Lethal Company
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Lantern Peddler

Some days, something else is out there: a tall, stooped figure on stilt legs, a crate pack on its back and a caged lantern where its head should be. It mutters in clicks and chimes. It won't hurt you.

It wants Green Gems.

How it works

  • The Peddler is either out on the moon from the moment you land, or not there at all that day (45% of days by default). He roams outside by default (configurable: inside or either). When you get close he stops, turns to you and holds out a hand.
  • On days he's out, Green Gems are much more common inside the facility. On other days they're rare.
  • Look at him and press E to open Peddler's Wares, a cozy blocky trade window. Click Trade to buy; E or Esc closes it.
  • Gems are worth a little at the Company too, so decide whether to sell them or spend them.
  • His lantern burns brighter the more gems you carry (each player sees their own).
  • Hurt him and he grabs his pack and runs, then disappears for the day. He's also afraid of Herobrine (from the Herobrine mod): if Herobrine comes near, he packs up and leaves.

The wares

Every Peddler carries 4 special trades and 2 ordinary items, with limited stock.

Trade Gems What it does
Peddler's Lantern 3 A real light: hold it or set it down and it lights up the room.
Stillness Bell 3 Ring it once: every creature nearby freezes for 10 seconds.
Rift Charm 5 Teleports you and everything you carry to your nearest friend (LMB) or the ship (Q).
Loot Dowser 4 Beeps and glows faster the closer you are to scrap.
Gilded Hourglass 4 Turn it over: for 60 seconds, scrap you pick up is worth 30% more.
Peddler's Stew 2 Restores all your health and stamina.
Gem Seed 2 Set it on the ground outside; 90 seconds later it becomes 3 gems.
Mystery Bundle 2 A random item from the Company store.
Company Care Package 6 A drop pod lands outside with 4 random store items.
Hoarder Couriers 4 Two hoarding bugs appear by the main entrance and stash scrap there. Don't touch their pile while they watch.
Rekindle 2 The facility's power comes back on.
Lucky Toss 1 45% chance of 3 gems back.
Scrap Rumor 1 Tells everyone how much scrap is left inside and where the best piece is.

Ordinary items come from a list in the config (stun grenades, flashlights, shovels, TZP, zap guns, jetpacks, even a shotgun; M1911 and M1911 Mag from Skyhopper's Guns are included).

If a trade can't happen (no drop pods on the Company moon, for example), you get your gems back.

The Choir

Some days (30% by default) something else walks the facility or the moon. From a distance it's just one of the crew, wearing a crewmate's name when you scan it. Get close and it notices you: the helmet cracks open and three faces grow out of a long neck.

Then it sings, and it comes for you, always exactly as fast as you're moving. The longer it chases you, the further its three voices sour into dissonance, the song slowly growing worse: a sad minor chord bending into grinding clusters, a heartbeat speeding up, a tone that never stops rising, sudden silences. When the dissonance peaks, the song cuts dead, you scream, frozen, for a second, and then your head bursts. The corridor goes quiet.

  • Break line of sight for a few seconds and it loses you.
  • Hit or shoot its heads. Each of the three heads has its own hitbox, and one swing silences the head you're aiming at. A silenced head chokes quiet for 12 s, stops adding to the dissonance, and slows the chase by 25%. Silence all three and its song stops building and it crawls, but it never stops coming. Hitting the body only makes it notice you.
  • Outrun it. Its song only works on you within about 24 m (full strength inside 10 m), and the head only bursts when it's within 14 m of you. Get more than 40 m away for 3 s and it loses you. It matches your running speed, up to 7 m/s.
  • The Pitch Flute turns up somewhere nearby whenever the Choir appears. Play its little tune (3 times) and the Choir calms down for 25 s, even if it's mid-chase.

Its voice lives in the ChoirVoice folder: swap any of those .wav files for your own (same names) and restart. No rebuild needed.

The Angel

A too-tall, too-thin crewmate in a pale robe, with stiff tin-foil wings taped to its back and a buzzing, broken neon halo on a bent wire. It drifts through the facility towards anyone on their own, opens its arms in a reassuring gesture, then takes hold of them for 2.5 seconds. Hit it (or stun it) during that time and it lets go and the blessing is cancelled.

The blessing is rolled the moment it grabs you, and kept secret until the ceremony gives it away:

Chance Blessing What happens
70% Salvation You're teleported into the ship. Everything you carried drops where you were grabbed.
10% Favor You're teleported into the ship with your whole inventory.
5% Procession It drags you round the facility by an ankle for up to 60 s. You can look and talk, not move or attack. Every 15 s its grip loosens: press E then to break free. A teammate's hit or a stun frees you at once.
5% Abundance It shakes you like a vending machine. One copy of each eligible scrap item you carry falls out (same value). Each item can only ever be copied once, and copies never copy. Weapons, keys, bodies and containers are left alone.
5% Failed Ascension The whole ceremony, white light, you rise half a metre... a dry click, and you drop back at its feet, unharmed, your items scattered round you.
5% Transfiguration The same ceremony, and you swap places with a random teammate, wherever they are: the ship, the moon, the other end of the facility. You both keep what you're carrying.

Resurrection. When a crewmate dies in the facility, there's a chance (35%) the angel answers. It raises its arms, the body glows and vanishes, and the dead player comes back to life in its arms. Then it doesn't let go: it runs off with them for up to 20 s, as far from everyone else as it can get. Hit or stun it to make it drop them.

Hoarding. Every 45 s it fetches a piece of loose scrap and carries it to a pile just inside the main entrance (it drops what it's carrying the moment it spots someone alone). Every piece it hoards makes it bolder: it drifts and closes in faster, waits less before grabbing, spots you from further away, and counts you as "alone" even with a teammate closer by. Its halo burns redder with each piece, up to 10.

It never hurts anyone. After any release or teleport that player can't be grabbed again for 60 s. The host can type /angel in chat (inside the facility) to summon one for testing.

Config

  • Peddler: spawn chance, where he roams, special trades and plain items per Peddler, offer list (Item name:price), flee from Herobrine, volume.
  • Special Trades: price of each special (0 = never offered), bell radius/duration, dowser range, hourglass length/bonus, gem seed grow time.
  • Green Gem: loot rarity on normal days and on Peddler days.
  • The Choir: spawn chance, inside/outside, disguise, arrival time, how long a chase takes to kill, how long until it loses you, how long a head stays silenced, minimum speed, slowdown per silenced head, Pitch Flute range, calm time and uses, volume.
  • The Angel / The Angel Blessings: spawn chance, arrival time, alone radius, grab time, immunity, recovery, the six blessing chances (must total 100, otherwise the defaults are used), procession length and grip timing, what Abundance may copy, volume; resurrection chance, carry time and speed; hoarding on/off, time between trips, and whether hoarding makes it bolder.

Everyone in the lobby needs the mod. The host spawns the Peddler and makes the trades happen.

Credits

Made by Skyhopper. The Peddler, the items, the icons and almost all sounds are made in code by the mod. The Choir's neck-snap is "Bones cracking #2" by Joseph Sardin, BigSoundBank (CC0).

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