LiminalPools
Adds a dungeon to lethal company based off of Jared Pike's 'dream pools'.
Date uploaded | 2 months ago |
Version | 1.0.11 |
Download link | theMenagerie-LiminalPools-1.0.11.zip |
Downloads | 15225 |
Dependency string | theMenagerie-LiminalPools-1.0.11 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Evaisa-HookGenPatcher
Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.
Preferred version: 0.0.5IAmBatby-LethalLevelLoader
A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v50 Compatible)
Preferred version: 1.2.2README
Liminal Pool Dungeon for Lethal Company
An interior mod for Lethal Company
If you are are curious about how I did anything, feel free to message me on discord: drako1245
Alternatively come chat in my discord thread in the LC Modding Discord: https://discord.com/channels/1168655651455639582/1216979536931979395
I'm always happy the answer questions!
This mod adds a liminal pools themed dungeon to lethal company. Includes:
- Functional water inside
- Custom apparatus and light function
- 13 Unique tiles
- Breaker boxes
Future Additions:
- Improve pathing
- Opening stinger (Priority)
- Alternate vents
- Improved water shader (Priority)
- Custom scrap (?)
- Decorations to pools
- More tiles (Priority)
Known Issues:
- Doors in starting room can be locked
- Apparatus animations not playing
- Apparatus lights not disappearing with others
Wanna support me?
Configuration
Configuration can now be done through Lethal Level Loader!
To configure Liminal Pools, navigate to LethalLevelLoader.cfg in configs
Enable content configuration and modify values to be what you want
Manual Installation
- Install BepInEx
- Install the dependencies listed below (Make sure HookGenPatcher goes in patchers not plugins)
- Download the .zip from releases on GitHub
- Put everything from the .zip into plugins in a folder (be tidy please)
Dependencies
- IAmBatby's LethalLevelLoader: https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/
- Evaisa's LethalLib: https://thunderstore.io/c/lethal-company/p/Evaisa/LethalLib/
- Evaisa's HookGenPatcher: https://thunderstore.io/c/lethal-company/p/Evaisa/HookGenPatcher/
Credits
-
Unbox - Co-Creator, debugging, water shader assistance, coding help
-
Major - Coding, debugging, and teaching me almost everything about DunGen and modding lethal company
(https://thunderstore.io/c/lethal-company/p/Major_And_Skiz/MoreInteriors/) -
Scoopy - Coding help and debugging
(https://thunderstore.io/c/lethal-company/p/scoopy/Scoopys_Variety_Mod/) -
squirrelboydev - Code
(https://thunderstore.io/c/lethal-company/p/squirrelboydev/OopsAllFlooded/) -
Badham_Mods - Code
(https://thunderstore.io/c/lethal-company/p/Badham_Mods/SCPFoundationDungeon/) -
IAmBatby - Lethal Level Loader
(https://thunderstore.io/c/lethal-company/p/IAmBatby/LethalLevelLoader/) -
Evaisa - LethalLib and HookGenPatcher
(https://thunderstore.io/c/lethal-company/p/Evaisa/LethalLib/,
https://thunderstore.io/c/lethal-company/p/Evaisa/HookGenPatcher/) -
And all of the friends we made along the way...
Please go checkout all of their mods they are all fantastic modders and people!
Images
CHANGELOG
1.0.0
- Initial Release
1.0.1
- Small bug fix regarding naming convention
- Added images to README.md
- Fixed old sentence in README.md
- Fixed Giant Exploding Cow interaction with chairs
1.0.2
- Typo...
1.0.3
- Updated README.md to have better instructions for configuration
- Updated README.md to comment on interaction between CullFactory and LiminalPools
- Removed a small amount of sanity from theMenagerie...
1.0.4
- The long awaited CullFactory fix (Woohoo!)
- Removed deprecated text from README.md
- Fixed README.md links to Evaisa's HookGenPatcher from Valheim's HookGenPatcher (Sorry Evaisa)
- Changed default config values to be more providing for people who don't configure mods
- Reworked the water script to better suit my needs
1.0.5
- I don't want to talk about it
1.0.6
- Spray paint fix
- Fixed issue with turrets shooting through walls
- Eliminated the last light of resistance. None remain.
- Assorted README.md changes
1.0.7
- Modified some prefabs to match the scale of the game
- Made the FunnyFireExitTM reachable if there is 1 fire exit (You're welcome We Need To Go Deeper users <3)
- Fixed an issue with the config not working for modded moons
- Fixed an issue where exiting the facility while in water made you permanantly "in water"
- Decreased the odds of entrance doors being locked, working on actual fix
- Added breaker spawns to specific tiles
- Modified the volume of water
- Decreased the hinderance of the water
- Spike trap added to tiles
- Removed a problematic kill box
- Added prevention against props spawning in unreachable areas
- Added more "General Scrap Spawns" so tiles feel less sparse of loot
- Added 3 staircases to apparatus room to prevent soft locking
- Changed default config settings (For configuration in the future, use Lethal Level Loader's config file)
1.0.8
- Fixed an issue with default configuration values
- Fixed an issue with inverse teleporter teleporting you into Guam
- Updated README.md a skosh
1.0.9
- Added custom apparatus
- Added new rooms
- Reworked water shader slightly
- Fixed miscellanious bugs
- Updated README.md
1.0.10
- Fixed an issue with fire exits in new tiles
- Fixed a networking issue with the water
1.0.11
- Fixed a sync issue with apparatus
- Started cooking a big one
1.0.12
- Fixed a few animation issues
- Fixed a sync issue with lighting
1.0.13
- Added reflections to water
- Added refraction to water
- Added reflections to tile
- Added configuration options for reflections
- Added accessibility options for people who can not smell (smeerJ)
- Fixed door colliders
- Fixed a bug with the breaker where it could spawn in the wall
- Fixed a bug with apparatus causing it to despawn when the lobby closed
- Fixed a bug with apparatus where grabbing it could soft lock your game
- Fixed a bug with lockpickers not appearing in the correct position on doorways
- Fixed apparatus room animations
- Updated some colliders preventing enemies from pathing correctly
- Updated dungeon scale