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Lethal Company
Castellum_Carnis
Lethal Company
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Castellum Carnis
A living flesh, meat, and bone interior made for vanilla-esque dungeon gameplay
COREsEND
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Details
Details
Last Updated
First Uploaded
Downloads
401K
Likes
28
Size
72MB
Dependency string
COREsEND-Castellum_Carnis-1.1.3
Dependants
235 other mods
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Changelog
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Mods
Server-side
Interiors
Changelog
1.1.3
Tweaked some balancing with the bone columns and vein pillars
Vein pillars can now show up as purple (was bugged before)
Updated "Gutless Mode"
Updated the lights to be crystalline structures
Disabled the ambient light in the brain rooms
Added some screenshots to the mod description
1.1.2
Updated the entrance room with some overdue material detailing
Added three new prop sets to the flesh labyrinth to add more landmarks
Vein pillars
Villi 'grass'
Bone columns (shows up a bit more when approaching the bone caves)
Updated the "pinch" flesh labyrinth tile slightly
Added "Gutless Mode" option in the config for those who don't have the guts to traverse the guts
Loosely censors the entire interior as a cave system
Removes veins by the exits
Mutes most ambient sounds
Went through and crunched any remaining files to reduce filesize a bit more
Made it so the "big" flesh labyrinth tile can't connect to another "big" tile
Tweaked the "liver canyon" room's radar a smidge
1.1.1
Added more configs
"Terrain" room biome matching the moon's biome (Defaults to False, True
requires
Loadstone to avoid a desync)
Apparatus pull event color correction
Removed Loadstone as a hard dependancy with the "terrain" room config addition
The "nasal cavity" room and its extention tile now has mucus dripping from the ceiling
Fixed the entrance stinger being global for all players (sometimes?)
Clients can retrigger it for the host until the host enters (not worth delaying this update more to fix it)
Added missing note in 1.1.0 changes about the new particles
The █████ has become slightly more valuable
Updated most texture to texture materials to have normal maps at the texture transition areas
Added a mist to the "liver canyon" room's liquids
Removed the non functional interior water from the entrance room
Made tiles compatible with the v70 radar minimap
Certain vertical rooms have imperfect transitions due to draw distance limitations
Should be fairly compatible with "RadarEdits"
Main Entrance and fire exits are still cyan
Fire exits' radar line was made slightly bigger
Death pits have unique radar symbols for each room
Increased the enemy spawners' radar symbol's size
Reworked the "flesh to bone" tiles' generation to better link their navmesh with the flesh archetype
Adjusted one of the "liver canyon" room's bile animations to stay flooded slightly longer
1.1.0
Added two new flesh loot rooms
Reduced the interior's max size due to the scale and chance of these rooms (15:18 → 13:16)
Made Loadstone a dependency to prevent a new room from desyncing during generation
An irritant has produced ███████
Added a new flesh labyrinth room to guarantee at least two fire exit spawns
Added 6 extra scrap spawns similar to the Mineshaft
Fixed "Landmines" (not "LandMines") not spawning in the interior
Improved the smoothing on the spawner mouths to [slightly] blend in better with the walls
Added a few configs
Employee corpses
Skylights changing with weather and time of day
Entrance stingers
Droplet particles
Six extra scrap spawns
Fixed the content tags
Updated the shader for the bioluminescent lights
Updated the flesh "crossroads" room's breathing animation
Updated the "eye" and flesh "crossroads" rooms' skylights to match the weather like the "two handed" room
Fixed the 'grass' of the "eye" room covering scrap icons
Added droplet particles to certain rooms
1.0.5
Added a blueprint and advice to the mod description for those who struggle with finding scrap
Fixed the minimap hiders for the "void" room
Tweaked one of the sounds in the "void" room
Added +1 light spawn as preparation for an upcoming room
Adjusted some lighting and animation speed in the "two handed" room to better match their respective weather
Moved the scrap spawn in the "horn" rooms a smidge closer to its entrance
Added content tags "
Bloody, Flesh, Living, Organic
"
Reduced the "spiral" hallway's weight for the start of the dungeon (0.75 → 0.55)
Adjusted the bone archetype's branch lengths (2:4 → 2:3)
Added minimap arrows for the "spiral" hallways to designate its vertical nature from similar tiles
Added minimap hiders for the "spiral" hallway
Darkened the bone texture for better scrap visibility on the ship minimap
Does not affect rooms that use the bone texture for detailing
Updated the "flesh to bone" tile with more detailing to better match its concept
Slightly increased the chance of the "nasal cavity" room to extend
Added minimap hiders for the "nasal cavity" room
Fixed the mouth vents' color on the minimap
Fixed the "lung forest" room requiring you to jump to exit if you have too much weight
Added a scrap spawn to the pit version of the flesh "crossroads" room and the entrance room
Adjusted the various light fade distances to further improve optimization
1.0.4
Project updated to v69 (Thank you so much, Xu Xiaolan!)
Added a unique ground light prop to the "void" room
Added veins to the fire exit metal walls
Fixed the normal map on some of the veins
Fixed the main entrance and fire exit walls not having collision
The "two handed" room skylight now changes with the time of day and weather. Supports:
Stormy
Eclipsed
Snowy
Snowy eclipsed
Updated the Apparatus room's pull event
1.0.3
Updated "two handed" room to have teeth at the base of the sinew ladder for readability
Made a rare "two handed" room variation slightly more common (4% → 8%)
Changed the "hand jump" room's collision to prevent players from sticking when falling
1.0.2
Applied a change that should fix large interior generations
Adjusted fire exit spawn chances to fix moons with multiple fire exits
Slightly reduced flesh pillar spawn chances
1.0.1
Removed nonfunctioning reverb triggers to fix the autopilot ship having an echo
Reduced the inhale and exhale volume by 50%
1.0.0
Initial release
Categories
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Server-side
Interiors