Lethal Company
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AlliedDefenses

Hijack the facility's defenses from the ship terminal and turn them against the monsters. A hijacked turret, mine or spike trap becomes allied: it stops targeting players and goes after the enemies instead. Then spend your team's credits on upgrades, and deploy a carryable Defense Beacon that protects you out in the field — even against the enemies you can't kill.

Author: Remilulz_91 — © 2026 Remilulz_91, all rights reserved.

⚠️ Multiplayer: EVERY player must install this mod (same version). It adds synced behaviour, so it won't work if only the host has it. Playing solo/host is fine.


Terminal commands

Type these at the ship computer. The keyword ally is configurable (see the config).

Command What it does
ally Show the short command list (same as below).
ally <id> Hijack one defense by its id, e.g. ally U9. The id is the same code you'd use to disable that turret/mine/spike (the one on the radar map).
ally turrets List every turret on the level and its id.
ally mines List every mine on the level and its id.
ally spikes List every spike trap on the level and its id.
ally upgrades Show all upgrades, their level, effect and next cost, plus your credits and save mode (see below).
ally upgrade <id> Buy the next level of an upgrade with ship credits, e.g. ally upgrade turretdamage.
ally upgrade reset Reset all upgrades back to level 0.
ally beacon Buy the Defense Beacon (one-time), or re-deliver a lost one for free.
ally help Explain how the mod works (also ally info).
ally config Show the current settings, read live from the config.

What ally upgrades shows

The command prints your credits, the save mode, then every upgrade with its current level, its effect at that level, and the cost of the next level. Example:

ALLIED DEFENSES - UPGRADES
------------------------------------
Credits: 500
Save mode: kept through game over

duration     Lv 0/10  (60s allied)             next: 120 cr
turretdamage Lv 0/15  (1 dmg/shot)             next: 100 cr
turretrange  Lv 0/8   (30m detect)             next: 100 cr
mineradius   Lv 0/6   (4m radius)              next: 90 cr
sanity       Lv 0/5   (off (Ghost Girl))       next: 150 cr
neutralize   Lv 0/5   (off (Coil-Head))        next: 200 cr
seismic      Lv 0/5   (off (Earth Leviathan))  next: 180 cr
muffle       Lv 0/5   (off (Eyeless Dog))      next: 160 cr
beacon       Lv 0/1   (not owned)              next: 175 cr
haul         Lv 0/5   (47 lb carry)            next: 90 cr

Buy with 'ally upgrade <id>'.

Upgrades are team-wide: bought once from the shared ship credits, every player in the lobby benefits (levels are synced to everyone, and players who join mid-game get the current levels). The cost of each level scales up the more levels you already own.


Upgrades reference

id Effect per level Max Base cost
duration +20s to how long a hijack stays allied 10 120
turretdamage +1 turret damage per shot to enemies 15 100
turretrange +5m turret enemy-detection range 8 100
mineradius +1m allied-mine trigger radius 6 90
sanity Ghost Girl counter-play: bleeds your hidden insanity while near an allied defense/beacon, so she targets/escalates on you less (radius + rate grow per level) 5 150
neutralize Coil-Head counter-play: an allied turret watching a Coil-Head freezes it; higher levels keep it frozen longer after the turret loses sight 5 200
seismic Earth Leviathan (sand worm) counter-play: while near an allied defense/beacon the worm can't target you (radius grows per level) 5 180
muffle Eyeless Dog counter-play: noises made inside the radius are silenced, so the (blind) dogs don't hear you 5 160
beacon Unlocks the Defense Beacon (this is what ally beacon buys) 1 175
haul Lowers the beacon's carry weight, so you move faster while carrying it (≈47 lb → ≈16 lb) 5 90

Level 0 means off for the counter-play auras (sanity, neutralize, seismic, muffle) — buy at least level 1 to enable them.


The Defense Beacon

Outside, around the ship, there are no turrets or mines — so the counter-play auras had nothing to anchor to. The Defense Beacon fixes that.

  • Buy it once with ally beacon (costs BeaconPrice, default 175 credits). It's delivered to the ship. Bought once, never re-paid; if it's ever lost, ally beacon re-delivers one for free.
  • It's a two-handed prop (a fancy lamp): carry it out into the field (you can't hold anything else and you move slower), and set it down wherever you need cover.
  • Wherever it sits, it acts as an allied-defense anchor, so the sanity / seismic / muffle auras work around it — out by the sand worm, near the dogs, wherever.
  • A magenta ring on the ground shows the current aura radius. It also appears on the ship monitor (radar map) when the camera is looking near the beacon.
  • The haul upgrade makes it lighter to carry.

The beacon is inert on purpose — it hides/deters, it does not shoot.


Allied defenses (turrets, mines, spikes)

  • Allied turret — stops shooting players and fires on the nearest visible enemy in range. Shows a green laser toward its target; its light turns green so you can spot it.
  • Allied mine — no longer explodes under players; it detonates only when an enemy steps close. Green light while it's on your side.
  • Allied spike trap — no longer crushes players; still slams down on enemies underneath.

On the radar/monitor, an allied defense's code turns blue (not the game's green "active" / red "disabled"), with a live countdown of how long it stays allied. Hijacks last a set time (60s by default), then the defense turns hostile again.


Configuration

Settings live in BepInEx/config/Remilulz_91.AlliedDefenses.cfg (created on first launch). ally config shows the live values in-game.

[General]

  • HijackCommand = ally — the terminal keyword.
  • HijackDuration = 60 — seconds a defense stays allied (0 = unlimited).

[Targeting]

  • EnemyDetectionRange = 30 — turret enemy-detection distance (m).
  • MineTriggerRadius = 4 — allied-mine detonation radius (m).
  • IgnorePlayersWhenAllied = true — allied defenses never hurt players (recommended).

[Economy]

  • HijackCreditCost = 0 — credit cost to hijack a defense (0 = free).
  • TurretEnemyDamage = 1 — base turret damage per shot (before turretdamage).
  • EnableUpgrades = true — enable the buy-with-credits upgrade system.
  • UpgradePersistence = Persistent — Persistent keeps upgrades forever (survive death AND game over); PerSave ties them to the save slot (wiped on a game over).

[Beacon]

  • EnableBeacon = true — enable the carryable Defense Beacon.
  • BeaconPrice = 175 — one-time cost.
  • BeaconRingOnMonitor = true — also draw the radius ring on the ship monitor.
  • BeaconRingColorHex = FF2DD0 — ring colour (magenta), a colour the map doesn't use.

[Visuals]

  • ColorAlliedDefenses = true — tint allied defenses (laser/light + radar code).
  • AlliedColorHex = 00FF00 — in-world allied colour (green).
  • RadarAlliedColorHex = 1E90FF — radar-map allied colour (blue).

Install

Easiest with r2modman (or any mod manager): select Lethal Company, install AlliedDefenses, and BepInEx comes along. Launch with Start modded.

Make sure every player in the lobby has the mod, same version.


License & Copyright

© 2026 Remilulz_91. All rights reserved.

You may download, play, and contribute to this mod (issues, pull requests). You may not claim authorship/ownership of it or its code, or redistribute it as your own work, without the author's permission. The mod remains credited to and owned by Remilulz_91.

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