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Plastered_Crab-Black_Mesa_Half_Life_Moon_Interior-0.9.13 icon

Black Mesa Half Life Moon Interior

[v49 only for now] This mod includes a custom Moon based off of Black Mesa Research Facility as well as a custom Interior that has over 100+ tiles for room generation.

Date uploaded 2 years ago
Version 0.9.13
Download link Plastered_Crab-Black_Mesa_Half_Life_Moon_Interior-0.9.13.zip
Downloads 750
Dependency string Plastered_Crab-Black_Mesa_Half_Life_Moon_Interior-0.9.13

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
TeamXiaolan-DawnLib-0.9.19 icon
TeamXiaolan-DawnLib

A modern API for Lethal Company content and all sizes of mods [V81]

Preferred version: 0.9.19
Alice-DungeonGenerationPlus-1.5.1 icon
Alice-DungeonGenerationPlus

API to expand the compatibilities of Lethal Company's dungeon generation

Preferred version: 1.5.1
Zaggy1024-PathfindingLib-2.4.1 icon
Zaggy1024-PathfindingLib

Provides functionality for mod authors to run pathfinding off of the main thread.

Preferred version: 2.4.1
Zaggy1024-PathfindingLagFix-2.4.1 icon
Zaggy1024-PathfindingLagFix

Improves overall performance by threading vanilla AI pathfinding and patching slow methods.

Preferred version: 2.4.1
Zaggy1024-SmartEnemyPathfinding-0.0.4 icon
Zaggy1024-SmartEnemyPathfinding

Patches the masked to allow them to use custom elevators via PathfindingLib's smart pathfinding API.

Preferred version: 0.0.4
fumiko-CullFactory-2.0.7 icon
fumiko-CullFactory

Stops rendering interior rooms that aren't visible - Helps with performance without affecting visuals.

Preferred version: 2.0.7

README

Black Mesa Half Life Custom Moon and Interior

This mod adds a custom moon based off of Black Mesa Research facility as well as a custom interior that has over 100+ room tiles to use for dungeon generation for Lethal Company

Current Features

  • Over 100+ tiles to be used for generation leading to each playthrough being a new experience for the interior
  • Use this interior on other moons OR other interiors with this custom moon
  • HEV charging stations will randomly generate in the dungeon allowing each player to charge 1 device (two charging stations will generate per day)
  • Interactable Light Switches in some office rooms (more to come)
  • Vents you can crawl into to travel to different rooms (monsters can chase you through them too)
  • Full custom exterior moon comes with this mod and has lots of places to explore to get to the fire exits
  • Security Surveilance system in main entrance security room lets you keep an eye on possible hostile creatures trying to sneak up on you (but watch your back to the doorway behind you)
  • Handheld TVs located in the Security Room lets you broadcast what you see to the security terminal
  • Custom Scripts for cameras and other things
  • Secret Fire Exit shortcut jump

Screenshots

Screenshot 2024-04-12 005154 Screenshot 2024-04-12 005136 Screenshot 2024-04-12 005113 Screenshot 2024-04-12 005356 Screenshot 2024-04-12 005341 Screenshot 2024-04-12 005315 Screenshot 2024-04-12 005303 Screenshot 2024-04-12 005241 Screenshot 2024-04-12 005216

FAQ

Q: When is the full release going to be?

A: I am not sure when it will get to the state where I deem it "complete" as I am a perfectionist sometimes and I have already sank 200+ hours into this project and in my head there is still a lot I want to add so it is hard to give an estimate

Q: Can monsters crawl through the vents?

A: Yes! They all can go through the ventilation ducts like any other flooring, but eventually I would like to restrict it to not let Brackens, Coilheads, Nutcrackers, and Masked to go through them.

Q: It is very dark, are you going to add more lights?

A: Yeah lighting take forever so it is something I am actively working on, as well as adding fucntional light switches to the rooms

Q: The performance is bad sometimes without Cullfactory, are you going to fix that?

A: Yeah this is my first time making anything in Unity, let alone a mod for lethal company so I have a lot of optimizations to do still. To help with performance I highly recommend CullFactory and PathfindingLagFix to play with this as it helps with it a lot for now.

Known issues that are being actively worked on

  • Lots of lighting issues on faces/surfaces of objects/rooms
  • No hazards like turrets/landmines on custom moon due to issues with spawns for them
  • some desync issues with light switches
  • Sometimes Fire Exits on the moon surface cannot find their interior counterpart + sometimes only 2 interior Fire Exits spawn when there are 3 exterior Fire Exits leading to warping to wrong Exit
  • no random props per tile yet (I am saving global props for last since prop dressing over 100+ tiles will take forever lol)
  • Handheld TVs have trouble when switching hands for some reason but will be fixed for now by dropping them with G

Tips for most fun

  • Bring as big of a group as you can
  • Have someone stay in the security room
  • bring lots of flashlights and walkies
  • Try to remember the path you take as it is easy to get lost >:)

Planned Features

  • More functional Light switches for rooms
  • Functioning Resonance Cascade chamber with the apparatus powering it (will turn off all power to the facility)
  • More shortcuts for the larger tiles
  • Charging suit stations for health (Health station will fill up to 1 players health)
  • Custom Scrap based on Half Life
  • Custom Sound FX and Ambient noises
  • Steam Vents
  • Emergency Doors (operatable by the ship console)
  • More room tiles >:)

Support my projects

These projects take a lot of time so it is always nice to have a way for people to support the things I work on :)

https://ko-fi.com/plasteredcrab

Credits

  • Major-MoreInteriors for his tutorial series I used to learn a lot of the basics
  • Batby for their amazing work with LethalLevelLoader
  • Zaggy1024 for their amazing help with fixing huge mod breaking bugs
  • PureFPSZac for helping make the config and first dll for this mod and testing much of the mod as it helped a lot!
  • AudioKnight for his tutorial series on making a custom Moon
  • SherlockJake for working with me to figure out how to get the asset bundles to build as well as help get this all started!
  • SkullCrusher for sharing his code for water that damages over time (I used it for my toxic pool)
  • The amazing Interior modders out there who helped with random bugs I came across (Cobertos, Lavender, Drako, Zersal, RosiePies, MusicalSleep, Badhamknibbs, Goldblaze, etc)
  • Titan for taking the time to show me how to rip Black Mesa Assets and overall help with Unity!

CHANGELOG

Version 3.4.3
  • Fixed the error on the company moon...again
Version 3.4.3
  • Fixed the elevator and other networked objects not working for clients
Version 3.4.2
  • Fixed the error when on company moon
Version 3.4.1
  • Fixed mod manager packaging
Version 3.4.0
  • Updated to support v81
  • Swapped from LethalLevelLoader to DawnLib, supporting moon and interior hotloading
  • Increased the day length by 50%
  • Improved the outdoor lighting
  • Added some custom ambience sounds
  • Added custom footstep sounds
  • Added the gunkfish to interior spawns
  • Fixed an issue that caused generation to take longer than necessary
  • Added support LethalCompanyVR's single-pass rendering
Version 3.2.3
  • Fixed the elevators not being usable by clients
  • Bumped the PathfindingLib requirement to 2.4.1 for v73 support
Version 3.2.2
  • Updated to support v73, breaking support for v72
Version 3.2.1
  • Added LCVR interactions for the elevator buttons
  • NOTE: This version still only officially supports v72
Version 3.2.0
  • Reworked the elevator with a new custom component:
    • Elevator now starts at the main entrance level
    • Buttons now respond more quickly
    • Jingle music resumes where it left off instead of restarting
    • Added a dependency on PathfindingLib and SmartEnemyPathfinding to allow masked to use the elevator
  • Reworked tripmine explosions to have reduced explosion range, but still kill anything along the laser
  • Improved frame timing consistency in the security room
  • Fixed an error when a barnacle was deleted through Imperium
Version 3.1.5
  • Reduced the number of dead ends in the interior slightly
  • Made fire exits prefer to spawn a bit farther down each path
  • Fixed lockpickers not working on the glass sliding doors
Version 3.1.4
  • Allowed enemies to get onto the reception desk in the entrance
  • Added an error log to provide a solution when FixPluginTypesSerialization is not working
Version 3.1.3
  • Fixed enemy pathing around the blast doors
Version 3.1.2
  • Fixed thumpers not being able to crash through red doors properly
Version 3.1.1
  • Fixed enemies not being able to pass through doors around the Resonance Chamber
  • Second attempt at preventing VR spectators from triggering tripmines
  • Moved a tripmine that could kill players instantly on entering a fire exit
Version 3.1.0
  • Increased the scrap counts significantly to make finding loot more consistent
  • Scaled down the interior size on moons other than Black Mesa
  • Reduced the volume of the intro and elevator jingle audio
  • Fixed lockpickers appearing very large on certain doors
  • Fixed enemies being unable to open doors in Quarantine
  • Fixed thumpers getting stuck on metal doors and spamming errors
Version 3.0.4
  • Fixed an error that would cause some objects not to despawn when departing
Version 3.0.3
  • Allowed the teleporter to cancel a barnacle grab
  • Fixed the barnacle not grabbing correctly on clients
Version 3.0.2
  • Fixed a conflict with Biodiversity in 3.0.1
Version 3.0.1
  • Increased the time for the blast doors to close up to 4m30s
  • Fixed some semi-inaccessible charging/healing stations
  • Fixed the barnacle not being damageable by shotguns or explosions
  • Fixed the barnacle death animation
  • Hopefully fixed the barnacle softlocking VR spectators
  • Fixed an error/freeze that could occur on the Lab path
Version 3.0.0
  • Routing to the moon now costs 500 credits
  • DungeonGenerationPlus dependency added for more advanced generation (Thank you Lady Raph!)
  • 3 guaranteed themed main paths with dedicated doorways (Lab, Office/Military, Quarantine)
  • Added an elevator as the entrance to the Office wing of the facility
  • New rooms!
  • Reworked lighting, now with more switchable lights
  • Reduced file size to now under 200 MB (from almost 400MB before)
  • General performance improvements
  • Security camera room optimizations
  • New doors/blockers
  • Improved/reworked most props and their materials
  • Added animated textures for many screens
  • Newly animated main entrance door that slowly closes after 3 mins when apparatus is pulled
  • Sewer entrance added to Start Room to tease new Sewer dungeon area coming later
  • Adjusted hazard spawns to be more fair (no more turrets in long hallways with no cover)
  • Removed G-Man
Version 2.0.0
  • 20+ new rooms
  • Added wall mounted laser Tripmines that can generate (Thanks Zaggy!)
  • Added toxic waste barrels as parkour elements that can generate
  • Added Healing Machine that is fully animated and can heal up to a certain amount that players can press and hold to use (Thanks Zaggy!)
  • Added Lockers that players can hide from monsters in that randomly generate
  • Updated Charging Station with proper animations and custom code (Thank you Zaggy!)
  • Monsters can now use Doors and Vents correctly
  • tweaked Item Charging Station Sounds
  • Fully animated lighting in every tile (even main entrance)
  • Fully relit every room
  • Revamped all Quarantine Xen tiles to actually look nice and have props
  • Lowered alarm sound when apparatus is pulled
  • Facility front door will lock after 5 mins after Apparatus is pulled requiring players to use Fire Exits instead and play sounds w/ particles
  • Added new Red Double Doors for office tiles
  • Added new Red Double Door Blocker
  • New Alarm sounds for when Apparatus is pulled and Main Door is closing and when fully closed
  • Tweaked Emergency Lights and how they look visually
  • Removed extra geometry in exterior
  • Replaced all vertical vents with new ones that monsters can interact and open
  • Added more scrap to the scrap pool
  • Altered rates of certain scrap in the scrap pool
  • Registered the Xen Crystal in LLL to prevent desync upon relogging
Version 1.1.6
  • v64 Support!
  • Fixed description
Version 1.1.5
  • v64 Support!
  • Fixed some textures
Version 1.1.4
  • Fixed issues with configs not generating from LLL
  • Tweaked the brightness on the Surveillance Cameras in the Security Room
Version 1.1.3
  • Added Barber and Maneater to Interior
  • Cut filesize in half (from around 750Mb down to 320 Mb) but there is still more I want to trim in later updates
  • Optimized the moon and interior more so FPS is better (still more to do in later updates) - thank you Batby for the help
  • Fixed ZagCams not exploding when leaving the moon - thank you Zaggy for the help
  • Fixed Fire Exits being too dark
  • Fixed Charging Stations not charging, but made them infinitely charge for now
  • Added new catwalk on moon to allow for two handed scrap to get brought up to the ship
  • Tweaked the Toxic Pool on the moon to look better and be more optimized
  • Added more lighting to the Moon
  • Fixed some textures on the Moon
  • Fixed various bugs that PureZac found and reported to me
Version 1.1.0
  • Added Butler and Tulip Snakes to Interior and Exterior respectively
  • Added 26 new tiles for room generation
  • Added new emergency lights for when power gets pulled
  • Added new Fire Exit model
  • Fixed generation so two handed items aren't stopped from being brought back to front entrance
  • Fixed main entrance syncing
  • Fixed clipboard from spawning on other moons
  • Fixed some doorways
  • Tweaked some lighting
Version 1.0.1
  • Tweaked Landing sound
Version 1.0.0
  • Fixed all normal issues for textures so lighting looks great now
  • Added nice lighting to each room (that syncs with the Apparatus Room)
  • Added custom apparatus room + custom apparatus (Resonance Cascade Room + Xen Crystal)
  • Added new single and double doors as well as blockers
  • Added custom animations for new doors + custom sounds for them too
  • Added 10 new tiles for generation
  • Added new features to Handheld TVs (ZagCams) such as bodycameras, ground deployment, etc
  • Tweaked nightvision of ZagCams
  • Optimizations added to Security Terminals so cameras only render when the screens are being looked at
  • Revamped entire security room (moved it, added it to be next to Start entrance)
  • Added custom Clipboard to Security Room for lore and instructions to Security Room features
  • Tweaked Scrap Spawns to help spread them better
  • Tweaked Fire Exits to hopefully be synced for all players
  • Tweaked monster spawns to be more intense and worth the risk of going in
  • Tweaked vent ducts to try to prevent players from falling through them
  • Tweaked dungeon size a bit
  • Optimized exterior and interior to hopefully give more fps (still requires Cullfactory)
Version 0.9.14
  • Added Nightvision to HandheldTVs in the Security Room
  • Tweaked position and lighting of HandheldTVs
  • Precautionary measures for pesky players trying to leave the planet with the HandheldTV >:)
  • Optimized the cameras for the Handheld TV and Security Terminal
Version 0.9.13
  • Re-added config/dll (You can now add this interior/moon to other moons/interiors)
  • Re-added Security Terminal with surveilance camera system for front entrance
  • Added Handheld TVs that broadcast to the security terminal (also they function as walkie talkies)
  • Added items to find in unique rooms that have a chance to generate
  • Fixed Door + Vent Door desyncing so all players can see doors now!
Version 0.9.12
  • Removed Custom Terminal for now until mod conflicts are sorted
  • Removed Security Room stuff and scripts until config is working and custom scripts are able to be used
  • Added more collision to secret jump area on exterior moon
  • fixed Scan Node for main entrance
  • Removed the dll/config as it caused the whole mod to break and be unplayable :( (will be focusing on trying to fix that)
Version 0.9.11
  • hotfix
Version 0.9.1
  • added dll and config now so you can now simulate the interior chances on the moon by typing "simulate blackmesa" in the terminal as well as use this interior on other moons and vice versa
  • Added doors for the single doorway sockets
  • replaced single door blockers with similar doors but with red emissives to help identify blocked paths in the dark
  • added WIP Security room with surveilance cameras to allow players to keep an eye on the main entrance of the facility (lots planned for this room)
  • added WIP custom terminal which I will do some testing with but not sure if I will keep
  • added secret jump area on exterior moon (Have fun jumping to and from it!)
  • added custom scripts for toxic pool to damage over time and warn players of radiation when entering the area
Version 0.8.8
  • Added "doors" to vent ducts
  • replaced single door blockers with more appropriate doors with red emissives on them to better see blocked paths in the dark
  • removed Quarantine tileset until Seed bug is figured out
  • tweaked scrap spawns
Version 0.8.7
  • Added some extra collision to Vent ducts (players were falling through somehow)
  • Added HEV Charging stations to be generated around the levels (can be used to charge 1 item fully)
  • Removed 1 tile that was bugged which was causing Random Seed screen to be stuck on player's screen
Version 0.8.6
  • Fixed some vent rotations to better help AI enemy spawns
Version 0.8.5
  • Cut Texture resolutions from 2042 to 512 instead to try to benefit performance