Easyidle123-Easyidles_Gameplay_Additions icon

Easyidles Gameplay Additions

Addon to Easyidle's Quality moons introducing new moon-related features.

Last updated 2 months ago
Total downloads 1262
Total rating 2 
Categories Modpacks Misc Server-side Equipment
Dependency string Easyidle123-Easyidles_Gameplay_Additions-1.1.3
Dependants 0 other packages depend on this package

This mod requires the following mods to function

loaforc-FacilityMeltdown-2.4.7 icon
loaforc-FacilityMeltdown

Maybe taking the apparatus out isn't such a great idea...

Preferred version: 2.4.7
mrov-WeatherTweaks-0.4.6 icon
mrov-WeatherTweaks

Tweaks the weather system to make it more random.

Preferred version: 0.4.6
Fredolx-MeteoMultiplier-1.1.3 icon
Fredolx-MeteoMultiplier

Multiplies scrap value and/or amount by current weather. Bug-fixed and open-source version of WeatherMultiplier with new features

Preferred version: 1.1.3
zealsprince-Malfunctions-1.8.2 icon
zealsprince-Malfunctions

Adds random malfunctions to the ship and intends to improve the core game loop with interesting new events.

Preferred version: 1.8.2
MoonJuice-BuyRateSettings-1.3.2 icon
MoonJuice-BuyRateSettings

In-game alerts, jackpots, min/max, randomizer, last day rates

Preferred version: 1.3.2
sfDesat-Celestial_Tint-1.1.11 icon
sfDesat-Celestial_Tint

Adds new visuals when in orbit

Preferred version: 1.1.11
veri-ShipWindows-2.0.4 icon
veri-ShipWindows

Adds glass windows to the drop ship so you can see outside.

Preferred version: 2.0.4
Sigurd-CSync-3.1.1 icon
Sigurd-CSync

Configuration file syncing library for BepInEx.

Preferred version: 3.1.1
NotAtomicBomb-TerminalApi-1.5.2 icon
NotAtomicBomb-TerminalApi

A Terminal Api

Preferred version: 1.5.2
xilophor-LethalNetworkAPI-2.1.6 icon
xilophor-LethalNetworkAPI

A library/API to allow developers to easily add networking to their mods.

Preferred version: 2.1.6
Evaisa-LethalLib-0.15.0 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 0.15.0

README

Easyidle's Gameplay Additions

This modpack is designed to add gameplay features that will make each run to a moon feel different, as well as encouraging travel to different moons. I recommend pairing it with modded moons for the best experience.

This modpack can be used as an addon to Easyidle's Quality Moons.

ShipWindow and CelestialTint

These two mods add a few purchaseable ship windows and an absolutely gorgeous view of orbit when in space. The ship windows are useful when landed to see threats outside the ship, and to look inside before going in.

Buy Rate Settings

Alters the Company's buying rates through alerts and jackpots, encouraging players to strategize their selling tactics for improved gameplay.

  • Key Features:
    • Dynamic adjustments to buy rates with potential for high-reward alerts.
    • Encourages strategic planning in resource selling.

Facility Meltdown

A mod that triggers a meltdown sequence within the facility when the apparatus is removed. Escape the moon before things go critical.

  • Introduces the Geiger Counter costing 90 credits, used to locate the apparatus.
  • Adds a "reactor health" terminal command to see how long until the autopilot ship will leave.

Malfunctions

This mod introduces a variety of malfunctions that add unpredictable challenges and require quick adaptation from players. These malfunctions affect different systems of the ship, ranging from navigation to power supply, each with its unique consequences and required countermeasures.

List of Malfunctions (Spoilers!)

  • Route Table Offset / Navigation Malfunction:

    • This malfunction appears after the ship goes back into orbit. It overwrites all routing commands and steers the ship to a random moon at no cost. No information about the moon or the weather is given to the players forcing them to possibly go on a tough expedition.
    • A warning is given after the ship enters orbit. The terminal routing will be blocked until the ship leaves the rerouted planet.
  • Atomic Misalignment / Teleporter Malfunction:

    • This malfunction causes teleporters to become temporarily disabled during an expedition.
    • It has a high chance of happening moments after landing but can also happen over the course of an expedition at a random moment. A warning after triggering is given to all players.
  • Electromagnetic Disturbance / Communication Malfunction:

    • This malfunction causes the communication and map systems to fail during an expedition. Teleporters are still functional but target players at random. Use with caution.
    • Ship terminal and map displays are either disabled immediately or after a random interval. Walkie talkies lose functionality as well. A warning after triggering is given to all players.
  • Hydraulics Jam / Lever Malfunction:

    • This malfunction causes the ship to broadcast a message stating the manual hydraulics are about to fail, blocking the lever at a certain time until the autopilot takes off.
    • The malfunction triggers randomly between 12pm and 4pm but gives players a 3 hour warning to decide whether they want to stay or take off before failure.
  • Crackdown Protocol / Door Malfunction:

    • This malfunction causes the ship to go into a lockdown, causing the door to remain closed until 10pm. The door controls are disabled as well.
    • The malfunction triggers randomly over the course of a day if it's active. A warning after triggering is given to all players.
  • Core Surge / Power Malfunction:

    • This malfunction causes the ship to lose power to all its primary systems.
    • This means batteries cannot be recharged, doors can't be closed, the map can't be used, players can't be teleported, and the terminal remains disabled. Furthermore, there might not be enough energy left to take off with only the emergency autopilot being the last option.
    • This is the worst type of malfunction. To add onto that, no warning is given with this malfunction. The only solution to restore power is to use the remainder to launch back into orbit, possibly only through the autopilot reserves.

Malfunction Probabilities

  • Over 2 in-game weeks of each 4 days, there's about a 25% chance of encountering a malfunction by default.
  • Malfunctions are entirely random
  • Back-to-back malfunctions are rare but possible, with a likelihood of less than one percent.
  • If a specific type of malfunction occurs, it cannot be triggered again the next day.
  • A penalty system doubles the chance of a malfunction if bodies are not recovered, making malfunctions a significant risk but relatively rare by default.
Malfunction Probabilities Per-Day (Spoilers!)
  • Navigation: 7.5%
  • Teleporter: 7.5%
  • Distortion: 5.0%
  • Door: 3.0%
  • Power: 1.5%

Passed Days

Malfunctions are designed to not overwhelm players early in their runs. Each Malfunction can only happen after a certain number of days have passed.

Days before a Malfunction can happen (Spoilers!)
  • Navigation: 3 days (Week 2)
  • Teleporter: 11 days (Week 4)
  • Distortion: 3 days (Week 2)
  • Door: 7 days (Week 3)
  • Power: 11 days (Week 4)

WeatherTweaks

Modifies weather chances to be more dynamic and sensible (Stormy will be more likely to cause a Flood the next day for example)

  • Implements an advanced weather selection system.
  • Ensures weather synchronization among players.
  • Strongly decreases the chance of repeat weather.

Uncertain Weather

  • Some weather forecasts will be uncertain, giving a chance to be wrong ("Stormy?", "None?")
  • Some forecasts will be a 50/50 between two weather types ("Stormy/Flooded", "None/Eclipsed")
  • Adds "UNKNOWN" forecast

MeteoMultiplier

Modifies scrap value based on weather

  • Scrap value and quantities are affected by weather, with worse weather giving more and better scrap
  • Changes apparatus value based on current weather.
  • Make sure to check compatibility with LethalUtilies

Image credit

The icon for this modpack was commissioned to my friend Hi I'm Micah. He does great work, huge thanks!