Lethal Company
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22KB
Dependency string
Solon-DangerGift-1.1.1
Dependants

Changelog

1.1.1

  • Performance: opening a present no longer scans every loaded asset. The enemy catalog, the allow/block filtering and the trap prefabs are now built once per round (during the loading screen) and cached, so the spawn itself is just an array lookup. Previously each present ran Resources.FindObjectsOfTypeAll<EnemyType>() plus ~1000 string allocations on the spot, which caused a noticeable hitch on heavily modded installs. Spawn results are unchanged.
  • Clients no longer build those caches at all (only the host ever spawns).
  • The MonstersGordion spawner is looked up once per round instead of on every spawn.
  • Ground raycast now uses the game's collider/room mask instead of every layer.
  • Fixed a latent issue where a trap-prefab scan that ran too early could be cached empty for the rest of the session, leaving presents unable to spawn traps.

1.1.0

  • MonstersGordion compatibility: monsters spawned from presents on the Company moon are no longer removed by MonstersGordion's foreign-enemy cleanup. When BypassMonstersGordion is on (default), the spawned enemy is registered with MonstersGordion so it's treated as one of its own — which also gives it MonstersGordion's Company AI fixes so it actually works there. No effect without that mod.

1.0.0

  • Initial release for Lethal Company v81.
  • Opening a Present has a configurable chance (SpawnChance, default 0.15) to spawn a monster or a live trap instead of its loot. Only Presents are affected.
  • The box opens empty first, then the entity appears after a short delay (SpawnDelay) — a beat to react.
  • Monster pool is built from every loaded enemy and picked with an independent RNG, so any allowed monster can appear on any moon and the choice is genuinely random.
  • Inside/outside rule so outdoor monsters aren't dropped into the facility (and vice-versa), with AllowOutsideSpawnInside, AllowInsideSpawnOutside and IgnoreInsideOutsideRule to relax it.
  • Traps: Landmines by default; Turrets and Spike traps are opt-in. Traps are plain live hazards (a mine detonates when stepped on).
  • Monster allow/block lists, per-trap toggles, separate monster/trap chances, and a per-moon ignore list.
  • Optional PreventOpeningOnShip: presents can only be opened while landed on a moon and standing outside the ship (blocked aboard the ship and in orbit / after take-off).
  • Host-authoritative: only the host rolls and spawns; results replicate to clients via Unity Netcode. Uses the game's own present-opening routine and vanilla networked spawns — no custom network objects.
  • Every setting is editable in-game via LethalConfig (auto-detected, optional).
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