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CruiserImproved
Reliability improvements for the Company Cruiser.
Date uploaded | 4 months ago |
Version | 1.0.3 |
Download link | DiggC-CruiserImproved-1.0.3.zip |
Downloads | 4690 |
Dependency string | DiggC-CruiserImproved-1.0.3 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
CruiserImproved
A clientside mod to improve the behaviour of Lethal Company's 'Company Cruiser' and fix some issues with its usage such as low visibility, high damage received from small impacts, and fix bugs.
Features
All features can be configured or disabled in the generated .cfg file in BepInEx/config.
- Ability to lean to look back around the side of the truck and through the small window by turning the camera around.
- Increased seat height for better visibility over the Cruiser's hood.
- Slight invulnerability for the Cruiser after taking damage to reduce the damage taken by rolling or multi-impacts at low speed.
- Short invulnerability for the Cruiser when critically damaged (engine on fire) allowing players to react and escape before the Cruiser explodes.
- Prevent knockback from Old Bird missiles knocking players out of the seat.
- Ability to push destroyed cruisers.
- Prevent the cruiser from sliding sideways down slopes (ie, when dropped off the magnet on Artifice).
- [Host] Prevent anyone in the lobby other than the driver pressing the eject button on cruisers. Disabled in the config by default.
Bugfixes
- [Host] Prevent the gas pedal or brake pedal from being stuck down if the player leaves the Cruiser while holding them.
- [Client] Fix small entities (anything except Eyeless Dog, Kidnapper Fox, Forest Giant, Old Bird) being impossible to run over.
- [Client] Fix steering wheel visually desyncing from the actual steering angle.
- [Client] Fixed Baboon Hawks requiring very high speed to run over.
- [Client] Fixed controls continuing to work in the Cruiser while typing in chat or the pause menu is open.
- [Client] Fixed slow collisions dealing 2 damage to entities clientside (thanks to Buttery Stancakes)
- [Client] Fixed cruiser colliding with players standing on it, or colliding with entities standing in the back.
Feedback
Feel free to post suggestions or issues to:
- Github Issues
- The mod's thread in the LC Modding discord server
Compatibility
Compatible with V56.
Works well with BetterVehicleControls.
CHANGELOG
1.4.1
Full compatibility for v64. Should still be compatible with v56.
Bugfixes
- [Client] Fix wheel skidding sound effect and visuals playing while the Cruiser is airborne or magneted.
- [Client] Fix Cruiser accelerating while attached to the magnet if not in park.
Other
- Fixed an issue since v60 where Old Birds could not damage the Cruiser.
- Fixed an issue where the Cruiser would be facing the wrong way when not loading a saved position.
1.4.0
Features
- [Client] Ability to open the Cruiser's doors while holding a 2-handed item.
- [Client] Ability remove the key from the ignition while not seated.
- [Client] Added a scan node to the Cruiser to help locate it from far away. Can be configured to show turbos and health.
- [Client] Cruiser exhaust is tinted blue when it has stored turbo charges.
Bugfixes
- [Client] Fix items dropping through the Cruiser when standing in the back.
- [Client] Fix some parts of the Cruiser like the driver seat and exhaust smoke remaining after destruction.
- [Client] Fix items being unscannable when placed in the Cruiser.
Other
- Fixed an issue where a player could rarely be run over while driving a tilted Cruiser that was supposed to be fixed in v1.0.3.
- Fixed a null reference when a Cruiser was left behind or despawned.
- Fixed Cruiser bouncing off unkillable enemies that it'd usually push in vanilla, like bees.
Compatibility
- Added compatibility for LethalCompanyVR
1.3.0
Features
- [Host] Equipment and weapons moved into the ship from the Cruiser on save reload is sorted into a separate pile from the rest of the scrap.
- [Host] Magnet position, turbo boosts, and ignition state are saved and restored when loading a save, preventing lost turbos and removing the need to restart the ignition.
- [Client] Option to disable the Cruiser's radio interference static. Disabled by default.
Bugfixes
- [Host&Client] Fix radio desync between players.
- [Host] Fix items left floating where the Cruiser was when reloading a save. All items will now be moved into the ship instead of just some.
1.2.2
- Fixed null reference when syncing vehicle features. This should fix issues after reloading a save with a Cruiser in play.
- Fixed null reference exception logged in StartMagneting when hosting a game.
- Fixed null reference when hitting the eject button on a Cruiser with no driver (thanks to 1A3Dev)
1.2.1
- Fixed issue from 1.2.0 preventing the lean feature from working on newly purchased Cruisers as client.
1.2.0
Added network sync. Clients will copy the host's config settings if they also have CruiserImproved.
Bugfixes
- [Host&Client] Fix steering wheel position not synchronizing between players.
- [Client] Fix weedkiller being able to shrink the Cruiser's bounding box.
Other
- Fixed the magnet almost always attaching the Cruiser fully nose-down.
- Weedkiller can now prevent an imminent Cruiser explosion when critically damaged during the CriticalInvulnerabilityDuration.
1.1.1
Bugfixes
- [Client] Fix clients seeing a saved Cruiser in the wrong spot when connecting.
- [Client] Fix sliding off the Cruiser while the ship is taking off or landing.
- [Client] Fix being abandoned when standing on or sitting in a magneted Cruiser while the ship is taking off.
- [Client] Fix ship magnet attaching the Cruiser in the wrong position or rotation (will not stick frontfirst into the ship)
Other
- Improve driver and passenger exit check to not drop players off edges.
- Fix Cruisers that existed at save load not playing the magnet sound effect.
1.1.0
Features
- [Host] Entities pathfind around stationary Cruisers with no one seated, instead of walking straight through and causing damage.
- Prevent the Cruiser damage sound being detected by dogs if the engine is off, preventing them from repeatedly attacking Cruisers due to the sound they cause.
Bugfixes
- [Client] Fixed passengers being able to exit the Cruiser into walls, which would often launch both the player and the Cruiser.
- [Client] Improved driver and passenger exit space check. Player will be placed into the seat instead of outside if there is little or no room, such as when magneted to the ship.
Other
- Fixed issue from 1.0.3 that could prevent entities taking damage when run over
1.0.3
Features
- Prevent the Cruiser from sliding sideways down slopes (ie, when dropped off the magnet on Artifice).
- [Host] Prevent anyone in the lobby other than the driver pressing the eject button on Cruisers. Disabled in the config by default.
Bugfixes
- [Client] Fixed Cruiser colliding with players standing on it, or colliding with entities standing in the back.
1.0.2
Bugfixes
- [Client] Fixed Baboon Hawks requiring very high speed to run over
- [Client] Fixed controls continuing to work in the Cruiser while typing in chat or the pause menu is open.
- [Client] Fixed slow collisions dealing 2 damage to entities clientside (thanks to Buttery Stancakes)
Other
- Removed patch for entities dying clientside when run over (this is now fixed in vanilla)
1.0.1
Features
- Added the ability to push destroyed Cruisers
Other
- Improved critical damage protection to block a limited number of hits before exploding after the protection wears off, configured by
Critical Protection Hit Count
1.0.0
- Initial release