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KarmaOne
Adds a fixed version of the Karma-1 rifle from MoreItems mod from LeoLRKarmaOne — Karma-1 Railgun for Lethal Company v73/v80
Standalone rebuild of the Karma-1 railgun from LeoLR's MoreItems mod, updated for LC v80 and LethalLib 1.2.0.
Configuration
Config file is generated at first run inside your BepInEx config folder:
BepInEx/config/karmaone.karma1.cfg
| Section | Key | Default | Description |
|---|---|---|---|
| Shop | Purchasable |
true |
Adds the gun to the terminal shop |
| Shop | Price |
700 |
Shop price in credits |
| Combat | Damage |
100 |
Damage per shot (players have 100 HP, so 100 = one-shot) |
| Combat | UsesPerCharge |
2 |
Full shots per battery charge |
| Combat | ShotCooldown |
5.0 |
Seconds the gun must cool down after firing before it can be charged again |
| Charging | ChargeTime |
2.0 |
Seconds to hold [Use] before the scope goes green and the gun can fire |
| Charging | FireWindow |
0.9 |
Seconds the gun stays in the green fire window before overcharging (only relevant when OverchargeEnabled is true) |
| Overcharge | OverchargeEnabled |
true |
If true, holding past the fire window explodes: damages holder, drains battery, enters cooldown. If false, the fire window lasts indefinitely with no penalty |
| Battery | RegenInterval |
30.0 |
Seconds between each passive battery regen tick. Set to 0 to disable passive regen entirely |
| Battery | RegenAmount |
10 |
Percentage of battery restored per regen tick (1–100) |
| Physical | WeightLbs |
31.5 |
Weight of the gun in lbs. Vanilla reference: Shotgun = 19 lbs, Jetpack = 52 lbs |
Gameplay
- Hold [Use] to charge. Scope indicator colours:
- Dark → ready
- Bright green → in fire window, release now
- Orange/red → danger zone, about to explode
- Release in the green window to fire a hitscan shot
- Overcharging past the red threshold triggers an explosion — damages you and drains the battery entirely
- Battery regens over time, or recharge instantly at the ship charger
Changelog
2.0.2
- Fix: Item no longer detaches from hand vertically after TooManyEmotes emotes
- Fix: SMR bone nulling moved before base.Update() for robust transform-following
- Fix: LateUpdate re-parents to localItemHolder when model-swapped by emotes
2.0.1
- Fix: Gun no longer breaks after shooting modded monsters (shoot flag + try-catch)
- Fix: Friendly fire now works for host (always uses DamagePlayerFromOtherClientServerRpc)
- Fix: Incorrect playerThatHit parameter corrected
2.0.0
- Complete backend rework — fixed for reliable multiplayer support
1.0.0
- Initial release