![Magic_Wesley-WesleysInteriors-1.3.1 icon](https://gcdn.thunderstore.io/live/repository/icons/Magic_Wesley-WesleysInteriors-1.3.1.png.128x128_q95.png)
Date uploaded | a month ago |
Version | 1.3.1 |
Download link | Magic_Wesley-WesleysInteriors-1.3.1.zip |
Downloads | 26446 |
Dependency string | Magic_Wesley-WesleysInteriors-1.3.1 |
This mod requires the following mods to function
![IAmBatby-LethalLevelLoader-1.2.2 icon](https://gcdn.thunderstore.io/live/repository/icons/IAmBatby-LethalLevelLoader-1.2.2.png.64x64_q95.jpg)
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![IAmBatby-LethalToolbox-1.0.2 icon](https://gcdn.thunderstore.io/live/repository/icons/IAmBatby-LethalToolbox-1.0.2.png.64x64_q95.png)
IAmBatby-LethalToolbox
A Lethal Company Mod & Editor Tool to provide custom content creators with easily accessible ways to implement features and mechanics without then need for custom code.
Preferred version: 1.0.2![BepInEx-BepInExPack-5.4.2100 icon](https://gcdn.thunderstore.io/live/repository/icons/BepInEx-BepInExPack-5.4.2100.png.64x64_q95.png)
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100![Evaisa-LethalLib-0.15.1 icon](https://gcdn.thunderstore.io/live/repository/icons/Evaisa-LethalLib-0.15.1.png.64x64_q95.jpg)
![Evaisa-HookGenPatcher-0.0.5 icon](https://gcdn.thunderstore.io/live/repository/icons/Evaisa-HookGenPatcher-0.0.5.png.64x64_q95.jpg)
Evaisa-HookGenPatcher
Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.
Preferred version: 0.0.5README
Wesley's Interiors
The Toy Store
Watch where you walk.
The Grand Armory
Be very alert.
If you want some extra chaos you can use this addon made by Zehs!
Credits
-
MrCompost | Sound design
-
Shooshies | Writing and Voice acting
-
Magoroku | Multiplayer testing
-
IAmBatby | Making this all possible
-
GenericGMD | Enduring my insanity inducing nonsense and testing
-
S1ckboy | Testing
-
TestAccount666 | Testing
Known Issues
- Elevator works a bit weird atmMy stuff:
Some people suggested I should make a Ko-fi so here it is.
CHANGELOG
1.3.1
- Fixed the elevator desync- Forgot to mention I also added stingers to the interiors in the previous changelog.. whoops
1.3.0
Grand Armory- Couldn't fix the elevator :( have some other things instead:
- Added 2 new ascending tiles
- Added an uncommon caged tile
- Added some alt tiles for a special alt path
- Oh deer
- Added more doors to tiles
- Fixed enemies walking through blocked off doors
- Added a cold storage room
- Fixed fake door backgrounds
- He lurks
- Bunch of generation changes
- Made the toxic waste less vibrant to match the rest of the interior better
- Tagged/retagged a lot of props for proper footstep sounds
- Bunch of optimisations
- Added decorative hooks
- Added not-so decorative hooks
- Added more variation to 'normal' walking tiles
- Some optimisations
Toy Store
- More variation in backrooms/store tile pathing, the backrooms *should* connect to regular store tiles more
- Added a bit more texture variety
- Backrooms hallways now have special blockers
- Made the shotgun trap string slightly thinner
- Removed the eyeballs from the nutcrackers
- Made the nutcrackers a bit cleaner
- I hope you have a good reaction speed (you all are going to hate me for this)
- Made shotgun blasts have a bit more impact visually
- Added a new tile
- Some optimisations
1.2.17
- Spike traps are back- Landmines also exist now
1.2.16
- One of the tiles in toy store could put a bunch of loot in unreachable locations1.2.15
- Made the main entrance background lights more yellow- Made it more likely for chests to have loot
- Loot in chests should no longer be able to spawn underneath the chests
1.2.14
- Enemies can no longer walk through certain walls1.2.11
- wa1.2.10
- Explosion sound is no longer global1.2.9
- Ceiling = pain again- Toy store interior visual details
1.2.8
- Imagine forgetting to update your changelog.. couldn't be me1.2.7
- Made the toy store smaller so loot is easier to find1.2.6
- Temp fix for the acid pools in Grand Armory- You will no longer vanish when standing on the Elevator
1.2.5
- Artifrice1.2.4
- Small GA material fix1.2.3
Toys Store- Added extra doors inside the store part of the interior
- Added the disconnect sound to the apparatus
- The actual project has been updated from v49 to v56 meaning:
- The apparatus will now wake up old birds
- The explosion effect has improved
Grand Armory
- Made the apparatus pull event slightly more dangerous :)
- Probably some other visual things I forgot about
1.2.2
- There can now only be 2 to 8 shotgun traps in the Toy Store1.2.1
- Solved some navmesh issues in toy store1.2.0
Toys Store- The floors should no longer clip through each other
- Added some new tiles for some variety
- Updated some old tiles for some variety
- Added a small tile to the storage section which should add a lot more connectivity and variety in paths
- Red carpets are no longer shiny
- Improved performance a bit
- Slightly increased the default dungeon size to account for the new small tile
Grand Armory
- Added some extra props
- Added CullFactory support
- Added some extra variation to square catwalk tiles
- Idk just have fun
1.1.19
- Changed Toy Store apparatus color1.1.18
- Changed GA apparatus color- Increased GA apparatus value to 280
- Updated the GA generation to be more diverse at the entrance (hopefully)
1.1.17
- Enemies should no longer walk through containers or walls1.1.16
- Now GA entrance turrets are gone too :(- Turrets in TS should no longer spawn in walls or objects
1.1.15
- I love Grand Armory container turrets! but I had to remove them :(1.1.14
- It was desynced.. Whoopsies.. Hopefully fixed now1.1.13
- Added a lovely new tile to the Toy Store which I haven't properly tested so do yell at me if it's broken in any way (it's probably fine though)1.1.12
- Added a few more chests- You can now hide in chests (enemies will lose you if you close the lid)
- Loot rooms now have more logical loot spawns
- (:<
1.1.11
- Wa1.1.10
- Added some extra decoration to the GA1.1.9
- Loot should now properly spawn on cabinets1.1.8
- Minor fixes1.1.7
- Added the recharge station tile1.1.6
- Alright, just throwing this new size at the wall for the GA, please let me know if it's too big1.1.5
- Grand Armory got slightly bigger again- Added some variation to loot room server racks
- The apparatus tile and elevator tile are less likely to be at the very start
- Added another loot room
- Loot rooms will no longer always have 4 storage shelves
- Some balancing things
1.1.4
- Now using extendedmod, teh game should no longer get stuck on randomseed- Grand Armory got slightly bigger
- Old configs are no longer used
1.1.3
- Turrets should no longer fire through objects- Enemies should no longer walk through objects
- Fire exits will lock down once the apparatus has been taken
- More loot rooms have been added
- Scrap no longer spawns randomly around the place
- More fire exit spots were added
- Elevators now have buttons at the bottom
- Turrets should no longer spawn inside containers
1.1.2
- Nukes should now have normal collision- That one shipping container now has collision
- Elevator fix?
- Made the interior slightly smaller
- fixed acid trigger going through walls
- Added more possible fire exit locations
- Fixed some other things as well
1.1.0
- Added the Grand Armory Interior- Toy Store Can now have spike traps
- Toy Store loot spots have been Updated/Changed
- Toy Store is now much smaller by default
1.0.5
- Bullets fired from a turret will now realise that bookshelves are bookshelves and decide not to phase through it (hopefully)1.0.4
- Lowered the shotgun spawn rate1.0.3
- Chest fix1.0.2
- Fixed a few small details1.0.1
- Chest interact is now on the lid- Fixed the weird wall chest in the big loot room
- Added another possible chest spot
- More connectivity
- Cull Factory Support
- Fixed items/turrets spawning at a weird spot in the table loot room
- Decreased trap scanning range
- Initial release