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| Date uploaded | 2 months ago |
| Version | 1.2.1 |
| Download link | DemonMae-Spelunkers_Caverns_Interior-1.2.1.zip |
| Downloads | 472 |
| Dependency string | DemonMae-Spelunkers_Caverns_Interior-1.2.1 |
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: 1.4.11BepInEx-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: 0.0.5MaxWasUnavailable-LethalModDataLib
A library for Lethal Company, providing a standardised way to save and load modded data.
Preferred version: 1.2.2README

The Spelunkers caverns, a regular cave system with quite a few variants. This interior was meant to fill a niche of just a Cavern interior, without being a mine or mineshaft.

This Dungeon's default weights are Tag Dependant.
Related
- I've made a VOTV themed weather.
- I've also made a scrap mod.
- Check out my Unreal themed Interiors.
- If you like Unreal interiors there's More here
- They go well with this iconic UT99 map.
- The rest of my Vanilla adjacent interiors.
- Here's a Deltarune interior.
CHANGELOG
1.2.3
- Fixed more incorrect doorway sockets.
1.2.2
- Fixed an incorrect doorway socket.
1.2.1
- Interior works now.
1.2.0
- V80 Update
1.1.1
- Fixed a hole in one of the crystal cavern tiles.
1.1.0
- Fixed a whole lot of Tile bounds, fixing clipping issues.
- Changed the Internal names of the Dungeon Flows. You may need to reassign your weights.
1.0.1
- Fixed a tile with incorrect mesh smoothing.
- Fixed a tile with incorrect doorways, leading to it being assigned to the wrong cave type.
- Increased the amount of tiles that can have turrets, this may make for some unfair turret placements but will alleviate turret clumping.
- Adjusted some weird geometry on a tile in the Basic Variant.
- Rooms with Fire Exits will never have landmines or spike traps, this was a massive oversight. Rooms with larger hazard spawn radii may still place them close to them still.
1.0.0
- Release Version.
- Rebalanced the default weights a bit.