#Oneshot / Deltarune Interiors
1275 messages Β· Page 2 of 2 (latest)
this will be the only teaser.
Preliminary Hometown Testrun complete, things are proceding smoothly
Proceed'ing

How did you manage to test these without JLL killing things from the soft masking spam?
The second I enable JLL everything just dies β οΈ
Most of my moons/interiors are structured in a way that if JLL is disabled the interiors and moons won't implode
Ah nice
The deltarune ones not so much
2.3.0 Oneshot Interiors
- All interiors updated for V70.
So what will be broken on your moons rn without JLL?
Refuges flooded canals and eclipse music, praetors Lava flows, Rockwell's special events, and Pandoramus in its entirety. The Unreal tournament moon based on Facing worlds teleporters also won't work
God, just gotta hope Xu rushes out that fix for softmasking dying the second it changes execution order π
as far as interiors go, most of them will work fine. Accursed crypts spike traps might fail to function though and raven manors apparatus pull event might be quirky but I think that's it
does the radar properly work for the interiors?
only Oneshot interiors have the Radar implemented right now
Mod got me to play the game , needless to say its been good so far
im currently slamming my head against the wall trying to fix a battery and open a safe
also do not feel safe in the slightest
: )
me after the first ending
gotta go for solstice
I feel so bad π
fr the game is so good but that choice no matter what id option I choose id feel like shit
That's how it gets you lol
Chat, do I make the Deltarune interior radars have the basic Green shit or make the textures the same as the environment

I'm gonna make em but not for a while probably
||Oh god the boss battles how in the hell are they gonna work||
1.3.0 Cyberworld
- Updated for V70+.
- 4 new Tiles for Queens Mansion, 1 new Tile for Cyber City.
- Virovirokuns now spawn as Hazards in The Mansion.
- Poppups are an unavoidable encounter in the City. One or Two of them can spawn.
- Fixed an issue where multiple enemies wouldn't properly play hit SFX under some circumstances.
1.6.0 Card Castle Darkworld
- Updated for V70+.
- Minor Texture fix.
Imagine the minigames fights, good luck
1.3.1 A Cyberswrold
- Poppups' Ads are animated.
- Fixed the Battle Stinger not playing.
- Added another FUN event.
- Nerfed Poppups damage, it's an easy tier fight and should damage like one.
looks delicious (?)
Soon
No way, new DemonMae moon? 
1.6.1 CH1 Darkworld
- A lot of behind the scenes changes to accomodate future stuff.
1.3.2 Cyberworld
- Tasques Face you properly.
- The Exit point of Tasque Managers encounter won't put you halfway in a wall anymore.
- Virovirokun's projectiles are much Faster.
- Spamtons Alley doesn't open into the void when connected with certain tiles anymore.
- A lot of behind the scenes changes to accomodate future stuff.
So that was the Hometown moon that i saw mentioned in the interior weights, looks sweet!
1.6.2 Card Castle
- Fixed some Reverb triggers when on Hometown.
1.3.3 Cyberworld
- Tasques rewards for the encounter don't fall into the void anymore.
- 2 new encounter types, each are a harder, less common variant of Tasque, and Ambyulance.
1.0.1 Hometown
- Reversed various Fire Exit Placements.
- Added a few details to the environment missing from the initial release.
- You can now drown yourself in the lake.
- Removed Rainy Weather. Forgot the quicksand decal isn't visible on unlit materials.
- Stormy weather has a new look.
- Eyeless dogs are more common in the interior by a smidge.
- Slightly increased the Spawn curve early in the day.
- Tasque encounters are more frequent.
ah, unlit materials, that's why it's so incredibly bright
Has anyone had any issues with ceiling bugs in the Blue Mines or other interiors?
Not just snare fleas apparently
Something in Blue Mines is killing things and I don't think they're getting deleted so it's spamming the logs
Might be the steam plumes?
I'll have to experiment more tomorrow
does it lag? does it happen near a water? do you have fairAI v1.5.1?
I do have fairAI and I think I know where the lag came from
Because I donβt think the lag happened on my other save, so itβs really a combination of things I think lol
fairAI v1.5.1 currently broken with its new feature killing enemies in quicksand. Killing them on water also
Because I had the Hunter upgrade from LGU activated as well, so everytime the enemy βdiedβ it spawned a sample
downgrade fairAI then test it
Thats on my list of todos for tomorrow
I should be able to replicate with quicksand as well
should watch this π
Oh Jesus lmfao
Yea thats pretty much what was happening Iβm sure, just add spawning a scrap every time as well
Game was literally imploding
I just didnβt see the enemy enter the water so I had no idea why it was happneing
downgrading fairAI would fix it till the next update
Just all what I saw from the terminal
Ty for the headsup
Iβm going to bed now lol
does anyone have a link to the music used in the oneshot moons?
I wouldn't know, I'd just point you to oneshot's actual ost but the moons seem slightly different in instrumentation
Oh dw I love the actual ost but the phosphor remix used in the Barrens moon is genuinely amazing
look in the Oneshot Moons thread, they're pinned there

||This is gif is teaser||
||New interior encounters perhaps?||
||TV WORLD!!!!!!!!!!!!!!!!!!!!!!!!||
TV World or the TV Set?
Wanted to ask btw, what's your opinion on the exploration and areas of Chapter 3? I'm kind of mixed because the zelda part is nice, and the TV world is a cyberfield/fields of hopes and dreams like area, which is cool, but...
I'm not a big fan of the fact that it's mostly scrap on an empty desert like place with a lot of cardboard, I would've had just one more area to explore more the TV aspect
Still good, but a bit less creative and interesting than the others
I dunno I think it was good
Are chapter 3 and 4 interiors planned π
Would be interesting to see the secret bosses for them
Chapter 3 interior is in development right now, and the you know who is kicking my ass
Question;
The host is unable to end fights and remains trapped in the battlebox
Are there any fix for this, or any general cause ?
there's a zelda part in deltarune chapter 3?
Yes, a section is a big reference to zelda, and more specifically link's awakening
I don't know why it would be happening, If it's consistent across all minigames rather than 1 in particular, it's a sign of a mod breaking the teleporters and causing greater problems. I would try the 50/50 method and see if it can be narrowed down.
Teaching the child to gamble
just like my gen 1 - 4 pokeymans

Will the secret boss be there π
Just like in ch1 and ch2
Insert black knife music here
Interior is on the cusp of release, mostly just needs polish
Probably tomorrow or the next day
tyt
Deltarune chapter 3 interior soon
1.0.2 Hometown
- Lessened the intensity of the rain volumes Color adjustment.
- The stormy look now only applies to Rain and Stormy weather, and not Foggy.
- Different Music Plays when it's Raining or Stormy.
- Readded Rainy weather, added compatible Quicksand.
- Fixed the weird rendering on tree leaves.
- Added LOD groups to Individual Trees and the more commonly appearing Treelines.
- Adjustments to the Treeline around Kris's House.
- 2 new items from Chapter 2's dark world. (Snow Ring, Banana)
- 7 new items from Chapter 3's dark world. ||(TV Dinner, Deluxe Dinner, Soda, Lodestone, Gingerguard, Tenna Tie, Toxic Axe)||
- 1 new unused item from Deltarune. (Mouse Token)
1.6.4 Chapter 1 Darkworld
- Upated the Readme.
- Lowered the Battle Minigame volume.
- Added Filitrios to the default weights.
- Some People use mods that remove interior fog, this completely ruins the transitional effect of walking into the dark worlds entrance. transparent black quads have been placed in the transition space to maintain the effect somewhat.
1.3.5 Chapter 2 Darkworld
- Lowered the Battle Minigame volume.
- Updated the Readme.
- Some People use mods that remove interior fog, this completely ruins the transitional effect of walking into the dark worlds entrance. transparent black quads have been placed in the transition space to maintain the effect somewhat.
1.0.0 Chapter 3 Darkworld
- Released
takes a minute for new stuff to show up sometimes
Just tried all of the new stuff in the new interior, really like what you did here, every fight is good, the models are cleans, nothing to say, just one questions (spoilers for chapter 3 and the interior) ||Does the Shadow mantle has an effect on the fight with the knight and if yes do you need to hold it? I used imperium to be invincible since I'm bad to dodge bullets in FPS and I've gotten the mantle after beating the knight||
||yes, the shadow mantle actually does reduce the damage you take from the knight. You just need to have it in your inventory to take effect||
Items dropped by fights don't have any value anymore
Am I the only one getting this issue ?
which ones
which fights ?
Poppups, Mauses, Shadowguys, Pippins and the Watercooler
Those are the ones I encountered so far anyways
oh
Dust pans, bottles, eggs, toy cubes and big bolts
I did a quick check to make sure I didn't screw things up and the fights drop items as normal, without a modlist there's not much I can do further, I'd guess it's some conflict with a mod that modifies scrap values but that's only speculation
was that actually the cause
I think so
I made a profile with only the deltarune interiors, I'll add mods as I go to see which ones break it
Is that the mod that increases the days until the deadline the more you play?
yes
I'm using that and didn't have an issue like this so far.

So might be a different mod.
Weird
My game crashed on March so I'll continue tomorrow, it's getting late
when chapter 4 interior?
a while 
also will chapter 4 interior have the ||roaring titan|| fight encounter thing
very likely not. I took one look at the spritesheet and said no thanks.
yeah makes sense
it seems way too big
i assume it will have ||gersons|| encounter though should be much more simple
||could be really cool if you made it a requirement to bring a shovel or something in that way you could make it so you can't move and have to hit the incoming projectiles before they hit you||
||Funny you mention that, I had a plan for how Green soul mode would work but I'm gonna keep it a mystery||


whenever i load my pack with the new tv world interior and i spawn in the ship im met with this. cant move cant hit escape, can only alt f4
Not sure about this one chief, The black fog of death occurs when something didn't load in properly. This did occur the first time I tried testing the interior but never again. Are you loading on an old save file?
no i always delete save files
it didnt do this when i tested this on a different profile/modpack tho...
is this when you load into a multiplayer server? thats the only time ive seen it happen
Hey wait that's not normal, and it gave me a thought
oh, none of the items are registered in the Extended Mod, that'd probably do it
i meant more the fog
that happens a lot when multiplayer with some mods being wrong or smth
1.0.1 TV World
- Changed the Texture on the A-Rank room wall.
- The A-rank room has an actual reward now. (subject to change.)
- Ramb has billboarding and will always face you.
- Fixed Rambs texture looking ugly.
- The Weather (Always sticks together) has new, and different dialogue indicating whether or not it's Solar centric or Rain centric.
- When the Weather battle is Rain centric, Warning indicators show which direction the rainfall rotates.
- Shuttah has a bit of dialogue.
- ||Black knife|| renamed to ||Black Shard||.
- The ||Black Knife (Shard)s|| value has been nerfed.
- Potential bug fixes.
this update may potentially fix the problem you were having too maybe
when i load into my own server
thank you, king
on hometown the ship is just a LITTLE too close to the wall to pull out the cruiser comfortably with widership installed
im not sure if it would be an easy thing to do, but moving the ship a little to the right would be really convenient
Many moons have this issue with wider ship actually. Some just straight up don't work because the cruiser is forced into a wall or something.
another issue ive been having
for some reason at seemingly completely random the prompt to end a battle won't teleport me
the console says its still spawning the item but it just isn't teleporting
bear in mind this is a 249 mod modpack so im sure its a conflict issue
with a modpack that large I don't think I can help with that, you're not the first to have the teleport problems and I suspect it's a mod that tries to fix or optimize teleportation mechanics.
"Fix"
I have a 140-ish modpack and don't have that issue so it does seem kinda specific.
So what weathers can spawn normally on hometown?
everything except flooded if I'm not mistaken
Is it possible to add music from deltarune while being on planet/while in dungeon?
Already is, but it's hometown exclusive. Look in your configs for JLL config entries with the moon and dungeon names
You have to turn it on in the configs. It's off by default
Or do you mean you don't have the moon
The Chapter 2 and 3 darkworld interiors both use a standardized dungeon flow, but the chapter 1 dungeon flow is random and can sometimes lead to the later biomes (Scarlet forest and Card Castle) not even generating at all. I like the idea at first but with time and improvement, I feel a certain malaise to the concept for the Darkworlds specifically. I an undecided on what action to take so I'm leaving it to a poll.
I can't make a poll\
how does one make polls in discord
I found out
you don't need a show results option in the pole, there's a show results button right next to vote
I always thought it was so annoying how I would set the chapter 1 interior to be double in size and it would still not generate card castle
Card Castle Dungeons Reimplementation.
9
11
2
Standardize the Flow like Ch2 and Ch3 darkworlds.
1360746416477175878
stare
The poll hath spoken, update later today

1.7.0 Card Castle
- Retooled the Dungeon flow, Biomes are now consistent in length.
- Increased the minimum dungeon multiplier from 1.2 to 1.25.
- Overhauled the Tile weights to better fit the more rigid generation.
if you have enabled content configuration, you may want to update this value to 1.25.
demonmae did you make bloxxor on crack??
what
i tried doing it and it made it go extremely fast and all the blocks dropped in like a second
mightve been lunar config doing something scuffed but idk
Ch1 darkworlder mini games are unbalanced compared to the ch2 and ch3 ones, it's not a mistake it's just busted
it used to be fine though and be much slower but it just started freaking out rn
also was the first time i enabled lunar for my pack so it couldve been that somehow
just didnt see any patch notes about changing the speed at which it drops and it dropping all the blocks in like a second so i wasnt sure if its a bug or incompatibility
Keep in mind there are two versions of the bloxxor mini game, and one is harder and rarer
ah ok that is prob why then
y'all know what this means
π
no π
Chapter 4 darkworld interior now viable
Yes !
Was there ever a planned tenna fight for the tv world interior or have I just not seen it whatsoever.
(or was it just too complicated)
There is no Tenna fight. I avoid major story character fights, which is also why King, Queen, Lancer and Rouxls are nowhere to be found as well
The Knight is kinda the exception
Since he is both secret and main boss I suppose ?
Moreso a shadow shard boss, not exactly a secret if the fight is mandatory
Better formulation
So I tried the deltarune interiors for V73, they work fine it's just sometimes the battles have sound effects play but then no attack comes. (a perfect example is spamton blowing up twice after you beat him.)
good to know
does jevil always spawn and is hidden behind something like idk a torch with no flame or a lancer painting with its tongue out? or is it just random chance and i'm unlucky
Most recent change made it spawn relatively frequently at the endpoint of the interior, if you're on bigger generations it could be harder to find I suppose
ok thanks, by the way any reason why you avoid major story character fights?
Initially to limit the amount of spoilers in the interiors but that's kind of a bad reason and lost cause at this point. Partly also because there's already hard secret encounters anyway with the secret bosses in 2/3 of them that last for minutes of real time and orchestrating that is time consuming. So as far as lore justification goes, the dark worlds in lethal company are leaderless anyway.
I suppose posting this here makes sense since iirc gray apartments is a reskin of the red ones from this mod.
I also assume you knew about this already? butspike traps go into the ceiling here
consequence of Low ceilings unfortunately
any update on the sanctuaries? (My 8 other friends are excited about hearing it)
In the initial planning phase currently
@uneven frigate I saw that you were online and wanted to ask, how do I change the interiors spawn weight so that certain interiors appear only on certain moons
Like the OneShot interiors I want them to appear only on OneShot moons
just use LLL
like all of other interior mods
Set content configuration to True, Set the values in tag and moons towhat you want
This is for R2modman, if you use gale or Thunderstore it's the same, the UI will just look different
Thank you, it's my first time doing that
I am using Gale but It won't be difficult
Thanks again for the help
I've been taking a break over christmas from anything Lethal Company Related, and have come back silently working on stuff. I'm not one to name my updates, but if I were, I'd call this the Holiday Update. Originally I wanted this done by new years but I didn't have any Obligations to do it, so I just kinda took my time.
The update was thusly named because it adds the Holiday residence to Hometown, something I've been meaning to do, as well as some updates and tweaks to the various Darkworld interiors, notably making use of ItoLibs ship alert script for Dialogue when appropriate. Full list is as follows;
1.1.0 Hometown
- Added the Holiday Residence.
- Shuffled the 3 unconfirmed Darkworld entrances.
- Scooted a park bench forward to better accomodate the cruiser.
- :^)
- Slightly lowered the volume of the Exterior music if it's enabled.
- Exterior music randomly chooses between two choices when it's not raining.
- Darkworld Entries have the portal warble texture seen under warp doors.
1.8.0 Card Castle
- Redid every Battle Minigame, I've gotten better at making them and the early attempts were shoddy.
- Jevils Arena Spins. Good Luck.
- Jevils Prison room is far more likely to spawn at the end of the dungeon.
- Clover can now be found in her room in the Scarlet Forest.
- Removed Mipmaps from a bunch of Darkner attack textures, this is for readability from a distance.
- Removed Herobrine.
1.4.0 Cyberworld
- Harnessing the power of ItoLib.
- Spamton NEOs dialogue system has been changed.
- A few of Spamton NEOs attacks hit slightly harder and others a bit less.
- The interior should generate a tad smaller generally.
1.1.0 TV World
- Harnessing the power of ItoLib.
- Fixed the Music not playing in most battle instances, Big oopsies on my part.
- Changed the Weather (Always sticks together) duos dialogue.
Jokes on you, I was already spinning myself to avoid motion sickness 
The game seems to error with LLL And Lethalmin and TV world interior
The uh official LLL
@uneven frigate
Okay... Very weird...
If I have hometown and all 3 interiors it bugs out
But if I just have tv world by itself it doesn't
A friend of mine and thought of a sick idea since you've made deltarune interiors, what if you made a "Look Outside" interior
I don't even know if you've heard about the game before but it would be SICK.
1.4.1 Cybersworld
- Fixed a lot of Navmesh problems.
Haven't played it but I vaguely know of the game
1.1.1 TV World
- Enemies can now enter the videogame screens, and won't get stuck if they spawn on valid areas within them.
1.2.0 TV World
- More Navmesh fixes.
- Taking the Shadow Mantle triggers an apparatus event.
- Lighting changes when the apparatus is pulled.
- The Knight has idling animation.
- Compressed the Music a bit to lower file size.
- Fixed some wonky object placement in some areas.
What's the difference between apartmentflow and apartmentflowz?
z is only for the moon zeranos
ty
is there a thread for the Dungeons_Ultimately_Lacking_Liveliness
I use my main thread for my vanilla dungeons, the moons of otherworldly oddity one
2.4.0
- All Interiors updated for V80.
- Removed Gas Vents from Blue Mines.
1.9.0 Chapter 1 Darkworld Interior
- V80 Update
- Entrance Tile is a bit different.
1.9.1 Darkworld Interior
- 1 new Tile in the Card Castle Region, A Ramp.
1.3.0 TV World Interior
- V80 Update
TV world came before Cyberworld because it was easier to update, Cyberworld is next
after cyberworld, do you think that sanctuaries will be next ?
The dark Sanctuary has been in production hell
It's technically been worked on since I finished TV world but I keep redoing tiles to try to get it right
oof, good luck
Cyberworld is almost ready. The Tasques don't rotate to face the Player in the overworld and I legit can't recall if that was intentional or an oversight π€ I'm leaving them as is
1.5.0 Cyberworld
- Updated for V80.
Hello DemonMae
I managed to get stuck in the Tasque Manager battle
and this time I am pretty sure this is not a VR issue.
Modcode: 019de9a1-6215-7a56-5220-2c140a50761e
Celestial Body: 01 Lua
Random seed: 58332155
Keep doing your amazing work and I am looking forward for more content.
Especially since the Deltarune interiors are the only interiors that doesn't suffer from the VR Shader-Issue.
Uh oh
So what probably happened here is that the Tasque Managers room and the Kitchen generated in close proximity, and the Maus encounter in the kitchen overlapped with the Tasque Manager encounter, trapping you in the space in between, I've readjusted the bounds of the kitchen tile and reoriented the Maus encounter so this should never happen again
1.5.1 Cyberwolslfsd
- Changed with variation the Werewires spawn on in the cyberfield.
- Fixed the bounds of the Maus encounter in the Mansion to prevent overlap.
I really need to give these maps a go again, it has been too long π
Working on an update
1.6.0 Cyberworld
- The interior now has a 3D skybox projection in the exterior sections and mansion windows, improving on a longstanding problem with how the interior looked. It may still look wonky in places but I think it's a massive improvement.
- Updated the Screenshots in the Readme.
Big thankies to Beanie for this, they helped me figure out how to get the custom shader to work
looks really clean gg
1.6.1 Cyberworld
- Fixed Missing Materials in some encounter Minigames.
hey uh... you still haven't removed lethalleveloaderupdated as a requirement for the deltarune interiors, tis a lil annoying to have to remove that mod each time

