Lethal Company
Install with App

Details

Latest version
1.4.2
Last Updated
First Uploaded
Downloads
449
Likes
0
Size
30KB
Dependants

Changelog

1.4.2

Fixed

  • Verified the multiplayer battery flow against the game's own code: clients instantiate items with a FULL battery, and the only vanilla syncs are the owner's drop and the charging station; nothing is synced on grab. Two remaining holes in the 1.4.1 host broadcast are closed:
    • A client that joins later instantiates every ship item with a full battery and never received the spawn-time broadcasts. The host now re-pushes the current value of every battery item that nobody is holding shortly after a client connects.
    • The spawn-time broadcasts stopped as soon as the item had been held, so grabbing a delivered item within the first second kept its full charge. They are now unconditional (1 s and 3 s after spawn).

1.4.1

Fixed

  • Store items could arrive CHARGED in multiplayer. Discharging inside GrabbableObject.Start() only affects the local copy, and the game later pushes the battery of whichever client first grabs the item (SyncBatteryServerRpc carries that client's local value). A client without the mod, with an older version, or with a conflicting Start() patch therefore re-charged the item for the whole lobby. The host is now authoritative: shortly after a store battery item spawns it broadcasts charge 0 through the game's own SyncBatteryClientRpc (1 s and 3 s after spawn, once every client has run Start()), and stops as soon as the item has been held.
  • Battery-capacity multiplier could compound (e.g. 140 s -> 42 s -> 12.6 s). Mods such as LethalLib / LethalLevelLoader clone Item assets; a clone made after the original was scaled was treated as a new item whose already-scaled value became the new base. The base is now remembered per item name, not per asset reference.

1.4.0

Added

  • HardResetEachDay (on by default): a strict daily reset where nothing survives the night. Every counter goes back to exactly its maximum and leftovers plus lightning bonuses are discarded. Takes priority over CarryOverUnusedCharges.
  • EmptyTeleporterSpawnsMimic: pressing the regular teleporter with no charges left beams a mimic (Masked) aboard instead of a player.
  • EmptyInverseTeleporterCurse with CurseMinRounds / CurseMaxRounds: pressing the inverse teleporter with no charges left curses it. The next 2-4 times the crew returns to the ship, everyone standing in the ship is flung to a random spot using the game's own networked teleport, so the vanilla beam animation plays for everybody.

1.3.0

Fixed

  • Teleporter buttons became unusable: the prefix read the private cooldownTime field directly, which compiles against the publicized game libs but throws FieldAccessException at runtime, so the button press was swallowed. It is now read through Harmony field injection, and both the teleporter and signal-translator hooks are guarded so a mod error can never block the vanilla action.

Added

  • ResetChargesOnQuota: refill every counter (charging station, both teleporters, signal translator) when the crew fulfils the profit quota and a new one starts.
  • Lightning on the ship's rod can now also top up the teleporters and the signal translator: LightningChargesTeleporter, LightningChargesInverseTeleporter, LightningChargesSignalTranslator (previously only the charging station).
  • Start-up log line reporting the resolved in-game message language, so localization can be verified.

1.2.0

Added

  • Charge limits for both teleporters: the regular Teleporter and the Inverse Teleporter each get their own shared pool (MaxTeleporterCharges, MaxInverseTeleporterCharges), with the remaining count shown in the button's hover text.
  • Charge limit for the Signal Translator (MaxSignalTranslatorCharges), limiting how many transmissions can be sent.

Changed

  • The charge-pool system is now generic: the charging station, both teleporters and the signal translator each draw from their own shared, host-authoritative pool, and all of them follow the same daily reset and carry-over settings.

1.1.0

Added

  • Host-authoritative config sync: clients apply the host's config over the network, effects only under host authority (Thunderstore-compliant, no client-side advantage).
  • Charging station is now a single shared pool for the whole lobby (was per-player).
  • Lightning: a bolt that strikes a battery item fully charges it (LightningChargesItems).
  • Lightning: a bolt intercepted by the ship's lightning rod (ship power surge) adds a charge to the station (LightningChargesStation).
  • Carry-over of unused charging-station charges to the next day (CarryOverUnusedCharges).
  • Explode-when-empty: using an empty charging station makes it explode (ExplodeWhenEmpty).
  • Flashlight dimming as the battery drains (EnableFlashlightDimming, DimStartCharge, MinBrightness).
  • Russian localization, auto-detected alongside RTLC, with a Language option.
  • InitialChargeMultiplier for the starting charge of non-discharged (loot) items.

Changed

  • Charging-station reset / carry-over now happens on ship take-off (ShipLeave), not on landing, so the charge carries through the whole expedition and only refreshes when you leave the moon.
  • Charging-station explosion now uses a mine-like lethal radius and spawns inside the station.

Fixed

  • Flashlight dimming had no effect (was patching the wrong Update); now patches FlashlightItem.Update.
  • Ship lightning is detected via the ship power surge (lightning rod), not by strike position (vanilla lightning never lands near the ship).

1.0.0

  • Initial release.
  • Global and per-item battery capacity multipliers, including pre-declared modded items (Mapper, Geigercounter).
  • Store-bought battery items arrive fully discharged.
  • Ship charging-station use limit with a remaining-count shown in the hover text.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.