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Lead Interiors
[V81] Adds in 5 new interior for you to play in. (Contains the Crimson Keep)
CHANGELOG
0.0.6 - Hé, ça m'démange sous les côtes, faut qu'je m'gratte. Te grattes pas Averell! T'ENTENDS AVERELL, TU T'GRATTES T'A UNE VOLÉE!
- Fixed TA's vents being missing.
- Added pressure doors and trapdoors to TA.
- Added more tiles to TA.
0.0.5 - I am questioning my own sanity
General :
- Idk man
- Added a new interior : Treatement Amenity.
Goldstay Hotel :
- Changed halls' wall tex.
- Made bedrooms filled.
- Re-added Disco room and Sauna room.
- Added Lights and Map Radar to the top of the main entrance.
Lantern Manor :
- Fixed some collisions.
- Changed the way the scraps spawn in the Library room which shouldn't prioritize scrap spawning in majority in it.
- Not much else really.
Lead Factory :
- Fixed the big pipe room having the press and pipe at the same time and not being random basically.
Belleville Appartements :
- Wait it exists?
Crimson Keep :
- What more could you possibly want from it.
0.0.4 - Shoving purple lethal company into a meat grinder while he screams in pure agony
General :
- Fixed configs not being generated or something ig.
- Fixed scraps spawns
- Tweaked generation size on each interior. (should all be smaller)
Lantern Manor :
- Fixed Kitchen having a blocker constantly active.
Lead Factory :
- Tweaked the Labyrinth tile to not be able to block progression.
Goldstay Hotel :
- Tweaked dungeon generation.
- Made it smaller fuck you.
Belleville Appartements :
- Added the grumlumsin
- Added 79853 new tiles
- Added 27 new variants
- Removed Kidnapper Fox
- Removed the funny
- Updated someone
- Removed the ability to breathe
- Added 6 new liquid types
- Added 7 new interiors : Yztioth, aefaefAEF, FAbefae, AFEAEF, AEOFpjm, LHLef, AEFaefph, Perfect Masked.
- Crimson Keep
0.0.3 - IHaveNoGoodNameForThisUpdate
- Updated to V81.
- Added 2 more rooms to Lead Factory.
- Added a bit more variety to Lead Factory's existing rooms.
- Tweaked lights in Lead Factory spawning as global props in more specific ways.
- Tweaked Antipersonal mines a bit (although still weird a bit).
- Tweaked Hazard and Scrap Nodes.
- Reduced Goldstay Hotel's size a pinch.
- Added reverb triggers to every interiors (except GH).
- Fixed some stuff.
- Tweaked some stuff.
- Idk i undocumment my stuff so it ends up not rly being stuff i care about.
0.0.2 - T
Goldstay Hotel :
- Fixed Elevator missing texture.
- Tweaked Elevator related stuff.
Lead Factory :
- Added dependency to W.A.R. in order to restore the Cave Water shader.
Lantern Manor :
- Added more default weights.
Belleville Appartements:
- Fixed missing textures in the sinks.
- Corrected textures and blockers on every room (should work as intended now).
Crimson Keep:
- Texture correction
- Sentry spawn upped
- Main Entrance now spawns like a Fire Exit (random room)
- Wooden Gates are now closed when "turned off" (breaker box being turned off turns them off for exemple.)