Lethal Company
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Latest version
1.1.3
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Changelog

1.1.3

  • Fix: recognise a copied sack by the id it inherited as well as by the marker component. The check added in 1.1.2 also consulted LethalLib's scrap item list, which turns out to be empty in this case: Remnants keeps the copies it makes in a list of its own and only goes through LethalLib's registration in its legacy spawning mode.

1.1.2

  • Fix: a sack found on a moon through Remnants (or any mod that turns store items into scrap) now behaves like a scrap sack instead of a plain belt bag. LethalLib builds those as copies — its ScrapItem clones both the Item and the prefab — so the found sack pointed at a different Item and every check here missed it. The sack prefab now carries a marker component that survives the copy, and copies LethalLib registers are also recognised by the item they came from.
  • Bags no longer go into the sack, including a belt bag or a scrap sack found as scrap. A copy made by LethalLib counts as scrap, and a bag inside the sack would hide the weight of whatever it holds.

1.1.1

  • Fix: sacks now live and die like vanilla items. Every sack was being spawned with the HideAndDontSave flags that LethalLib puts on the template it clones, and the game finds items with searches that skip such objects by design. As a result:

    • sacks left outside the ship were never despawned at the end of the day, survived scene unloads and turned up again on later moons — even after the crew was fired;
    • loot inside a sack sitting on the ship was deleted along with the moon's scrap, because the pass that protects the contents of bags on the ship never saw the sack;
    • a sack kept on the ship was never written to the save, so it was gone after a reload.

    Spawned sacks now drop the inherited flags (the template keeps them), with a sweep right before the end-of-day cleanup and the ship save as a safety net.

1.1.0

  • Emptying the sack now takes a double tap of right-interact (E) instead of a single press. The key sits next to the ones you use constantly and the action throws away everything you just collected, so one press only arms it and shows a tip; a second press within Empty Bag Double Tap Window (0.4s by default, configurable) empties it. Holding the key never empties the sack.

1.0.0

Initial release.

  • New purchasable terminal item: the scrap sack, 60 credits, capacity 4.
  • Built as a runtime clone of the vanilla belt bag — no AssetBundle — recoloured blue to red by swapping the red and blue channels of its textures and material colours.
  • Holds one-handed scrap only; two-handed loot can be enabled in the config. The Apparatus and bodies are denied by default.
  • Carries the weight of its contents, unlike a vanilla belt bag.
  • Host-authoritative: the host's capacity, scrap-only rule, deny list, grab range and weight settings are sent to every client on connect and used instead of the client's own, and each add is additionally validated server-side. Weight in particular has to be synced rather than enforced, since carryWeight only exists on the machine that owns the player — without it, a client could switch weight off and turn the sack into a weightless loot crate.
  • Resizable slot grid that follows Capacity, and restores the vanilla grid for vanilla bags.
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