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Lutschlon-EverythingCanDieAlternative-1.1.1 icon

EverythingCanDieAlternative

Allows every enemy to be damageable / hitable / killable - configurable

Date uploaded 3 weeks ago
Version 1.1.1
Download link Lutschlon-EverythingCanDieAlternative-1.1.1.zip
Downloads 1731
Dependency string Lutschlon-EverythingCanDieAlternative-1.1.1

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
xilophor-LethalNetworkAPI-3.3.2 icon
xilophor-LethalNetworkAPI

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

Preferred version: 3.3.2

README

EverythingCanDieAlternative 1.1.1

This mod aims to make every enemy in the game killable with configurable hp. It aims to work with any modded weapon and any modded enemy.

  • You can of course also leave enemies immortal in the config to hit the right balance. An alternative version of the EverythingCanDie mod from TheFluff as it did not work for me with a few modded enemies.

  • I recommend using this mod with something like SellBodiesFixed as it handles the despawning of modded enemies' corpses. My mod does not deal with it.

Differences from Original Mod - No separate shotgun/melee weapon settings
- No Explosion Effects: Enemies simply die without explosion effects

Configuration

Start the game and host a lobby, then close the game and check out the configuration file in Thunderstore. For each enemy, you can configure:

  • .Unimmortal - Toggle if the enemy can be damaged (true/false) - Default is every enemy is killable
  • .Health - Set the enemy's health value, default is often 3 or 0(1) for modded enemies that are not meant to be killed
    • For reference: the shovel deals 1 damage, the vanilla shotgun either 2/6/10 based on distance, modded weapons work as well with their own stats


Everyone needs to have this mod installed for it to work

The config from the host is the only one that matters If everything is working properly

Known Issues

  • Hitting a Forest Giant or Old Bird with the cruiser does not kill them. I will test this further and work on a fix.

Found a bug? You can find me on my mod page:

LC Modding Discord My Mod Page

Credits

Based on the original EverythingCanDie mod from here: Thunderstore page and GitHub.
Thank you nyakowint.
ClaudeAI did the coding.
Thank you Henni for testing with me.

CHANGELOG

Version 1.1.41

  • Updated the SellBodiesFixed compatibility. The enemies Baldi and The Fiend will now spawn an item.
    Click for details The original SellBodiesFixed mod does not spawn an item for them. These enemies are currently hardcoded with power level 2 items, let me know if there are more enemies that dont spawn an item with the SellBodiesFixed mod and i add them.
  • Updated the default configuration so enemy health caps at 30, this should result in more consistent 1 shot kills when hitting an enemy with the LethalThings Rocket Launcher, this only effects new generated configs, you can still configure health to be higher

Version 1.1.40

  • Fixed Enemies not being able to kill each other like BaboonHawks vs EyelessDogs
    Click for details

    Thanks to SpinoRavenger for reporting it on Discord!

Hotfix 1.1.34 - Added SoftDependency for BrutalCompanyMinusExtraReborn

Version 1.1.33

  • Added beta compatibility for BrutalCompanyMinusExtraReborn by SoftDiamond
  • Updated default health configuration, enemies like Baldi will have 1 hp instead of 0 hp now
  • Updated ReadMe to better communicate mod compatibilities

Version 1.1.32

  • Updated the framework for mod compatibilities
  • Added beta compatibility for LethalHands by SlapItNow
  • Updated ReadMe with correct shotgun damage
    Thanks to ToastIsToasty for reporting it on Discord!
Hotfix 1.1.31 - Uploaded the correct files

Version 1.1.30

  • Fixed the creation of health configs, for not referencing original enemy hp but instead always defaulting to 3 hp
    Click for details

    Thanks to pxntxrez for reporting it on discord!

    This fix only takes effect when you delete your existing nwnt.EverythingCanDieAlternative.cfg file or during a fresh installation in a new modpack.

    Before this fix, enemies like Forest Giant would default to 3 hp, now they default to 38 hp like in the vanilla game. You can of course still configure them back to 3 hp or whatever you like to.

    The default configuration caps enemy hp at 38. You can still manually configure hp to be higher. Why is it limited? The enemy "The Fiend" is configured with 1000 hp, i dont think having an hitable enemy with 1000 hp is what someone expects when installing my mod. 38 is already way to much for the shovel or shotgun but eh, might change the hp cap later.

Version 1.1.20

  • Fixed dead enemies not despawning by adding a feature, that despawns dead enemies
    Click for details

    You can disable this feature in the new nwnt.EverythingCanDieAlternative_Despawn_Rules.cfg by setting EnableDespawnFeature to false.

    Why should you despawn an enemy? A Coilhead will just be froozen if dead if you dont despawn it, looks awful and is bad player feedback.

    Why should you NOT despawn an enemy? Enemies like Baboon Hawks have proper death animation and proper corpses that are fine to leave as is.

    You can configure for every mob if it should be despawned or not. For a couple of vanilla enemies with death animations it is defaulted to false.

    This feature is compatible with SellBodiesFixed and EnhancedMonsters.

Version 1.1.10

  • Fixed an error, where the enemies could only be hit on the first moon, but not on any moon afterwards in the same playthrough/sessionClick to see the error messageError setting up enemy: A variable with the identifier nwnt.EverythingCanDieAlternative.ECD_Health_1 already exists! Please use a different identifier.

Version 1.1.00

  • Fixed an issue that counted one hit two times
    Click for technical notes:

    The mod now uses the LethalNetworkAPI to bypass the vanilla games hit and health system. May this lead to unforeseen problems? Perhaps, i keep an eye on it.

    Vanilla Enemy health gets set to 999 for every enemy to not to worry about.

    This mod now uses its own health tracking system based on the network id of the enemy. When a client hits an enemy the hit gets networked to the host. The host is the only source of truth and keeps track of enemy health. This means clients will no longer see how much health an enemy has inside the log as this information gets not transmitted back. When an enemy reaches 0 hp of our own health tracking the host simply calls the base games methods for killing it. Some modded enemies dont seem to despawn properly, SellBodiesFixed fixes this.

    With the 1.0.1 approach i also ran into issues with killing some vanilla enemies at 1 hp instead of zero. This is now fixed too.


Click for Older Versions

Version 1.0.1

Fixes

  • Changed the hit detection for modded enemies that deviate from using the standard enemyAi system
    • Now properly works with Shrimp, CountryRoadCreature
    • Locker should work as well
    • Could work with a wider range of modded enemies now
    • The configuration for clients should work better as well now

Technical Improvements

  • Improved hit detection system to catch hits at network synchronization level
  • More robust handling of network ownership and client/server interactions
  • Better integration with the game's hit registration system
  • More logging

Version 1.0.0 (Initial Release)

Features

  • Makes any mob using Lethal Company's enemyAI system killable (this includes most modded enemies)

  • Configurable health values for each enemy

  • Robust fallback system for multiplayer edge cases

  • Despawn Issues:

    • Ghost Girl doesn't despawn when killed (needs more testing)
    • Herobrine and Football might have similar issues (untested)

Technical Notes

  • If client config fails to load while hitting a monster, the mod defaults to allowing enemy deaths (needs further testing on how to prevent it or on how big the issue actually is, but if the issue appears the mod will just allow the monster to be killable no matter what, the configured hp might be ignored)
  • More robust handling of edge cases compared to original EverythingCanDie mod
  • Less precise configuration (differentiate between shovel and shotgun) and no explosions on enemy death compared to original EverythingCanDie mod

Future Plans For Known Issues

  • Not planning to fix The Fiend or Locker (changed my mind, did try to fix it in 1.0.1)
  • Ghost Girl despawn issue will remain as is (i leave her at immortal anyway)
  • Investigating config synchronization between host and clients (works better as of 1.0.1)

Future Features?

  • None, this mods only purpose is to be a robust mod to allow the death of enemies with being able to configure their hp, i want to use this mod alongside SellBodiesFixed or Enhanced_Monsters or whatever mods reward you for going on the hunt

  • A word from Lutschlon: Hey, big thanks to nyakowint for having the original mod in an public github repository https://github.com/nyakowint/EverythingCanDie-LC/tree/main
  • As already mentioned in the readme, the creation of this mod was made possible thanks to using ai (sounds like iam putting an ad here lol). I use the pro version of claude.ai - i have no experience using chatgpt and only limited experience using copilot so i dont know if claude is the best or whatnot. So uhm what was i going to say... Iam not a programmer and only have a basic understanding of all of this. So if you are in the same shoes and you want to get into modding why not get assistance from ai. Have a good one fellas.