
Date uploaded | 2 days ago |
Version | 1.0.10 |
Download link | TamTeam-The_Dam-1.0.10.zip |
Downloads | 1011 |
Dependency string | TamTeam-The_Dam-1.0.10 |
This mod requires the following mods to function

BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100
MaxWasUnavailable-LethalModDataLib
A library for Lethal Company, providing a standardised way to save and load modded data.
Preferred version: 1.2.2
fumiko-CullFactory
Stops rendering interior rooms that aren't visible - Helps with performance without affecting visuals.
Preferred version: 1.7.0
Evaisa-FixPluginTypesSerialization
Fix custom Serializable structs and such not properly getting deserialized by Unity.
Preferred version: 1.1.2
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
README
The Dam
Explore the interior of a hydroelectric dam. Be careful, not everything is stable...
Mod compatibility note:
If you are using a mod that lets you lock doors (such as EnhancedLockpicker) none of the doors on this interior will be able to be locked. They are a variant of the base door where I removed the ability for them to be locked.
To do:
- A few varieties of blockers (and maybe connectors).
- A new room or two (possibly)
- A few end caps for branches (possibly)
CHANGELOG
CHANGELOG
1.0.10
Fixed the connectors on the apparatus tile rotating incorrectly1.0.9
Fixed an issue with the water. TLDR; if you use water in the interior, apparently only the first bit of water a player goes into counts, and all the others have no effect. So now only the jumping puzzle has real 'drownable' water, all the rest is an instant kill1.0.8
I really hate how keys and locked doors work. Keys and locked doors can no longer spawn in this interiorBricks are now 70% less likely to levitate
Fixed the big version of the tile connector being misaligned
Fixed an issue where enemies could pass through certain small parts of tiles walls, letting them sneak around doors
1.0.7
Updated the layers on, I don't know, like everything. Should prevent turrets from firing through crates and other objects, some connector walls, things like thatAdded two more fire exit spawns
1.0.6
The... 'overabundance' of scrap spawns around the apparatus has been reduced to a more reasonable numberThe grate that can spawn in the center of the large halls 3-way tile now has a navmesh that enemies can walk on
1.0.5
Added JLL as a dependencyAdded a new, somewhat rare type of blocker to both small and large tile connector sockets
The two jumping tiles now have 1-2 pieces of scrap as guaranteed spawns
Cleaned up damage/death triggers with JLL, they should now produce the appropriate death animations and causes of death as well as the fans and electric arc still killing enemies
The sparking wires in the entry now do less DPS
Fixed all the typos I added to the changelog and readme in the last update
1.0.4
Spray paint should work on all interior surfaces nowRe-added concrete/catwalk tags to walkable surfaces, which had gotten lost during endless reimporting of the tile models
Random bricks are now found in the appropriate tiles
1.0.3
Enemies can now die to the fans in the entryway, as well as any arcs of high-voltage electricity you might findFixed loot being scannable through some walls
Fixed the inside bits of the frames on the fan blockers in the entrway having missing textures/planes
1.0.2
Water spray effect is now affected by lightingRebalanced weights for vanilla moons
Added weights for custom moons: Sorrow, Phaedra, Hydro, Valunarion, Synthesis