Control Company Detector
A fully configurable mod that gives you an in-game warning when a lobby host is using Control Company and can hide lobbies that use it
Date uploaded | 9 months ago |
Version | 2.2.0 |
Download link | JS03-Control_Company_Detector-2.2.0.zip |
Downloads | 2333 |
Dependency string | JS03-Control_Company_Detector-2.2.0 |
README
Description
A fully configurable mod that gives you an in-game warning when a lobby host is using Control Company and can hide lobbies that use it.
CHANGELOG
Version 4.0.3
- The Maneater has been added to the list of detectable enemies
Version 4.0.2
- The Barber has been added to the list of detectable enemies
Version 4.0.1
- The Butler has been added to the list of detectable enemies
- The dependency version for Lobby Compatibility has been updated to v1.1.0
Version 4.0.0
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Lobby Compatibility has been added as a dependency. This allows me to detect Control Company in a different and more reliable way, but it does require for the host to also have Lobby Compatibility installed. Don't worry though, the old detection method is still and will always be present, so if a host isn't using Lobby Compatibility but still has Control Company it will still use the old method
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The mod is now capable of sending a message in the game's chat if the host has Control Company, letting everyone in the lobby know. This feature is disabled by default
Note: The host's username will appear in place of [REDACTED]
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Detect enemy spawning can now disable itself if the host is using a mod that alters enemy spawning, just like Detect enemy spawning as host. This is only possible thanks to Lobby Compatibility
Version 3.3.8
- Using ControlCompanyFilter and Better Lobbies when lobby highlighting is disabled will move the "CONTROL COMPANY" text added by ControlCompanyFilter to the left
- Added a new config option that allows you to enable / disable lobby highlighting
- Added a new config option that allows you to change the color of highlighted lobbies:
Version 3.3.7
- Obunga has been added to the list of detectable enemies
Version 3.3.6
- Added a new config option to show / hide the [CC] prefix from lobbies that have Control Company. Challenge moon lobbies with Control Company will ignore this setting and always have the prefix
- Various minor code optimizations
- Fixed an issue that caused the mod to constantly send console logs when playing as a client
Version 3.3.5
- Fixed a critical issue that prevented the Detect enemy spawning feature to work as a client
Version 3.3.4
- Fixed an issue that caused the Code button from the Better Lobbies mod to be displaced in highlighted lobbies
Version 3.3.3
- Fixed an issue that caused the Join button to be displaced in highlighted lobbies
Version 3.3.2
- Lobbies that have Control Company will now be highlighted like so:
Version 3.3.1
- Detect enemy spawning now checks for the enemy type instead of the name. This makes it more reliable and fixes an issue previous versions had with modded enemies that would make them trigger it when they shouldn't have
Version 3.3.0
- The mod now adds [CC] in front of the name of a lobby that's using Control Company
- Added a new option that allows you to only show lobbies that have Control Company
- To prevent hosts abusing the Detect enemy spawning as host feature, the mod now forcefully disables that feature if they're using a mod that changes enemy spawn mechanics. They will also get an in-game warning informing them it has been disabled and which mod caused it. This warning can be disabled in the config under the Hosting section
- Detect enemy spawning as host is now enabled by default once again
- The in-game tip that was added in v2.1.1 when joining a friend's lobby has been removed
- Due to all of the changes mentioned above, the config has been completely restructured. I recommend deleting the old config after updating to this version
Version 3.2.2
- Detect enemy spawning as host is now disabled by default
Version 3.2.1
- To avoid any unnecessary accusations towards hosts who don't use Control Company, the "A [enemy name] has been spawned by a player" warning now only appears when you host a lobby
Version 3.2.0
- The mod is now able to detect if other players have spawned an enemy when you are the host
- The config file has been restructured
- 2 new config options have been added:
- Detect enemy spawning as host: Allows you to enable / disable the new feature. If you're going to use Control Company with this mod, consider disabling it, as keeping it enabled will make a message pop up on your screen when you spawn an enemy
- Detect Masked enemy spawning: Whether the mod can detect if a Masked enemy has been spawned by a player or not. Enabled by default, but I recommend disabling it if you or the host are going to use mods that alter the way Masked spawn
Version 3.1.2
- The Detect Enemy Control option has been renamed to Detect Enemy Spawning
- The message that pops up when an enemy has been spawned by a player now varies depending on if Control Company has been detected or not
Version 3.1.1
- Fixed an issue that caused players that get converted into masked enemies to be flagged as a controlled enemy
Version 3.1.0
- The Masked enemy has been added to the list of detectable spawneable enemies
- Minor code optimizations
Version 3.0.1
- Fixed some typos
Version 3.0.0
- The mod can now detect if the host is controlling an enemy indoors. This feature is enabled by default
Version 2.2.0
- The mod can now hide Control Company lobbies. By default this feature is disabled, but can be enabled in the config
Version 2.1.1
- Added a new in-game tip when joining a friend's lobby if the option "Ignore Friend Lobbies" is set to true
- Added a config option to show / hide said tip. By default it will be shown
Version 2.1.0
- Added an option that allows the mod to ignore lobbies created by your friends. By default this option is set to true
- The in-game tip now appears after 3.5 seconds instead of 4.5 seconds
- Fixed an issue that caused the in-game tip to also appear to the host of the lobby when using the mod
Version 2.0.0
Complete rewrite of the mod's detection logic.
- It no longer needs both parties to have LC_API installed to work
- Using Control Company and this mod together no longer causes any issues
Known Issues:
- The mod doesn't work when in LAN mode
Version 1.0.0
First release