Lethal Company
You are viewing a potentially older version of this package. View Latest Version
Install with App

Details

Date Uploaded
2 years ago
Downloads
809
Size
583KB

Modpack Version: 1.0.0 | Release Date: 3/25/2025 | 175 Mods

Is this modpack for you?

(say yes 🥺)

Theme: Serious and Spooky

This modpack retains a vanilla feel while adding an absurd amount of content. Unless in designated fun zones, there is to be no tomfoolery and shenanigans!

*References to other works are present and assimilated

Difficulty: Lethal but Fair

There are many new ways to die, both dumb and reasonable! There should be counterplay to most things, and at worst you can stat check everything with some effort and upgrades.

Progression: Balanced and Rewarding

Progression is centered around Magic Wesley's moon pack and malco's Late Game Upgrades. It is configured to take a decent amount of time, but feel fun and realistic.

Replayability: Exciting and Random

There is tons of new content (new moons, new interiors, and new scrap!), but much of it is situational or rare. Every playthrough should feel a little different!

Teamwork: Better with Friends

The world is unforgiving, and having some meat shields friends to help fulfill quotas and purchase upgrades will lower the difficulty. (More people makes for sillier moments)

Cosmetics: Fashion and Furniture

The ship is upgraded to be more epic with two (2) stories and more cool with permanent furniture. Feel a little more cozy after a long day of extraction in your favorite suit (not included, must be purchased separately).

Configurability

To speed up the pace of progression, halve all LateGameUpgrades prices and change sale percentage to 50% chance. However, much of the gameplay content is carefully balanced and probably intended (unless bug-related).

Compatibility

Installing other mods may have unintended (neither cool, nor epic) consequences. Cosmetic mods will probably okay.

Known Issues and Incompatibility

These are some issues my friends and I have encountered during our playthroughs. I have added and updated mods as we played, so some of these may not happen anymore and new issues may have arisen. Please see the Suggestions and Reports section.

I also understand that asking developers for some of these fixes or changes can be unrealistic, but it's good for documentation and if it happens to be easy, then that would be nice. Also, some of these things I could probably discover with some more testing but I'm kind of lazy.

Major

  • Some crazy random desyncs, varying in unplayability, etc.
  • People will sometimes fall through the floor (quite randomly, cannot pinpoint why or how).
  • WeatherRegistry by mrov
    • When I inject weather by planet tag, does it inject twice?
    • Even though I blacklisted Snowfall weather from $volcanic, it still appeared on Lecaro. Maybe blacklisting tags doesn't work, or some other issue?
    • I would like to use weather-to-weather weights, but do I have to list every weather's weights because they will otherwise default to zero, or will it only change the ones I list (which is what I want)?
  • CentralConfig by SillySquad
    • Similarly, when I inject interiors/scrap using tags, will it inject them multiple times? Assuming so, does it only use the highest value (like how there is an option for enemies), or is it additive(unwanted)?
    • Hazard spawn configuration would be nice, but I think they said it would be difficult for them since they need to hardcode the names
    • When moon enemy lists update, I have to either manually reset to default values then readjust by removing or adding the enemies I wanted, or I have to deal with it being outdated. This is most annoying with mods that don't let me zero the enemy values by default (SCP966, SCP1507, and StandaloneBlindPup) or if I want to add just a few enemies to very specific moons (most moons have their default enemy lists untouched). It would be nice if there was a value/string like "default" I could use that uses the moon's default, then I could just do like "default,SirenHead:100". Probably would have to manually adjust the ones that I need to remove like BlindPup though.
    • Other features I wanted as I was configging but I forgor 💀
  • Wesleys Moons by Magic_Wesley cannot be seen on the terminal by players other than the host. For some reason, this is inconsistent as well.
  • WeatherTweaks by mrov special weathers may or may not follow the level blacklist that their base weathers follow. Not really sure.
  • The game freezes everytime I close it, and I don't know why.

Other

  • SCP966 and SCP1507 by ProjectSCP have their spawn weight values injected incorrectly on custom levels. Even if I have it set to zero in the mod's configuration file, they will still show up on non-vanilla moons. -SCP1507Alpha doesn't spawn SCP1507 regular flamingos. Did I do something wrong?
  • StandaloneBlindPup by Autumnis has no configuration file to adjust spawn weights, so I can't zero them by default.
  • ScarletDevilMansion by Alice configuration value for the painting event spawn list doesn't seem to do anything (it kind of just spawns whatever it wants)
  • Wesleys Moons by Magic_Wesley
    • Baboon ducks throw errors on spawn (but otherwise seem okay)
    • Grand Armory is hated by my friends for being notoriously empty and difficult to find scrap. I'm okay with it though, maybe I should decrease the dungeon size?
  • SirenHead by Ccode_lang sometimes picks up people instantly as it spawns, also it spawns really abruptly (maybe it should sort of "grow" like a tree?)
  • CodeRebirth by XuXiaolan
    • Outside enemy AIs are broken for some reason (I haven't tested if it's an issue with the modpack or standalone).
    • Biome spawn chance value apparently doesn't do anything because they just always spawn even at 6% chance.
    • I would like hazards to be dungeon specific.
    • I got flung by a crate mimic and the game broke (I departed with the ship and it said I was still on a moon). May need further testing.
  • Rats by Snowlance
    • Causes some crashes (I think) when I enable rat nests. Also, I want them to be dungeon-specific, and they're way too common with default values (I don't really understand spawn weight curves).
    • No option to disable items entirely
  • Locker by zealsprince is a great enemy but it gets stuck a bit too often on obstacles/walls. Especially notable on Slaughterhouse interior.
  • Herobrine by Kittenji could use a list to match display names to Minecraft names since I think everytime a modpack would be updated, the value would reset to whatever the host uses, right?
  • Nasked enemies from one of the Slaughterhouse mods by Nikki are either broken or incompatible with Mirage/LethalIntelligenceExperimental
  • Biodiversity by super_fucking_cool_and_badass_team Ogopogo and Vermin enemies do not work (they just don't register in the spawning system or something, I don't know).
  • Lategame Upgrades by malco
    • Protein Powder upgrade doesn't synergize with items from other mods and with LethalHands.
  • Farming and Cooking Mod MelanieMelicious by MelanieMelicious food values are seen as zero by people other than the host (inconsistent)
  • DMCA songs from TooManyEmotes still play even with the option set from LethalEmotesAPI.
  • UniversalShipLaunch by mixbom only works after host has started the ship once.
  • SmilingCritters by Nuclear_Fox configuration value for Registration method cannot be List, or scrap doesn't even register.
  • How do I get enemies to spawn on Gordion naturally? Is it possible?
  • NavMeshInCompany by Kittenji
    • Somewhat incompatible with LethalCasino and it doesn't extend completely to the edge on the opposite side (left).
    • I tried artificially spawning Masked, but they wouldn't. I haven't tried mask conversion.
  • Chameleon by ButteryStancakes
    • Still shows apparatus value even with the configuration value set to False. Probably a conflict with another mod.
    • Does Gordion and March aesthetic weather conflict with actual weather? Somehow, I never noticed throughout my playthroughs.
  • LethalEmotesAPI by Gemumoddo I would like to remove because of the double emote wheel and no effect on DMCA songs from TooManyEmotes. Not sure if this is a soft-dependency, though.
  • Matty Fixes by mattymatty BadgeFixes value should be true or false (because of BetterEXP)?
  • So when you are in the save file screen, does the Crew Size value do anything? It always just resets to 12, and it seems it follows MoreCompany's setting regardless

Mods I would like to add

  • LethalIntelligenceExperimental by VirusTLNR: May cause a lot of lag in multiplayer for people other than host.
  • LC Shrimp by Piggy: Probably will cause errors.
  • RandomEnemiesSizes by Wexop: Very cool mod that fits the RNG-aspect of the modpack, but it conflicts with some mods (most notably, Trite from Wesley's Moons breaks).
  • AlwaysHearActiveWalkies by Suskitech: You ALWAYS hear active walkies, no matter where they are or if you're dead. I may have just configured this mod incorrectly.
  • LethalInternship by Szumi57: Silly mod, but interns cannot die to LethalPlaytime enemies.
  • Sentinel Mod by Aubarino: Cool enemy, but absolutely no configuration file. It still spawns even with no injection from CentralConfig, which is the worst part.
  • ProblematicPilotry by windblownleaves: Funny concept, but unbalanced with foggy moons (which I already hate) and it sometimes pushes you out of the ship while departing from a moon because it flys into terrain.
  • GeneralImprovements by ShaosilGaming: I tried this awhile ago, and it seemed to have some conflicts. I don't use half the features in this mod anyway, so I probably wouldn't add it anymore.

Thanks to:

  • The game and mod creators, for making this a possibility
  • My friends, for helping me with playtesting and shenanigans
  • You guys, for reading this far! (and hopefully your continued support 😄)

FAQs

  • Q1: So what's actually in the modpack?

  • A1: Too much to list. Honestly, just check the mod list, and you'll get a rough idea.

  • Q2: Can my computer run this modpack?

  • A2: I don't know, but whoever has the best computer in the world should probably host.

  • Q3: Why your modpack?

  • A3: Because it's epic and cool (?) and I tried very hard :)

  • Q4: Can I modify your modpack as I like?

  • A4: Do what you want.

  • Q5: Will you be updating this consistently?

  • A5: If this gets a lot of attention, possibly. I like the way the modpack is though, and changing it could break it even further. I will absolutely make changes that fix the game since I will have more fun playing it and less pain figuring out why something broke. If anyone appreciates the modpack and wants to help me maintain it, send a message. (you can find the modpack in the Lethal Company Modding Discord)

  • Q6: My game broke, what do I do?

  • A6: If it's not frozen, usually resetting the lobby (quitting and rehosting) will do. I recommend having at least weekly backups for saves as well.

Planned Features

Likely

  • Chameleon Interior.Mineshaft configuration
  • Better scrap injection, scrap value balancing
  • 2 Story Ship navmesh regen whitelist update (do I even have to do this if I don't have anything in the blacklist and Regenerate navmesh is true?)
  • ScarletDevilMansion by Alice spawn weights for Maid and Butler, since I'm not sure how they interact with CentralConfig's value. I might just only use the steal percentage from SDM configurations and use CC to inject.
  • New moon packs?

Unlikely

  • SCP914 recipe values (if I really get into it lol)
  • Contribution items for upgrades from LGU (would have to be done after I fully customize scrap)

Suggestions and Reports

Feel free to report any issues you encounter ONLY if you don't change any important configuration values or add/remove any mods. I may or may not be able to do anything about it anyway, and if I can we'll see.

If you have any suggestions, like for balancing, etc., also feel free to tell me, but I like the way the modpack is (when bugless and intended). I also don't understand some mechanics/configurations so if it seems like I did something dumb, tell me 👍

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.