A dropship delivers 2-4 random free shop items to your ship each day - some arrive as live traps or hostile monsters instead. Host-synced, configurable, with in-game LethalConfig support.
New Cleanup / CleanupOnShipLeave (default on): the moment the ship leaves the planet — the start lever
is pulled, or it leaves by itself at midnight — everything the delivery left behind is removed: its
traps, its monsters, and any of its items still lying outside. Items that were brought aboard, are
carried by a player, sit in a belt bag that is aboard, or are loaded in the Cruiser are kept; a
delivered Cruiser itself is never touched. Removals are spread one per frame, so take-off never hitches.
1.5.4
Further reduced the spawn-time hitch. Two causes remained after 1.5.3: the first Instantiate of a given
prefab loads all of its assets right then, and spawning on back-to-back frames stacked those costs into
one visible freeze.
PrewarmSpawnPrefabs (default on): each trap/monster prefab is built once, inert, while the dropship is
still descending, so the expensive first-time load happens during the flight rather than at the drop.
SpawnStaggerSeconds (default 0.2): spawns are spaced out instead of landing on consecutive frames, so
the game recovers between them.
1.5.3
Performance: traps/monsters are now deployed one per frame instead of a whole batch in a single frame,
which was the spawn-time stutter. The direct (no-dropship) fallback spawns are staggered the same way.
Performance: the turret/landmine prefabs and the loaded-enemy catalog are scanned once and cached, so
each delivery no longer re-runs Resources.FindObjectsOfTypeAll<EnemyType>() or full prefab scans.
1.5.2
New Integration / BypassMonstersGordionLimit (default on): when the MonstersGordion mod is installed,
monsters we deliver on the Company moon (71-Gordion) are registered into its owned-enemy list, so its
ForeignEnemies cleanup no longer despawns them (and they get its AI fix-ups that make monsters work
there). Soft reflection — a no-op when MonstersGordion is absent.
1.5.1
A Cruiser is never delivered when the players already have one (spawned, ordered, in the dropship, or
being delivered) — in that case the delivery falls back to a normal random one instead.
1.5.0
New ChanceForVehicle (in [Replacements]): a delivery can bring a free Cruiser via the dropship
instead of the item batch. Rolled first; because the dropship carries a vehicle OR items, once a Cruiser
arrives the rest of that day's deliveries are cancelled.
Deliveries now work on the Company moon (71-Gordion): its day is too short to reach a morning clock
time, so there the delivery is dispatched right after landing, every visit. Traps and monsters can be
delivered there too, through the normal path.
1.4.5
Removed the mine auto-detonation feature entirely (MinesAutoDetonate / MineWarningTime config and all
related code, including the grabbable-landmine compat). Landmines are now delivered as plain live traps
that detonate when something steps on them, like any facility mine.
1.4.4
Fixed the real reason delivered mines never detonated: the arm/detonate coroutine wrote the private
Landmine.mineActivated field, which throws a runtime FieldAccessException (the publicized game-libs
only expose it at compile time) and silently killed the whole coroutine. The field already defaults to
true, so the write was removed. Mines now beep and detonate right after the dropship opens.
1.4.3
Mine fix: the Landmine component is now found with includeInactive — previously it was missed when it
sat on an inactive child, so the arm/detonate coroutine never started and mines just sat there.
New ChanceForAllTraps / ChanceForAllMonsters (in [Replacements]): a once-per-delivery roll that
makes the entire delivery all traps or all monsters. If both hit, Priority decides.
1.4.2
Reverted 1.4.1's auto-open (the dropship stays closed unless DropshipAutoOpen, as intended).
Mine fix: the grabbable-landmine conversion is now suppressed for a generous window around our mine's
spawn (was too short before), so our mine stays a normal landmine and detonates right after the ship is
opened — not only when the ship departs (which was the converted grabbable mine going off on collision
exit). Added detection/spawn/arm diagnostics to the log.
1.4.1
Deliveries that carry traps/monsters now auto-open the dropship on arrival so those "burst out" and
their mine countdowns start right when it opens and drops the items — instead of waiting for a player
to open the (possibly empty-looking) ship, which previously left mines going off only as it departed.
Item-only deliveries still respect DropshipAutoOpen. Added land/open/deploy stage logging.
1.4.0
Simplified config: removed DeliverItemsViaDropship (the dropship is now always used, with an
automatic direct-spawn fallback only if a moon has no dropship), DeliveryInterval (list times in
DeliveryTimes instead), and DropshipArrivalTime (the dropship is dispatched at the DeliveryTimes
time). DeliveryTimes now defaults to 08:30, so the dropship lands in the morning by default.
Mines now detonate even under a BrutalCompany "grabbable landmines" event: the conversion flag is
turned off just around our own mine's spawn, so only our mine stays a normal, detonating landmine.
Fixed the Backwater Gunkfish alias (its internal name is "Stingray"). Added a one-time log of every
loaded enemy name to make monster names easy to verify.
1.3.3
Monster pool is now built from all loaded monster assets (filtered by the allow/block lists) instead
of only the current moon's enemy list, so every allowed monster can be delivered on any moon and the
random pick actually varies. Added monster-pool and per-spawn logging.
1.3.2
Dropship descent is now gated to a configurable in-game clock time (DropshipArrivalTime, default
08:30 → lands ~08:45) using the game's own clock, so it no longer arrives at day-start.
Mines are skipped when a BrutalCompany-style "grabbable landmines" event is active (that event
converts them into pick-ups so they never auto-detonate); added mine arm/detonate logging.
1.3.1
Force the dropship to arrive even for pure trap/monster deliveries; fixed direct-fallback navmesh
positioning.
1.3.0
Dropship now uses vanilla timing — it no longer arrives instantly; it starts its landing run and
touches down on the normal schedule (~8:30 / ~8:45), like a real order placed in orbit / on landing.
Traps and monsters now drop at the dropship's own item-drop spots when the hatch opens, so they
arrive together with the items in the same place (instead of spawning separately around the ship).
Dropship stays closed by default like the original; DropshipAutoOpen (default false) makes it
open by itself. Traps/monsters appear once the hatch is opened (by a player or by auto-open).
Fixed the trap pool being empty on moons that don't list turrets/mines (now scanned across all moons).
1.2.0
Items are now delivered by the game's real item dropship: it flies in, lands next to the ship
and drops the items like a normal terminal order (still free). Implemented by queueing the chosen
items onto Terminal.orderedItemsFromTerminal, which bypasses the credit charge.
The dropship auto-opens on landing so items drop without a player interacting (DropshipAutoOpen).
New options: DeliverItemsViaDropship (set false to make items appear directly on the pad instead)
and DropshipAutoOpen.
Traps and monsters still spawn directly on the pad, now snapped to the walkable navmesh (fixes items
landing on invisible AI line-of-sight colliders / floating off the pad).
1.1.0
Config moved from a JSON file to a standard BepInEx .cfg
(BepInEx/config/Timofey.RandomDelivery.cfg), so it is now editable in-game via LethalConfig
(auto-detected — no dependency required) with sliders, check-boxes and drop-downs, applied live.
Removed the Newtonsoft.Json dependency.
.cfg is re-read at the start of each day for external hand edits.
1.0.0
Initial release for Lethal Company v81.
Daily (or repeated) deliveries of 2-4 random buyable shop items onto the ship's landing pad.
Auto-picks up items added by other mods (reads Terminal.buyableItemsList); excludes ship upgrades.
Random and PriceWeighted item selection modes, with optional discount boost.
Per-slot chance to replace an item with a Turret/Landmine trap or a small monster
(Manticoil, Roaming/Red Locust, Hoarding Bug, Gunkfish, Slime, Tulip Snake, Maneater).
Allow/block lists for items, traps and monsters.
Flexible JSON config (BepInEx/config/RandomDelivery.json), re-read at the start of every day.
Host-authoritative: only the host generates; results replicate to clients via Unity Netcode.
Verbose BepInEx logging of every delivery.
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