#Unreal Interiors
1445 messages Β· Page 2 of 2 (latest)
let's see if this fixes it... after i get home π
hey, is it intended that on Rrajigar Mine Interior the coilhead can pass through doors?
They shouldn't
person fell through the floor entering rrajigar
i'm pretty sure i haven't configured rrajigar mines at all
ok sorry, I checked with Imperium and apparently, sometimes the coil head just want to pass through a door
@mystic bay I'm still getting really bad lag whenever I get Chizra
Had it on March
My log
Is there a specific set of tiles that have issues with generation on some moons such as March maybe?
March does generate interiors in a certain way
Might be worth looking around if you can with Imperium and seeing if a specific tile lags badly
There's about a 50/50 chance I just discovered the source of the lag
0 fire exits were being properly generated
Oh fun
fire exits fixed, framerate back at 140


Chizra's been a real problem child recently
lol
I will say I've had lag in the past when an interior fails to generate entrances but I don't think it was ever quite as bad
lol
It makes sense why moons with more exits lagged harder
Yeah
Do people like Chizras torchlight fading with distance
The torches feeling like they light up as you get closer to some rooms is actually one of the cool things about Chizra lol
1.7.7
General
- Updated JLL version used and dependencies to 1.7.4.
Rrajigar Mines
- widened the navmesh blocker in doors to prevent fringe cases of monsters slipping through them.
- Slightly brightened emergency door lights.
- Slightly increased the range and brightness of Cave Lights.
Chizra Temple
- Lighting rework.
- Lag fixed for good.
- Fire exits will actually generate again.
I'm surprised no one noticed coderebirth erroring there
I literally purposefully throw errors if a moons fire exits don't properly generate lol
It would seem v65 has broken the custom elevators in Nali Haven and Gothic Monastery
@mystic bay
Btw this likely isn't a V65 bug
Just a bug with the new updates for the interior mods
Cus Grand Armory's Elevator is fine
and all Zeekerss changed was the lighting and music for the Mineshaft Elevator
aaaaaaa
Weird, I wonder why the Elevator for Grand Armory is fine
@signal hawk Maybe you can share what you did so DemonMae can avoid their elevators breaking when Zeekerss changes stuff
wuh
1.7.8
Nali Haven
- The elevators broke in V65, so they have been temporarily replaced with ladders while I fix them.
Grand armory doesn't use vanilla elevators
And no, saying not to use vanilla elevators is not a solution
No but he used code from the Mineshaft Elecator when he updated it
Wasn't saying to do this
Was saving it for potentially saying this
I was just wondering what Wesley did to keep his Elevators future proofed
? Grand armory doesn't use any code
Well, atleast I don't remember wesley ever writing code with his mods, nor do elevators need any code
Hmmm
You can tell if u download the mod and it has a dll
Or if the thunderstore page has a source tab
99% of moon mods don't have code
What are his Elevators using then?
probably going to need to update my project files
Yep
I'd check what you're missing but I'm not on pc, so not sure where that IL code points
Gothic Monastery and Nali Haven don't use the Jingle or reference lights in any way so it's a fundamental change in the elevator scripts
I presume anyway
Oh yeah
This is probably cause u dont have the Halloween jingles
Yeah there's no checking if the array is empty
There's just a soundclip array he made
For Halloween sounds
probably not, last time I updated the game files is when the child was added
Ye he added this today ig
rrajigar mines feels 10x darker than last time i played it
1.7.9
Chizra Temple
- 1 New tile, the chamber of combat.
- 2 new items, one unutilized.
- The ritual of combat can be attempted for a sizeable prize. This can be disabled in the config.
Skaarj Outpost
- Fixed a room boundary that caused room clipping in rare instances.
was the power out
Disclaimer: The ritual of combat has not been tested in multiplayer, I can't imagine it won't work but just in case it breaks or doesn't work you can always turn it off and it becomes just another room
Well I'll be playing tomorrow so I can always let you know if it's broke lol
Well I guess I should say later today since it's after 1 am for me
this is likely what was happening!
was it confirmed the piggy's tesla gates were causing generation issues
no, it was unrelated
How though I literally just updated this
1.7.10
Rrajigar Mines
- Lava is brighter and lights rooms with it better.
- Fixed some error spam with lights.
- Falling in Lava Does not leave recoverable bodies and makes appropriate burning sounds.
- Lights in the storage room, and cave room, and control room are brighter.
- The Main entrance Light is brighter and has a larger radius.
- Fixed a buried Crate.
- Removed or reduced the volumetrics from several lights.
- Removed the Unreal Content tag since LLL dungeon matching doesn't work.
- Reduced dungeon length (9-10 => 9-9)
- Reduced Branch count. (26-32 => 26-30)
- Dynamic dungeon size restrictor change to 1.8, equivalent to Rends dungeon size.
Nali Haven
- Restored a simplier version of the elevators.
- Brightened the Crystal lights.
im big fan fr
whack
I am loving the Metro. It has a really great search pathway. My friend and I follow the main path, branch off into side rooms and corridors, loot them, then continue down the tunnel while picking up loot along the way.
We had a neat experience with our first one where the fire exit was the very end of the tunnel, so we could mark off everything from the list of scrap.
Even the Apparatus where the tunnels go dark and the emergency glowlights come on
Glad you like it
1.7.11
General
- Materials are now GPU instanced, this should squeeze a bit more performance when used.
Chizra Temple
- In my feverish attempts to fix the lag, I axed the lighting quality even though it wasn't the cause, this has been rectified, as well as being made slightly prettier.
- The Trial of Combat was broken, It should be fixed now.
I touched something in chizra and things broke, the whole pack is gonna be up soon
Since enabling GPU instancing on these interiors resulted in no noticeable performance hits with both just dependencies, and with a very heavy modpack, gonna do the same with UT99 interiors at some point soon.
1.7.12
General
- Overhaul of default weights.
Rrajigar Mines
- Adjusted the position of the Main Entrance slightly, this should help the Code Rebirths Shockwave gal pathfind her way outside.
Chizra Temple
- Some floors with shallow water have been tagged with 'Puddle'.
I don't know about anyone else but entering CIDOM Metro, the lights at the entrances where kinda wonky for me
It's a known thing but I don't know why.
Small feedback but would it be possible to make the water slightly translucent on Chizra Temple? This would help us distinguish between a small puddle and a deep hole.
I could make it more translucent sure
Thanks !
1.7.13
Chizra Temple
- Darker regions of Chizras water texture are more transparent.
BRING BACK THE OLD OTHERWORLDLY MOONS LOGO π«
lol I thought it looked better haha
9 is a hard number to fit symmetrically :V
lol fair
Hi, is custom apparatuses planned for the ut99 and unreal interiors? Some if not all the interiors have a specific light color throughout the map such as the one with lava has orange lights and I was wondering if the apparatuses with those interiors could match the color of said lights.
I know I have asked about apparatuses a few times and I'm sorry about that lol, but since the ut99 and unreal interiors are very present, a simple recolor for each or almost each would be cool
UT99 unlikely, Unreal maybe
So not a definite no? I'll take those chances π Sorry jk. I just feel like yellow everywhere is y'know. Whatever is decided is fine. Also on Niven Reactor, The rooms like are kinda like a C there is a visual bug where i can see outside the map if it doesn't have a door
Hey, so I don't know why but on the Chizra Temple interior VanillaContentExpansion scrap floats in place where they spawn. They can be picked up, and don't break anything, it just seems like there y axis is higher than it should be. As if they are on a invisible box. This only happens on the Chizra temple interior. I have mentioned this to the creator of the mod, but since it's only on that interior specifically, I figured I'd also report it here.
That's a problem with ContentExpansion
Neither works properly in vanilla or custom interiors
VanillaContentExpansion is very outdated and has a ton of issues
I would recommend just not using it
I have looked around and it seems you are the only one with problems regarding that mod. Your problems with it was in a modpack, so it could have been an incompat in the modpack you was playing. The only issue I have seen is what I mentioned but if you can provide other problems people have mentioned then it would be greatly appreciated since the mod is cool.
Did you just ignore my message or
The problems with that mod are some scraps not being deleted properly when getting fired and causing the game to soft lock when trying to back out to the main menu
Which means it has networking problems and other issues
Oh mb, I didn't see it.
That has nothing to do with the mod pack it was in, as it was only that scrap mod
and other people experienced the same issue
But it only happens when they naturally spawn
If you spawn them with Imperium they're all fine
1.7.14
Nali Haven
- Fixed doors spawning in entryways.
- Crystal lights are more indigo colored like they used to be.
@mystic bay Nutcrackers breaking through closed doors?
I appeared on the interior... Some kind of Mayan interior, Indian Jones (I donβt know how to describe it)
The door was closed - the nutcracker's scan through it turned out to be positive and he calmly shot through it
Chizra Temple
soon
Moons these were tested on were Experimentation, Offense, Rend, Embrion, Cambrian and the obvious one.
You are actually the goat fr. My eyes watered up a little bit by how absolutely flabbergasted I was looking at that image. Your mod are crazy good
Consider your gasts flabbered
1.8.0
General
- New Screenshots that better reflect the current state of the Interiors.
Rrajigar Mines
- Added JLL as a dependecy.
- depending on the moon tag, The rock and lava textures, and light colors change depending on the Moons tag. Currently supported tags are Rocky, Canyon, Tundra, Ocean, and Asteroid-14.
- Lights are even brighter with further range.
- Doors have pneumatic opening and closing sounds from Unreal.
- Door Frames have proper room tags, preventing some oddities.
- The Rocky floors are rougher and not flat surfaces.
- Patched up a lot of holes in the tiles geometry.
- Raised the Lava surface in the Lava Hallway room. This is so if the liquid in the room doesn't instantly kill, it is high enough to drown in.
- Increased the total Light count in larger Rooms.
- Changed the position of the Main Entrance light.
- Texture changes to bricks.
Chizra Temple
- Changed the tag and Layer on Doorframes.
- Fixed the longstanding issue of doors being ever so slightly misaligned in their frames.
- New Sounds for doors from Unreal.
- Interior ambience in some rooms.
Skaarj Outpost
- If Klaxons are enabled, they begin playing when the Apparatus is pulled.
- Doors have pneumatic opening and closing sounds from Unreal.
- Pillars have been placed in the Entry room, these are to help mitigate cheap shot kills from turrets pointing into the room.
Nali Haven
- New Sounds for doors from Unreal.
I'm guessing you plan to change the door sounds for the UT99 ones too ;o
Yes
Yippee :3
so tundra doesn't have any lava? I always thought of it like an among us polus thing
nontheless epic that we got tags! I love variety!!!
ready to drown in asteroid honey
maybe someday a lava+glacier moon
thank you!!
I just now saw this lmao
That's really cool
I was testing out testaccountvariety so it very well could have been that mod
But I was running from a spider that spawned from a gift mimic
and after awhile the round ended
I was on the
let me see which interior
Niven reactor
there is a chance there is somewhere on the map or a certain corner that just instakills idk
Figured i'd send you the log as well just in case
Niven doesn't have instakills, what moon was it on
experimentation I'm pretty sure
I'm not sure then
That and there wasn't a teleport to apparatus option using imperium
there seemed to be no apparatus on this interior
All Interiors were updated to the latest version of LLL. That is all.
There was no apparatus because the room that has it didn't get placed in that picture. you just got a bad Generation roll.
1.8.2
Rrajigar Mines
- Added Rosies moons to the list of default Weights
- Revamped the Dungeon Tilesets, Many rooms are now marked as unique, and some are weighted higher depending on if they're on the main path or branching.
- Fire Exits no longer spawn in the cave room.
Chizra Temple
- Added Rosies moons to the list of default Weights
Skaarj Outpost
- Added Rosies moons to the list of default Weights
@thin meteor followed some of the space saving tips you've talked about π
I'll let you know if I find more ways :p
what I did was put the crunch compression on all the textures, which did make them look different but Unreals textures are fairly crunchy to begin with so it's barely noticeable. I also went through every single trigger and just straight up removed any reference to the Testtrigger material, both of which slimmed down the filesize by a whole lot
1.8.3
General
- Filesize optimization
Rrajigar Mines
- The Two Level rooms Navmesh has been fixed.
Nali Haven
- The double Elevator room is supposed to have Lamps in it, This has been fixed.
you probably could've just made the testtrigger material 32 pixels
but for what purpose when the box collider is perfectly adequate to show the bounds of a trigger
it would've been easier, probably
1.8.5
Skaarj Outpost
- If played on moons tagged with 'Atomic', the pale white and green lights become Green and Yellow.
- Fixed some incorrectly configured Klaxon Spawners.
- Hallway Blocker lights have a subtle glowing light.
What moons have an atomic tag?
Would Ultimatum?
Ultimatum and lithium
All Interiors have been updated, I don't have a changelog because I wasn't keeping good tabs on what I was doing. If anything is broken let me know
I can say Skaarj has some fun going on if you're on a military moon
All old JLL configs will need to be reset btw
1.9.1
Nali Haven
- Elevator buttons have the correct hand hover sprite.
Do any of these interiors have an apparatus?
Iβm looking for an interior that will work with facility meltdown and Rrajigar mines, Chizra temple and Giardia fortress seem interesting
Rrajigar, Skaarj, and Nali all have one
1.9.2
Rrajigar Mines
- Fixed a missing icon when climbing the ladder in the two-level room.
1.9.3
General
- Added Generics Moons to the Default moon weight presets.
- Updated Rrajigars Readme.
- Updated Skaarj Outposts Readme.
Chizra Temple
- Rain falls from the open ceilings when the weather is Rainy, Stormy, or Flooded.
@mystic bay small bug to report with Cidom btw and idk if it's as a whole or only when it has foliage in it but I pulled the Apparatus in the layout with foliage and the lights never turned off lol. That could have possibly just been a bug with Rosie's Haul though since that moon throws a few errors but wanted to let you know
If it does it in normal mode outside of haul let me know
Will do ^^
for your gray interior mod, is there a apperatus
it spawns fairly deep in usually but yes
bet thx
honestly the gray apartments may be the favorite interior of all time
would love to see it expanded on more
The pews are holy
oopsies
the new studio interior looking fire
in the gray aparpments, scrap never spawns in bathrooms in my experience, I dont think there is a scrap spawn
and in the actual rooms, scrap rarley every spawns, mainly in the hallways, It think it should be the other way around
you can never account for RNG
damn, it would be nice if there was a way you could have priority spawns or something
GrayBathrooms? π
Is this fall on chizra supposed to kill you? Because it looks like it just does 80 damage
Another spot did only 50
It should be killing you
hello~ terminal gal from code rebirth can scan some non-scrap in this interior
might want to ask about itin Code Rebirth, not sure about what could cause that
oh if it's a layer issue that's an easy fix
from the shape and location of the green it looks like it's the carpets.
I'm also adding more moons to default weights for this pack specifically, any suggestions? Lunar Lights, Frostfall, Prominence and Vulcan9 are already in the list
whats been already done
My own, Wesleys moons, Harvest Moons, Mythic Moons, Rosies and Nikkis moons, Generics moons, Voxxs moons, Synthesis, Terminus, and Jacobs Pinnacle
also Assertion even though it's wildly out of date (RIP assertion my beloved)
Tolians. vacuity, powered moons, starlancer moons, distinct moon variaty and railroad ridge
im blind
1.9.4
General
- Updated LLL Dependencies.
- Added Lunar Lights, Realestudios' Vulcan9 port, Prominence, Starlancers moons and Frostfall to the Default moon weight presets.
Rrajigar Mines
- Experimental changes to the interiors presentation.
Nali Haven
- Carpets are now on the Room Layer.
I just want to say how much I appreciate all the work you put into your mods and updates/fixes DemonMae 
I'm happy you enjoy them
1.9.5
Rrajigar Mines
- Patched a hole in the Large Pillar room.
- Toned down the normal mapping on Brick materials.
When I shrunk the tiles in Rrajigar mines in a previous update I didn't change the Lights, I thought it was kinda bad looking with how washed out and saturated the light was. I was messing around with their settings to get it to look a way I was satisfied with and here's a hallway with the breaker on and off.
Ooh ;o
Normal Chizra no Weather, Normal Chizra Snowfall/Blizzard, Frozen Chizra No Weather, Frozen Chizra Snowfall/Blizzard
We finally have Blue Fire
This makes me happy
I wonder if it could always be frozen during Snowfall/Blizzard somehow
The blue fire has been around for ages, only happens on Tundra moons
I've just never ran into it
π
I think it could be very fitting on Polarus though maybe
See also in Accursed crypts, Tundra moons swap the Orange and Blue lights. this may be a little too harsh a blue though now that I'm looking at it.
1.10.0
General
- Reworked the Default weights.
Rrajigar Mines
- A bit more extensive normal mapping.
- Lighting improvements.
- Tag changes to various rooms for consistency reasons.
- The hinge bridge is properly tagged and on the Room Layer.
- Fixed a Lights position.
- Emergency Lights above doors light up properly again.
- Fixed a bunch of Lights not spawning properly.
Chizra Temple
- More extensive normal mapping.
- The ritual event is properly synced.
- Snow falls from the ceiling if the Weather is Snowfall or Blizzard from Lethal Elements.
- Ambient Sound effects are quieter, with larger radii.
- Cavernous wind blowing from death pits don't have Doppler effects anymore.
- Fixed the Wonky UVs in the Diamond pool room.
- Lighting Improvements.
Skaarj Outpost
- More extensive normal mapping.
- 1 new tile, The 'Intruder discouragement room'.
- Minor Lighting improvements in hallways and doors.
Nali Haven
- More extensive normal mapping.
- Minor Lighting changes.
- Fixed the Texture on Wall Lamps.
- Added a longer delay before elevators start moving.
I haven't checked the snow compat yet, but if you want I can send the exact sprite sheet that was used for particles, for better consistency. Thanks for adding this in any case 
That'd be cool, right now it's just the rock particle with the brightness and contrast turned way up without color
Oki, then I'll send it tomorrow when I get back to my PC 
I don't think the Luigi mode is working, unless I'm not understanding correctly what it does?
You can now play in Luigi?

Broke it somehow by accident before launch, patch coming soon will fix it. It should look like this
what happened to the water crawler?
I remember I had it added to a few places in LethalQuantities
but cannot find it anymore
Water crawler was made to limit the upload size, because I didn;t know how to use JLLs creature spawner correctly, It was removed when I learned it can spawn by name and not prefab, sorrry
NO MORE WATER CRAWLER???
π π π
tried him
not bad
id like to see more unreal enemies from this dev
hope he makes a thread
is it just an evil tulip snake
just tried it out too
From what it seems is that they are decently smart
from what I tried
they kinda swarm
Got the Trio of evil lik dudes hehe
Peepers, Tulip Snakes and Pupae
suprised they're outside dwelling enemies rather than inside
tbh id imagine id get pretty annoying in a lot of interiors
possibly
Special new tile in Skarrj outpost that spawns them inside :^)
hope they do add more, lots of potential to pull from
They have a border on the icon which seems to imply there will be others in this series
"Unreal Enemies"
ig
lol, next we get someone to port unreal's weapons
Time to finally play this classic
at least epic allowed people to reupload it without taking it down
Rare Epic W they gave express permission
rn im just fighting with it to run in 4k lol
After trial and error and a bunch of fan patches the game is looking pretty
an official remaster would be nice but a few mods did the trick pretty well
I see you have the game running on a modern resolution with a UI not for ants
Had HD textures, updated modelsand direct 11 rendering and lighting
still has the visual style
just not crusty
will say I underestimated how hard the game would be haha
so far blowing quake out of the water
playing on the Unreal difficulty off the bat?
Hard
Id say im decent but I have played a shooter in a min
or maybe I wasnt expecting rocket enemies this early
lol
I do really like Quake but man if you don't like gray brown castles that game just won't do it for you
THATS MY PROBLEM WITH IT
lol
Unreal did a good job in flip flopping between ancient civilization levels and hi tech levels with wide open outdoor areas between them
Any tips on the combat, I think im starting to get used to it but its a lil different then what I am used too
Keeping your distance and using the dodge solves most problems, hitscan weapons are much better used against the skaarj and projectile weapons with no splash are better used on Brutes and Tentacles
I'm trying to verify but I think Brutes are also resistant to explosives
Nice
There's also two special attacks, most people know about the shock combo but the eightball isn't explained anywhere I think. When loading rockets with the primary fire, they launch in a fan formation. Holding down the secondary fire while loading the primary will instead fire them in a tight cluster, much better usage.
There are 5 dispersion pistol upgrades, only 4 are needed to upgrade it fully
Enemies of different species are also easy to bait into infighting too
ok so so far ive mostly died to traps and setpeices that dropped me into lava
lol
Average Rrajigar Mines Experiance
lol
just looked at the Pupae patch notes, I wonder if they know
excited
If Drewulff makes more Unreal Monster entities I might revive that Unreal Moons Idea I abandoned after finishing Mazon
π
I have never played unreal tournament, but that sounds very interesting 
CTF-Face Moon real
Lucky Unreal and Unreal Tornament are Free online now
oo I see
Tho if you want a single player just Unreal is good
also youll prob want some mods to make it run better on modern systems
since its abandonware
good guide right here https://steamcommunity.com/sharedfiles/filedetails/?id=2276457084
Collab time !
XD
cursed knowledge, the pillars on the sides of the Bases on CTF-Face are misaligned
mmyes
sick
1.10.1
Rrajigar Mines
- Turrets can no longer fire through closed crates.
- Very Minor optimizations.
Skaarj Outpost
- Fixed missing sound references on lights.
- Filesize optimization.
- Removed Turret Spawns from the Laser Hall room.
Made a mistake and commented about UT99 interiors here, silly me :/
nothing I can't edit x)
Just wanted to thank you for the interiors, very welcomed after hundred of hours in the vanilla ones, somehow I find they work really well visually speaking in the game
spicing the radar screen up a little with orange zones where lava is
1.5.0 Rrajigar Mines
- Updated for V70.
Temple of Chizra
- Updated for V70. Includes the radar mapping, with blue zones for water safe to walk in.
1.11.0 Unreal interiors
General
- Interiors updated for V70.
Skaarj Outpost
- Fixed a few longstanding Pathing issues.
Stuff
things, even
Those items lookin cleannnnnn π
They make the place feel even livlier. Livelier. How do I spell that word. Edit: I spelled it correctly the second time
1.12.0
General
- A bunch of stuff and various objects from Unreal to decorate interiors with.
- Refactored default weights, EGypt, Skelahs Moons, and Beanies moons added.
Chizra Temple
- Reduced the Audible Distance of Wind SFX in rooms with a Death Pit.
Skaarj Outpost
- The Laser Trap halls SFX are no longer Global.
- Improved the Look of Fire Exits.
Is there a reason that the golden mask on Chizra Temple isn't considered an apparatus?
no official reason
is it possible to add it as a config option? :3
Posting this in all relevent threads,
Guardia Fortress, Gearbolt Foundry, Skaarj Outpost and Subsystems are now Zeranos Compatible.
New List, Studio Floor, Rrajigar mines and both Gray and Red apartments are now Zeranos Compatible. Gray and Red Apps both have separate flows, check your LLL Config. I've also updated the others with measures to hopefully stop Fire Exits from appearing, since Zeranos doesn't have Fire Exits.
Peak π₯
Nali haven prioritized
ππ
My love, I will wait for you...
lmfao you hate Trite and love Nali you're quite interesting Kiszony
yes I do love nali
it's kinda difficult to navigate with 3 floors in total, but I like the aesthetic

-# I swear I'm not trolling rn
y- you guys hate nali? 
Design wise it's cool but it's my least favorite of the Unreal Interiors for sure
WOW
Depending how it generated it can range from 2-4 floors 
the double elevator tile and single elevator tile can lead to the same floor
yeah I think that's 90% of reasons that I was getting lost there
Yeah that's kinda why I didn't like it and why my group didn't like it. It's the only interior where you know you're probably gonna guaranteed get lost lol aesthetic wise it's cool though

Nali Haven is another interior with two possible entrances so I'm going to have to make a separate flow for it for Zeranos, probably gonna axe the elevator tiles too since it'd be redundant
Yeah, I found Sub Systems could still generate pretty large on Zeranos which surprised me lol
Thats probably fine anyway, not like it's necessary to fully explore every single floor on zeranos
if one can't find anything it's better just to dexcend a bit further than waste time
If you askme anyways
I knew this would happen
So if you want to know whats going on here, all rrajigar mines tiles have a 1.25 scale, because at 1.0 the interior becomes cramped and sucky. In order to get the interior working properly with Zeranos and it's elevator, I had to reset the scale of the entrance room back to 1.0 and then resize everything in the room to 1.25. what you're seeing is what I thought might happen, the blockers not spawning the right size.
I'm going to have it fixed when I upload Nali havens update

i havent even rolled Rrajigar in a great while. i b missin it
I found a bug on gearbolt interior
I was on assurance, I have zeranos mod as well installed, and the interior has the floor counter similiar to zeranos.
If it's not bug it's fine, but the unity thingy responsible for interior exit has collisions, the small thin cuboid thingy is kinda off the entrace a little bit too far
I''ve been confused in the middle of the clip so the exit collider is shown in like 66% of the clip
I wonder if it's another issue similar to what happened with Rrajigar
you had that on rrajigar too? 
No but I saw you guys reporting problems with it
maybe not necesarily the collider, but the counter
and Mae said it was cus of Zeranos compat
oh
I see
but I rathered to report this if it wasn't known
I no longer use Rrajigar
lol
Deepcore is too good although that new interior Mae showcased yesterday also looks sick
I'm pr sure guardia and gray apartments doesn't have that issue since they have separate interiors
I think I misaligned the teleporter placement when the moon isn't zeranos
the counter is not the major issue, the interior size seemed fine
but the teleporter placement as you mentioned is a lil bit off
Yeah I figured it would just be an issue that would be resolved by reverting to the version before Zeranos compat
rotate default entry position -90 degrees. problem solved 
looking at my project files, Skaarj outpost might have the same problem
It doesn't, nevermind
lmao
The issue ahs been resolved
that's just the main entrance trigger being rotated incorrectly i think
it's fixed allegedly
and you we're right lol
How to avoid spikes from crypt?
They protrude from walls, more noticeably when you point a flashlight on them. their activation trigger is wider than the kill trigger, so if you hear a grinding noise, step back real quick
They also show up on radar in a very conspicuous manner
1.12.4
Rrajigar Mines
- The Elevator in the pit room is less jank and conveys items.
1.12.6
Nali Haven
- Nali Haven has a unique Apparatus.
- Itty bitty filesize optimization.

1.12.7
General
- All Dungeons have had the way they're bundled changed, This will have no effects on gameplay.
Chizra Temple
- Lighting Changes
- Torchlights are animated.
Skaarj Outpost
- Lighting Changes
Animated torchlights π₯
Is this intentional? You can get stuck in one of the tiles
Yes, but you're supposed to drown in that water
I have some Gray apartments issues I need to fix today, I'll check the outpost and fix it then too
I checked in editorand in game and I drowned in the water, I don't know what mods they run or what wizardry broke the water but I'm adding something to the room in case this happens again
1.12.9
Skaarj Outpost
- Added a pit in the center of the Starting room in case the Water bugs out and you manage to avoid drowning.
Okie
some water in the Sub Systems also do that. the areas where you need to open those heavy gates.
I know about those ones, I've never been able to figure out why they do that π€

1.13.0
General
- V80 Update.
- New entry doors that are compatible with the new door system.
Rrajigar Mines
- Zeranos Compatibility removed due to dungeon generation complications.
If something goes wrong with these please let me know, I was having a plethora of issues in testing before I got them to work consistently
2 small issues
and the app icon breaks runtime icons
I forgot to fix the chests before uploading, it shall be fixed when I upload the UT99 patched interiors
1.13.1
Chizra Temple
- Fixed the Chests.
Nali Haven
- Fixed the Chests.
The custom apparatus uses a fake copy of the sprite icon, might be relevent
thats def it as runtime icons dont overwrite modded icons
it only overwrites the default vanilla one
if support for this could be added that would be nice haha
temple fire exits dont seem to work
I tested the interior real quick and checked in editor, the fire exits are working fine, I'm not sure why this is occurring?
ill get back to you if it happenes again
Will the acf interior also be fixed for the v80 version?