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Evaisa-LethalLib-0.13.1 icon

LethalLib

Personal modding tools for Lethal Company

Date uploaded 10 months ago
Version 0.13.1
Download link Evaisa-LethalLib-0.13.1.zip
Downloads 344817
Dependency string Evaisa-LethalLib-0.13.1

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
Evaisa-HookGenPatcher-0.0.5 icon
Evaisa-HookGenPatcher

Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.

Preferred version: 0.0.5

README

LethalLib

GitHub Build Status Thunderstore Version Thunderstore Downloads NuGet Version

A library for adding new content to Lethal Company, mainly for personal use.

Features

Currently includes:

  • Custom Scrap Item API
  • Custom Shop Item API
  • Unlockables API
  • Map Objects API
  • Dungeon API
  • Custom Enemy API
  • Network Prefab API
  • Prefab Utils
  • Weather API
  • ContentLoader

Changes

See the changelog for changes by-version and unreleased changes.

Contributing

Fork & Clone

Fork the repository on GitHub and clone your fork locally.

Configure Git hooks & post-checkout

Configure the Git hooks directory for your local copy of the repository:

git config core.hooksPath hooks/

Alternatively, you can create symbolic links in .git/hooks/* that point to ../hooks/*.

Then re-checkout to trigger the post-checkout hook:

git checkout main

LethalLib.csproj.user

You will need to create a LethalLib/LethalLib.csproj.user file to provide your Lethal Company game directory path.

Template

<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
    <PropertyGroup>
        <LethalCompanyDir>C:/Program Files (x86)/Steam/steamapps/common/Lethal Company/</LethalCompanyDir>
        <TestProfileDir>$(APPDATA)/r2modmanPlus-local/LethalCompany/profiles/Test LethalLib/</TestProfileDir>
    </PropertyGroup>

    <!-- Enable by setting the Condition attribute to "true". *nix users should switch out `copy` for `cp`. -->
    <Target Name="CopyToTestProfile" DependsOnTargets="NetcodePatch" AfterTargets="PostBuildEvent" Condition="false">
        <MakeDir
                Directories="$(TestProfileDir)BepInEx/plugins/Evaisa-LethalLib/LethalLib"
                Condition="!Exists('$(TestProfileDir)BepInEx/plugins/Evaisa-LethalLib/LethalLib')"
        />
        <Exec Command="copy &quot;$(TargetPath)&quot; &quot;$(TestProfileDir)BepInEx/plugins/Evaisa-LethalLib/LethalLib/&quot;" />
    </Target>
</Project>

CHANGELOG

Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

LethalLib [0.16.1]

Fixed

  • Levels.LevelTypes.Vanilla now works for registering enemies and items on moons.

LethalLib [0.16.0]

Added

  • Version 50 moons were finally added to the LevelTypes enum.
  • LethalLib weathers now also get added to LethalLevelLoader moons.

Changed

  • Use TryGotoNext instead of GotoNext for StackFrame.AddFrames ILHook so it doesn't throw if sequence was not found due to another mod patching the method first (#74)
  • Added a reference to a ToString weather enum Hook (#81)

Fixed

  • RemoveWeather's first argument was named "levelName", now it is "weatherName".

LethalLib [0.15.1]

Fixed

  • Custom DungeonFlow registration has been disabled to prevent issues when using mod in current v50 beta versions.

LethalLib [0.15.0]

Added

  • LethalLib will now also register enemies and items for when LethalLevelLoader adds its moons.

Changed

  • customLevelRarities will now accept the original level name or the level name modified by LethalLevelLoader, meaning enemies and items can target a custom moon using either name

Fixed

  • Enemy and item spawn weights now get applied as one would expect
    • Levels.LevelTypes.All no longer overrides all spawn weights
    • Levels.LevelTypes.Modded now applies its spawn weights
      • this used to only apply its weight if customLevelRarities contained the level's name
    • customLevelRarities now applies its weights

LethalLib [0.14.4]

Fixed

  • Added various null checks to prevent crashes and to give better feedback to developers when using custom enemy API.

LethalLib [0.14.3]

Fixed

  • API for enemy registration with rarity tables works now.

LethalLib [0.14.2]

Changed

  • Added config option: Extended Logging.
  • Reduced the amount of logging LethalLib does by default.

LethalLib [0.14.1]

Fixed

  • Last update broke the network registry API 💀

LethalLib [0.14.0]

Added

LethalLib [0.13.2]

Fixed

  • Disabled decor was still showing in the shop, added some horrific hax to prevent this.

LethalLib [0.13.1]

Fixed

  • Map objects were being added every time a lobby was loaded, causing too many to spawn.

LethalLib [0.13.0]

Added

  • Ability to pass rarity dictionaries for registering enemies.
  • "Modded" LevelTypes flag

LethalLib [0.12.1]

Fixed

  • Reverted function signature changes for backwards compatibility reasons.
  • Readded some removed properties (These do not do anything now but they are there to prevent old mods from dying.)

LethalLib [0.12.0]

[!WARNING] Includes potentially breaking changes!

Added

  • Ability to pass rarity dictionaries for registering scrap items.

Changed

  • Cleaned up git repo slightly.
  • Internal changes to the way scrap items are added to levels.
  • When registering the same scrap item multiple times it will be merged with the previous ones.

LethalLib [0.11.2]

Fixed

  • (to verify) Issue with Terminal, where when a mod was disabling a shop item, all the shop items after it would mess up their orders.

LethalLib [0.11.1]

Changed

  • RegisterNetworkPrefab now checks prefabs to avoid registering duplicates

LethalLib [0.11.0]

Added

  • Module: PrefabUtils
    • Method: ClonePrefab()
    • Method: CreatePrefab()
  • Method: NetworkPrefabs.CreateNetworkPrefab()
    • Creates a network prefab programmatically and registers it with the network manager.
  • Method: NetworkPrefabs.CloneNetworkPrefab()
    • Clones a network prefab programmatically and registers it with the network manager.

Changed

  • Behaviour for Items module
    • When a scrap item is registered as a shop item, the LethalLib will now automatically create a copy and switch the IsScrap value.
    • When a shop item is registered as a scrap, the LethalLib will now automatically create a copy, assign sell values, set IsScrap to true, and add a scan node.

LethalLib [0.10.4]

Added

  • Additional error logging and prevented an exception when a custom dungeon RandomMapObject had an invalid prefab assigned.

Removed

  • LethalExpansion soft dependency as it caused more issues than it was worth.

LethalLib [0.10.3]

Added

  • Soft dependency to LethalExpansion which might help compatibility(?)

Fixed

  • Fixed custom dungeon generation breaking because of Lethal Company update.

LethalLib [0.10.1]

Fixed

  • Fixed issue with Ragdolls system where ragdolls got registered multiple times.

LethalLib [0.10.0]

[!WARNING] Includes potentially breaking changes!

Added

  • Save system patch which attempts to keep the items array in the same order, so that items don't change when you load an old save after mods have updated.
    • This will likely break all existing saves.
  • Intellisense comments to all API functions.
  • Method: Enemies.RemoveEnemyFromLevels()
  • Method: Items.RemoveScrapFromLevels()
  • Method: Items.RemoveShopItem()
  • Method: Items.UpdateShopItemPrice()
  • Method: Unlockables.DisableUnlockable()
  • Method: Unlockables.UpdateUnlockablePrice()
  • Method: Weathers.RemoveWeather()
  • Method: MapObjects.RemoveMapObject()
  • Method: MapObjects.RemoveOutsideObject()
  • Added Module: ContentLoader
    • This acts as an alternative way to register content, abstracting some extra stuff away such as network registry and asset loading.
  • Added Module: Player
    • Method: RegisterPlayerRagdoll()
    • Method: GetRagdollIndex()
    • Method: GetRagdoll()