instances, though I'm not sure how much they were actually affecting things.
  • Added config settings to tweak the volume of ambient prop sounds.
  • Made players no longer sink through the floor after having fallen prey to the cubes.
    • Still working on making cubes feel a bit more fair, but for now I've made the spheres to jump on slightly larger (though only in the short hallway tile).
  • Added some more scrap spawn nodes to the LaserZone.
  • Adjusted TykeZone door and window sound effects.
  • Fixed a pretty visible seam in the Apparatus model, it's nice and smooth now!
  • Fixed multiple players entering a seat at the same time causing them to softlock.
    • Reworked interactable seats to use PlayerSeater, like slides.
  • Fixed not being able to jump out of the ball pit without stamina.
  • Made the OutOfBoundsTrigger of any moon PlayZone generates in lower itself accordingly, in case it generates too vertically.
  • Did a bit of refactoring to the project plugin.

  • Trying out some pretty drastic (experimental) generation changes, to see if it feels a bit better to loot.
    • NOTE: If you adjusted PlayZone's dungeon size through LLL or another mod, make sure to change it accordingly (or set it back to defaults), since the overall dungeon size was lowered a fair bit.
    Specific changes to generation (spoiler):
    • Lowered base dungeon length from 22-28 to 18-22 tiles.
    • Max branch length lowered from 2-5 to 2-4 tiles.
    • Branch count lowered from 18-25 to 12-18 branches.
    • Played around with generation weights for a good number of tiles:
      • Made short hallway cube pit tiles unable to show up in the main path, so it's not required to cross them to get to another Zone.
      • Made 2x2x3_Jumps, 3x3, and 4x4_Balls tiles unable to generate in branch paths, so as to avoid any of these having a single, dead-end path.
      • Likewise, made both composite playground tiles only able to generate in the main path.
    • Separated main path tiles and branch tiles into different tilesets, so that their depth curves won't affect each other.

[1.0.4]

Reworked trampoline hallway, tweaked some audio stuff, did a few other tweaks.

  • Made trampoline trajectories in the trampoline hallway (hopefully) a bit more intuitive, should be a bit easier to get across.
    • Still working on making the cubes less punishing, but this'll do for now...
  • Did some ambient audio-related adjustments.
    • A config setting for each of the ambient sounds is planned, but not yet made.
  • Added some lights to the trampoline hallway, though they're not guaranteed to show up.
  • Added LCMaxSoundsFix as a dependency.
  • Increased PlayZone spawn weights for a bunch of moons.

[1.0.3]

This update includes many new audio clips, expanded lore, some compatibility stuff, and a few general tweaks.

  • Added a suite of new immersive audios
    • Air conditioner vents
    • Fluorescent light humming
    • Vending machines humming
    • Spinning hazards have ambient wooshing
    • Bowling alley pins more audible
  • Added a light to the soda vending machine
  • Added some spheres into the foam cube trampoline tile to make it a bit easier to get across.
  • Adjusted triplanar values for dark ceiling tiles to line up with lights and a/c vents.
  • Changed HDRI skybox image.
  • Added compatibility with Blackout weather. (itolib 1.0.4+)
    • Also added some compatibility with Gorgonzola and Legend Weathers!
  • For real added cosmetics this time. (Forgor to put them in the last update.)
  • Added a new lore map object that spawns with the Cold Pizza log.
  • Cold Pizza now spawns in one dedicated spot and weight was changed from 3 to 9.

[1.0.2]

Some feedback-based adjustments, tweaks, and fixes; but also cosmetics!

  • Reduced overall size of dungeon a fair bit, mainly targeting number of branch paths and their length.
  • Adjusted all hazard and scrap nodes to avoid potentially floating hazards, as well as items spawning inside the LaserZone pillars (or going through the floor, but that was due to something library-related).
  • Custom scrap with 'set' locations now have their intended rotation when they show up there (e.g. Bowling balls on shelves being in slight disarray).
  • Added a scan node to swinging bars, with brief instructions on how to grab on to it.
  • Fixed (hopefully) rotator hazards potentially being able to push people through walls and out of the map, when going extremely fast.
  • Adjusted some of the custom scraps' values and rarities a bit.
  • Added a few PlayZone-themed cosmetics for MoreCompany:
    • Laser Vest
    • Laser Gun
    • Ball Cannon
    • Cardboard Crown
    • New cosmetics!

[1.0.1]

Small post-release tweaks/fixes!

  • Renamed some parts of the CosmicZone Pinsetters to match the expected vanilla structure a bit more.
  • Tweaked loot spawns a bit.

[1.0.0]

Initial release!