
MonstersGordion
Configurable monster spawning inside the Company building on 71-Gordion: timers, weights, caps, floor balance, outdoor/indoor pools. Integrates with ToilHead, StarlancerAIFix and BCME.
MonstersGordion
Bring the monsters to the Company. MonstersGordion spawns vanilla Lethal Company enemies inside the Company building on 71-Gordion — the one moon that is normally completely safe — on the navmesh baked by NavMeshInCompanyRedux. Timers, weights, caps, floor balance and every enemy are fully configurable.
Host-authoritative: only the host spawns; clients receive enemies through the game's own netcode. Built and tested against game v81.

What it does
- A timer picks a random interval and, while below the global cap, spawns a weighted-random enemy on a reachability-checked point of the interior navmesh — no monsters stuck on roofs, shelves or in pits.
- Upper/lower floor balance and an outdoor/indoor pool split so both the cramped basement and the open landing level stay populated.
- Every spawnable enemy gets its own config block (
Enabled,SpawnWeight,MinSpawnCount,MaxSpawnCount). By default only GlobalCap limits the moon's total population — cap individual types yourself if you want. - A blacklist / whitelist for the whole moon (optionally applied to enemies other mods spawn too), and a one-switch toggle for harmless ambient creatures.
Monsters
Work great (on by default): every interior enemy — Bracken, Thumper, Hoarding Bug, Snare Flea, Bunker Spider, Coil-Head, Ghost Girl, Spore Lizard, Nutcracker, Jester, Masked, Hygrodere, Butler, Barber, Maneater — plus Stingray, Tulip Snake, the outdoor threats that path fine indoors (Baboon Hawk, Eyeless Dog, Forest Keeper, Old Bird, Giant Kiwi — nest-requiring ones get their nest placed automatically) and the ambient bee swarms.
Made to work here (experimental, opt-in):
- 🐆 Feiopar (leopard) — the mod grows real dead trees on the navmesh so it can climb, perch and pounce, just like outdoors.
- 🪱 Earth Leviathan (worm) — breaches up through the Company floor.
- 🌸 Cadaver Bloom — planted as standalone corpse traps that burst and chase when you walk close (no dungeon needed).
Every landing writes a spawnability report to the log, and any enemy that keeps dying instantly is auto-disabled so nothing gets spammed.
Integrations (all optional, auto-detected)
| Mod | What it adds |
|---|---|
| NavMeshInCompanyRedux | required — the interior navmesh everything spawns on |
| ToilHead | per-enemy turret chances for Coil-Head, Manticoil and Masked |
| StarlancerAIFix | its EnemyAI.Start fix applies automatically |
| BrutalCompanyMinus(ExtraReborn) | shares one enemy budget via CountForeignEnemies |
| FoxLover technique | vain shrouds grown so the Kidnapper Fox can live here |
Installation
Install with a mod manager (r2modman / Thunderstore Mod Manager) and dependencies
are pulled in automatically. Manual: drop MonstersGordion.dll into
BepInEx/plugins/ and install the dependencies yourself. Configuration lives in
BepInEx/config/Timofey.MonstersGordion.cfg and applies on game restart.
Config highlights
| Section | Key | Default | Meaning |
|---|---|---|---|
| General | GlobalCap | 5 | max enemies alive at once (raise for chaos) |
| General | MinSpawnInterval / MaxSpawnInterval | 15 / 45 | random delay range, seconds |
| Balance | UpperFloorSpawnShare | 70 | % of spawns at the ship-landing level |
| Balance | OutsideEnemyShare | 50 | % chance to pick an outdoor enemy type |
| Balance | AllowHarmlessCreatures | true | toggle Manticoil + Roaming Locust swarm |
| Advanced | ExcludedEnemies / ExcludedEnemiesIsWhitelist | — | blacklist, or flip to a whitelist |
| Advanced | ForeignEnemies | RemoveExcluded | apply the list to other mods' spawns too |
Per-enemy sections ([Enemy.Flowerman], …) set Enabled, SpawnWeight,
MinSpawnCount, MaxSpawnCount. MaxSpawnCount defaults high, so GlobalCap is
the only limit until you cap a type yourself.
Credits
Made by Timofey. Vain-shroud technique inspired by ButteryStancakes' FoxLover. Not affiliated with Zeekerss or Lethal Company.