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LC API V50

Multipurpose modding API for Lethal Company V64

Last updated 3 months ago
Total downloads 465598
Total rating 6 
Categories Tools Libraries BepInEx
Dependency string DrFeederino-LC_API_V50-3.4.11
Dependants 164 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

LC-API

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The definitive Lethal Company modding API. Includes some very useful features to make modding life easier.

Note

This is a repackage of the original LC_API built with version 55 (v56) of the game.

For Developers

If you want to use the API in your plugin, add the LC_API.dll as a project reference!

Contributing

If you wish to contribute to this project, you will need unity netcode weaver to implement custom networking properly. Follow their instructions to get NetcodeWeaver set-up for patching Lethal Company mods and keep note of the filepath where you chose to install it.

Once you have forked and cloned the repository, you will need to create a file in the solution folder called LC-API.csproj.user to set paths to build dependencies. Here's a template for that file's contents:

<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
    <PropertyGroup>
        <LETHAL_COMPANY_DIR>F:/SteamLibrary/steamapps/common/Lethal Company</LETHAL_COMPANY_DIR>
        <TEST_PROFILE_DIR>$(APPDATA)/r2modmanPlus-local/LethalCompany/profiles/Test LC API</TEST_PROFILE_DIR>
        <NETCODE_PATCHER_DIR>$(SolutionDir)NetcodeWeaver</NETCODE_PATCHER_DIR>
    </PropertyGroup>

    <!-- Create your 'Test Profile' using your modman of choice before enabling this. 
    Enable by setting the Condition attribute to "true". *nix users should switch out `copy` for `cp`. -->
    <Target Name="CopyToTestProfile" AfterTargets="PostBuildEvent;NetcodeWeave" Condition="false">
        <MakeDir
                Directories="$(TEST_PROFILE_DIR)/BepInEx/plugins/2018-LC_API"
                Condition="Exists('$(TEST_PROFILE_DIR)') And !Exists('$(TEST_PROFILE_DIR)/BepInEx/plugins/2018-LC_API')"
        />
        <Exec Command="copy &quot;$(TargetPath)&quot; &quot;$(TEST_PROFILE_DIR)/BepInEx/plugins/2018-LC_API/&quot;" />
    </Target>
</Project>

It is vital that you change the NETCODE_PATCHER_DIR property to the location of your local NetcodeWeaver installation.

Ensure your Assembly CSharp is set Publicize="true" in the .csproj file to ensure it gets publicized.

Once you have completed these steps, you will be able to properly build the solution.

Making a PR

Your pull request should target the dev branch. This is because the main branch is reserved for tested features that are ready for release. Basically if someone were to clone the repo, they should be able to build main and use it without any fear of broken things.

The dev branch, however, may contain untested features and is used to build release candidates. Before releases, the dev branch will be frozen and tested for issues, when it passes its testing then it will be merged into main and a release will be made. Pre-releases may come from the dev branch for release candidates and testing. These will be generally stable, but may still contain broken features before testing is done.

Pull requests targeting the main branch will not be merged in most circumstances. Most merges to main will be directly from the frozen dev branch after testing.

Features

AssetBundle loading - Put asset bundles in BepInEx > Bundles and load them using BundleAPI.BundleLoader.GetLoadedAsset

ServerAPI - Utilities relating to the network and server. This includes:

ModdedServer - Automatically alerts other users when you host a server that your server is modded. It also lets mod authors make their mods put users in special matchmaking where they can only play with other modded users

Networking - Easily send data across the network to sync data between clients

Installation

R2ModMan or Thunderstore Manager (highly recommended)

R2ModMan

  1. Go to the thunderstore page
  2. Click Install with Mod Manager

Thunderstore Manager

(if the above doesn't work for you, open up the Thunderstore App to do the following)

  1. Click Get mods/Online (whatever it happens to be called)
  2. Search for LC API
  3. Download it

Manual

  1. Go to the thunderstore page
  2. Click Manual Download
  3. Unzip files
  4. Navigate to 2018-LC_API-VERSION/BepinEx/plugins and copy the contents
  5. Find your BepinEx installation's plugin folder, by default it would be in steamapps: steamapps\common\Lethal Company\BepInEx\plugins
  6. Create a folder titled 2018-LC_API
  7. Paste the contents into that folder

DO NOT PLACE THE BUNDLES FOLDER IN THE PREMADE BepinEx/Bundles FOLDER! It must be in the 2018-LC_API folder.

If you did all of this correctly, it should load properly.

The resulting file structure should look like this:

BepinEx
├───Bundles
├───cache
├───config
├───core
├───patchers
└───plugins
    └───2018-LC_API
        ├───Bundles
        │   └───networking
        └───LC_API.dll

TODO

  • Picking up and dropping item events
    • Including Player.StartGrabbingItem, Player.GrabbingItem, Player.GrabbedItem, Player.DroppingItem, and Player.DroppedItem
      • The present-tense versions are cancellable, StartGrabbingItem, GrabbingItem and DroppingItem.
      • StartGrabbingItem exists for items that take time to pickup.
  • Using item events
    • For shovels, that's hitting
    • For boomboxes, that's activating music
    • etc. though this would all fall under one event probably just Item.Using or Item.Activating
  • Player begin and end moving events
  • Player crouch and jump events
  • Changing item event
  • Selling items event
    • Probably one for selling many items on the counter which will also call an event for each individual item being sold
  • Item spawning event
  • Enemy stuff is a bit further out, but here's some events that will be useful for them (as well as their past tense versions):
    • Spawning
    • Hurting
    • Dying
    • Attacking (when the enemy attacks a player)
    • There may be ones specific to some kind of enemy as well
  • Player.EnteringFacility and Player.LeavingFacility
    • With a bool for using fire escape