Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
| Date uploaded | 2 days ago |
| Version | 1.0.4 |
| Download link | TheMan-The_Complex-1.0.4.zip |
| Downloads | 444 |
| Dependency string | TheMan-The_Complex-1.0.4 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305IAmBatby-LethalLevelLoader
A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v81 Compatible)
Preferred version: 1.7.13README
The Complex
I found something.
All these rooms. This place builds them.
A procedurally generated Backrooms themed interior for Lethal Company heavily inspired by Kane Parsons' Backrooms.
With 5 unique biomes and over 200 unique room tiles, this is one of the largest interior mods for Lethal Company. (Load times with this mod will be longer due to the immense size of the interiors being generated, lower end PCs will suffer performance issues!)
Biomes
The Yellow Halls ▾

Liminal Home ▾

Office ▾

Poolrooms ▾

The Old Yellow Halls ▾

Settings
- The Complex rolls alongside the other interiors. Its weights are under Spawning in
BepInEx/config/backrooms.level0.interior.cfg(LevelTags,PlanetNames). - Set ForceAllMoons to
true(host only) to get The Complex on every moon. - Everyone in the lobby needs the mod, on the same version.
Credits
- "Lawn Mower" by sixpence (Sketchfab), licensed under CC BY 4.0. Polygon count reduced, rescaled, and textures resized and repacked for this mod.
- "Backrooms Movie - Acurrate Chair Movie" by FranquitoCOMPLEX (Sketchfab), licensed under CC BY 4.0. Level 0's chair; rescaled and textures resized for this mod.
DISCLAIMER: AI was utilized for the creation of this project. Myself and others had a hand in designing a lot of the rooms, and AI was used to put everything together in a comprehensive way. I am not a programmer.
All audio and video files belong to their respective owners.
CHANGELOG
Changelog
1.3.0
- New rooms in the offices.
- New rare sights in The Yellow Halls and The Yellow Halls (Lights Out).
- The Liminal Home entrance got a makeover.
- Palm trees can now turn up in the Poolrooms.
- Refreshed the wallpaper in The Yellow Halls.
- Fixes and polish.
1.2.0
- Road signs now turn up here and there across the interior.
- New wet floor sign in the Poolrooms.
- Remade pool ladders, lifeguard chairs, loungers and patio chairs.
- Cleaned up the office check-in desk.
- Fixes and polish.
1.1.0
- New rooms in Liminal Home.
- Furniture and decor overhaul across the interior.
- New window, vent and doorway visuals.
- A few new details in the Poolrooms.
- Fixes and polish.
1.0.6
Fixes
- Fixed missing rooms and generation bugs in the Facility, Mansion and Mineshaft when The Complex is installed. The Complex no longer changes vanilla interiors.
1.0.5
Fixes
- Fixed sounds cutting out, stuttering or not playing on moons with fly-covered scrap (Dine). Looping sounds now only play when you're close enough to hear them.
- The apparatus now sits down properly in its cradle instead of floating above it.
- Fixed stretched or repeating wallpaper on free-standing pillars, half-height walls, ceiling soffits, the Christmas tree room and the Speaker Room.
- Pillars no longer spawn tilted at odd angles.
- Half-height walls now have a baseboard and a trim cap.
- Fixed flickering on the staircase newel post in Liminal Home.
Changes
- New fire exit door: rounded hardware, a cleaner exit sign and no more pitch-black parts.
- Removed the railed fake pits. Large rooms can now roll a grove of pillars instead.
- Removed the black stains from the ceilings.
- Liminal Home's open staircase has baseboards on its lower floor, plus a few new details.
- The movie chair's wood is slightly warmer.