#Castellum Carnis - The Flesh Interior
1 messages · Page 3 of 1
Mystery Flesh Pit?
yeah!
That one
Hahahaha
I swear any relations to Castellum and MFP is completely coincidental
Although I'd love to see more wide open interiors
I actually have one in mind I think would be fun to try and do but I feel it'd be a massive undertaking
I'd kill for big lung forests ngl.
But I understand limitations-wise it's quite hard to do.
I'm don't think it'd be super limiting in terms of making it, I just kind of worry how it'd change exploration for the bone area
I will say though, the nasal cavity room actually has a chance to extend. In testing I got a rare version that had like 3 extensions on it and it looked really cool
OH NO NOT LIKE THAT LOL
Oooohhhh
I took the face as like you smugly smiling at an innuendo
That sounds dope though 👀
how would... wide..
hopefully it isnt stinky
i need to cook a bit longer
I hang out with a lot of weird people I hear a lot hahahaha
Hey man take as long as you need to make sure that sucker's good 'n ready 👍
I'm hyped to see what you've got in store
i really just need to finish the heat variation and bug test, thats all
and then after i release it, the first update will add some new minor tiles
and then ill add the complex stuff...
I am astonished how many different rooms this interior has and the overall quality and presentation. I think I've been conditioned to see 'pretty good' custom interiors as the norm for LC modding where the majority of them are all neat but not anything genuinely stellar, yet this really blew me away, and also prompted me to desperately seek out a custom moon that would fit it best (obviously landed on Wesley's Desolation).
This is hands-down one of the best custom interiors the entire LC modding community has ever gotten. Special touches like rooms with breath rushing through them, or the apparatus being a mechanical implant on a giant beating heart-organ really go the extra mile to take it from neat idea to brilliant execution.
Now I wish we had flesh-themed enemies, whether they're just reskinned vanilla enemies, or brand-new coded-from-scratch entities to encounter.
Big Eyes, Big Mouth, Peepers and Vile Vending Machine are the closest I could find, and they'll certainly do, but this interior really deserves to be paired with only the best companion mods for scrap or enemies, and sadly we are now rich in quality for fleshy interior dungeons but impoverished in quality for fleshy scrap/monsters 😭
Interesting idea
The moon Gorgonzola has cheese skins of the enemies
I wonder if its possible to do it per interior, to have flesh versions of the creatures
Thank you so much for your kind words!! I really strive to deliver mods of the same quality as the kind I'd want to experience. Finding a moon it matches on is a bit of a struggle, but that's also why I made the entrance like I did--to give it the "hidden in plain sight" kind of vibe. I'm also really glad you enjoy those details! Really wanted to make the interior feel alive
The closest we have to getting enemies to match interiors is the Enemy Skin Kit's Registry. Unfortunately I remember the creator of that mod saying that getting it to detect interiors was a huge undertaking they weren't really interested in trying to accomplish, and I don't blame them
I've thought about making more enemy mods like the Flesh Stalker to kind of match the vibe of the interior though
I love putting it on any Company-affiliated moon or fleshy moon, personally! Examples include Plains (standalone), Hyx (Wesley's) and also Soreal (Anomaly Saga). If I had been able to make Gorjus Moons work I'd have put it on RottenRealm too.
It's such a good interior.
ngl my guy, the interior is so good I am tailoring its use in my modpack to be low-enemy high-dungeon-size. It's so good that I feel like the best use for it is to lean heavily into a scavenging experience where the players getting lost is equally if not more dangerous to them than any monsters that might spawn. Getting lost in a vanilla facility is neat. Getting lost in the squiggly intestines or bone labyrinth of a living organism is epic.
I hope other authors are inspired by the level of quality and dedication in your new interior and it prompts them to make their own addons of flavor to it. The modding community usually recognizes sheer quality after a long enough time and will flock to it and aim to compliment it any way they can, just like Mimic fire exits or the Locker.
Another amazing, albeit accidental, thing I love about it is that, when lit up, the crossroads tile looks like the boss arena of a game I'd been playing back in the days xD.
Led my bro and I to start singing Compass by Milli out of nowhere.
It's a beautiful room. Probably my second favourite along with the lungs forest.
I'd be insanely flattered if anyone ended up making a companion mod to go along with Castellum, but frankly I'm just happy as many people enjoy it as they do!
👀
The reactions people give to the crossroads room always amuses me. I feel the volumetrics adds a ton to the overall vibe of it now. Really happy to hear you enjoy those rooms!! To be totally honest--even though I made it, the appearance of the lung forest in the dark still freaks me out Hahahaha
It's freaky, yeah xD. Almost reminds me of fractals a bit, feels like I'll get sunk into the bulbs if I come too close to them.
Also, until I saw loot spawn at the bottom of it, I thought the room with the deep red, muscle-like texture and the white lips had an unwalkable bottom. Thought the lips would part open and kill you. I still never walked on them, but now I know the other texture is safe.
My only criticism about the interior, and that is more of a very, very fringe issue, is that if the baby maneater spawns in one of the "pool of blood with ladder and slope" lootrooms and said room is a dead end at the bottom, the baby is trapped and has to be left behind, as he can't be dropped up (I tried several times), and as with other two-handed items you can't climb up ladders with it.
I had NormalBabies, so it didn't impact me much, but it can be an unfortunate side effect of the random generation. Very fringe case though, I've seen much worse in all vanilla interiors ^^
At some point he teleported out, I assume because the game's code noticed he was stuck there and put him into a more open area. Can be tricky if he can't be monitored while alone.
Yeah I've kind of been thinking about going back and cleaning up the voice box variation of the crossroads room. The "muscle" attached to it was kind of done in a haphazard manner I'm not super happy with
I don't mind it, personally! However I did automatically assume it was a pitfall deathtrap waiting to be stepped on (maybe Wesley's Interiors made me paranoid).
So that room in particular is called the "two handed" room internally since it's built around moving two handed items up top. There's a dip in the terrain where if you jump on the slope and drop an item, it'll land on the ledge. I watch a lot of high quota players and was inspired by the way they move items on Adamance in Q1. I never tested it with Maneaters admittedly so that probably has to do with them trying to snap to the closest navmesh when dropped
Maneaters do teleport if the game deems them stuck, though. Zeekers made sure that they couldn't be cheesed
If they stayed where I drop them they'd definitely be pickable, I think. But the little buggers don't want to stay in place, so even crouched I can't get them from above.
If you go up the ladder with it behind you it should follow you. I made sure enemies can pathfind in that room by walking down the slope and climbing up the ladder
i can second this, out of every interior ive seen ever, i genuinely think this had the most effort and polish on it. I love the vibe and all the concepts are amazing too. Im ngl, this interior gave me an idea for a moon specifically designed to work with it known as viscera, but I haven’t yet started work on it. If it ever releases ill let ya know!
I think the most amazing part is that you managed to make an entire organic interior flow. Zero sharp edges, seamless transitions too.
as someone who is horrible with any non rigid / organic modeling, it’s insanely impressive
I greatly appreciate it! Getting all the rooms to be seamless took a LOT of prep work and planning to make sure the smoothness didn't get messed up around the seams, but I'm happy it paid off. I'd love to see your moon once its done, and if you'd like I can add it to Castellum's spawn chances once its out!
Keep on practicing! It definitely takes time to get a good grasp of certain aspects but it all comes with experience
Is that nasal room with the breathing a room type where the canal can open up into a death pit beneath you as the day progresses? Or are there two separate variants of this room where one is closed off and not a fall hazard, while the other is opened up and is?
My friends despise this interior because it's easy to get lost but it's probably one of my favorites by far
that's why I'm building a custom-tailored moon with from-scratch monster spawns that compliment getting lost (and, in turn, having the time and wiggle room to get un-lost) as part of the primary challenge of the moon
my friends for some reason hated it too but I love it
i will say visually while its the most amazing interior ive ever seen, it has some gameplay issues
(mainly being that its almost always very very dark everywhere and that scrap spawns are sparse and hard to identify but at least the latter is fixed once u memorize the spawns)
tbh I feel like I've had problems finding scrap on most vanilla interiors more often than the halls of flesh
almost every room that isn't the generic hallway tile has at least one thing in it and if it doesn't it's probably connected to somewhere that does
I think it used to be worse but I remember there was an update that changed scrap spawns somehow and I think it alleviated the problem
maybe we just got unlucky, but we had a couple times where it felt like we went around for ages and got nowhere
it wasnt even a large moon either
interior size was like 1.3
that was how it felt when I first played the interior not long after it was released
my friends begged me to remove it from our modpack but I couldn't part with it so I just made it a rarer interior on every moon except for Desolation
also its lighting is sorta a mansion situation
Exactly what i did
except for a few planets
The only planets I made it common on were Utril, Desolation, Hyx, and Idiosyn
I do understand some of it, for example in the bone tunnels it would be hard to install lights in a logical way but having them just be pitch black also feels kinda off cus even some spots in the caves in vanilla have lights. Maybe junctions could have artificial, non organic lighting drilled in
I actually never really thought about lighting in the bone tunnels
yeah theres just zero lights lol
either that or its so rare that ive never ever seen it
I play with true darkness on so I basically always have a flashlight, and I try to alleviate the difficulty that adds with an extra flashlight slot, allowing flashlights to go through teleporters, and ScanVision
Nah it definitely has no lights
Besides the apparatus room
I think artifical lights in the bone tunnels would make sense given that (at least to me) the bones were likely drilled through (given that bones are not normally hollow tubes in species that don't fly) and there's various things screwed and fastened into different places in the tunnels
I find the eyeball room kind of funny since it's just a room that can spawn anywhere and even though you're clearly behind an eyeball it's not actually looking anywhere
i fully agree
Also, when I did this in LLL I forgot to tick the setting that enables editing the chances for the interior, and when my friend played with his family (like 11 people?) they got the flesh interior thrice in a row and he wasted no time in complaining to me about it
i love the interior but i definitely think something about the balancing is slightly off
maybe just slightly decreasing the interior size and adding more lights would do it
Once again: its the most amazing thing visually ever
but
I think it does have an issue with recognizability and being able to remember different areas you've been in
especially when the interior is large
in the facility it is all "the same" but if you stand at the end of a long hall and then 5 minutes later you've done a loop and you're back at that hall you can still usually say "oh, I know this hallway"
but something about this interior, at least for me, makes that much more difficult to do
that problem also becomes significantly worse in the dark
perhaps minor stat changes or the addition of lights in more rooms could aid it
as far as im aware, alot of the rooms simply cant generate them
I think it makes sense for the interior that is a living thing to be fairly dark (though you have to balance realism with gameplay), I think a good middleground would be what you suggested and just making the interior smaller
Tldr; The interior is great but with some stat and light improvements it could be the peak of all peak
The mouths in the walls and the player corpses and the weird veins that jut out sometimes function as landmarks fairly well, maybe making more things like that or the already existing ones more common? (to fix getting lost)
i do feel like the bone caves should have some sort of rare light in them tho, its clear some human intervention happened there with the drilled holes and stuff
id assume they would put in some sort of lighting if they managed to hook up a whole appy to the heart
kek
I forgot about that part
when I theorizing on if the bones had been dug through or not 💀
considering the “vent” things in there (thats what I assume they are) are riveted with bolts into the walls of bone, people have been down there
and they also were the ones to install the apparatus
so people must have went down there to do the work, and realistically would have set up some form of lighting id assume
I personally like the facility how it is, since I use it as a rare occurrence on already weird/challenging moons since it's a weird and sometimes challenging interior, but for casual play it could be made more friendly
Since i have so many interiors in my modpack, I like making the weirder interiors rare to create those "Shit, it's this one" moments
makes sense
i guess they could shrink it a teeny bit, and then add new lights tied to a config
so if you wish you could simply remove the light additions
assuming they even wanna change anything ofc :p
from my experience adding lights isnt too hard, they could just copy paste existing light objects into rooms that normally dont have them and add a propset spawn chance to them or a global prop value, and then add a config script from JLL
ah it alr uses JLL so it would be pretty easy
I think it'd make more sense to just make it part of the interior without the config
I can't imagine there's many people that would load in and say "Lights? In MY bone tunnels?"
If the dev is willing to put in the extra work then I don't see any harm though
im saying make it the default
but
for people who enjoy the old version they could switch back
although configs are time consuming for some stuffs
out of curiousity... im hoping im the only one reporting this (as it would mean it's not a problem with the mod itself) but.. upon coming to find myself at this dungeon interior for the first time ever, since i hit the planet and loaded in till when i left the planet itself... my frames became a dumpsterfire of 5 FPS... ;~:
did you check logs?
theres a ton of stuff that could cause it
In my tests building a custom-tailored moon using this dungeon, this did not happen for me. The fact you say the fps got worse overtime the longer you stayed on the planet though makes me think that perhaps it is caused by what spawned in the dungeon over the period of the day.
I have done stress-tests for my modpack that revealed certain enemies in too high a quantity can drag the hosts (but apparently not clients) fps down to a horrible, unplayable crawl. Coil-head seems to be the worst offender, despite how simple you'd assume his functionality is code-wise. If the interior is very large (as in, larger than titan's 2.2 multiplier size) this will exacerbate the problem. Putting 10 coil-heads in a vanilla mansion with an interior multiplier of 3 can drag your fps down to a virtually unplayable state.
As a result of my experience stress-testing in this way, mayhaps you should look through what mob mods you have. I know that some mobs aren't exactly coded in a clean or optimized way, and as a result, if even a handful of them spawn, the host's fps can drag to a crawl VERY quickly. A few SCP mobs come to mind, as I recall some of them were presented well in-game but coded a bit sloppily, so if you have 4 or 5 of the wrong ones at a time, which the progression of the day might spawn on its own depending on weights you set in config files, that could be one possible cause.
if not enough fire exits exist, it can cause severe framerate drops due to error spam.
so no, it isn’t necessarily enemies
how do you tune the dungeon to spawn too few fire exits? I never even found out how to do that
i dont know how fire exits spawns work for this interior but i wouldnt be suprised if on moons like polarus or something it doesnt work
you dont; its part of the actual tilesets
if the creator doesnt add enough actual spawn positions for fire exits it can cause the error
interesting... I wonder if this happens most frequently on moons like Wesley's Gloom that has 5 fire exits outside, but perhaps some custom interiors don't support that many interior fire exit spawns
i know for sure that in some cases my interior (storage complex) doesnt generate enough which i plan on fixing soon.
Just about every hallway in the second half of Castellum's flesh labyrinth has a chance to spawn a fire exit, although they're not guaranteed outside of the one room that has two chances for them. I figured moons with more fire exits would have a bigger generation but if need be I can look into adding some more to fix it
I've never had lag issues when testing this interior outside of the initial generation. You can try toggling off the new saliva particles and see if that potentially helps
The main reason I never added lights to the bone area was because I couldn't find a good way of adding natural lights to them, and because the "night vision" illuminates it extremely well. I really enjoy the vibe it gives off, plus it gives the feeling of being really deep in the beast. I tried to keep external/human made additions to a minimum but have just enough to imply that someone or something's been there before
Yeah the throat room has two variants, both are shared by the same tile. The nasal cavity room is the breathing room that shows up in the bone area
I know literally nothing about what I'd need to look for in logs.. im quite ignorant when it comes to such things😅
It didn't get worse overtime. As soon as thr moon and everything was spawned in, I got punched in the face with 5FPS and it lasted until I left the moon and went back to space. I wanted to see if it was the exterior, the interior or whatever else it could be. XD
That's an interesting scenario. I didn't even know that could be a problem. I'd of thought if anything, it'd mean less issues.
Makes me wonder if the gsme also takes mimics into consideration (though I'd expect they're coded specifically not to be read as a fire exit)
Bioluminescent tumors?
Tumors or bacteria*
could just keep it simple, a fracture in the bone tunnels walls that has inexplicable light shining through it maybe? could imply bioluminescence or something else
Ooohh~
Or even viruses that are stationary and glow (creating the light needed)
Your best bet is to look for a string or block of red text around the time the error starts. There's a distinct layout for when moons load and interiors generate with LLL so you can kind of keep an eye out for that. If you don't know how to read them, you can always ask for help in the Discord here
As for the bone light light ideas I'm not totally sure. I'm very picky with what I'd want to add/implement because I want to make sure its consistent with the rest of the interior
Specifically asking for "help" has always lead to negative experiences in the last. Always been a negative experience. I can't precisely ask people for help anymore due.. heh..
Oh yes, I remember you mentioning you didn't want to stray from the original idea
Is there a reason loadstone is a dependency for this mod? i'd like to know if removing loadstone will prevent this mod from working properly, as i've had interior desyncs in the past when using loadstone
loadstone is really good now
the desyncs should have been fixed
imo its a must have
So due to the complexity of a new room I added in 1.1.0, without Loadstone the navmesh ends up desyncing with what actually shows up, and the room spits out 15 scrap no matter what
Basically during level generation the room tries to check for the content tags of the moon to match with the biome, and during vanilla level generation it lags so bad the script can't run fast enough, leading to the navmesh generating to the default state of the room, which is a completely random content roll for moons without any matching content tags
If enough people prefer it, I can try and experiment with a config option to remove the biome check and make that the default state for the room so the dependancy can be removed. That being said it'll still have a note saying Loadstone's required for the setting
I also prefer not using loadstone ^^'
I've never had Loadstone interior desyncs either, and my modpack sits just under 300 or so mods

I wonder what everyone is using that i am not that causes this
If i had to guess, it would be one of the most popular mods that i don't use, like a late joining mod that isn't LobbyControl like ShipLobby, Mimics, Lategame upgrades, Backrooms etc.
Not saying any of them do cause it, thats just my best guess
Yeah there's all kinds of weird conflicts out there
A month ago I found out that LethalVRM breaks Imperium
I think Imperium makes a lot of things act weirdly though from my experience
The only other side effect I've had with Imperium is the Company Cruiser not staying attached to the dropship if bought normally
oh interesting, I thought that was just a weird conflict between 2-story RV and Imperium I was getting...
oh, that actually sounds like an interesting problem, I appreciate the response, I know sometimes people have put unnecessary things as dependancies before which is why I like to check, thanks!
the trench room doesn't seem to have a kill trigger at the bottom
I thought it was a bug that one time I fell down there and survived.
Unbeknownst to me everyone else had died while I was emoting and spinning around down there to get teleported out, but for some reason as the ship left I got suddenly transported back onto it.
Other times, though (both in and out of solo), falling down killed me.
You're most welcome! Happy to try and help where I can
oh right 100 damage won't always kill modded players....
Oops... That's pretty humorous but I am so sorry that happened!!
It was definitely more humorous than anything, but yeah, still hindering xD
Even walking around wouldn't make me fall further.
Yeah me and my buddies have the same issue on Atlas Abyss. I don't want to add just a regulay kill trigger since that's counter the reason the room is kinda the way it is, but I thought of a fun way to kill players that survive down there for too long...
Hahahaha, I'm glad it didn't ruin the ingame day for ya!
Yeah I want to make the big rooms explorable. I take a lot of inspiration from Metroid Prime and the first three Halos
I played the banjo down there while adding lyrics to the tune xD
the variant with the acid in it should probably have a regular kill trigger
"Please tele- Please tele-port me away from here now!"
Oh, just to be clear, by trench room I mean that one room with the small jump and the ramp that goes down. The one where the opening looks like diseased flesh.
Despite my utter fear of masked I'd love to try out Atlas Abyss someday.
Probably only with a group though, since in solo I either delete masked from spawning via the configs or run away screaming at the first clue of their presence.
They're just too effective at scaring me.
Ah bugger. The liquids should have a water volume on them. For some reason that damn script almost never works for me
Oooohhh! The one with all the hands?
That has a kill trigger at the bottom. You theoretically should've died
Also yeah dude Atlas rules. It's a simple moon but very effective and fun
I don't recall any hands, but yeah that's the one with the small jump and the diseased-white slope. Every other time I fell there I died.
And one of the OGs too if I recall! I remember Insym playing it like a year ago.
This one right? Yeah it's got a kill trigger--that must've been some kind of bug
This one, yes! I failed the top jump due to a lack of stamina and somehow didn't die. I couldn't even fall further, it was an invisible floor I was on.
100% was a bug since it never occurred before (or after).
That was a few months ago, there's a good chance it's probably unrepeatable now.
(Also I had never noticed the fingers before :0)
Huh... Yeah that's extremely strange--no idea what could've caused it. And yeah!! The "two handed" loot room also features these hands
Oooh!
this is a very small thing that possibly can't be considered a bug but if a moon has a second apparatus (such as some of wesley's moons) and the one outside is pulled, the interior still dies despite the heart apparatus still being plugged in technically
right yeah, most app events happen when the outside 'ratices are pulled
castellum carnis' stinger plays for all players, even if they are outside of the building and haven't entered yet
Yeah sadly I don't think there's anything I can do about that. There's an option for if all apps are pulled to trigger the events but I'm not sure how effective that'd be to remedy all of'em
Oops...
is this a currently known issue? Enemies seem to get stuck in these bone entrances
No joke, you sent that as soon as I was boarding a plane to head out of the country for a week
But that being said, have you encountered that bug again? Theoretically that shouldn't happen at all with how I set up the bone to flesh transition
I've seen it a couple times i think, Id have to play it more to see how frequent it is
@odd cargo I don't actually need Loadstone for this marvelous interior to generate properly do I? I hope not, it's a fav of mine. I uninstalled Loadstone because it was soft-locking my ship occasionally depending on the chosen interior when the conversion failed.
starting from a specific version you do, yeah
It's not necessary and you can use the most recent version of Castellum without it, but the terrain room will desync its navmesh and will spit out 15 scrap without Loadstone (assuming the extra scrap config's toggled on). I'm going to work on a config option for the terrain room soon and remove the dependacy for the next update
Crazy enough, on the trip I took I found some inspiration for some new rooms after visiting a very old church, but I'll get an update uploaded before that
Hm, okay, thankie. I'm wondering if there's anything in the LS config I can switch off to prevent that SLing from happening, and still be fully compat with Castellum.
Voxx's Diversity fix solved 99% of my issues, but I still very occasionally fail to land.
Yeah I'm not totally sure. Have you tried experimenting with "Async Dungeon Blacklist"?
I haven't, I'll check the loaded interior whenever that occurs and try to start doing that. Most recent one was Storage Complex I believe.
Best of luck 👍 I'll try and get the update out soon to remove the hard dependency
Been meaning to send these in here for ages, but here's the concept art I sketched up for the diorama, liver, terrain, and guaranteed fire exit rooms
CORESEND!! ADD A CONFIG TO REMOVE THE YELLOW SHADER AFTER YOU TAKE THE APPARATUS, AND MY LIFE IS YOURS!!!!
(Also I've been meaning to say how incredible this interior is! All of the tiles are so unique in both their layout and visuals and there are so many intriguing little details like the hands and the pacemaker and the outside terrain inside and GAHH IT'S SO GOOD)
i love concept sketches....
so uh... yeah, seems like it keeps happening ig
was wonderin where everything was
that's an eye security from welcome to ooblterra
oo cool
yeah my modpack adds a lot of new enemies
btw do you need a jetpack to get over to that thing
Nothing over there 😔
@odd cargo
Got a small bug to report
It seems that the +6 extra scraps that spawn in arent affected by a "Single scrap day"
They just spawn in as the default
It doesnt really bother me so much but if possible it might be worth looking into making the +6 the same as the rest
I'm insanely late but there's a pearl in purple goop over it, i just assume you need a jet to get to it
What??? That’s so sick???
I had looked over there with freecam once and I saw the goop but I assumed it was nothing
I’m a fool
You might be able to disable the setting in the config and add the 6 bonus scraps with Science Bird Tweaks instead as a workaround
yeah hit it with a shovel or somethin a few times and it explodes, free big peral worth more than the apparatus iirc
(insanely late again i am genius)
true, it's a cool secret, not sure how hard it'd be to get it without imperium though... didnt occur to me but isn't it a 2 handed item? you wouldn't be able to use a jet if it is
(also dw about being late, thanks for telling me!!)
np lol
Nope, one handed
Thankfully!
byeah, unfortunately i used imperium to discover it while checking the interior out so uhmmm whoops
It's super hard to discover otherwise! You can sort of see something over there from the other side of the chasm, but it's kind of a hassle to take a jetpack inside to go check
AND you need a shovel
So imperium is probably the best way to find out about it anyway!
fair enough, it was a neat discovery nonetheless, wonder if there's more/will be more secrets like that in the future
I really hope so 🙏
When you get to updating this, I would suggest a config option to disable the hearbeat sounds.
People with misophonia will thank you immensely
Tbh I just wing it through. If it really bugs me and I can't find my way out, I turn my volume down (I will die within the next 10 seconds)
There's worse sounds imo. Wish there was a bigger mod for that stuff. Still no functioning mod that specificaly only mutes the god awful ringing from flashbangs/shotguns...
I am adding an alternative tinnitus sound for lethal resonance, but I can also throw together a standalone that mutes it at some point
"I spy with my little eye"
" a n I n t r u d e r "
Fr though WTO is probably my favorite mod
I even bought the game that the mod is based off of
Really underrated
Sorry for the absence, been kind of busy with IRL stuff but I've been working on a patch in the shadows to get some things fixed up
Patch Notes for 1.1.1
- Added more configs
- "Terrain" room biome matching the moon's biome (Defaults to False, True requires Loadstone to avoid a desync)
- Apparatus pull event color correction
- Removed Loadstone as a hard dependancy with the "terrain" room config addition
- The "nasal cavity" room and its extention tile now has mucus dripping from the ceiling
- Fixed the entrance stinger being global for all players (sometimes?)
- Clients can retrigger it for the host until the host enters (not worth delaying this update more to fix it)
- Added missing note in 1.1.0 changes about the new particles
- The █████ has become slightly more valuable
- Updated most texture to texture materials to have normal maps at the texture transition areas
- Added a mist to the "liver canyon" room's liquids
- Removed the non functional interior water from the entrance room
- Made tiles compatible with the v70 radar minimap
- Certain vertical rooms have imperfect transitions due to draw distance limitations
- Should be fairly compatible with "RadarEdits"
- Main Entrance and fire exits are still cyan
- Fire exits' radar line was made slightly bigger
- Death pits have unique radar symbols for each room
- Increased the enemy spawners' radar symbol's size
- Reworked the "flesh to bone" tiles' generation to better link their navmesh with the flesh archetype
- Adjusted one of the "liver canyon" room's bile animations to stay flooded slightly longer
I'll consider it but I won't make any promises since it's such a key detail to the room and feel of the interior. Plus the goal of the interior is to really focus in on the horror aspect of Lethal
Probably a side effect of the JLL script that's used. It uses the "Level items" source pool which I guess overlooks single item day spawns
Late as heck but the new patch should solve this issue. The room's generation was reworked so the navmesh should line up perfectly
There's still a couple of secrets that haven't been found yet, or at least not to my knowledge
YOOOO
SICK
WE'RE SO BACK 🥹 🥹 🥹
Hope you all enjoy the update! The v70 radar change really threw things for a loop. Having to make organic rooms compatible with the new radar draw distance was a huge pain in the butt
OYH was a fun experience honestly. I really liked it
Will report back if anything weird happens next time i play
Yess!! love this interior
you're the goat man, this looks awesome!
other scraps do that
why is there a ||[REDACTED]|| now?
shoutout to this mod for making an interior so detailed it makes me sick lol
awesome interior
Oh that's weird... I thought I assigned the same sprite as regular scrap. I'll go take a look at it
||Gotta keep some things secret for people to discover||
Thank you! While it does hurt the file size, the detailing of the textures is absolutely worth it
No promises when/if it's going to be added, but I'm going to start experimenting with having bone detailing appear the closer you get to the bone archetype. Figured the area could use a little something to help spruce it up a bit
this would be great!
I wonder, personally, im not squeamish at all but ive seen alot of people get turned off from the interior due to the realisticness
Would making a purple version of the textures as a config work for those people or is it not possible? I know jll lets you do something like that, and purple would also sorta feel like the terraria corruption while the normal is like the crimson.
It would be a decent bit of work, and if you have zero interest that makes total sense.
i use a site to simply colorshift it or use the shifter in editor
(which is probably what you would need to do)
although that would be alot of work
just throwing it out there
I think an option to make it less detailed and realistic could also work, idk how much changing the textures to purple would help
I think the goreyiness of it is what turns people off, asking for a complete retexture is not reasonable w the amount of textures this whole thing prolly has
a color shift should definitely help
Think cosmocos v desolation
You really don't associate the cosmocos thingies to meat and flesh at all, and they're just the stuff from desolation but purple
I don't associate Desolation with meat and flesh either
yeah
i mean
idk how he has his textures set up
sometimes you can just copy paste a hue change
and it works
so, maybe that?
I'm not particularly for adding a PG version, but I could look into it. My biggest concern is finding a "cheap" way to texture swap everything that won't add any major lag during dungeon generation
I like the flesh look.
I know I could do it with JLL but again I'm not sure how much it'd weigh down the engine having to do a check for every mesh in the dungeon
I appreciate that! It's mainly for accessibility so it wouldn't affect anyone with the option turned off
Also,
Suggestion: If not made already, a pool of stomach acid.
There's already a room with a similar idea! It's the "terrain" room
I didn't want to do stomach acid, so I made it a massive Hydrogere to keep it unique
Oh, I did not see that one yet.
This is the teaser for that room on the thunderstore
I could maybe experiment with adding a huge color correction inside the interior like the Apparatus one to make all reds green or something silly.
yeah, that could work
yeah that would totally work
So turns out a GIANT decal can do the trick
ultrakill-ahh textures 
Working on a commission right now but afterwards I'll pick this back up. Also experimenting with another detailing piece courtesy of the mansion's bathroom tile.
The power of "Project From Camera" ahhh UVs
I don't say it's a bad thing lol
Hahaha don't worry I didn't take it that way, I think its funny
yea
The "PG" version of the large brain room is wild
i cant imagine what from bathroom you could possibly be using 
oof, i wish projected textures didnt stretch like that
Just a lil trick I picked up from it 😉
True, but it's a compromise. Try 'n see it as the same level as S P I D E R
I approve though
Ultrakill style is based
:nodders:
Hell yeah
To be honest, one of my earliest sketches was of doors that were just the Gluttony mouths
Almost added a room that was just the Flesh Prison too
I actually for a while kept saying the interior would bug me less if the style was in the style of Ultrakill, it's just by default it's so overly detailed lol
Doesnt the spinal staircase music play in one tile?
Which isn't a bad thing lol
It was definitely a tricky call to make
this is not making any sense to me
also it appears something is coming out of the mirror too

i dont see how this is a trick you learned from the tile it seems unique
From my observations Lethal's got a mostly realistic style. I mean heck, look at the Coil-head's texture--it's got natural skin creases all over its body. That was my primary inspiration for making Castellum's textures the way I did. To be honest, I was worried for the longest time that the flesh area wasn't detailed enough, but I couldn't think of anything I could do to the texture without upscaling it to add more details
Yeah it does, it's a rare easter egg
There's also two subtle references to Ultrakill that noone's picked up yet
The transparent effect
I never experimented with transparent effects in HDRP until I saw the shower glass, so using that technique I'm going to add wall details that have stretched flesh that are semi-transparent
Like a bat wing, but you can actually see through it
ohhh
thats neat
idk how he does the blurring effect, its neat tho
havent looked into it either
When you change the Surface Type to Transparent, you unlock this option which lets you tweak the distortion behind the object
It's crazy impressive
neat
just looks like a normal cave now
The fact that Zeekers is still experimenting like this makes me REALLY excited to see what he does for the facility and mineshaft revamps
It's great how well it works for a censored variation
I'm really hyped for the Mineshaft rooms. I feel that interior's one of the easiest to get lost in
he already used this shader trick for the magnifying glass im pretty sure
I think you're right. I thought it was some weirdness with the depth of field
so with the brain room...
.
.
.
.
2nd apparatus room? .3.
Heh, sadly not. It's just this room, but with that PG decal
dang, but not an issue. looks awesome
Finished touching up a new variation of my shader for the new vein prop. This model is just the basis one--the rest will be posed and adjusted to not be perfectly vertical
oh yeah, how did you get your textures anyways? did you make them all yourself?
Yep! They're all custom made*
*Made with the help of these tileable noise textures: https://hub.jmonkeyengine.org/t/tileable-worley-voronoi-noise-textures-with-normal-bump-maps/44908
I put them together in Photoshop, then run black and white versions through CrazyBump for the normals. I usually edit those a bit in Photoshop as well
Here are the layers for the basic flesh walls. I tend to keep backup layers, hence a lot of hidden ones. Also I use an ancient version of Photoshop because it's what I know and it runs way faster than the modern versions
I'm sure there's faster methods and tools I could be using, but I like the personal touch and having full control over every layer
euagh i don't like it
Good news! After the nightmare that is incorporating the veins into the mess that are the 4 way hallways, they're properly implemented!
Bad news! ||The transparency of the shader doesn't work with Lethal's post processing and there's a clear seam between the materials||
I'm going to be experimenting with a hacky fix to try and skirt around this limitation
Update the hacky fix didn't work, so unfortunately these are going to have to just have that shader seam
The good news is I still have no idea what you're referring to
Yeah, it's an unfortunate limitation of transparent materials. It's far more noticeable in motion, especially with a flashlight
However this bit of extra detailing should work ingame quite nicely
Delicious flesh grass...
I'm a lil worried this might have some frame cost when players get close to it since it's a bunch of alpha clipped planes but I'll get it tested a lil later.
I keep seeing people say the interior works on Desolation but I just don't see how when you know it's a dying chunk of Cosmocos
it has a giant wall of meat
I've never considered dying cosmo to be meat lol
It's. red
LOL
but I guess if you know the lore it makes less sense
it's a giant mass with eyes and tentacles that's a deep crimson red
I haven't played most of Wesley's moons but from a glance Desolation definitely looks like a living organism
hmm yeah maybe
I will say I love how you just keep adding to this interior
not many interior makers polish their interiors for as long as you have
it's def payed off
Thank you so much 🤍 Admittedly my friend keeps (lovingly) giving me crap for not moving onto a new project but I want to make sure this interior is as polished and enjoyable as I can muster
I search around and take a lot of criticism to heart
Honestly a big concern I have right now is the file size, but I'm not sure how much more I can compress the textures without sacrificing visual fidelity
I think filesize is only a big concern if it goes past like 100mb
but with the amount of shit this interior has I think it's justifiable
for standalone moons/interiors I mean
I greatly appreciate that reassurance
That is something I do keep in the back of my mind--how many textures and moving parts this interior has
But at least the shaders do a lot of the heavy lifting in that regard to keep things a lil more manageable hahahaha
Alrighty I've got to rest my back, but here's the prop in motion. The general size and all isn't final
Siiick...
Still has some issues that need to be ironed out but the censored version does work
The meat halls will be a dank cave, the bone area a regular cave, with unique structures being red crystal (since the blood can't really be censored I feel it kind of explains it well) and a few misc things being grass
the blood could be censored if you duplicate it and make it a config thing
just gotta change it to blue
but if you dont wanna, that makes sense
Ah yeah maybe
I do like the idea of the water being tinted from the crystals though
I will say there is a major problem right now though. The decals make custom player models look like they have predator cloaking
Doesn't affect vanilla suits or entities, so at least there's that
people just put up with it, it kinda sucks and im not sure what's wrong with either that causes decals to act that way.
people who make cosmetics probably dont patch their project to have the LC shaders match ingame
you can replicate stuff like that easily by spraypainting someone with cosmetics on
yea
i never bothered trying to look deep into it cuz like
the main api
morecompany, has both more players, a cosmetics api AND cosmetics inside it (which are horrible for performance but whatever)
it always irked me
50k tri cat ears my beloved
The outfit my friend uses has this as their decal layers, but still got decaled ingame. I guess something with the importing process toggles them all on or something. I'm using layers 4-7 for the censoring effect
oh good lord
maybe morecompany is doing something really fucky with the models
i just always assumed that using the default unity HDRP/Shader that isnt configured to teh game might be the thing causing this
We're only using the ModelReplacementAPI for our modpack
OH i misread
The default shader's worked fine for us so far (when its not transparent). Even the custom shaders on my buddy's model were messed up
No worries!
yeah im just so used to hearing this problem from morecompany cosmetics i didnt realise it was on modelreplacementapi too lol
Yeah it's pretty unfortunate
you could try asking in MRAPI thread maybe
i've bneen seeing bunya there a bit recently
Ah yeah, good call
Castellum's been updated to 1.1.2 !
- Updated the entrance room with some overdue material detailing
- Added three new prop sets to the flesh labyrinth to add more landmarks
- Vein pillars
- Villi 'grass'
- Bone columns (shows up a bit more when approaching the bone caves)
- Updated the "pinch" flesh labyrinth tile slightly
- Added "Gutless Mode" option in the config for those who don't have the guts to traverse the guts
- Loosely censors the entire interior as a cave system
- Removes veins by the exits
- Mutes most ambient sounds
- Went through and crunched any remaining files to reduce filesize a bit more (75.3 mb → 69.8 mb)
- Made it so the "big" flesh labyrinth tile can't connect to another "big" tile
- Tweaked the "liver canyon" room's radar a smidge
@rough copper I remember you said something about like, how the aesthetic wasn't for you
Would this new "Gutless Mode" be?
Hopefully so. I'm trying to go through and reduce anything else that'd be considered too gory, but I'm not going to overhaul any rooms for the changes.
Ideally by tonight I'll have an update out that'll replace the lights with crystals, as well as some small changes to the bone columns and vein pillars
Although the latter is moreso for balance and less for aesthetics
neato!
Updated Castellum to 1.1.3 with some small changes
- Tweaked some balancing with the bone columns and vein pillars
- Vein pillars can now show up as purple (was bugged before)
- Updated "Gutless Mode"
- Updated the lights to be crystalline structures
- Disabled the ambient light in the brain rooms
- Added some screenshots to the mod description
Crystalline feels very out of place tbh
I just think the rock texture feels a bit off
its like brownish
feels like mud rather than stone
other than that, it looks really cool
Thats a rock texture?

Looks more like slime to me
@odd cargo any way you could change the texture to be more... rocky?
theres the vanilla cave texture that you could scale for the decals
you wouldnt need to change every decal projector, just find the base texture, tile it more so it has more detail and swap to the vanilla stone texture
or a variant of it
to keep it unique
(im assuming its meant to be a cave system)
as you said earlier
Hey! Been a huge fan of this interior for a long time now and the gutless mode looks amazing! I've been wondering if there will be a way to have both interior styles depending on the moons' tag? (similarly to wesley's Atlantean Citadel)
okay just realised this was a thing, but I still want to know which tags does it detect
Really happy to hear you've been enjoying the interior! Unfortunately Gutless Mode is set up as a way for people to enjoy the gameplay of the interior without the gore associated with it. At its core Castellum's supposed to be a flesh interior.
As for the content lock, that looks for the following vanilla tags as well as any tags that are similar to them, but only for the "Terrain Room" tile
What's crazy is I'm actually using base game textures, specifically these two
The specularity is roughly what the vanilla mineshaft uses too
The actual color is a desaturated purple, since I wanted to go for a dank cave kind of look to explain the drips from the ceiling. My inspiration's actually the Dank Depths from Binding of Isaac
They don't really fit super cleanly but that's kind of the goal. I wanted something that was totally non-gore related but would still work decently as a light source. Since I use a red crystal material for stuff like the brain matter or veins (to make the blood pools look like mineral pools), I figured crystal growths were the best option
id highly reccomend making it more greyish and scaling up the texture, its very zoomed in right now
that's the gutless mode? 
it's gorgeous
I'll try experimenting with it
Gutless mode is a config option that censors the interior for people who want to play it, but don't like the gore aesthetic
fair
Omg I'm so sorry I had just woken up when I saw your message and misread it as "what's the gutless mode?"
I'm really glad you like it! My apologies for the misunderstanding
I would love to see this to, its kinda crazy that you made a gore interior and "censored" it but both look really cool. honestly after all the time you've spent on it, it would be a shame not to be able to play with both based on moon content tags
I say what lays on my heart, screw it
It'll be peak to see the interior being purple-ish, fitful for cosmocos 
I greatly appreciate it, but I'm not really sure how I'd incorporate it without the people who made the moons to add a tag to account for it--primarily since the terrain room can look for tags. Admittedly I went into making it being content with Gutless being its own thing
I did admittedly dabble in making the interior change depending on if its snowy or an amethyst moon
ooo I see
I do still have too manymore ideas for Castellum but I'm sketching out a new potential interior I think would be super funny and kinda cool to make
what do you mean by funny? 👁️
The concept of its funny to me--I feel it could actually fit for some moons out there too, but I'm not sure how fun the gameplay would be. It'd need a lot of fine tuning to be good
Going to prototype it once I get some obligations knocked out
would love to see new interiors from you!
I think at this point castellum is very very good. How many tiles does it have at this point?
It would be very awesome to see a new interior from you, cant wait to see if your ideas come to fruition
carnis is at a great point right now yea
A new interior would be very cool
I'm really flattered to hear that! And after looking into it, a total of 19 (technically 20 or 24) flesh tiles, and 15 (technically 18) bone tiles
I have a couple of fun interior ideas, one of which would have to be exclusive to a moon built for it due to its ridiculous nature
wow. I think that might be the world record
sounds neat! You always cook, so im sure all of your new projects would be great
i had a very wild idea for an interior that had spots where you could walk on walls… the crazy part is i got a wall walking system partially cobbled together, but it was held together with duct tape and i only got to try it once before i gave up…
Black Mesa blows this interior out of the water with that. I think it's at 200+ now
I really appreciate the words of encouragement. I can't promise I'll pursue all of my ideas but I want to try and at least make another one.
As for that idea of yours, that sounds so dope as Hell but an absolute ordeal to execute
what
130+ oops
It's a port but a lot of the rooms are still heavily editted in Hammer to work for Lethal
well they might just be copying actual game components
oh
yeah
they have a bit of help lol
but still very impressive
wow thats alot of features
i didnt see what the filesize was but im sure its huge
I'm on a much older version than what's live right now, and that alone sits at 331 MB
It's a hefty mod but it's extremely fun
True, I suppose you have already got a content tag system. You could, if your were so inclined, make a config option that when set to true it would spawn gutless on moons with the "rocky" tag for example, or just have it set to a unique tag - Wesley has a bunch of ones he uses on his moons for his interior variants for Atlantean Citadel and Grand Armory, and I know DemonMae has used a couple of pretty unique ones too.
Also there's always the option for players to add content tags to moons using CentralConfig or if there's another mod that lets you do this.
Obviously I have no idea how difficult these things are to implement in practice so no pressure, its your mod after all and I'm more than happy with it in its current state. I'm just glad you seem to enjoy creating this.
TLDR - Interior is super duper cool as it is. I'm not a mod dev so I'm clueless and its your mod so do what you want, I'm just being greedy 🙂
on the topic of tags, what moon is this..? found it in the weights but ive never heard of it and cant seem to find it
unreleased moon....
Ah yeah I was asked to add that tag in for a moon a while back. My guess is its still in development, unfortunately
i see i see
Hopefully we'll see it released soon! The glimpses I got looked really cool
who's behind it?
you or someone else?
I gave the dev one of my shaders but that's my only involvment. I'm not sure if the moon's still in development so I don't want to put any pressure on them by shining the limelight their way
Which reminds me I really need to get my triplanar transition shaders out there
Does anybody know if it'd be better to release them on the thunderstore or in development resources?
i think i know which one that is lol
It's who you think it is
release your flesh moon
Yes it was me 😔
i know who but i wont be snitching

they are super awesome and coo
nope
nope
it’s actually florpo the goblin
demonmae
nope
naur
so THATS WHY hes been locked in his room these days
im not gonna ruin his workflow though
Ima be so deadass not a single guess was right
i would've kept going
but i didnt want to flood the thread
Appreciate the shoutout! Zaggy, Zac, and I easily put in over 1000+ hours collectively on Black Mesa. Soooo much custom work done to the assets and interior pieces 
You're more than welcome! Black Mesa is a personal favorite in my lil group. The sheer amount of detail and passion that went into the whole project is palpable
We want to add a whole new section of underground Sewers and I made like 20ish custom tiles for them already so they can loop in on themselves as well as revamping the Quarantine section to have unique lab tiles and Zaggy was going to remake the Xen warp animation from the Black Mesa game to teleport to the Xen world and have caves and the tent rooms but I had a kid recently (who you can see a picture of if you find Gordon's locker) so I don't have much time anymore. Hopefully we can add more to it sometime 
Quick question for one of the concepts.
||Will this eventually be an interior that CAN spawn under Gordian once the wall breaks from the ram to actually do something with the drill? Or am I thinking the wrong way around?||
tbh for the whole concept of ||the company building "drill" i dont think it's a conventional spike drill. I think it's a laser drill. If it uses TWO apparatus, which mind you are used to power ENTIRE FACILITIES with power long after they're abandoned, it has to be a laser.||
||the drill will probably eventually be the ending to lethal company, which doesn't leave much room for modding it||
Hey all, this is an awesome mod, probably my favorite custom interior honestly. I have not played with it in a while though, and when looking through the new Lunar Config mod it said there was a special Pearl item tied to this dungeon? How does it work?
i think it can be found in a specific tile, you need a jetpack or maybe a ladder to get across
Probably not a ladder. It's a really big gap. But yeah, there's a purple gloop thing attached to far end of a tile's room that can be struck with a weapon to get the pearl
I see, thanks for the explanation
Never say never. I've seen miracles performed by the most dedicated of fans.
I bet there will be more than a few mods where people customize or give their own new spin on the ending
There is a mod for just about everything else
post-ending probably yeah
This interior seems to struggle when generating large (multiplier 3.0+) dungeons when Dungeon Generation Plus is installed. Plus does not error, but has so many failed attempts at generating a dungeon that the game might crash before it is successful. This does not happen with the vanilla interiors, a 6.0 size Factory takes maybe a few seconds longer than a 1.0 size, meanwhile Castellum Carnis is effectively a softlock. It also does not happen (or not often enough to matter) in sizes smaller than 3.0. The logs indicate that Plus repeatedly runs into colliding tiles and no valid tile issues
Not sure which mod is at fault so I posted this both here and in Plus’ thread
2.2 is the highest the multiplier gets in vanilla, so it's probably not accounted for
and i think i've only seen a single moon go above it, repress with something like a 3.1
iirc ganimedes has an absurdly high multiplier too
Iirc some dungeons seem to break whenever the multiplier goes over 4.0 but I'm not sure where I read that, it's probably wrong but I swear I've seen it somewhere
I know this niche but seeing it be addressed would be cool. Me and Purple came up with a moon concept where the interior is gigantic, but you are given tons of extra time to clear it, making for a slower, more horror-focused moon than the fast-faced vanilla moons
I would adore this ngl. Amazing concept.
You could have the day speed be set to 0.3 or 0.4 for a smoother time, and just go ham.
To accomodate this, the spawn curves should be low or enemy types should be very few. Maybe only a bracken with a jester, or two nutcrackers and an army of masked that would spawn overtime.
The dungeon has trouble generating even when DunGen is turned off, so the issue probably is this mod
the REPO moon
Essentially
Although REPO maps are not huge, the gameplay loop of that game with the grab gun physics is slower than LC, not to mention the higher loot density and shifting extract points
yah
But yes I see what you mean
I talked with DunGen maker and it seems the issue is definitely this mod alone
It looks like some of the bone sections can generate so that they're totally impassable! Even while crouching I couldn't get through here...
(But tbf it's probably really rare since this is the only time I've ever seen this happen)
- Viscera
- The Iris
- Soreal
- Hyx
- Manuland
-# why did it showed me old conversation lmao
smh I inserted morvdonalds into the manuland lmao
visceras balancing is horrible dont ever play it

hail lunar config
no i mean
yeah... but why
the balancing itself is fine
that's why I'm cruisin
yeah its only really good w cruiser
good enough
Is this due to what I said in Kenji's channel
@odd cargo Sorry for ping! Just wanted to let you know that the water in Railroad Ridge is bugged right now 😰 It's just kind of a spooky dark shadow, I think one of the recent versions broke water on a lot of modded moons
Oh yeah, v73 made it so transparent water renders super dark
All Core's gotta do is update the unity version (NOT the game version) their project is based on and rebundle
I agree, I would love to play with this
luckily
it works with the dungenpatcher
so you can
Link?
surprised you havent heard of it yet
dont expect this to work on that many, less that 50% of ununpdated interiors
but this is one that works
Does it work on the party play place interior?
playzone?
technically
but there will be other issues
Yes that one
given its complex
this only fixes 1 universal issue
so if any otheres were caused by the update
they are still there
how do I set this mod to always be used on a certain moon (144_Carnage) LethalLevelLoader doesnt have a config for it
use lunar config
LLL config is the ancient method
I dont see a config file on thunderstore or in game
every mod needs to be run first before you have a config
gotta load into a save
NO mod comes with one
just load a save
then close and reopen mod manager
so it updates its cfg list
what file lets me change the interieor spawn?
per moon
check this to enable changes
(also per moon)
appropriate names to use can be found here
so its called "Fleshdungeonlinesattempt"?
yup lol
some the internal names are funny
(to be fair, many devs dont expect people to see them)
(and or leave their placeholder ones)
extended mineshaft from wes's in the files is called "level3butcool"
XD
this didnt work
testing now
will say id reccomend gale mod manager over the one you have rn as it makes configs way easier
much more compact
and easy to revert stuff
how does your thunderstore look like that?
gale mod manager
not TS
TS manager is pure ass
is it a completely seperate app?
also, it worked. thanks so much
yes, but way better and has the same mod library and modpack codes
so, a thunderstore code would work on it and vice versa?
yes
its the same servers just a diff manager
oh yeah also no ads, lag or crashing unlike TS manager XP
ye, just download it manually as ofc you cant install it on mod manager XD
how do I select modpacks?
Im trying to import mine
and I cant find the modpacks I imported
its saying no mods installed on my profile
you need to import it with your modpack code
it wont do it automatically
I did import profile from code
and its only showing the config
just close that tab and open again
fix it for v81 pls O.O
Dont do it!
It'll be their 98th victim interior in the pack
pls do it☠️
Is gonna work? Seriously???
Mmmm i have a mod for change everytime the interiors pool. I'll see if this mod works
just make separate profile and add both mods, so you'll know if it won't work due to incompatibilities
what?
I need help again
I cant find the modded interiors and moons configs in lunar config
im on GaleLoader now
no modded stuff apear
did you load in with the modded moons and interiors?
yes
did you restart mod manager
sometimes it shows outdated configs
(same issue on others not a gale issue)
since it has to update what it has listed
no modded moons are showingup ingame on the terminal when it worked perfectly fine yesterday
cant say what the issue is
not really enough details
hmmmm
does the slaugterhouse and slaughtrshousescraps mods give issues?
all I did was install those and update some mods
no
oh strange
happening to me as well
I think I have a hunch
lemme see
the mods that updated are kenjis moons, dawnlib and endlesshall
nvm I was running the wrong profile XP
im not sure what is causing your issue
019dffb9-c2b9-02a4-f98a-1d6c81f1f1fc
heres the modpack pre update
alot of red is showing up in the logs
i dont remember all that yesterday
it works perfecly fine on thunderstore app
not possible that its gale
since it doesnt effect the mods directly
you have a good ammount of outdated and broken mods in here dude
let me clean this pack up rq
shipplobby in 2026 💀
good thing to remember, just bc it has a lot of downloads, doesnt mean its working or the good option rn
im just moving back to thunderstore, I cant figure out how to import packs properly and I think thats the issue
asdjkbnhsdanmds
that is not the issue
your pack is full of crusty ass mods
you should not be using
its just a code
everything works 100% on thunderstore with the same mods
dude
half your mods cause errors
what mods?
imma clean this pack out rq
can you add any modern versions of outdated mods?
some of the deprecated mods do work
like additional suits
and darkmist
019dffcf-3b80-62ae-7016-ee69153f1a91
dark mist doesnt work properly
any enemy not updated for v81
doesnt work properly
and spams errors
that shits been causing issues for ages so thats why its deprecated
oh yeah forgot to add this
since you had the og
this fixes it
did you build off of my modpack, so itll have the same config
will this work with any mods that give him music?
ill add imperium to test
oh yeah like, 100% of your quality of life mods
are covered by general improvements
or sciencebirdtweaks
fuck a few like fire exit flip were added to vanilla lol
mb man, I havent played modded for a while and this was built off an old modpack I made years ago
I should say, didnt delete it but
resonance has some issues
needs an update which should be here soonish
some the effects dont work
I loaded in and it seemed to work
just curious, did you see this in mansion
ive barely been in the mansion, so no
you removed flickering flashlights
mods not updated in a while tend to cause issues
especially pre v73 ones
it worked fine for me and went well with dimming
you can add it back since its more recent than the others I removed
but I didnt trust it to not cause issues, others ik do haha
what all did you remove that you wernt sure about?
that one was pretty much it
rest ik had issues or overlapped with other mods
it wont let me press confirm of leaving game
im not sure what you mean
when I press leave game, and then press confirm, nothing happens
I also reinstalled Lethal Things and showmooonpricelll (but I did that after discovering the confirm leave bug) (I wanted some certain features from those mods)
things doesnt work
the enemies at least
I wanted to teleporter
LLL moon price is part of LLL
you can just turn it on in the config
good to know
you will still have the broken enemies spawning and spamming errors
Lthings config is busted
so cant turn them off without deleting their spawns per moon
also L things shop items config breaks the shop
if you wanted to turn those off
why were the plushie mods removed? what issues do they have?
because they worked ingame
really old scrap mods tend to have issues, namely with spawning
a bunch tend to spawn outside the map
its a patch of an older one
oh wait nvm
the one you had is fine
just not the employee one
I had mixed it up with another mod
any idea what happened with the confirm leave button?
no clue on that one
lemme try rq
any ideas?
ok so
I dont know the exact mod
but its one of the disabled ones here 019dfff6-8e36-f305-be08-45604526db8a
youll wanna enable a few at a time
and youll find it
I was disabling a few at a time
could you test and tell me, I added a few mods and changed config
or is there a way to carry over?
I dont have time to test man
just import this one under a diff name
and look at whats disabled
it wont let me add or remove mods
it shows an error
screenshot?
thats just thunderstore being ass
like usualy
I did say gale wasnt the issue
ill reinstall it
what about Rmodmanager, ive been recommened that before
its good but not as good as gale
how is it different?
gale has extra features like the way better config menu and profile syncing
while r2 is just basically TS without the bugs and ads
it was Lategame Upgrades. I uninstalled it
thanks so much for all your help.
oh thats strange
didnt happen on my profile
actually wait, did you say this was an old pack
might wanna delete the config for LGU and regenerate it
since LGU redid its config at somepoint
if I remember right
it may be freaking out bc of that
my gale modloader froze and I cant unfreeze it even if I task manager restart it or even restart my whole pc
uninstalling and reinstalling does nothing
im having major issues with gale rn
not sure why
works perfectly fine for me
at worst
maybe ur pc has some issue with it
and you use r2 instead
its prob some weird pc issue
im using R2 now
you can also Try Zephyr altho it's much more recent than Gale tbh
does this still work on v81
It works if you use it along with Dungenfix
?

