
The Dam
An interior based on a hydroelectric dam.Details
CHANGELOG
1.1.3
Fixed some texture issues with the tunnel tiles and made all their normal maps play nice with each other1.1.2
Fixed creepy sounds once againFixed animated [REDACTED] in the [REDACTED] room being actual instances of what they are, including slowing you down and, presumably, triggering certain enemies if they were spawned in the interior
All the lights around the apparatus will go off now when you pull it
Added a radar box for the fan blockers in the interior
Adjusted the 'nothing should spawn here' box for the fan blockers, because I saw an unreachable item spawn at one point
Adjusted the doors in the jumping puzzle room so that you will always enter from the 'start' of the room. Fire exits can still put you on the other end, of course
Cleaned up a LOT of redundant textures and compressed some audio, shrinking the size of the file pretty significantly
As a result of the previous point, a LOT of materials have had missing normal maps added
1.1.1
Certain fire exit spawns should no longer send you to the void if you try to enter the interior through themChanged tile weights, tilesets, and archetypes to prevent an excessive number (3+) of the vertical tiles appearing one after another
Fixed missing creepy sounds from the [REDACTED] room
1.1
Remade the tunnel tiles. They are smaller and more mazelike nowThere will be fewer open paths from the entry tile; you will no longer find five ways to go with four of them being 20-foot long tunnels leading to dead ends
Proper endcaps have been added to the tilesets.
Overall size of interior, branches and so on have all been adjusted as a result of the tunnel tile change
Added two new tiles, one for each section of the interior
Steamvalves can now spawn in the tunnel section
Itolib is required now, this will allow the [REDACTED] to launch you rather than gently nudging you
All tiles are now compatible with the radar changes from v70
Big thanks to bsl on the LC modding Discord for passing along the info that the floors under the water effect need to be tagged as 'grass' to allow you to enter more than one 'box' of water per day. As a result, you can once again drown in water in the interior, rather than instantly dying
Turrets will not spawn on certain tiles that don't provide enough cover
1.0.10
Fixed the connectors on the apparatus tile rotating incorrectly1.0.9
Fixed an issue with the water. TLDR; if you use water in the interior, apparently only the first bit of water a player goes into counts, and all the others have no effect. So now only the jumping puzzle has real 'drownable' water, all the rest is an instant kill1.0.8
I really hate how keys and locked doors work. Keys and locked doors can no longer spawn in this interiorBricks are now 70% less likely to levitate
Fixed the big version of the tile connector being misaligned
Fixed an issue where enemies could pass through certain small parts of tiles walls, letting them sneak around doors
1.0.7
Updated the layers on, I don't know, like everything. Should prevent turrets from firing through crates and other objects, some connector walls, things like thatAdded two more fire exit spawns
1.0.6
The... 'overabundance' of scrap spawns around the apparatus has been reduced to a more reasonable numberThe grate that can spawn in the center of the large halls 3-way tile now has a navmesh that enemies can walk on
1.0.5
Added JLL as a dependencyAdded a new, somewhat rare type of blocker to both small and large tile connector sockets
The two jumping tiles now have 1-2 pieces of scrap as guaranteed spawns
Cleaned up damage/death triggers with JLL, they should now produce the appropriate death animations and causes of death as well as the fans and electric arc still killing enemies
The sparking wires in the entry now do less DPS
Fixed all the typos I added to the changelog and readme in the last update
1.0.4
Spray paint should work on all interior surfaces nowRe-added concrete/catwalk tags to walkable surfaces, which had gotten lost during endless reimporting of the tile models
Random bricks are now found in the appropriate tiles
1.0.3
Enemies can now die to the fans in the entryway, as well as any arcs of high-voltage electricity you might findFixed loot being scannable through some walls
Fixed the inside bits of the frames on the fan blockers in the entrway having missing textures/planes
1.0.2
Water spray effect is now affected by lightingRebalanced weights for vanilla moons
Added weights for custom moons: Sorrow, Phaedra, Hydro, Valunarion, Synthesis