Adds two new interiors (Dungeon and Sewer), and some scrap items. This mod aims to add some variety to the base game of lethal company through new content.
Reworked sewer water to now use a seperate HDRP Water Shader, rather than inheriting the game one
This should fix issues with flood water desync
Added some tiles to the piping section of the Sewer interior
Added staircase to sewer entry room, to allow leaving with two-handed objects through the front door
Added config option for fireaxe damage
Significantly improved enemy pathing around obstacles in the Sewer
Removed turret spawns from the sewer section of the map
Fixed fire exit door sometimes not spawning prefab
Fixed lockpicker being positioned incorrectly on doors
Altered the position of some AI nodes to improve enemy pathing
Changed some room layouts to improve enemy pathing
Changed doorway colliders to improve enemy pathing through doorways
Added cube colliders to pipe jump room to make the jump more forgiving
Reduced frequency of pipe jump room
Enhanced compatibility with CullFactory by adjusting door socket sizing
Added compatibility with newest LethalLevelLoader version
Other bug fixes and tweaks
1.1.0
Added lights in the death-jump room to make it less treacherous without a torch
Added some lights to the piping to make it easier to navigate
Reduced brightness of lights in the sewer slightly
Fixed vent placement to line up with the walls better
Fixed enemies being able to walk through walls surrounding doorways
1.0.1
Fixed an issue that would cause planets and the ship to flood after visiting the sewer interior
Fixed turrets being able to shoot through doorways
1.0.0
Added a new interior: Sewer
Added 2 new tiles to the dungeon interior
One of these acts as a generator equivalent, with a loot item equivalent to the apparatus. Picking this item up does not turn off the lights however.
Increased lighting in dungeon interior, and lighting is now randomly generated
Dungeon Props now spawn randomly, to add variety to room layouts
Fixed doors pushing the player when opened
Fixed spray paint not working on dungeon interior walls
Fixed various graphical issues / tile misalignment issues
Fire exits can no longer spawn inside the entry room of the dungeon
Removed some troublesome vents which caused enemies to get stuck behind props on spawning
Various other bug fixes/small improvements
0.6.5
Minor lighting changes to improve visibility and increase overall brightness in the Dungeon interior
Removed some vents which were placed behind objects, causing enemies to get stuck
0.6.4
Updated depenency to LethalLevelLoader 1.05
This should make string matching moon names using 'list' in the config more forgiving, and fix a bug with march
0.6.3
Updated depenencies to LethalLevelLoader 1.04 and LethalLib 0.11.0
This should fix issues with March
0.6.2
Fixed config not accepting 'list' as a valid value
0.6.1
Fixed issue with MinCastleSizeMultiplier config value.
0.6.0
Updated to be compatible with Lethal Company v47 and v48
Added LethalLevelLoader as a dependency
This fixes moons with multiple fire exits not working - March is now compatible with this mod
This enables compatibility with moon mods which also use LethalLevelLoader - though there may be issues in the early stages
This also enables a higher degree of customisability via the config
Reduced shadow draw distance to significantly improve performance
This should fix the performance issues encountered on larger maps/lower end systems and reduce lag spikes
If you continue to encounter significant performance issues please report it on the discord
Added 1 new tile
Updated config settings
CastleDungeonMoons: New value 'list' can be provided to allow more customisable moon configuration using CastleDungeonMoonsList config value.
CastleDungeonMoonsList: New config value which allows users to provide a comma seperated list of moon names and rarities. e.g. rend30, dine300, egypt100 which would register the dungeon on 'rend', 'dine' and 'egypt' at rarities 30, 300 and 100 respectively.
MaxCastleSizeMultiplier: New config value which allows users to specify the max size multiplier for the dungeon, capping map generation multipliers to this value.
MinCastleSizeMultiplier: This allows users to specify the min size multiplier for the dungeon, raising map generation multipliers to this value.
Fixed turrets shooting through the central pillar in the spiral staircase tile
Reduced reflectivity of dungeon surfaces
Enabled generation on March when 'vanilla' is selected
Various other bugfixes
0.5.1
Changed fire exit spawning to be more similar to the base game
No longer spawns in a 1x1 room, now on random door blockers
Changed guitar to be one-handed
While the desync issue may still occur, this should at least allow players who become desynced to still interact with the world
Some lighting changes to hopefully improve performance
0.5.0
Added a new room tile
Changed door sounds for opening/closing/unlocking wood doors
Changed dungeon interior moon config
You can now specify lists of individual moons instead of just pre-defined settings
You can specify modded moons aswell, though these are still unstable and may result in issues
If you have made any config changes you will likely need to update your config to match the new settings
Fixed an issue where turrets could see/shoot through doorways and some objects
Moved some torches to reduce lighting bleed-through
Increased scrap value of fire axe and weezer guitar
0.4.0
Added a new room tile
Fixed enemies being unable to navigate up the spiral staircase
Added a central pillar to the spiral staircase room
Fixed enemies being able to walk through some map objects
Adjusted map objects in some rooms
0.3.0
Renamed to "Scoopy's Variety Mod" to avoid confusion with similarly named mods
Fixed weezer guitar bugging out players games and being undroppable
Encountered no issues in my testing, please report if this issue persists
Fixed enemies not being able to enter the spiral staircase room
Spiral staircase itself is still not functional
Added config options to control scrap item rarities
Adjusted lighting to improve FPS drops caused by hitting shadow cap
0.2.1
Fixed dungeon spawning on March when not intended
This will disable dungeon spawning on modded moons for the short term - more permanent fix coming soon
Added some props to the dining room tiles
Moved the annoying table infront of one of the dining room door spawns
You can now specify specific planets other than titan in the config in a similar manner to titan ("vow", "rend", etc.)
0.2.0
Added fire axe as a scrap and useable weapon
Only found as a scrap spawn, can't be bought
Deals significantly more damage than the shovel, or can be sold for a good price
Significantly changed the generation parameters of the dungeon interior
Start room should no longer generate only a single path, and rather provide between 3-4 paths each time
Dungeon size has been reduced significantly, to improve navigation and bring it closer in-line to vanilla interiors
Overall dungeon generation should be more "branch-y" and less "depth-y"
Changed dungeon lighting to improve visibility
Increased brightness and radius of torches
Added and moved some torches in tiles
Changed dungeon footstep sounds to better suit the material
Significantly reduced likelihood of dungeon being too vertical and causing player to teleport to entrance
May still occur very rarely on titan
Fixed enemies being unable to path up and down normal staircases
Only tested extensively with masked enemies - some enemies may still not work
Fixed enemies not opening doors and walking through walls
Some enemies are still broken and unable to open doors, but none should walk through walls anymore
Fixed an issue where players could clip through the front door and fall out of the map
Changed cell-doors to fix server-wide syncing
Fixed locked cell doors not being able to be unlocked with a key