| Date uploaded | 8 months ago |
| Version | 1.4.1 |
| Download link | ScienceBird-Wither-1.4.1.zip |
| Downloads | 4025 |
| Dependency string | ScienceBird-Wither-1.4.1 |
This mod requires the following mods to function
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: 1.4.11Evaisa-FixPluginTypesSerialization
Fix custom Serializable structs and such not properly getting deserialized by Unity.
Preferred version: 1.1.4MaxWasUnavailable-LethalModDataLib
A library for Lethal Company, providing a standardised way to save and load modded data.
Preferred version: 1.2.2Hardy-LCMaxSoundsFix
Simple mod that increase max number of simultaneous playing sounds, hopefully fixing missing footsteps and other missing sound problems.
Preferred version: 1.2.0BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2304README
115 WITHER
A new lategame moon featuring a variety of environments and light interactive elements.

CONDITIONS:
Small regions of habitable forest surrounded by mountains and barren deserts. The moon's surface is dotted by bizarre architecture.
HISTORY:
Neither the function nor the origin of the moon's strange structures is known. Some speculate they once served a religious or artistic purpose. It's also unclear how long the moon's environment has been in this strangely divided state. More recently, industrial efforts were set up in its forests, but now lie abandoned. Only The Company still has operations here.
FAUNA:
The limited habitats on the moon make its forests densely populated by aggressive creatures.
COST:
800
RISK LEVEL:
S+
Screenshots
Show images
⠀Exterior areas

Main structure

???

Design Philosophy
My goal with this moon (other than making a fun map for Lethal Company sessions with my friends) was to:
-
Create a moon which (relatively) fit in with the base game moons
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Fill the niche of a lategame moon (slightly post-Titan)
-
Still introduce some new mechanics without making it feel too out of place
I have experience with programming and mapmaking in other mediums, but Unity is still new to me. So, especially given the new mechanics I've tried to implement, please forgive any issues and let me know about them so I can try to fix them!
Recommended Mods
If you don't have them already, try using Loadstone by AdiBTW to significantly speed up load times and LCMaxSoundsFix by Hardy if you encounter issues with sound effects being cut off.
Numbers for Nerds
I lament that moons don't often tell you their exact stats, so in case you want to know, here are the important values for Wither (beware of spoilers if you want to keep the moon's scrap and enemy spawns mysterious):
Show moon stats [SPOILERS]
| Cost | 800 |
| Possible Weather | Rainy, Stormy, Foggy, DustClouds, Eclipsed |
| Factory Size Multiplier | 2.2 |
| Interior Weights | |
| Mineshaft | 300 (60%) |
| Factory | 175 (35%) |
| Mansion | 25 (5%) |
| Spawning | |
| Map Hazard Spawns | Many landmines, lower than average turrets, some spike traps |
| Minimum Scrap | 33 |
| Maximum Scrap | 36 |
| Minimum Scrap Value | 300 |
| Maximum Scrap Value | 800 |
| Maximum Indoor Power | 19 |
| Maximum Outdoor Power | 15 |
| Maximum Daytime Power | 20 |
| Indoor Spawn Curve | Initially quite slow, with agressive late spikes |
| Outdoor Spawn Curve | A quick bump early on, then slowly climbing for the remainder |
| Indoor Enemy Weights | |
| Thumper | 50 (12.5%) |
| Spider | 50 (12.5%) |
| Bracken | 45 (11.25%) |
| Hoarder Bug | 40 (10%) |
| Nutcracker | 35 (8.75%) |
| Centipede | 30 (7.5%) |
| Coilhead | 25 (6.25%) |
| Jester | 25 (6.25%) |
| Mask | 23 (5.75%) |
| Hygrodere | 20 (5%) |
| Girl | 20 (5%) |
| Spore Lizard | 17 (4.25%) |
| Maneater | 15 (3.75%) |
| Barber | 5 (1.25%) |
| Outdoor Enemy Weights | |
| Forest Keeper | 60 (50%) |
| Eyeless Dog | 30 (25%) |
| Baboon Hawk | 20 (16.67%) |
| Earth Leviathan | 9 (7.5%) |
| Old Bird | 1 (0.83%) |
Credits
All assets used are either from the basegame (thank you Zeekers), the Unity asset store, or made/altered by myself.
Tools used:
- JLL by JacobG5
- TerraMesh by v0xx
- Water shader by dopadream
Special thanks:
- Audio Knight/Starlancer for his fantastic tutorial
- The moon Kast by Ceelery, a great example of a vanilla-style lategame moon
- Magic Wesley for showing how far custom moons can go
- IAmBatby, Evaisa, Nomnom, and the many others in the community who have contributed to Lethal Level Loader and the vast collection of modding tools
Contact
Let me know about any suggestions or issues with the map on the GitHub or the Discord forum thread.
I'm ScienceBird, I also do Twitter art sometimes and am part of the Minecraft modding team Rasa Novum. Check us out on CurseForge or Modrinth if you're interested in highly polished, balanced, yet simple Minecraft mods.
CHANGELOG
Version 2.0.2
- Rewrote custom footstep script to no longer unintentionally change footstep sounds in the interior
- Removed unintended sound effect from a flickering light
- Possibly addressed issues with a certain texture change not consistently applying on all clients
Version 2.0.1
- Recompiled and updated netcode patching for V73 (unsure how well it works since public release of LLL still isn't updated, so I can't test it yet)
Version 2.0.0
Event Rework [SPOILERS]
The apparatus insertion event has been significantly expanded and fleshed out, the biggest changes are:
-
A new endemic creature will be awakened after triggering the event on Wither, making the escape more dramatic and perilous
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Improved apparatus insertion: new sound effects, textures, models, animations, and lights to make the process overall much more polished
-
Overhauled alarm sequence:
- Lights in the interior and at its three entrances are now also included
- Lights now pulse their intensity in time with the horn
- The pipe in the interior now ruptures, filling it with steam
- The event must now be shut down manually using one of two breakers on the map
- Large spikes will emerge from the ground outside
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A 4th more valuable withered item reward can now be found by those able to traverse the new obstacles and reach it
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The dog is green now
-
Exterior environment changes:
- Terrain has been entirely remodelled and repainted to look a bit sharper and bumpier, so cliffs are more well-defined and large mountains and cliffsides look appropriately "rocky"
- Spread out the transition between forest and desert over a longer distance
- Significant changes to distant terrain features: consolidated protruding spikes into a few large abstract structures, added more mountaineous terrain, completely overhauled the desert rock formations to better resemble a mesa
- Some new decorative props on the map: a few around the forest enclosure, a pipeline spanning the lake, and more detail to the power poles and wires
- The desert enclosure is now behind a garage door which needs to be opened from the inside (default state is configurable)
- Internally restructured the rock assets so all the areas with rocks have been slightly touched up, and the arrangement of rocks near cliffsides has been changed completely
- Changed the distant lit up towers: moved one to better match the new terrain, glow colour is more yellow, and all towers now contain actual models for their light sources
-
Interior renovations:
- New structural supports and wall decor
- General reorganization of the main room furniture
- Improved lighting overall (including various new lights and a new animated lighting sequence)
- Lights are now tied to the true interior's power (e.g. breaker, apparatus)
- Existing posters have been redrawn, given 3D meshes, and an improved paper texture, with many new posters (and some other drawings) added as well
- Added a pulley system to transport players and items to the upper catwalk (2 people required to operate)
- Some other features related to the new reworked map event
-
Elevator improvements:
- New buttons and control panel models/lights
- New textures
- Remade most of the music tracks to have less awkward cuts, more variety, and end nicely when the elevator goes up
- Fixed vanilla issue with elevators where music wouldn't play correctly if the elevator's button was pressed too quickly after it stops
-
Other general changes:
- Improved Dust Clouds weather when it occurs on Wither (displays as "Dust Clouds" instead of "DustClouds", is much thicker, and comes with audio), this is a feature ported from my other mod ScienceBird Tweaks (which does the same thing, but on every moon)
- The moon's lore description has been updated
- New preview video recorded to reflect the current state of the map
- Moon description shortened a bit to better fit on the main screen
- New custom planet model when orbiting the moon
- New custom sun texture (and the sun no longer appears so small in the sky)
- Remade a bunch of decal textures to display nicer and look less harshly cut off
- Custom sandy footstep sounds for the desert
- Exiting the inside now acts more like exiting the true interior, with a faster hold time and hover tip which says "exit"
- A few new door sound effects
- Made the "condemned" sign into an actual modelled sign instead of a flat decal
- Some new scan nodes for important map objects
- Some small improvements to the main structure like additional foliage and cleaning up some messy decals
- Mine spawns are now less variable (~0-30 > 10-20)
-
v70 compatibility:
- Custom contour map which visualizes elevation with shading
- Extensive custom radar sprites to visualize all the different structures and areas on the moon
- Any weird artifacts on the radar when using the 1.X.X versions of this moon in v70 are gone
- Added the giant sapsucker as a relatively rare daytime spawn (lowered baboon hawk spawns a bit to compensate)
-
Tweaks and fixes:
- Removed all of the map's baked lighting, replacing it with shadowless lighting (this should hopefully not impact performance much)
- Greatly reduced unusual behaviour with shadows on certain lights (especially spotlights) where shadows wouldn't be cast at all or would cast a fixed state leaving behind phantom shadows
- Generally better Blackout compatibility (and True Blackout compatibility)
- A few tweaks to clean up the nav mesh (baboon hawks should no longer congregate on the catwalk during eclipses, navigation should be generally a bit smoother)
- Lots of small adjustments and fixes to materials and models across the map to fix subtle visual issues like visible seams or weird texture mapping
- Fixed all the stretched hover icons on the map
- Fixed item dropship music starting before it's landed
- Fixed some incorrect normals on small spotlight objects and door knobs
- Fixed incorrectly set normal maps on some decals
- Fixed fragile catwalk sometimes being able to be triggered two times at once
- Fixed Lethal Elements snow not working on Wither's terrain (though it will have some weird borders)
-
Configuration:
- Added "vanilla plus" mode which will disable all map elements related to Wither's special event
- A bunch of new options related to new features of this update
- Fixed possible compatibility issues with certain mod names in the apparatus rotation/position config
- Improved some config formatting
-
Internal/meta changes:
- Rewrote almost every script for the map, hopefully resolving what few issues remained with them
- Cleaned up lots of unneeded logs
- Streamlined the way events occur in the map and eliminated unneeded animated object triggers
- Created a dedicated lights manager to control the states of dynamic lights on the map
- Removed some unneeded dependencies
- Added LCMaxSoundsFix as a dependency (especially needed with this update)
- Updated the README with new screenshots and banner
Version 1.4.3
- Some balance changes:
- Reduced eclipse spawns from 4 to 3 (matching Titan), and added this to the table in the README
- Reduced all trap spawns slightly and significantly reduced turret spawns to account for the high mines interior weight
- Properly set LobbyCompatibility as a soft dependency so it will always be detected
Version 1.4.2
- Fixed reverb triggers having unintended effects on Dust Clouds weather
- Added LobbyCompatibility
- Added README and LICENSE to GitHub
- Properly registered version in DLL
Version 1.4.1
- Added default offsets for Distinct Moon Variety apparatuses
- Cleaned up some leftover JLL stuff
- Added some safety catches for fall rotation adjustments
Version 1.4.0
Major rework of all scripts to support config options and fix some issues:
- Apparatus event now compatible with Facility Meltdown
- Adjusted rotation scripting so hopefully apparatus rotation issues should be rare
- Migrated config over from JLL to my dedicated assembly
- Any detected modded apparatuses are added to a config section where their rotation and position in the slot can be adjusted if there's an issue (I'll add default offsets for any misaligned apparatuses that I know of, right now I only know of the Egyptian apparatus from Tolian's Tomb)
- Various properties of the apparatus event are now adjustable (scaling values for reward scrap, maximums and minimums, etc.)
- Added scaling factor for the reward based on the value of the apparatus
- Added option to only allow the dying apparatus to be used in the map's event
- Fragile catwalk hazard is now adjustable
Other changes:
- Reduced turret spawns a bit
- Reduced old bird spawns (from very low to extremely low)
- Adjusted some content tags to work better with mods like Celestial Tint
- Alarm horn is now a tiny bit louder and reaches a bit further away
- Rumbling sounds and shaking can now be felt "inside"
- Improved the red lighting during the alarm sequence
- Changed footsteps sounds in the desert to something slightly softer
- Fixed an issue where grab tooltip would remain even after inserting
- Adjusted some parts of the lighting to work better with mrov's Blackout weather
Version 1.3.0
- Added built-in RuntimeIcons support for event scrap items
- Removed the "night vision" lighting from certain parts of the map, clearing up an irritating glow
- Fixed a longstanding issue where players would incorrectly be transitioned to the interior while outside (which caused the sky to suddenly go dark)
- Fixed some very minor incorrect footstep sounds
- Fixed some light flickering at the small forest enclosure
- Fixed an occasional (but seemingly harmless) network error on save load, replacing it with a warning log
- Adjusted some baked lighting and mesh seams on the main structure
- Made the withered phone sound effect audio slightly quieter
Rewrote event-related items to catch many potential issues:
- Item RNG functions should now be initialized correctly, preventing an issue where picking them up would break your inventory permanently
- Items can no longer be picked up until they've all finished falling
- Items will no longer continue rotating even after hitting the ground
- Randomized scrap values of the items are now based on seed and should be more resilient to desyncs
Improved the apparatus insertion process of the special event:
- Apparatus insertion now animates (relatively) smoothly
- After inserted, the apparatus now reflects the visual appearance of the apparatus used
- Added a subtle ongoing sound effect after it's inserted
Version 1.2.5
- Slightly adjusted some baked light on the cliffside
- Rain sound effects are now properly muffled when in the desert-side enclosure
Version 1.2.4
- Possibly fixed a networking issue
Version 1.2.3
- Fixed issues with apparatus insertion due to scrap radar icons
- Fixed some assembly errors on script initialization
(thank you Lunxara)
- Scrap values might be always consistent across clients now (🤞)
Version 1.2.2
- Added basic compatibility for mrov's WeatherRegistry and related mods, so weather is accurately updated when exiting the interior (other issues with WeatherRegistry may still exist, though)
- Fixed radar icon for apparatus not syncing across clients
- Rewrote network code again to possibly reduce the occurrence of scrap value desyncs
- Corrected brick texture
Version 1.2.1
- Fixed lightning occurring in unintended areas
- Fixed some wall texture issues
(thank you narpeh and purpletheproto)
- Adjusted some event sound effects
- Added DustClouds to weather rotation
Version 1.2.0
- Rewrote item handling code to fix a critical bug where event items from Wither would not save nor preserve when moving between moons (sorry this slipped past me for so long, and thank you to purpletheproto on Discord for reporting it)
- Item is properly removed from inventory when inserting apparatus (HUD drop tip doesn't linger)
- Adjusted and added more sound effects and visual effects around apparatus event
- Added many custom assets for items related to the apparatus event (now considered special "Wither" items)
- Made quicksand hazard signs less glaring
- Slightly adjusted desert fog hue
Version 1.1.2
- Updated README
- Added exception for modded apparatuses
Version 1.1.1
- Added support for modded apparatuses (e.g. Wesley's Interiors)
Version 1.1.0
- Fixed main entrance facing you the wrong way
- Fixed scrap sound effects related to the apparatus event not stopping on all clients when dropped
- Adjusted apparatus event rewards to be more random and generally better
- Rewrote some netcode related to the apparatus event (this has introduced an inconsistent bug where scrap values related to this event are set differently some clients, please report this if it happens)
Version 1.0.0
- Initial release