https://docs.google.com/spreadsheets/d/1WO77KGJplIEC64qmBClOgfEEoFxrhMurCEqe9FKod8I/edit?usp=sharing
#Castellum Carnis - The Flesh Interior
1 messages · Page 2 of 1
Perfect!! Thank you so much
this interior FLESH, actually
Whipped up a couple of concepts for potential flesh tone variants (Standard, Snowy, Amethyst)
Probably won't pursue it for a bit but its a fun thing to conceptualize
Yeah, I'd want it to be subtle. The snowy bit could probably be a bit more pale tbh
Amethyst could use a pinch more pink and snowy could be pale yeah
on snowy maybe you could see the blizzard through the whole in the roof
hypothermic carnis
A few lil tweaks here 'n there
Casually noticing the edits to the purple version is hardly noticeable oops
Also I really really like this idea
thanks
how about main entrance variants
that could be interesting depending on how it is done
I think that moving the main entrance door randomly like the mineshaft/mansion could be done?
just had an idea for doors in the interior what if they were like the doors in the nautiloid from baldurs gate 3
https://www.nexusmods.com/baldursgate3/mods/3003
This is what I expected from the Animate Dead spell.
This mod changes Animate Dead, no more random zombies or skeletons, it now resurrects the dead creature or NPC (at range player level + 1) to fight and travel with you for 1 hour (100 turns).
After 100 turns or if the creature dies, the corps...
how they open ^
oooo it could work like how chameleon does it
replacing the front door
when you have the interior
that would also be sick
or the mouth doors in ultrakill
that would be cool as well
unless I missed it is there a stomach room?
no idea
No
So I actually drew up some sketches for two different door types early on--one of which was literally just the Gluttony door, and the other was a three flap heart valve-like door. The entrance to the bone archetype was supposed to be a door as well, but was going to always require a key which would shatter it open. I never implemented the heart valve door because I couldn't mentally figure out how its collision would work, and the bone door would suck from a gameplay perspective
There's no stomach room and I actively tried to avoid making one since they're such a common trope in living structure levels
That being said
A friend had a really unique idea that I might do in the future
And instead of acid I'd want to make it an oversized Hydrogere
that would be cool
fair enough, here is an idea that isnt overdone, the inside of an eye
Already a room lol
maybe im blind lol
ohhhhhh
yeah that makes sense
dam I thought I had a cool idea
and it exists already haha
I thought it was an ear initially
Mainly because of the hair-like fibers on the floor
ok what is with this creepy ambience as if the flesh wasn't creepy enough
now im imagining the man eater is just an overgrown parasite
Isn't that linked with the ||human skull protruding out of a wall||?
like those ones that eat fish tongues
idk I was in the room with the big pit/company ambience room
That's a really curious idea... Never considered a room based around a cochlea or the hammer bones.
Hahahaha
One of my earlier concepts for the hand pit room had a tongue on it
Instead of like the thumb
kidney full of stones
tumors
you ever hear of those tumors that grow teeth hair and eyes
Teratomas, right?
little homunculus
Yaknow having hair could be really cursed haha
speaking of the flesh pit it would be cool if there was a room or area that slowly fills with saliva over time
and after a certain amount of time it goes back to normal and gets refilled again
maybe it could be on flooded moons only
that would be cool
I have concept for an alternative version of the hand jump room that lacks the hands and is purely injuries. I want to tackle that variant at some point.
The big part about making tumors or glands as details is properly conveying that that's what they are
blood fountain
could do them in the form of map hazards
This one prop is the closest I got to adding one, but it also needs to blend in with the world geometry convincingly
This could be cool. I'd need to get interior water working first, since for some reason it never wants to play nice with any of my projects
I'd want to make it fun though and not just a chore to deal with
The blending in part is the issue
Which is why they only appear with the regular flesh material
a zit that pops and an enemy comes out
https://thunderstore.io/c/lethal-company/p/squirrelboydev/OopsAllFlooded/ maybe the coding with this can help you out
or maybe a cut that bleeds as an enemy comes out
ah
this mod
annoys me
visually it works
but functionally
the water never works
its just like
an effect
doesnt drown me
i mean its almost a year old it probs doesnt work anymore
it drowns like 30% of the time
it was good with oxygen
still very broken
oxygen is a must have in my packs
I thought about having some kinda blood flooding mechanic for the interior
But that just doesn't seem fun
I want to stay relatively vanilla
maybe when taking the apparatus
if it was for like a single room or something it would be fine
kinda like how armory has the spike celling
Sorry dude but I'm not gonna add it. Water at a large scale just isn't fun to deal with with the slowdown and stamina drain
Probably with what Sterworld said--a single room with a workaround
That'd probably be the best option
yeah im just throwing stuff at the wall haha
i hate the stamina drain function
it should only take stamina when your under water
tbh id prob end up hating it too XD
speaking of the armoury interior spike ceiling it would be cool to have a room thats roof slowly falls down
mario twomp lol
that doesn't look like...
wesleys desolation moon has a cool fleshly thing that blocks the path for a bit
woah.
didnt realise that was a thing
is it counted as a hazard?
i dont know
No
They're static models that replay animations from what I can see
oo it actually got a proper model and isnt a textureless red blob anymore?
does it use a custom interior then?
No, it's apart of the moon's scene
So it's exclusive to Desolation and only Desolation only because of that
Looks to be the same model /w just a new texture
(Look at the topology of the eyes...)
nah its def not the same model
before it was just like a slightly deformed stretched sphere
its nothing crazy rn but its much better than before
how do you mean
its part of the moons scene
it is the on the moons scene
a bunch of them are just placed below the map near where the interior spawns and they are set to slowly fall down
so they just slowly appear in random places falling down\
strange way to do it lmao
best way to do it
Yeah that makes sense
Easy way to circumvent having to inject props into a dungeon generation
And that's why the moons from wesley are the best, all of them have unique gimmicks
the unique gimmick of a braken outside
the unique gimmick of 0 lights
the unique gimmick of an outside jester
The unique gimmick of a fucking indoor forest keeper on Gloom...
wait, is this true? I've never been on gloom
Yes
I had the misfortunate of encountering one long long ago
Thankfully their weight is low
Might've been either removed or lowered Idk
Back then, I didn't edit my moons
So everything was by default
even tho people are saying how underwhelming the gimmicks are, they still more gimmicks than most moons lol
yeah it's a super low chance on gloom
just checked
I think people are joking a lil lol
even a minor gimmick like that makes the gameplay feel different
I figured they where 😂
one gimmick id love to see is a claustrophic indoor moon where snare fleas spawn outdoor making you have to always watch the celling
maybe id be like a cave
Yeah lil gimmicks can go a long way
I'd like to think Railroad Ridge had a neat enough gimmick with the connected fire exits
Prob the craziest moons gimmick ive seen is like
derelict
from voxx's moons
I love derelict
Love getting a boat dropped on top of my head
Synthesis has a pretty fun gimmick too
Although basic (which I kinda like tbf, less is more)
But fun nonetheless
IT KEEPS TORMENTING ME
why did I randomly hear a snow footstep
also defenitley not trypophobia inducing
Chat is this sound designed
Im at school rn but i love sound designing disgusting squelchy shit
Definitely trying this mod out later
somewhat
That did not sound like snow lmao
its definitely one of the sound step sounds
it's the puddle footsteps
that did NOT sound like a puddle
Oh wow that's weird. Yeah I'll admit I have no idea what happened there.
What moon were you on?
Im recording absolutely disgusting noises using an extremely rotten halloween pumpkin
Might throw up
Will record that too if i do
💀
Oooooooo 👀
oh I don't remember, didn't find the issue that big of a deal except a jumpscare skullcry
What server is that emoji from
its gorgeous
wait its an image
im stupid
anyway
pumpkin
gives me shivers bruh 💀
oooohhh yeah
that's what good mac n cheese sounds like
sound design is off the charts
welp, now there are 2 meat stepping sounds
I have like a folder with 40 minutes of absolutely disgusting sounds
Like
Gulpy squelchy nasty
Ew
Just
Yeah thats how to describe it lmao
Ew
many things
(can we talk about how the lethal company fortnite skin technically costs more than the actual steam game)
they like literally couldve kept the original proportions with some texture adjustments and it wouldve been fine
its still alright
couldve been better
the dance is great though
yeah but isnt the player rig a bit messy
example: the oxygen tank while crouching
yeah
only thing fortnite related i will ever buy in my entire life
and the skibidi toilet backbling 👍👍👍
no! we can't talk about that! because this is thread for halls of flesh...
i wished.....
mb mb
I'll speak in flesh language
~~Putting the Fortnite skin in Castellum to make the conversation relevant ~~
Like Moroxide said, there's now two footstep sounds... I like both sound packs you all made equally, so I can maybe find a way to incorporate both of them once I get back to the project since these hecking slap
Case and point, these would make for some fire ambient sounds if tweaked
...Once I figure out how to get the sound replacement thing working. That being said I'm still on my break since my friend would crucify me if I opened my unity project again this week
Yeah i got lots of bubbly squelchy ambient noises that would sound crazy slowed down
I’ll send some tommorow
honestly i prefer the regular vanilla sounds
dude this is fucking sick wtf
this is the first interior other than the office one that actually seems vanilla alongide being high quallity
I love it
You should try GenericInteriors
oh? Do you have a video of the mod? (or screenshot idk)
thanks for the reccomendation anyways
It’s mostly tighter corridors similar to the factory
But can have larger rooms
oh shit thats nice
Genuinely a great interior
It’s also getting updated soon to have a few more features which make it similar to the factory
Definitely worth giving a go if you want more vanilla styled interiors
indeed
and I am not biased since one of my room ideas got into the mod
lol
Rebalanced moons does rebalance some of the moons
But I don’t play with modded moons that often, one of my friends that joined recently has 8GB of RAM
He wants to upgrade soon so I’m avoiding RAM heavy content for the current modpack
ah mk
this interior mod is very good just feels a bit empty (Im a perfectionist mb)
still one of the best besides this one and LC_Office tho
imo
It’s getting an update soon
Don’t think there’s any new tiles, mostly just changes like the lights being off sometimes in rooms like factory I think
Last time I checked it was getting an update soon though
Could be wrong
¯_(ツ)_/¯
oh ok
still a W either way loll
I think there was gonna be 1 new tile
its a break room
niceee
and I suggested it so thats why I'm not biased
we know lol
Hey, played this yesterday
stupidly uncomfy in VR. 10/10 map
Made me feel like Minos prime
its gotten to the point where I need to disable this interior on solo playtroughs/modpack testing
do they know
Don’t tell me there’s actually a tile for it
||I got the ULTRAKILL reference in the cliff abyss tile yesterday while debugging||
It was directly to the right of main lmao, so I immediately heard it
Got footage of it (Spoilers obviously):
That ain’t a reference I don’t think
That’s just ||cruiser music||
If it were playing ||the fire is gone|| it would be
||big vast empty room I never assumed was an ultrakill reference, just a cool thing||
Nah it isn’t
It’s the song that was sampled in Minos Prime’s Spinal Staircase ost
I ended the recording before I could actually get to the specific sample because
y’know
the jester was there
I need comparisons then cause I cannot hear it🗣️🗣️
I’m not doubting you also
Just
I can’t hear it
Sourire d’Avril, translating as “Smile of April”, is a waltz composed by the French composer Maurice Depret (1863-1933). This recording from 1906 by Columbia Orchestra.
it's the original music, in ultrakill it's just a short sample
Tbf it makes sense
Iv spent the least amount time playing the game in the prime sanctums
Skill issue on my behalf 😔
Been a hot minute 👀 Hope everyone had a Merry Christmas!!
Lemme see about catching up with all I missed
I'm really flattered you think so 🤍 Glad you're really enjoying it
Oh man I haven't even considered the prospect of this in VR, glad you're having a gnarly time
So about that.... I actually drew up some concepts for a Prime Sanctum(s) inspired room, but once I blocked it out I realized it was far too big and clunky to explore around. Still might play around with the concept in the future though
The tracks in the map are actually ripped from directly from Ultrakill. The OST version of the Spinal Staircase is mixed in a way that matches up perfectly with the player walking down it with no hesitation, but is actually comprised of 4 different tracks. All four of them are utilized in the map
oh huh
A few little updates as well--I'm testing with having the "two handed" room be properly affected by the passage of time and snowy weather. Having some trouble getting the scripts working but the assets are ready to go
I'm prototyping a new "ravine" room, and I might have a concept for a new interior I might dabble in
the spoingle
Lemmy? .o.
Lemmy? What's that?
Lemmy!
oh nothin 
Oh no
Naw, but I do want to experiment with dripping particles at some point
This is a prop I actually wanted to release Castellum with, but I got annoyed at myself for constantly pushing the release out further and further so I decided to hold off 'til later
(Its later now)
real asf
Hahahaha
Reminds me of Xen a bit
I love it
Deadass almost called it cute, I’m weird
Hey man, to each their own 👀
True lol
One more WIP before I get some sleep
Really excited to implement this light, and subsequently update the older ones too with my new shader
Are those supposed to be vocal polyps? Is the new tile a voicebox?
Nope, it's actually a unique light for the void room. I showed a coworker of mine a WIP of the void room a week or two before release and they commented the light looked like a lit matchstick and that kinda soiled the design for me. So this will be used for ground based lights, should another room come about that will need one too
can you make it do a funny dance
this is so awesome
Yeah don't worry, I'll be dropping her update when the new year drops
Swag!
are there any moons you guys would suggest putting this on?
Reign
It kinda fits for some weird reason
Can’t explain why, it just does
Base game titan works super well too
It’s just called
Reign im pretty sure
Little niche one, vanilla like
Honestly one of my favourites
It’s nice
oh interesting, might check it out but also i already have way too many moons
Goes well along side dine, rend and titan imo
i have almost 50 moons
Scary
yeah
and im using central config to customize the interiors on every single one
also loot tables and yada yada
if i could see how much time i've had Gale open in total, it would be easily more than i've spent actually playing the game
Individual moon loot tables are a hassle
I just have loot tables for individual interiors
Keeps it much more compact and personalised
And I just have moons affect the multiplier / scrap amount
Me too
I have many text document spread sheets of all my interior, enemy and scrap rates
And weather configs for enemy and scrap injections
Yummy weather flooded = 2.5x Bruce boosted weights
yeah i only have 1 spreadsheet for interior rates at the second
Ahh fairs
should probably document my other things too though
I recommend having at least one moon that has equal chances for all interiors
I have artifice set for that
Gotta have at least one unique moon for interior rates
yeah i considered it
maybe
all of my moons are unique with interior rates honestly
Horrifying
Also
Would it be possible to add something to this interior that reuses/recycles the kidnapper fox tongue code
Like a ceiling barnacle or smth
That drags players up
Dude this place is sick af
where are you right now
you are being digested
this does not look safe
i don't think the interior has any special code things currently
Tragic 😔
Does Black Mesa do this?
In the latest update right?
Yeah but I think that’s their on barnacle
Not specifically using kidnapper fox code
Yes ^^
Woaaahhhhh that RULES
Yeah probably not. If it's not a part of the base game or JLL I probably can't add it. Apologies!
Actually you could do like a hazard similar to that with JLL
Just a tongue grabbing a player is probably doable but Im not 100% sure
doing damage interactions etc? not gonna be doable without any custom code lol
The kidnapper fox is base game but I’m not sure how much code is left over
Yeah I've thought about something like that for a specific room I have in mind since I saw the function
Yes, but I don't know how I'd go about using the tongue function alone. Honestly I wouldn't really want to--I want to keep gimmicks to just the dungeon's layout and room traversal
People are more than welcome to make custom traps for it as a side addon, but I wouldn't want it mixed into the interior by default
Completely fair, I think some interior specific hazards would go hard but its your choice in the end (ofc others could technically do it but that imo wouldnt be authentic)
What you made is one of my favorite interiors so far and I personally havent even had the chance to play in it
just saw pics and streams of it
Ah gosh thank you so much 🤍
Admittedly I do have a hazard tile in mind for the labyrinth but I'd want to make sure its fair and doesn't really impede gameplay too much
Stomach Acid/Acid Fumes? White Bloodcells? Cancer cells? o:
Constantly Gnashing teeth?
So many ideas to play around with
Snot/Mucus pools on the ground (think of them as a water alternative as if someone was in a flooded cave system) that could slow players down if shallow (if thats what one would want to use for a mechanic)..
Hostile mutated fetuses (stuck in the walls/floors) that can cause damage or hold a player in place/slow them down if they walk close enough
There's a lot of unique possibilities with the interior theme, but my whole thing is that I don't want to stray too far from the vanilla style too much
ah i see.
Too many hazards or gimmicks absolutely kills interiors for me
Actually had to downpatch a couple because too much got added that me and my group didn't like
so probably just a simple pool of mucus that slows peopel dow nas they traverse across/over/ it(?)
oh wow. thats really surprising
care to elaborate on what they were? o:
Naw, I don't wanna send any bad vibes to the creators
im curious in regards as to whether or not you'd be willing to opt for them being configurable
oh o.o
geez, that's fair. if its really sensitive material..
Would you be willing to share in DM<s and sate my curiosity?
DMs*
It's not sensitive, I just don't want to be disrespectful to their visions
I will say in regards to Castellum
I have an idea in mind for a zipper mouth floor hazard that opens in a pulse similar to the Panopticon, or perhaps a room that constricts in a similar fashion to timed spike traps
I feel the zipper mouth would be more interesting/fair to work around since spike traps already can spawn in the map
ive thought about that but i imagine it'd be a nightmare to throw together (even harder than i expect since im not someone who knows how to make such things)
in regards to the contsricting rooms that is
constricting*
The plans currently are to get some of JLL's scripts working so I can add some extra detailing to the map, but upgrading to v69 for the Unity project has not been cooperating with me
My biggest worry is communicating to players that it's a hazard
Like seeing a giant line of teeth on the ground opening and closing on their own is pretty obvious, but having a whole room that can close would be hard to show without it being fast
And that'd be a problem with heavy scrap
Mmmm... what if you make it more like a puzzle room?
cant say ive seen anyone implement puzzle rooms to LC yet (though you may consider that as branching off from vanilla gameplay)
too far off from*
I do yeah. If it's not in like with the Factory/Manor/Mineshaft then I'm probably gonna keep away from it. Plus I'm not a programmer
fair. neither am i. haha
How are you able to set loot tables by interior rather than moon? I was using lethal quantities for my mod pack to set loot pools per moon but this would be so much better cuz I also have a ton of moons, like 36
central config
yummy options
i can do enemies too
or rather enemy multipliers, they tend to be better imo than enemy injections
for office I have shrimp set to 2.5x
flooded weather be epic
Omg it preserved my stupid DungeonFlow filename
I thought that was intended
Nope, hahahahaha
I went through 4 other iterations before I got one that worked properly
"Lines Attempt" was the fifth and final one
interesting, i gotta try this
that's so fucking sick
Coming probably this weekend
Just a lil dude
just a guy
the perfidious polyp
@odd cargo how about'a fun lil alternative to valves and steam?
Sphincter (or just orifices) that spew out gas/fumes?
Only difference between the normal fumes from steam, is that it can also flur your vision like the TZP inhaler?
i think the animations and lights should be a bit slower
I think the animation is fine but the flickering might be a bit fast
I think it's swag
After looking at it with some fresh eyes yeah the lights are a bit fast. I slowed them down a good amount so it looks more natural, although the wiggle animation's going to stay the same speed. Glad y'all dig it though!
Currently looking to upgrade my decomp of the game from v64 to v69 for the updated JLL scripts but so far I have had 0 luck. Every script associated with the base game gets nuked, and reassigning them manually clears all the settings I had
To be honest I've yet to find a reliable method of upgrading unity packages without everything imploding
Do you have your stuff on github?
I do not. I am not tech savvy in the slightest when it comes to code
Hmm are you able to send your Unity project somewhere? I'll see if I can get it working with a v69 and take a look at a github thing for it
If you give me a bit I can upload it to mega.nz
I have pretty slow internet so it'll take a bit
I appreciate it either way, thank you again

attempt number 1 at this thing
i'm just having it in the background while i do some work lol
is everything with your JLL in a scene?
maybe you can like bunch everything up into a prefab
repatch the project
then drag everything out
basically like nothing happened?
still going, lol
if this doesnt work i have another way but its kinda funny how long this is taking
honestly it's taken longer for me
oh no this isnt me importing assets, this is me fixing scripts in the new patcher for v69 stuff lol
I feel this in every fiber of my soul
im gonna try something else lol
ill need core to check the stuff out but i think i've got most stuff working on the latest patcher
One of the better interiors so far imo, great work!
finally one that gives a higher quality impression and really fits into the game
I (think) this also might be one of the first to be fully (or mostly) custom modeled
Instead of like the unity asset store
But I might just be wrong
This is arguably my favorite modded interior thus far. Reminds me of playing OoT and being inside Lord Jabu-Jabu
I think the bunker might have been fully custom but I can't say for sure since its been so long. When it comes to Castellum, asides from assets that are reused from the base game and the seamless noise textures I downloaded, everything is totally custom made!! I take great pride in making all my assets from scratch
unrelated to anything other than this happening on this interior when I played with da oomfies last night
AHAHH, oh man he was waiting for you
1 frame of the death
he pre-aimed too. thats crazy. as soon as they turned the corner, the nutcracker snuck up like bugs bunny. xD
is tehre an apperatus
Happy to see you again bsl :]
Remember everyone, big dumb dev objects are your BEST friends when debugging nonsense
From whom the bell tolls
Pushing an update to 1.0.4 right now! Thanks to @arctic scroll , the project file was successfully patched up to v69 allow for JLL's scripts to work properly! Patch notes:
- 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
Because of the update there might be a few minor issues here 'n there. I'm 95% sure I got all of them ironed out but do let me know immediately if anything's gone awry!
yo thats fire
I just watched the update release in real time
u need to like
make more interiors and stuff since like
ur very skilled and stuff
Ah shucks thank you so much
I do have two unique interior ideas in mind, one of which I feel would be a very unique experience
im not even just saying that I just want more high quallity interiors loll
ooo
im hyped for thbat
Heck yeah
fr
I will say just as a heads up, don't expect it any time soon--I'm a very meticulous worker and I've got other things I need to tend to :(
I do have one bigger update planned for this interior though before I can call it "completed"
take your time man.
We are loving what you've done :]
soon the LethalResonance mod will have something special if you have this mod installed :]
👀 💦
anytime soon (It's not under my control)
No worries! I'm excited to give it a shot and see what you all have whipped up
Also now that I've got this update out, I'm going to work on a little tie-in piece for the School Dungeon!
I already showed it here, remember? lol
Yes :]
tis peak
Much deserved!
very nice
the bones seem to have some sort of passive illumination for some reason?
Do you have a screenshot?
I looked through the materials and didn't see anything, but I still want to see an example just to verify
this specifically happens in the bones, everywhere else is dark as normal
better image probably
Might be one of the materials' settings, I know a couple of those provide a weird shine
If I had to guess, it's probably because they're almost pure white. The player "night vision" illuminates them a LOT so its probably that or something of the sort. That or the moon's volume profile causing some weirdness
Could the bones being fairly matte be causing that?
the moon is sector-0
These are the materials--the emission is totally black
Just your standard, Standard Unity material
My guess would've been the specular stuff but I think that's transparent not opaque materials anyway
Yeah
i think the skylight rooms should become fully dark sometime before midnight instead of exactly at midnight
It probably is just the players light, if you wanna make sure you could test with some sort of free cam or disabling the players light with unity explorer
Wouldn't know what to do other than maybe make it slightly gray
the modpack has a mod that actually halves the player light
I'm going to investigate it really quick on Sector-0
Huh... Well that's odd
It looks like there's something about Sector-0 that messes with the lighting/shadow cut off
Also it appears the outside ambience bleeds into the interior
Yeah it looks like there's something going on here. Let me double check the interior with other levels real quick
Yeah it appears it might be a Sector-0 bug
Imperium's teleport function doesn't seem to work on it either. Unrelated but interesting nonetheless
Pseudo-related but man I need to update Railroad Ridge... I feel its missing a lot still
Railroad Ridge custom app
Joking lol
I rly like the flesh interior btw, so many people I play with haven't seen it so seeing their reactions are hilarious
Love to hear it! If you get it recorded I'd love to see how they react
You joke, but my friend who made the main Railroad Ridge mesh wants to make a custom interior for it, but they're pretty busy right now
That would be awesome ;-;
I have so many ideas I could give him for this
wait I'm lost what is railroad ridge?
moon
A stylized level I made into a moon for a friend
ok that's pretty cool I'm ngl
personally I'm already at way too many moons in my modpack so I can't add it but it looks really cool
Little teaser for my part of the school interior before I head to work
Feels very educational anatomy diagram with the shading here
@cloud portal school interior real
waow
just thought id ping you because iirc you seemed to like the concept of a school interior but didnt have one that scratched your itch or something so maybe this one can when its done
nice
how did you do the filter that slowly fades in once you pull the apparatus?
I put an enormous trigger (500x100x500) in the Apparatus room that starts with a weight of 0. Once the Apparatus is pulled the weight slowly moves to 1 over the course of a couple of minutes. I used a Channel Mixer and Color Adjustment override for the effect, since those could smoothly transition with the weight changing. Stuff like Color Curves, while it achieved a better effect than I ended up going with, turned on immediately once the weight was above 0
🤔

why is there fake meat on the school interior?
Fr
completely intrigued, I want to see how you continue cooking
The most I can say is its for a collab, so you'll have to stay tuned! Might not release for a little bit though
Probably all I can show off to be honest. That being said, after this I'm going to start prototyping a new loot room I have in mind
dude i SWEAR
Watch Suprise Attack and millions of other Lethal Company videos captured using Medal.
lethal company multiplayer is always fun
but the millisecond you go solo it's a horror game
Adn yeah I've always described the game as a comedy game with people, but horror game when alone
hes shy dont look at his face ):
A big critique I've heard is people looking for scrap in the labyrinth, finding nothing, and getting demoralized from it
I don't want to completely change my vision for the map, but I'm working on a new loot room for the labyrinth to hopefully help mitigate this a little bit
So with that being said, here's a teaser of the new material I made for it. Hope you guys like lots of scar tissue
thats one happy wall
oh my god it does look like a face
oh yeah, that's where we had most trouble finding stuff
i assume it's cuz there's just not supposed to be much scrap in those tiles?
Castellum takes inspiration from both the Factory and the Manor
Gameplay spoilers
||For the flesh area, it's inspired by the factory--designated loot rooms that spawn at the beginning and end of the dungeon generation. For the bone area, it's inspired by the manor--occasional scrap as you traverse but primarily in dead ends and the occasional unique room.||
I'm actually working on a hint picture I'm going to include in a dropdown on the release page
oh yeahhh i was gonna say
i've been testing stuff for the past couple hours and i couldn't really find that much scrap
even if i go to high tier moons like titan
Yeah.... Tbh I've been debating on nixing the primary scrap spawns from the bone area
The ||horn rooms on deadends|| is where scrap primarily spawns there
that was my only gripe w this one originally cuz we just had a hard time finding anything
you could circumvent this the easy way and just add extra scrap to the pool when the interior spawns
like how mineshaft does it
I actually wanted to do that, but couldn't find where that setting's located, so I figured it was hard coded
it's probably hard coded yeah
This is the basic blueprint of the interior based off my original concept sketches
I've been hesitant to put scraps spawns in the labyrinth because I worry it'd devalue the loot rooms, be even harder to find, and they might spawn in the various pillars
only thing the bone labyrinth needs is trimming of the obstructing pillars. loot in it is fine
thas just my opinion tho
I did tone down the flesh pillars early on by a smidge, I might look into potentially doing the same for those
woot
||suggestion to make the snow moon version of the interior turn way more blueish-purple when you pull the app since the body is no longer alive and providing heat||
||I agree||
👀
I really really really dig that idea
I'll experiment with it once I get the new rooms done
I also feel the blizzard should go a little more inside the opening on the hole in the 2handed room (it should also have less light)
I do plan on going back and tweaking the lighting in that room a bit
good
Damn I thought I squashed this bug
Do you have any mods that adjust the dungeon generation in any way?
I tested it with [relative] base game settings and it generated on Titan just fine
afaik that was a LethalLevelLoader Issue
most prob is that it got fixed in one of the updates
019479da-d4d8-99b9-5047-e8b94da7e0b1
using LLL 1.4.5
the only mod used
but ye its only a problem after LLL 1.4.0
some number of interior got problems some dont
Any chance you can send a profile code so I can test it?
right here
i alr made change to config so they weight 9900 on all moons ucan just go anywhere
Excellent 👌
So with your DevTools mod, it fails
But if it and its Lib are disabled, it loads just fine
I tested it with and without Imperium and it seems to work just fine
Takes a bit to load but that's just Titan
not my testing mods being the fall of me
thanks for finding out
its kinda funny how i have problem with devtool bac then then imperium works
after that imperium broke things and devtool works again
repeats lol
Hahahahaha, a vicious cycle
Yeah for some reason Imperium's bricked on my friend's side but for mine it's totally fine
Debug tools are wack, but God they're great
Also you're more than welcome 👌
Reusing my waterfall shaders for evil
boogerfall
That'd be a lot of snot if it were boogers
what the hell is it then
bile I assume
can you walk me thru how you made that shader at some point? 
In the mod derange company there’s an enemy that block wherever it spawns and only way to go through is to kill it
That mod still works? Lmao
Honestly idk if it still does 
And also ment to send a reply but failed
Ngl would love to have it but can’t even be configured
you don't need to reply if its like one message above, needless ping 
If you'd like I can send you the shader itself! I feel dissecting game assets is a great way of finding stuff out--it's how I learned Shader Forge back in the day before Shader Graph
I do want to release my other shaders for Castellum once I get this update done, but I want to explain certain details though since they're a bit sloppy
I have no idea how I could fix that... Are they like stuck in the wall?
well I want to do some neat stuff regarding waterfall, but most importantly lava so dipping my toes more into any kind of shader work would definitely help
Oooo, sure thing! I'll hit you up in DMs
Well idk if that mod can fix but was going to reply of what to add
Potentially
But it’s basically just a monster that blocks and area (they full on cover the hallway) it starts off huge and when you hit the monster it shrinks (forgot how many hits it took)
Tho iirc it deals damage if you walk into it
👀
👀❗
Same result both with Celest in the list and without
I just noticed that i can't even sim celestria, it simulates Celest
Writing it as 9-Celestria:99999 didnt help
That’s not an interior issue
That’s a problem with the moon names themselvrs being too close
Download TerminalConflictFix and try it again
i have it actually
I know but this was the first thread that came to my mind and I figured maybe they would know
Idk what to do there then
I hoped this would work
But castellum isn’t the problem here
Not a huge problem, I will just not use Celest for now. It was just an extra moon for Storage Complex interior
and sneaky beartraps 😁
Don't really know how to hold a proper poll in here so I'll do it through emoji ratings. I've got one new room basically finished, but the other I've been trying to model out a look I'm happy with. Would you all rather have the new room now, or wait until the second room is done? I have a patch I can push to fix a couple of minor issues should the latter win
1️⃣ Release the new room now
2️⃣ Wait for the the second room to be finished
Also sorry for the absence been hit with a bit of burnout
its okay
no issues.
Your interior is amazing
If it doesn't already, could I request for this interior to have the Bloody content tag?
i mean it aint that bloody
since its just flesh no blood
but yes it should anyways just tryna be a smartass
Sure thing! I'll add a couple other related tags for the next patch as well
I meeeaaaaannn the loot rooms do have a lot of blood pooling in them
uhh red unfiltered water with hemoglobine
On what moons do you guys put this interior on?
I really want to try it but I don't know any moons that fits
all of em
would be cool if someone could make gordion a level which houses this interior
so you would be walking inside the company monster
The only one I know is Sector-0 but that one has its own interior
tbh this is a better sect 0 interior than that one lol
that one is D tier at best
im sorry rosie
XD
Never actually went to sector 0 so idk
it prob has a lil more now but this is pretty much it
these screenshots are a little outdated
Thanks, might change Sector-0's interior for Carnis then
Yeah exactly I just don't use it because of the interior
I like to put it on:
-Any unnatural horror themed moons, like Gloom, Atlas Abyss etc, just as a chance
-Similarly, a low chance on something like a mansion moon can always make it very surprising and disturbing when it does pop up. Like a very low chance on Solace
-Derelict, since its a interdimensional scrapyard, full of random stuff, it makes sense inside/underneath could be literally anything
-Gorgonzola, as if its the inside of a giant beast or infestation eating through the cheese. Its all kinda squishy and biological. Asteroid-14/Hyve or whatever its called now is also like that and can work
also ||Utril|| from the new wesley's moons 
Ooo i've not seen yet
it's perfect for this i'd say
About to drop the update to 1.0.5--the patch notes are a bit messy but I typed them in as I made the changes
- 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
"Yeah, I'm not a huge fan of how this interior makes me feel on the inside."
- Call_Me_Bread
Something I wanted to improve with this was scrap density since that's a common complaint, but I didn't want to totally nix my vision for how they spawn throughout the interior. The upcoming rooms will help this further but for the mean time I'm hoping the two new scrap spawns, and reducing the max branch lengths for the bone area by 1 will help with this a bit. For those who want more help, the cheat sheet in the description will help guide you a bit.
Hoooly
Also one of the bigger changes is the bone texture. I used the Mapper tool to test the socket hiders but never realized how badly the scrap triangles blended in if you were using the ship minimap. (me and my main crew haven't been able to playtest it since early December) I only darkened it a bit, but its just enough to help make scrap more visible, and it makes the archetype far moodier
The patch notes are really long but they're all mostly little things I've been wanting to fix lol
yay
The next things I want to add are some more labyrinth details, to spice up the entrance room a bit, and to make the eyeball and throat rooms also have matching weather lights. Besides the new rooms of course
🫡
bruh ofc a giant update comes out legit 2 hours after I make my modpacks mods unupdateable (long story)
u should like
go back in time and release the mod 4 hours ago
grrr
jk obvs tho lol fire mod
Hahaha no worries! Despite the patch notes being long it's mostly a bunch of small fixes I've been meaning to get to so you're not missing much. Glad you like the mod!
i think this is the only interior that actually has the minimap hiders, other than vanilla
Minimap hiders?
black planes on the mapradar layer that hide geometry past blockers
I use those all the time
Yeah they're crazy good to have to help with navigation. I like to add them to pillars and other geometry to really help those who prefer being the man in the chair to decern what they're looking at. The lung trees, meat pillars, and bone struts are the best examples I have
I added a gradient one to the spiral room that I think really helps with it
Original sector interior was peak, the files got lost and it went to pretty mid, then it got reworked to the current iteration that's got some interesting ideas but imo is always too dark.
(Also oof why was I scrolled too far up thanks discord?)
I prefer sect v2 to v1
v3 tho 
I haven't properly played Sector-0 in a hot minute. I remember really enjoying the OG interior despite the FPS issues though
it feels kinda empty imo
My tier is
- Sect v2
- Sect v3
- Sect v1
v1 didn't fit for me
v3 is the most stable but kinda laggy
v2 was "almost" perfect
did v3 add anything major since launch bc I havent tried it in ages
so maybe its better than im thinking
It's just acceptable, at least for me
I mean, If the lag in Sector-0 can be fixed, I have no problem keeping this interior.
mine is
v1
v3
v2
@odd cargo could you add support for https://thunderstore.io/c/lethal-company/p/x753/Mimics/
not possible with how castellum carnis has fire exits set up
I would like to make it compatible even though I'm not the biggest fan of the mod, but I think Autumnis is right, I don't think I could properly add support without remodeling all the labyrinth tile caps
Unless it uses stencils 🤔
thats depressing :c
BUT it's also Far better than anything i could do! lol
Inside of us all are two wolves. One wishes to share as many WIPs as possible, and the other wants to keep everything under wraps until it's done. This is to satiate both a bit
looks amazing
Thank you! I'm really excited with how this second room is turning out. It's definitely been the most complex to get set up with its various sockets but I think it'll pay off
will you add any stingers to this?
Wait does it not play? I have one selected
there already is one?
if its possible, could you add a config with option for it to always play?
I have no coding experience so I can't control anything outside of LLL's default config generation. I figured assigning it there would have it work like the vanilla ones
Might have to do custom stuff
Unsure how LLL handles stingers since they got hardcoded in v60
So stingers basically don't work at all with the vanilla functionality because Zeekerss effectively hardcoded them to play one time, EVER
amongst other things
My recommendation would be to just set up a trigger at the entrance with a random chance to play a stinger when you enter the first time, and then disable it after the random chance is rolled
That's how Wesley and I do it
Ooohhh, sounds good! I'll see about experimenting with it--what % do you personally prefer?
what does the stinger sound like?
It's a placeholder until I can wrangle my musicly inclined friend
peak stinger
Hell yeah 👌
ooh we're talking stingers?? Nothing beats the stinger for my upcoming project y'all got nothing on me
oh boy
Oh man that RULES
I'm hyped to see what you've got cooking up 👀
Btw that was all in jest too, Castellum Carnis is fantastic and the stinger you have sounds great, curious to see what you'll have after the place holder
Oh no worries, I didn't take it as a slight at all, and thank you so much. I definitely want something similar sounding to that (since I greatly associate this interior with flash Isaac's Womb chapter), but just more in line with Lethal's deep piano sounds

Anyone else experiencing too little loot density in this interior?
The interior has specific "loot spots" where items spawn, they don't spawn just anywhere
see the thunder store page for more info (under Can't Find Scraps)
Ik.. but it feels a lil too little anyway
I don't have the issue but in my modpack it's paired with a very hard moon haha
Might be an issue when paired with easy moons
i got this interior multiple time on different moons and never had any scrap problems 
If you want to optimize looking for scrap, ||check the main entrance and explore the fire exit for loot rooms. Afterwards, explore the bone area thoroughly to find the remaining ones||
I find I have a surplus of scrap in this interior
But I might just be used to LC office rates
Either way I don’t mind it, I think the scrap rates/positions are perfect on this interior
I think I did like 17%, so like 1/6? I don't fully remember tbh
I am not sure if the Bloody tag works properly, for Atlantica its supposed to change the moon to Redlantica but it doesn't apply for this interior
The Slaughterhouse interior has the tag and it works fine
#1204432295025578014 message
Perhaps a typo or something with the tag (?)
I thought I set it up correctly... Is this right?
Erm
@untold cobalt
?
is that the same as Slaughterhouse?
That's super weird... I'll try messing around and see if there's anything else wrong
The new rooms are just about done so I might be able to push the update soonish™️
Sure thing
I like how a single capital letter can totally nuke an aspect of gameplay
As soon as the changelog's out you all will realize in hindsight what was busted all this time. I just had to make a note of it here because it's so dang silly
I’m hyped
oh god LMAO
I can't wait gaaaah
when's the update? waiting for the bloody interior tag to work...
Sorry I've been busy with some IRL stuff lately. The update should be out soon--I've had some weird bugs I've been trying to squash that actually impact gameplay in a pretty impactful way (unable to grab items if dropped in certain places and enemies walking through specific walls)
Admittedly I have been playing some Ultrakill too since the Ultra Revamp's out oops
peak update :]
found out revisitstingers works with this now
Castellum Carnis Flesh Revamp
IT'S SO GOOD! I adore the subtle changes they made to Violence, especially the very end of 7-4. Adding King Gizzard to the Cybergrind also gives a natural stat boost I swear
Oh shoot really? I tried experimenting with it recently and couldn't get it to work... I'll make a note of this and try again
I wish I had the shader knowledge the Ultradevs have. Revamped Gluttony looks wicked
you need to go to its config and set the chances
Hey, I think this is the right log but the fire exit didn't work when this was the itnerior\
I went to the fire exit from the outside and it said it was blocked
I tried that a while back and didn't have any luck. I'll try again soon
Yeah I recently encountered this myself. There's a REALLY low chance for it to happen but 99% of the time it'll generate the amount of fire exits needed. I'm gonna add one new labyrinth room to fix this in the coming update
Thanks! Also, awesome interior!
You're most welcome! And thank you! I'm really glad you like it
has anyone gotten this weird bug before? (the red cube is main entrance)
posting it here just in case it might be from the interior
i can only see that when im in the room with the ramp and ladder
after playing more, this red visual only appeared with castellum and no other interior
leftover debugging stuff maybe?
(it also appears outside and highlights fire entrances)
you gotta talk about it now...what was it...
Any chance I could see your mod list? There shouldn't be anything in the interior that's visible through walls except for an arrow texture in the spiral room (only on cams)
-# I don't wanna talk about it....
But I will admit that this stupid tickbox has given me more strife than I'd like
actually wait
i think at the time i was using lethal sponge which is mod that changes a ton of rendering stuff
and the mod is still in its early stages so it might be that
Personally, i am quite a big fan of the interior
But alot of people i play with dislike it due to the loot distribution, even with the size cutdown
As they describe, they find it tricky to locate the loot rooms, and there is many many dead-ends. Going down a long-ish path and then often not having anything at the end is quite annoying
I think a simple fix would be to have it to have bonus scrap spawns like the Mineshaft does
Both interiors concentrate the loot into certain regions so i think it'd make sense
Besides that, i could try adjusting the scale more to be even smaller in LLL or something
Sorry I haven't had the chance to look into this yet! Been grinding away to try and get this update ready outside of being tired from work. I'll try to get to it soon
Really glad to hear you like it! And yeah that's a problem I'm trying to balance with this new update. I'm looking into potentially redoing the corner rooms to make checking deadends less frustrating.
I haven't updated LLL in a while, but does it support for adding extra scrap spawns to an interior? I've looked into it before and couldn't find anything in regards to it so I figured it was hardcoded for the Mineshaft
yeah it's hardcoded for mineshaft i'm pretty sure
Not that i know of yeah
as far as i know LLL does not have a feature for it
would be kinda sick honestly
Heck yeah. Let me see if I can get that implemented before work tonight
Oh yeah, we in there
It's a little jank so they don't show up on the scan until after the ship properly lands, but it works!

i actually figured out what mod caused that so no need
its not a bug or anything
Ah okay, glad to hear you got it all sorted!
since these are just guaranteed scrap spawners wouldn't that guarantee this amount of scrap generates every time the tile does, and thus make scrap maybe too common?
Oh no no that's not how it works at all! Sorry I got a lil overenthusiastic and dropped that there without any context, hahahah
Basically I now have a setup that mimics the Mineshaft's +6 extra scrap spawns
This room was empty initially (Experimentation moment) and once the ship touched down, all these scrap here showed up. I installed the setup for this room only so I could watch and make sure it worked
Nice! i think thats pretty solid
I suppose a way to future proof it would be to make the extra amount configurable
Then anyone who doesnt want extra or still feels it needs more can mess with it
Personally, i am fine with the +6
I'll try and experiment with it! I recently discovered JLL's config setup so I've been experimenting with it--not sure if I can modify a global prop value with it but I'll see what I can manage
So after a rigorous few hours of network testing and debugging it seems like Loadstone's going to be a requirement for the new update
The vanilla interior generation lags so bad it desyncs one of the new rooms
I owe gothgutts a sandwich for how much she helped with testing
woohoo
Castellum Carnis has been updated to 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
castellum carnis has a weight for liquidation??
||does the new room with the terrain have variants for any non-vanilla moons?||
Wait it says in the update spawns a labrinth garunteeing at least two fire exits. What happens if I'm on a moon that has 3-4 fire exits? Will two labrinths spawn to make up for it?
Yes! For future proofing
||Sort of. It has one for most vanilla tags, including one that you can't normally get if you catch my drift||
||The room was a massive undertaking so I didn't branch out too much||
||do you have a list of tags that it supports?||
It's moreso potential fire exit spawns. I tried the interior on Railroad Ridge and a third fire exit didn't spawn. Basically this new room gives the opportunity for at least two to spawn as a "just in case" failsafe
So there's a chance for fire exits to not work if the moon has a lot?
||Grassy, Canyon, Tundra, Wasteland, Amethyst, Marsh, and Company. They also cover slight variants like snowy, winter, and ice for the Tundra, for example||
Ideally not anymore lol
||what does the amethyst terrain look like? i tried loading it on embrion but i saw the regular random terrain (i think LLL's amethyst tag for embrion is mispelled, that might be why it didn't appear).||
||and what does the company terrain look like?||
||Pretty simple--rocky look with purple fog. I covered a bunch of potential misspelling of "Amethyst" mainly with the e and y letters so I think it might be bugged or something||
||The latter makes only the two rare terrains show up, those I don't want to spoil ||
||Yeah, for Embrion and custom moons that are styled after it||
||Oh no that's just how I think LLL has the tag spelled loll||
||they don't seem that common on company moons? loaded up sector-0 with castellum carnis like 10 times, only saw the ||||gold|||| terrain twice. (would it be possible to make that terrain appear guaranteed on empra from wesley's moons? i think it'd fit well) every other time it was just generic flesh. also, the other terrain is very cool (unless you don't count the little hole above the room as terrain, in which case i haven't seen both of the rare terrains).||
I
||I don't think Embrion even has the Amethyst tag lol||
||[Info :LethalLevelLoader] ContentName: Embrion | Content Tags: Paid, Rocky||
very cool lethallevelloader
||the mispellings have been there for a while yeah hahaha, I've just gotten used to calling it "amythest" all the time||
yeah it doesn't even have the Amethyst tag (spelled right or not) 😭
Dang... Well hey at least it should work for custom moons. ||The full list of tags for that variant are "Amythyst, Amethyst, Amethest, Amythest, Crystal, and Gem"||
||The ceiling is randomized between 4 different variations. I thought about making a unique tag for that variant, but I prefer it be tied to that tag or getting it as a really rare occurrence to stay parallel with Lethal lore.||
||so it does count as the second rare terrain?||
|| Yes ||
What scrap spawns were added?
(In the most recent update)
Is it just more scrap spawns with the interior?
The interior now force spawns 6 extra scrap, like the Mineshaft does. This can be disabled in the config though
I loooove the change man, I find it helps the interior a ton
I also found the appy room for the first time

so fucking cool
unique appy when .3.
talkin 255,0,0 in terms of RGB.
"Plasma Apparatus" (since "Bloody" is already taken)
... got a little excited. apologies, and great update ^^
Hemoglatus
Hemoglatus is actually perfect lmao
i think the vanilla apparatus is fine with this
not every single interior needs a unique one
True but like Hemoglatus, that's frickin genius!
yeah
if it does get one i hope it can be disabled...
Really glad to hear it! Hopefully this all should sort out the scrap issues people have been having
As for the unique Apparatus, I'm still on the fence about it. If I were to make it I would make a config toggle between the vanilla one and the custom one
||the room with the green light actually made me say woah how cool it looked||
Heck yeah, love to hear it dude!
Finally got to try this interior with my group today. Was NOT mentally prepared ITPing into what felt like a heart. Great great work, our group loves it. 
Love that interior! But I've always been afraid of loadstone. Anything I should know to configure it? Known incompatibility or quirks?
no
loadstones fine
messes with the lighting of the Art Gallery from wesley's interiors i think
for some reason
Today I played the updated interior, only saw one new room (the acid one) but I like it a lot!
There's something I heard while exploring, I don't know if it's a mod-specific ambiance or a vanilla one I never heard before, but it sounded like a yelping dog or something. Spooked me a lot.
Hahahaha, the sound effects always catch people off guard! Good sound design goes a long way. Really glad to hear you all love it! 🤍
Loadstone should be just fine. Me and my crew haven't had any issues with it. You can play the interior without it, but the new terrain room will desync its navmesh and spawn a LOT of scrap when it shouldn't. Moons with no content tags should theoretically be safe from this though
Love to hear it! 🤍 The interior does have some rare ambience scattered throughout and if you've got a keen eye you might even spot where it comes from
I see, that's neat!
Also, gotta say, I love the sheer diversity of looks this interior has.
I think my favourite rooms are... I think these are the naval cavities? The ones with the purple-pinkish, bulbous things.
Sadly didn't encounter them on my recent runs but I love how alien they are.
Thank you so much! And heh, that room is a fun one even if its a bit more on the uncommon side.
A good friend of mine related it to the "blue fire" texture from the original Doom
Oooh!
Does look a bit like it!
The bulbous room with those """trees"'"-like thingies makes me uncomfortable in a good way. As in it looks alien but also so endearing. Come to think of it it's indeed uncommon, I haven't seen it in a while.
From experience they only spawn to break up two bone tunnels from touching each other, never seen any by the flesh tunnels.
Oh yeah! I call that one the "lung forest" and was one of the few rooms I had a very clear vision of when I first conceived the interior. It was originally going to be WAY bigger but I was reeled back from scope creep lol
I'm really glad to hear you like that one despite making you uncomfortable, hahahaha
you could theoretically make it be way bigger now..
Potentially, but to be honest I'm not sure how fun it'd be to actually play since it was almost its own archetype it was going to be so big
ah
not big enough
