Lethal Company
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Details

Last Updated
First Uploaded
Downloads
69K
Likes
4
Size
16MB
Dependency string
RedHuskyStudios-USC_Vortex_Interiors-0.2.0
Dependants

0.2.0

  • Added JLL To start working on Eclipsed Lighting
  • Fixed an issue where Mess Hall room layouts stopped appearing
  • Removed a lot of unnecessary loot spawnpoints
  • Rebalanced Loot Spawns areas to hopefully spawn near main rooms and halls and places that makes "sense" instead of all over the place

0.1.7

  • Added more interior lighting to the rest of the missing rooms
  • Fixed some more hitboxes
  • Should've removed the chances of mines spawning in walls, i think
  • Increased range of some spawns

0.1.6

  • Fixed correct layer for beds and desk
  • Extended tables hitboxes down
  • Added 2 more variations for cargo rooms
  • Added lighting variations for, cargo, 1 wide halls, 2 wide halls, engine room
  • Shifted the counters a little in the mess hall
  • Added 1 more obstacle variation in thin hallways
  • Enhanced already present lighting and volumetric moods
  • Added new elevation tile

0.1.5

  • Fixed compatability issues with Additional Networking
  • Fixed crash with LLL Not properly hooking with the DunGen files
  • Fixed black screen issue with endless "Grab" hopefully for most modpacks

0.1.4

  • Fixed issue with valves being uninteractable on some tiles
  • Scaled the entire interior by a factor of 1.2x
  • Fixes for the culling mod
  • Fixed some cases where doors can spawn atop of each other (there may still be some)
  • Halved chance of mines and turrets in crawlspaces, now depth based
  • Reduced scrap in hallways to have more scrap in rooms, may be reduced even further later
  • Fixed some fire exit locations not being interactable properly (there may still be some)

0.1.3

  • Fixed a whoopsie with the doors
  • Upper elevator door was always inactive

0.1.2

  • Fixed Valves not being spawned as a synced object
  • Slightly shifted position of mines in crawlspaces to allow at least sneaking besides them
  • Fixed some solid objects not covering against turret fire, there may be more i missed
  • added another small variation to mess hall tiles
  • changed fire exits to be a little more red to match the base game's "red = fire exit"

0.1.1

  • Optimization to file size

0.1.0

  • Initial Early Access Release
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