Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
EverythingCanDieAlternative
Allows every monster / enemy to be damageable / hitable / killable - with in game configuration menu - now with health bars
| Date uploaded | 4 days ago |
| Version | 1.1.80 |
| Download link | Lutschlon-EverythingCanDieAlternative-1.1.80.zip |
| Downloads | 1726 |
| Dependency string | Lutschlon-EverythingCanDieAlternative-1.1.80 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305xilophor-LethalNetworkAPI
A library/API to allow developers to easily add networking to their mods.
Preferred version: 3.3.3README
EverythingCanDieAlternative 1.1.80
This mod makes every enemy in the game killable with configurable HP. It aims to work with any modded weapon and any modded enemy.
- Easily configurable via in game configuration menu
- You can configure the enemies health or leave enemies immortal to achieve the right balance, you can also disable my mod for enemies if you want to 100% preserve their original behaviour
- This mod removes dead enemies' corpses (configurable and compatible with mod-drop mods)
- You can activate enemy health bars as well
Differences from Original Mod
- No separate shotgun/melee weapon settings
- No Explosion Effects on death
- An alternative version of the EverythingCanDie mod from TheFluff as it did not work for me with a few modded enemies
Configuration Menu
- Start the game > host a lobby > quit the lobby > check out the EverythingCanDieAlt menu or the .cfg files
- You can enable preview images for some enemies (may spoiler you!) - not all enemies have preview images
- Search for specific enemies by their name or just scroll through the list
Killable Spring with 3 health

🔴 Further configuration examples
Make an Enemy Immortal

Disable ECDA For An Enemy

Global Settings
- Tweak some ECDA specific rules (the default is what i consider most useful)
- Activate and configure the health bar (the default is Off, remember to turn it on to use it!)
- Do bulk configuration if needed

🔴 Click to see example images from the health bar
Enemy Health Baris set toBothfor these images, default isOffHide Health Bar for full HP Enemiesis set toNofor these images, default isYes- These are the different Health Bar sizes:

- This is the maximum Health Bar range from
ClosetoMediumtoFarshown from above and shown from POV:


- The config menu can be hidden / shown from the main menu with
LethalConfigor inside thenwnt.EverythingCanDieAlternative.cfgunderEnableConfigMenu - Many Global Settings can be configured in
LethalConfigwhile being inside a live round, the health bar can be configured on the fly without any issues, changing any of the rules isn't tested and mileage may vary - Everyone needs to have this mod installed for it to work
Mod Compatibilities
I implemented some compatibilities for popular mods. Let me know if you have any issues with said mods, as testing all of them is not possible for me alone.
| Compatibility implemented | Seem to work out of the box | Incompatible |
|---|---|---|
| SellBodiesFixed | Enhanced Monsters | EnemyHealthBars |
| LethalHands | MoreCounterplay | |
| BrutalCompanyMinusExtraReborn | FairAi | |
| Hitmarker | DeathAnimations - Remove corpse should be adjusted | |
| LethalMin | ||
| HexiBetterShotgunFixed | ||
| Natural selection |
Report Bugs
Found a bug?
- Join the LC Modding Discord 2. Let me know in 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.
Thanks to everyone providing feedback on Discord.
Click for help for the .cfg files (old)
For each enemy, you can configure:
nwnt.EverythingCanDieAlternative.cfg
.Unimmortal- Toggle if the enemy can be damaged (true/false) - Default is every enemy is killable.Health- You configure the enemy's health value completely to your liking- For reference: the shovel deals 1 damage, the vanilla shotgun either 1/3/5 based on distance, cruiser deals 12 damage at high speed, modded weapons work as well with their own stats
EnableConfigMenu- Toggle if the configuration menu should be shown in the main menuEnableInfoLogs- Toggle if info logs should be logged in the consoleShowEnemyImages- Toggle if preview images should be shown in the configuration menuProtectImmortalEnemiesFromInstaKill- Toggle if enemies should be protected from instakill effects when they are configured to be immortal, might get bypassed by other modsAllowSpikeTrapsToKillEnemies- Toggle to decide if the vanilla spike traps should be able to kill enemies
nwnt.EverythingCanDieAlternative_Despawn_Rules.cfg
.Despawn- Toggle if the model of the enemy should get forced to despawn after its deathEnableDespawnFeature- Master Switch to disable the despawn functionality as a whole if you encounter any problems with it
nwnt.EverythingCanDieAlternative_Enemy_Control.cfg
.Enable- Set to false to deactivate this mod for specific enemies to preserve their original health/hit behavior
CHANGELOG
1.1.80
- Added a feature to show a health bar above enemies, the healtbar is NOT shown by default, its settings are found in the
Global SettingsunderHealth Bar(more info can be found in the ReadMe) - Added beta compatibility for NaturalSelection by Fandovec03
Click for details
Enemies like Blob and Spider can now damage other enemies, iam not sure if every interaction is working properly yet
Thanks toSpinoRavengerfor reporting it on Discord! - Updated the Configuration-UI to better display different
Global Settings, the UI can now also be closed by pressing ESC - Updated ReadMe
1.1.71
- Recompiled for V81 with updated dependencies
- Optimized some under the hood systems for better performance
1.1.70
- Improved the
Search enemiessearch bar in the configuration ui, to also find enemies based on their in-game scan name. This works dynamically with all vanilla and modded enemies. The scan-name will also be displayed in the config ui. This should make finding enemies easier.Click for examples
Spring can now also be found by searching Coil-Head, RADMECH can now also be found by searching Old Bird, and so on. - Added a global setting
Mute dead enemiesdefault set toYesClick for details
If set to 'Yes', enemies corpses that are not despawned will be silenced. Helpful for enemies like Old Bird or Spore Lizard.
Thanks toSamanthafor reporting it on Discord! - Added a global setting
Set ALL Enemies corpses to:with the optionsDespawnKeepfor bulk configuration if needed - Added 19 preview images to the config UI, may spoiler you and your friends of how enemies look like so use with caution
1.1.68
- Fixed a harmless error message inside the logs that occurs when starting multiple lobbies without restarting the game in between
Click to see the error message
Error creating network messages: System.InvalidOperationException: A message with the identifier nwnt.EverythingCanDieAlternative.ECDA_HitMessage already exists! Please use a different identifier. - Fixed scrolling in the enemy list in the configuration menu
1.1.67
- Added a global setting
Set ALL Enemies to:with the optionsAffectedUnaffectedKillableUnkillablefor bulk configuration if needed - Fixed a bug, that didn't properly allow the user to configure if an enemy should be affected by the mod
- Reduced log spam when opening the UI
- Updated ReadMe with more images
1.1.66
- Added a global setting
Protect Old Birds (alias Rad Mech) from their own rocketsdefault set to 'Yes'Click for details
- If set to 'Yes', Old Birds will be protected from damage caused by their rocket explosions. They won't damage themselves or other Old Birds.
- This will have the side effect that Old Birds cannot be damaged by running into real landmines.
- Before this update Old Birds would constantly die to their own rockets, for this old behaviour set the setting to 'No'.
- This works with FairAi, meaning FairAI will not deal damage to Old Birds if set to 'Yes' - Updated ReadMe
Click for details
Help with the .cfg files got moved to the bottom of the ReadMe.
1.1.65
- Added beta compatibility for HexiBetterShotgunFixed by Entity378
Click for details
Shotgun pellets now deal damage to enemies
1.1.64
- Added beta compatibility for LethalMin by NotezyTeam
Click for details
Pikmin now deal damage to enemies, respecting the ECDA settings - Updated the wording inside the UI to better reflect what the despawn setting actually does, it removes the corpse when an enemy dies
1.1.63
- Overhaul of the core hit and health mechanics, aimed to lessen lagspikes in the exact moment an enemy is spawning or hit
- Updated health and damage system to allow for decimal values, e.g. LethalHands will now properly deal 0.5 damage instead of 1
- Updated maximum configurable health to 999 instead of 100
- Updated how the ECDA config menu gets inserted into the main menu, due to a very niche error that stopped the config menu from being inserted
Click for details
Thanks toMegomanfor reporting it on Discord!
The issue occurs when UsefulZapGun tries to add an item to its configuration list, which includes an illegal character. Like "Mario's Boombox" from CastleGrounds. This scenario crashes the MenuManager.Start method, which is (was) needed to insert the ECDA config menu - LessLogs now doesn't require a game restart anymore
- Updated the SellBodiesFixed compatibility. The enemy
Nancywill now spawn an item when killed - Added 9 preview images to the config UI, may spoiler you and your friends of how enemies look like so use with caution
1.1.62 (unreleased) - Updated the mod from .Net v4.7.2 to netstandard2.1
1.1.61
- Updated how
.Unimmortal = falseeffects gameplay - it will now set the games internalcandievariable for the enemy to false, this will prevent them from getting killed by insta-kill causes - Added a global setting
Should immortal enemies be protected from insta-kill effectsClick for details
If set to NO, an immortal enemy will be able to die to insta-kill effects, if you want to preserve how the mod worked before 1.1.61 you will need to set it to NO
- Updated ReadMe
1.1.60
- Fixed that some enemies don't despawn after getting killed by a spike trap
Click for details
Thanks to
Tomatobird8for reporting it on Discord! - Added a "Global Settings" button to the configuration ui for settings that affect all enemies
- Added a global setting
Allow spike traps to kill enemies
1.1.59 - Fixed that preview images were not displayed in the ui... again
1.1.58 - Mod tested for V71, updated ReadMe
1.1.57 - Fixed that preview images were not displayed in the ui
1.1.56
- Added preview images for 46 enemies to the config UI. Is toggled off by default, may spoiler you and your friends of how enemies look like so use with caution
Click for details
- Should help users understanding what name refers to what actual enemy.
- The preview images are screenshots I made and edited. If I didn't make a screenshot for that enemy no preview will be shown. - Updated nearly all info log entries to be hidden when
EnableInfoLogsis deactivated
1.1.55 (unreleased) - Backend stuff, updated ReadMe, network messages are now prefixed with ECDA instead of ECD
1.1.54 - Fixed Hitmarker compatibility being detected when using SellMyScrap from Zehs
1.1.53
- Added beta compatibility for Hitmarker by Zehs, not tested in a multiplayer session, let me know if you encounter any problems
Click for details
- The death hitmarker will now be displayed correctly
1.1.52
- Added a configuration menu to the games main menu
Click for details
- Can be deactivated insidenwnt.EverythingCanDieAlternative.cfg>EnableConfigMenuor inside LethalConfig or inside the menu itself.
- Changes inside the menu take effect immediately
- Configuration will be updated when starting a lobby now, you don't need to restart your game for the changes inside the UI to take effect - Added
EnableInfoLogstonwnt.EverythingCanDieAlternative.cfgClick for details
- This will suppress nearly all of the info logs as of 1.1.56, may help against lag spikes
1.1.51 (unreleased) - First UI-Config implementation
1.1.50
- Fixed that some enemies like
Light EaterorSCP682will not die after their configured HP reach 0Click for details
- Added a more forceful way of removing enemies that resist the vanilla kill method- This approach should be robust for any future enemies as well
- Updated how
.Unimmortal = falseeffects gameplay - it will now give enemies 999 vanilla HP, this won't save them from instakillsClick for details
Hitting such an enemy will not trigger the EverythingCanDieAlternative hit processing, this is unchanged from earlier patchesBefore this patch, enemies would revert to vanilla HP values, you can make enemies use vanilla values by setting
.Enable = false - Updated the SellBodiesFixed compatibility. The enemies
Light EaterandSCP682will now spawn an item
1.1.43
- Added beta feature, that allows you to deactivate my mod for specific enemies if you want to preserve their original behavior
Click for details
Inside the configuration filenwnt.EverythingCanDieAlternative_Enemy_Control.cfgyou can setEnemy.Enable = falseand my mod will let the vanilla game handle health, hits etc.This can be useful if specific enemies have built-in hit/health/death mechanisms that you want to preserve.
1.1.42
- Updated the SellBodiesFixed compatibility. The enemies
SCP3166(Gorefield) andRabbit?will now spawn an itemClick for details
The original SellBodiesFixed mod does not spawn an item for them. These enemies are currently hardcoded with power level 2 and 1 items. By the way, I have no clue what mod adds the Rabbit enemy or if it even spawns naturally.
1.1.41
- Updated the SellBodiesFixed compatibility. The enemies
BaldiandThe Fiendwill now spawn an itemClick 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 don't spawn an item with the SellBodiesFixed mod and I'll 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
1.1.40
- Fixed Enemies not being able to kill each other like BaboonHawks vs EyelessDogs
Click for details
Thanks to
SpinoRavengerfor reporting it on Discord!
Hotfix 1.1.34 - Added SoftDependency for BrutalCompanyMinusExtraReborn
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
1.1.32
- Updated the framework for mod compatibilities
- Added beta compatibility for LethalHands by SlapItNow
- Updated ReadMe with correct shotgun damageThanks to
ToastIsToastyfor reporting it on Discord!
Hotfix 1.1.31 - Uploaded the correct files
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
pxntxrezfor reporting it on Discord!This fix only takes effect when you delete your existing
nwnt.EverythingCanDieAlternative.cfgfile 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 don't think having a hittable enemy with 1000 hp is what someone expects when installing my mod. 38 is already way too much for the shovel or shotgun but eh, might change the hp cap later.
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.cfgby settingEnableDespawnFeaturetofalse.Why should you despawn an enemy? A Coilhead will just be frozen if dead if you don't 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.
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/session
Click to see the error message
Error setting up enemy: A variable with the identifier nwnt.EverythingCanDieAlternative.ECD_Health_1 already exists! Please use a different identifier.
1.1.00
- Fixed an issue that counted one hit two times by redoing the whole health and hit system with LethalNetworkAPI
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 the own health tracking the host simply calls the base games methods for killing it. Some modded enemies don't 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
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
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
- Big thanks to nyakowint for having the original mod in a public github repository to allow the community to expand on it 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 claude.ai (sounds like I'm putting an ad here lol). Have a good one fellas.