LCGoldScrapMod
Add 50 gold versions of scrap and 20 store unlockables!
Date uploaded | a week ago |
Version | 2.0.4 |
Download link | SimonTendo-LCGoldScrapMod-2.0.4.zip |
Downloads | 5870 |
Dependency string | SimonTendo-LCGoldScrapMod-2.0.4 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
COMPANY-MANDATED MESSAGE:
Listen up, employees! The Company has very important news to share!
Due to another series of earthquakes across all moons, remnants of mining activities have shaken loose and revealed scrap items covered in a golden coating. The Company suspects excavators had found gold in the region, and celebrated the occasion by turning their wares into golden versions.
These golden variants are EXTREMELY VALUABLE, effectively doubling the selling value of the original item. So, needless to say, the Company expects ALL employees to return with as many of these golden items as possible. However, as an aside, our risk analysis team does stubbornly keep saying these golden items are also more dangerous, because the gold coating would make the items at least 1.5 times heavier, and due to gold being a conductive metal, but do NOT let this deter you from your scrap-collecting contract!!
That is all for this message. We hope you stay a great asset to the Company.
The Mod
Introduction:
Ready to dive back into the facility to push for even higher quotas?
This mod adds 50 rare gold versions of scrap that greatly reward you for managing to bring them back to the ship. These items will be very rare on easy moons, but appear more often on paid moons and be worth much more than average scrap! Sell them at the first next deadline to get a ton of extra spending cash, or save them up for later once the quotas get tough to stay in the game and earn your keep for the Company.
You can then use this massive amount of money on 20 new unlockables to make your life easier, which can be found in the terminal's new Gold Store. All items have information available on them, by typing its name + info (for example, "golden glove info") into the terminal, so don't be afraid to find your new favorite tool, furniture, or even ship upgrades!
But don't expect the journey to be easy, as the added weight and lightning-prone nature of gold scrap will add an extra layer of challenge...
Customization
Want more control over the rarity and value of gold scrap?
- Head to the mod manager's Edit config > LCGoldScrapMod.cfg > Edit Config.
- Select whatever moons you want gold scrap to appear on and how rare and valuable you want them to be, under the category Customization.
- The category Modded Moons allows you to customize the gold scrap spawn rate on moons added through mods.
- And the Other category has some extras to add more variety to your game or lobby.
- Enjoy!
Creation:
- Most recent version: v2.0.4
- This mod is constantly on my mind, so I make tons of changes and fixes to try to improve the overall quality of the mod.
- Patch notes can be found in the Changelog.
- This mod first released as a v0.9.0 Test Release, to get feedback and fix final bugs.
- v1.0.0 to v1.7.3 of this mod then included 30 gold scrap items, 5 store items, and tons of bugfixes and changes, which I will try to list in a History page on this mod's Thunderstore Wiki page.
- And now, v2.0.0 brings the totals up to 50 gold scrap items, 20 store items, and probably more bugs for me to fix hoorayy. But regardless of that final point, I strongly recommend you to upgrade to the latest version, to see as much of this mod as possible.
- Personally speaking, the creation of this mod's first version was a giant 2-month rollercoaster of me literally just learning how C# works, with ups and downs and thrills and fears and joys and long evenings. I'm super happy with the result, and I hope you'll enjoy it too!
- And on another personal note, the creation of v2, despite theoretically introducing fewer scrap items, was another massive 5-month journey. I primarily used it to learn much more about Unity and how to code and design and texture and animate and make new sounds, so you'll probably see a lot of weird wacky experimental ideas, and again, I hope you'll enjoy all these items too!
Known issues:
I will also move the Known Issues to this mod's Thunderstore Wiki page, which you should be able to find on the online Thunderstore page of the mod. I'll either add a link to the page here as soon as the page is live, or get rid of this section to save space.
Credits:
Since there are too many people who have helped in the making of this mod, both v1 and v2, I will move the list of all credits to a separate Wiki page. Still, I would like to list the most important figures I would like to thank here, as I am very glad for the help and continued support:
- Big props to Zeekerss, seriously. After having to dissect Lethal Company and how it works so much for this mod, I have come to greatly respect what he has delivered with this game, and it's taught me more game design than my college ever has over the past 5 years.
- A big thank-you to all my friends who supported me in the making of this mod, helped test it, and have given feedback about what they liked and hoped for with this mod. These wonderful people have been especially helpful in (play)testing the mod from v1.9.0 forward, and their positive reactions to the new features have made some of the most difficult yet favorite items in v2 possible, so this mod would not be as big of a love-product had it not been for their continued willingness to help me out! <3
- Once again thank you to the Lethal Company Modding Wiki and HarmonyLib for all the guides, tools, and all their other work that made developing this mod possible for someone as new to programming as me. And I also want to thank Evaisa for creating LethalLib and UnityNetcodePatcher as this mod would have never gotten off the ground had these tools not been available.
- I would like to give a special thanks to the people who have reached out to me over Discord to share bugs, error logs, and other problems such as balancing. Some things wouldn't have been found, had it not been for them bringing these issues to my attention. So, again, thank you, and feel free to keep sending me error logs, as I want to ensure this mod keeps working for as many people as possible for as long as possible.
- And thank you for checking out or even downloading this mod!
CHANGELOG
v0.9.0
- Test Release
Release
v1.0.0
- Full Release
- Changes and Fixes:
- Added first version of GoldStore to terminal
- Massive balance overhaul to spawn rate of gold scrap
- Should be more common on later moons, less on earlier moons
- Fixed lighting bug that made gold scrap appear pitch-black
- Prevented bug that terminal would not scan for scrap
- Apparently already an issue in the vanilla game? Works more reliably now
- Implemented UnityNetcodePatcher to use on Netcoded GameObjects
- Made various minor adjustments to fix bugs and improve performance
v1.0.1
- Made changes to Gold Nugget:
- Lightning can now strike newly bought Gold Nuggets
- Fixed bug that Gold Nugget would not be in terminal when entering lobby for second time
- Gold Nuggets no longer count towards collected scrap and employee rank
- Educated our Gold Nugget appraisers so they work slightly faster
- Added answer to terminal's LCGoldScrapMod Help Page explaining compatibility with beta releases
v1.1.0
- Added Bronze Suit and Silver Suit to the GoldStore
- Gold Nugget value has been rebalanced
- Made small changes in preparation for big optimization update in v1.3.0
v1.2.0
- Added option to Config file: Custom Terminal Scan
- Lets you choose between this mod's custom terminal scan (which works decently), or the vanilla LC scan (which might sometimes break)
- Fixed various minor bugs
v1.3.0
- Updated mod to changes made in v50
- Slightly increased spawn rate of gold scrap
- Massive overhaul to code:
- Removed dependency on custom LCGoldScrapMod SaveData
- Figured out how to look for the models upon joining the lobby, meaning it will always load the assets straight from the vanilla game
- Note: The Config option [Load and Save] is therefore also deprecated. If you go to Thunderstore's Edit Config > LCGoldScrapMod.cfg and still see [Load and Save] without any description, I suggest deleting LCGoldScrapMod.cfg, that will fix it
- Might also save performance, as it does not need to reserve extra memory for this data
- Updated terminal's LCGoldScrapMod Help Page to reflect this
- Made references to terminal's data more flexible
- Should hopefully make it more future-proof and prevent bugs, should things change in the original terminal
- Removed dependency on custom LCGoldScrapMod SaveData
v1.4.0
- Gold scrap can now appear on all moons
- Including new content added in v50
- And the spawn rate of gold scrap on Offense and March is finally fixed. It appears LethalLib didn't register half the items on half the moons, meaning some items weren't in the list of scrap at all
- Removed dependency on LethalLib and HookGenPatcher as it caused the above issue, mod works fully independently now
- Fixed various minor bugs
v1.4.1
- Following its inspiration, I had a bit too much fun messing around with the bell...
- But it is now actually a useful tool for communication!
- However, because I now count it as a tool, rather than 'normal' scrap, I have lowered its spawn rate on free moons
v1.4.2
- Patch aimed at balancing and bugfixing where possible
- Tweaked spawn chance of gold scrap:
- Spawn chance on Experimentation has been brought down
- Spawn chance on mid- to late-game moons is more evenly spread
- Tweaked weight of some gold scrap:
- Gold scrap that originated from scrap without any weight or very little weight is now about 10 lb heavier, to offer more challenge for the reward they give
- The weight of some two-handed gold scrap has also been brought up, unless it was already significantly heavy
- Tweaked GoldStore unlockables:
- Fixed placement interactible of Golden Throne
- Added silly version of Gold Nugget
- Tweaked spawn chance of gold scrap:
v1.4.3
- Tweaked Jacob's Ladder
- It should now finally display correctly, regardless of who is holding it or if it is pocketed
- Bulb now turns light and dark depending on its power
- Slightly decreased weight and increased range
- Tweaked Config option [Replace Sound Effects]
- Added sounds for Gold Sign
- Added jump audio to Bronze Suit, Silver Suit, and Gold Suit
v1.4.4
- Moved some code so gold scrap syncing happens on all players, not just the lobby host
v1.4.5
- Tweaked Jacob's Ladder
- Battery life has been increased by 20 seconds
- Mimimum value has been slightly increased
- It can now cast shadows, and thus should no longer shine through walls
- Unless you really push up against a wall, but since this is also an issue with flashlights in the vanilla game, I am choosing to let this slide
- Tweaked Bronze Suit, Silver Suit, and Gold Suit so they are extra visible to the person wearing them
- Made final minuscule tweaks to spawn chance of gold scrap
v1.5.0
- Further decreased spawn chance of gold scrap on earlier moons, and further increased spawn chance on later moons
- Fixed compatibility issues that would occur in combination with specific BepInEx configurations
- One of the BepInEx options, if left on its default value, would clash with a method I was using to make certain actions happen on a delay.
To circumvent the issue, I no longer use that method, but just change the moment my own actions are called. - Sorry for this problem, I was completely unaware that this was even happening behind the scenes. Since I have reorganized the order of code that caused the problem, it might mean you could see very small discrepancies with v1.4.5, but everything else should function the same after going to any level for the first time.
- And I am counting this as a minor update, rather than a patch, as this should hopefully resolve problems large amounts of people might have been facing, given that BepInEx is a dependency for this mod. Again, my apologies.
- One of the BepInEx options, if left on its default value, would clash with a method I was using to make certain actions happen on a delay.
v1.6.0
- Implemented adjustable settings and compatibility with custom moons
- Added 8 Config options across 2 categories
- All the options listed below use the lobby host's selected values
- Adjustments:
- [Selected Moons]
- Will determine which vanilla Lethal Company moons gold scrap can spawn on, simply by typing their names, All, or None.
- By default set to All
- [Minimum Value Multiplier]
- Will determine the lowest random value of gold scrap, by multiplying the original item's minimum value by this amount.
- By default set to 2.5
- [Maximum Value Multiplier]
- Will determine the highest random value of gold scrap, by multiplying the original item's maximum value by this amount.
- By default set to 2
- [Rarity Multiplier]
- Will determine the spawn chance of gold scrap on vanilla Lethal Company moons.
- By default set to 3
- [Weight Multiplier]
- Will determine how heavy gold scrap is by multiplying the original item's weight, or custom-made weights, by this amount.
- By default set to 1.5
- [Selected Moons]
- Modded Moons:
- [Modded Spawn Enabled]
- If true, gold scrap can spawn on moons added through mods.
- By default set to true
- [Modded Spawn Rarity]
- Will determine the spawn chance of all gold scrap on modded moons.
- By default set to 1
- [Modded Minimum Cost]
- Will determine the minimum value that a modded moon needs to cost to travel to for gold scrap to be able to spawn there.
- For example, setting this to 500 will spawn gold scrap on modded moons that cost 500, 700, 1000 etcetera, but not on moons that cost 499, 250, 100, or are free.
- By default set to 0
- Will determine the minimum value that a modded moon needs to cost to travel to for gold scrap to be able to spawn there.
- [Modded Spawn Enabled]
- Added 8 Config options across 2 categories
- Completely reworked layout of Edit config's LCGoldScrapMod.cfg
- This will undoubtedly look weird in the mod manager, so I recommend deleting LCGoldScrapMod.cfg under Edit config and opening the game again with the mod active. This will fix it and use all the new Config options.
- Other bugfixes and changes:
- Added backwards compatability with pre-v50 versions of Lethal Company
- Slightly tweaked the default values of gold scrap now that they can be changed through the config options above
- Gold scrap can no longer be grabbed before the game has started, as the weight-syncing would otherwise introduce bugs
- Updated the terminal's LCGoldScrapMod Help Page with this update's new information
- The terminal won't scan for gold scrap if the current moon cannot spawn gold scrap, based on the config options above
- Added Customization paragraph to readme, introducing config options listed above
- Fixed tiny discrepancy with GoldStore suits that could happen at the very start of the game, introduced by the previous update
- Gold scrap gets registered slightly earlier, to hopefully fix a bug of them not being found, without breaking existing references
- Got rid of some redundant code and cleaned up loose ends to prepare for compatibility with future mods of mine
v1.6.1
- Fixed bug of that Gold Nugget did not have corresponding sales value, which would halt gameplay if the game tried to put it on sale
v1.6.2
- Fixed bugs that would pop up in larger modpacks:
- Checks for item assets are now more flexible, so gold scrap should more consistently use the original item's models
- Fixed Gold Nugget item sales values conflicting with other mod's item sales values, by moving the moment they're registered into the store
- Set default value of config [Other Scan Command] to false
- Again, I recommend deleting this file if it looks weird, so it will fix itself the next time you play
v1.6.3
- Fixed bug of GoldStore unlockables not being loaded upon joining the lobby
v1.7.0
- Added Config option [Other Tools Balance] to Other category
- By default set to false
- Turning this option to true will make 10 gold scrap with special uses for gameplay or sound not get struck by lightning anymore, but each item will get an item-specific penalty
- Golden Airhorn: can't be spammed anymore
- Gold Register: can't be ka-ching'd anymore
- Golden Horn: can't be heard from far away anymore
- Purified Mask: can't be put on anymore
- Golden Bell: the range enemies can hear this item from is doubled
- Golden Glass: can't be looked through anymore
- Gold Sign: the item's weight doesn't follow the Stop Sign's weight anymore, but the Yield Sign's
- Comedy Gold: everyone's favorite sound effect has been taken out of rotation
- Jacob's Ladder: battery life has been reduced by 25%
- G.O.L.D.: is now significantly louder
- Conductivity appears to depend on the host's settings, but the penalties listed above are client-side
- To be clear, my recommendation is to NOT change this option away from false. The option is there to fit modpacks where tools do not attract lightning, but I think it undermines the challenge that gold scrap was made for, which is why I introduced penalties as alternative "challenges"
- Fixed bug that Golden Airhorn and Golden Horn could be heard from anywhere in the world
- Increased default battery life of Jacob's Ladder by 10 seconds
v1.7.1
- Minor tweaks:
- Spawn chance of gold scrap on Adamance is higher, given the planet's difficulty for retrieving heavy items
- Gold scrap can again be picked up immediately when loading into a lobby, unless its base-game counterpart can't either
- The Golden Bell's vanilla drop sound now simulates the Brass Bell's randomized pitch
- Increased the range of the Jacob's Ladder light, and reduced its brightness
- Very slightly decreased average value of Gold Nuggets
- Fixed bug that Gold Nuggets would drastically increase your weight upon being dropped
- Updated assembly reference to v56
v1.7.2
- Updated mod to work with v61
- This should fix some game-breaking bugs preventing people from loading into a lobby
- On top of that, there is still backwards compatibility to play with pre-v60 versions of the game
- Made minor tweak to Jacob's Ladder data's name that appeared to cause issues in conjunction with another mod
v1.7.3
- Implemented more checks to hopefully prevent errors if specific data can't be found
Expansion Update
v2.0.0
Update aimed at expanding the amount of gold versions of scrap and adding more buyable items to the Gold Store to incentivize collecting gold scrap, as well as having these scrap- and store-items introduce some all-new functionality while optimizing the code from v1.
Additions, changes, and fixes:
- Added 20 new Gold Scrap, bringing the total up to 50
- These items generally are based on items from and more frequently appear on paid moons, to make traveling there more rewarding
- Added 15 new Gold Store items and unlockables, bringing the total up to 20
- The Terminal's Gold Store page will list all upgrades and cosmetics, and regular buyable items will show up in the normal Store as well
- Since there are so many new unlockables, I strongly recommend starting with a clean save file, as unlockables from previous runs could have been saved with the same ID's as the newly added gold unlockables, meaning you could have lost stuff you unlocked in previous runs
- Added functionality to some items from v1.0.0
- 5 old items now have an extra twist to make them more challenging or more rewarding
- Added two cool new non-item related extras
- Added 4 more [TOP SECRET]
- And even a new [REDACTED]
- Configs:
- Added Config option [Other New Sounds]
- When true, the Golden Glove will use new items recorded and edited by me, otherwise they will reuse regular Lethal Company sounds
- I made these to try to learn audio design, and am content with them, but they're not perfect so feel free to turn them off
- By default set to true
- When true, the Golden Glove will use new items recorded and edited by me, otherwise they will reuse regular Lethal Company sounds
- Added Config option [Other Enemy Sounds]
- When true, this option will change the sounds the gold scrap-versions of enemies make, similar to but independently from how [Other Sound Effects] works for normal gold scrap-items
- By default set to false
- [Multiplier Rarity] and [Modded Spawn Rarity] are now uncapped
- This means [Multiplier Rarity] should be a lot stronger
- And it means [Modded Spawn Rarity] can now go above 100
- [Other Scan Command] will, when true, now calculate the approximate value of the items differently
- [Other Tools Balance] now only has effect on gold items with actual gameplay purposes, meaning "cosmetic" items will be unaffected again
- To see a list of all gameplay changes, including which items are removed and added from the rebalance, I will create a wiki page listing every item's effect in broad detail
- And all changes from this config setting are now properly synced to all players, instead of some items only being affected locally
- [Other Silly Scrap] will, when true, now still load vanilla Lethal Company assets, because some store items use assets I could not make silly versions for yet
- Added Config option [Other New Sounds]
- Reworked the Gold Nuggets:
- The biggest change is that, on selling day, they can't be used for gambling anymore, and will instead act like credits-converters
- As credits-converters, they'll be worth about 50% of their buying price
- Their value is now determined differently under-the-hood, and should be more varied throughout the quota
- And their terminal Info page now has an actual explanation to introduce what influences their selling value
- The biggest change is that, on selling day, they can't be used for gambling anymore, and will instead act like credits-converters
- Implemented an anti-cheat mechanic:
- Dropping gold scrap too quickly in short succession will temporarily disable the item from being picked up
- The heavier the item, the longer the cooldown
- This cooldown will not occure inside the ship, to not get in the way of organizing items
- And this measure is primarily intended to majorly discourage cheesing, and to challenge people when bringing back gold scrap to the ship
- Dropping gold scrap too quickly in short succession will temporarily disable the item from being picked up
- Patched in checks onto the Terminal:
- These will help you search for this mod's items, without running into the "[DATA CORRUPTED]" text from the base game's "golden" log
- It also means all Gold Store item names now look nice and can be typed like normal names, instead of the weird mumbo jumbo word-mashes that they were before
- I am, however, not 100% certain this solution is foolproof, and expect to make further changes
- Massive overhaul to backbone of project:
- Moved entire project to an independent Unity-native project
- Removed arbitrary asset-checks so it now only checks for assets once, which hopefully comes down to better performance
- Introduced a lot more new NetworkBehaviours to create custom manager objects, which will likely cause errors if people with v1 versions try to join lobbies with v2 installed
- Implemented SaveData for use on various features
- I just realized this means SaveData is back from v0.9.0 after I got rid of it, huh...
- Worked on a system to allow myself to adjust the spawn chance of gold scrap a bit more, so they can now be more varied and rebalanced
- Weight of gold scrap is now calculated and synced in a much more professional way
- Rewrote tons of methods and fields
- Miscellaneous:
- Implemented compatibility with STSharedAudioLib and LCSimonTendoPlaylistsMod
- Implemented compatibility with LethalConfig to make it clear that the game needs to be restarted for changed configs to take effect
- A future update will focus on making LethalConfig changes take effect without needing to restart the game
- Reworked and shrunk the hitboxes of most large v1 items, so they hopefully don't get in the way as often anymore
- Tweaked values of some v1 items, making them slightly more or less valuable or rare
- Very slightly reduced the metallic shine of the gold texture so gold scrap is not completely pitch-black anymore in unlit environments
- Fixed bug that the Jacob's Ladder didn't use their correct light when pocketed or held by other players
- Updated the "info" pages of Gold Store items to not overlap with the "Quit Terminal" text anymore
- Fixed minor mistakes of tooltips listing the wrong mouse button
- Gold scrap now correctly faces forward when dropped
- I found the Shade Smooth button
- And, as Zeekerss would say, probably more that I forgot about
Have fun!!
v2.0.1
- Fixed an error that could occur if the Disco Ball's music could not be found
v2.0.2
- Made the previous patch's fix slightly more flexible, just in case
- Updated the ReadMe to list the store items in a separate paragraph, and mention the item's info pages
- Changes to the Gold Crown:
- Doubled its default starting value
- Its value increase upon the first two days of being worn is now higher, but will drop off faster
- It will now have an icon on the ship's radar after launching, which will turn off when being worn
- Added an info message when trying to buy the Gold Crown, and any way at all to remove it, in singleplayer (I might think of a better solution if I ever have the time for it, but will not make promises as I think the sole purpose of the crown is multiplayer interplay)
- Fixes:
- Fixed the Gold Trophy being selectable as moveable, but not being able to be moved at all
- Fixed the Gold Ore and Cat o' Gold sometimes lag-spiking or freezing the game under specific conditions
- Fixed the Golden Hourglass not properly removing itself from your inventory if activating while pocketed
- Fixed the Gold Crown's day-streak notes not syncing between clients
v2.0.3
- Fixed an error that could occur in conjunction with mods that automatically create config entries for unlockables
v2.0.4
- The Safe Box can now be put in storage and will list how many items over capacity it is when it is too full
- Scan nodes no longer wrongly appear if revealed by other mods
v2.0.5
- Fixed Goldkeepers not blocking enemies' paths