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SillySquad-CentralConfig-0.6.6 icon

CentralConfig

Nerd mod for configuring (almost) EVERYTHING.

Date uploaded 3 weeks ago
Version 0.6.6
Download link SillySquad-CentralConfig-0.6.6.zip
Downloads 216
Dependency string SillySquad-CentralConfig-0.6.6

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
Sigurd-CSync-5.0.1 icon
Sigurd-CSync

Configuration file syncing library for BepInEx.

Preferred version: 5.0.1
IAmBatby-LethalLevelLoader-1.2.4 icon
IAmBatby-LethalLevelLoader

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v50 Compatible)

Preferred version: 1.2.4
Evaisa-LethalLib-0.15.1 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 0.15.1

README

CentralConfig is a mod for Lethal Company designed to help organize and set config values in one place. Initially intended as a backup for when/if LLL removes its config, it now includes numerous requested functions and miscellaneous fixes for the base game and LLL.

The mod currently focuses on moon and dungeon settings but I have plans to add settings for enemies, scrap, and adding enemies, scrap, and dungeons to moons based on the moon's tags.

Usage

When you open the game with the mod, only the broad settings will be generated. This is a two step process:

  1. Initial Setup: You can blacklist or whitelist elements (moons/dungeons) from being modified by the mod and choose which groups of settings you want to configure. (Modify this after first launch)

  2. Reboot Required: After choosing your settings, reboot the game and enter a lobby. This will generate and apply the config section for each individual element. (You can now set the rest of the config when you close out)

If you close the game without opening a lobby, you may notice orphaned entries. This is not a concern; they will be applied when you next open a lobby, and current values will remain unchanged.

The mod generates these config sections late to pull current values from other configs and have "the final say."

Configuration Options

Moon Config

Enable General Overrides? - Allows altering basic properties like route price, risk level, and description for each moon.

Enable Scrap Overrides? - Allows altering the min/max scrap count, the list of scrap objects on each moon, and a multiplier for individual scrap item values.

Enable Enemy Overrides? - Allows altering the max power counts and lists for enemies on each moon (Interior, Nighttime, and Daytime).

Enable Trap Overrides? - Allows altering the min/max count for each trap on each moon. (I have to add support for modded traps manually.)

Enable Weather and Tag Overrides? - Allows altering possible weathers for, and adding (not removing or editing) tags to each moon.

Enable Misc Overrides? - Allows altering miscellaneous traits such as hidden/unhidden status, locked/unlocked status, time existence, time speed multiplier, and if time should wait until the ship lands to begin moving.

Dungeon Config

Enable Overhauled Dungeon Generation? - Enabled by default; changes dungeon generation to hopefully prevent any loading failures caused by a large multiplier. Testing has shown no issues, but this is a complex mechanic.

Enable Dungeon Size Overrides? - Allows altering the min/max dungeon size multipliers and the size scaler. Also allows setting the dungeon size multiplier applied by individual moons.

Enable Dungeon Selection Overrides? - Allows altering the dungeon selection settings by moon name, route price range, and mod name.

Misc

Enable Fine Overrides? - Allows altering the fine for dead players, the reduction to the fine for recovering bodies, and if you want the fine value to be proportional to the players (if half the lobby is dead, you will be fined half of the fine amount). The company has its own fine values (No fines there by default).

Miscellaneous Fixes

Dungeon Generation: Enhanced dungeon generation to prevent tile placement failures, even with extremely large dungeons (e.g., vanilla facility and Wesley's toystore at 1000x size). Note: Dungeons still break if too small to have a main entrance.

Quota Deadline: Days until the quota deadline are now unaffected by the day speed.

Notes

This mod heavily relies on LLL, so only moons and dungeons supported by LLL will function, scrap and enemies that use LLL work.

LethalLib scrap loads but doesn't appear in the scan command, LL enemies work perfectly.

The mod uses Csync for all entries, this should hopefully prevent config desync.

If you find any bugs it will be faster to tell me on discord tbh.

Tips are always appreciated <3 <3 <3 <3 <3 https://ko-fi.com/impulsivelass

CHANGELOG

0.8.5

  • Completely reworked the dungeon generation change setting, refer to readme.

  • Added enemy/scrap injection by current dungeon.

  • Reorganized and streamlined the injections from weather, tags, and dungeons. They run in that order and always replace enemies before adding new ones.

  • Rewrote some config entries to be more consistent and comprehensible.

  • Added checks to all injections to prevent missing dictionary key errors when blacklisting stuff.

0.8.0

  • Added weather settings!! This allows you to add/replace enemies (day, night, inside), add scrap, multiply the scrap count, and multiply the scrap values when a moon has this weather.

  • Added replacing enemies by tag. So instead of say adding in say DriftWoodGiant:100, you can do ForestGiant:DriftWoodGiant and that would instead remove the forest giant and input the DriftWoodGiant with the same rarity.

  • Added setting under _Enemies_ that when true, removes duplicate enemies from list and keeps the highest. For example after tags and/or weather all add the same enemy you will only have one entry for it. If the list has Flowerman:69,Flowerman:34,Flowerman:75,Flowerman:2 then only Flowerman:75 will be kept.

  • Changed the moon specific scrapValueMultiplier to be *= so it stacks with other modifiers for the value.

  • Moon tags are now registered if either adding enemies or scrap by tag are enabled.

  • Fixed misc typos.

  • Read through all the loggings and only now have the ones I think are important, people can understand, and aren't super wordy.

0.7.5

  • Adding setting that if enabled, renames Celest to Celeste.

This allows it to be distinguished from Celestria correctly in the config.

0.7.1

  • After the tag injections are put in, duplicates are removed and the higher rarity entry is kept

0.7.0

  • Added tag configs, allows you to add enemies and/scrap to any moons that have that tag.

  • Added dungeon injection by tag under the dungeon selection config

  • Added two new moon settings under moons:

  • Free Them increases the enemy caps from 20 to 127 and makes interior enemies spawn on the hour instead of only every other hour.

  • Scale Enemy Spawn Rate essentially makes the speed at which enemies spawn be multiplied by (configEnemy Power/originalEnemy Power) (for all three groups of enemies).

0.6.6

  • Visiting the company early no longer spents a day.

  • Removed the verbose dev logging I accidentally left in.

0.6.5

  • The day is now moved even if the currrent level is timeless.

0.6.4

  • Finally fixed time, now I count how much timeuntildeadline has been decreased during the day and subtract the remainder of the day at the end. This works as long as other mods do not change the actual length of hours or number of hours.

0.6.3

  • Time fixes are not applied if misc moon settings are disabled

0.6.2

  • Rewrote time entirely, the timeuntildeadline is no longer undated every second but is instead reduced by 1 in game day worth of time when the day passes to the next

0.6.1

  • Fixed time again I hope

0.6.0

  • Added fines under the misc config tab: You can set the fine amount and the fine reduction for bringing back bodies The company building has its own values for those There is also a setting that if true, makes it so that the fine amount resembles 100% death, if only half of the players die, it will be half of the fine amount (then reduced further by the insured reduction).

0.5.8

  • The bunker is now granted retries as well. This should be fixed on their end soon as it has to do with the RATS.

0.5.7

  • The time fix is now always enabled, this should fix the Quantum Warp upgrade from LGU and the same setting in LLL.

  • CozyOffice and Black Mesa are granted retries as they do not always load correctly first attempt.

0.5.6

  • Hopefully fixed time this time? It it now decreased a second a second, if WaitForShipToLand is true for the moon, it doesn't decrease for the first 20 seconds (enough time for the ship to land)

0.5.5

  • Moved the processes from the start match lever to the hanger door, this fixes some incompats.

  • Sector-0 has 10 attempts to load now, this should almost guarantee loading success.

  • Refactored the config cleaner, now it accurately checks if it is ready to clean.

  • Config Aider is now a singleton

0.5.4

  • Weather is now randomized on the first day

  • Unsure if the dungeon was randomized the first day but it definitely will be now.

0.5.3

  • Fixed weather desync.

  • Default weather list no longer has None duplicated sometimes.

  • Fixed interior seed desync, (and made the interior selection safer just in case).

  • Apparatus should be fixed as a result (think that is a side effect of the interior seed desync).

0.5.2

  • When grabbing the default values for lists, entries with a rarity of 0 are omitted.

  • Cleaned up prefixes to immediately return the original method if the related setting is false.

  • Rewrote the whole MoveGlobalTime method again so that time should move the same still but timeUntilDeadline should now be calculated the same as vanilla (just not time speed multiplier dependent).

  • The scrap value multiplier is divided by 2.5 to make it correctly 1:1 with vanilla values.

0.5.1

  • Added the mod oops

0.5.0

  • First Version