Lethal Company
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Solon-Terminal_that_can_kill-1.5.0
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Changelog

1.5.0

  • DefendFacility's mini turret is always on your side. The crew buys it and carries it in, so treating it as facility hardware to be hacked never made sense: it is allied from the moment it exists, it never has to be hacked, and its friendliness does not expire whatever AlliedDuration says. Every client works this out on its own from the turret itself, so nothing has to be synced. Its terminal code still switches it off exactly as before — there is no hijack for the code to undo, so it is left to do its ordinary job. Turn it off with [AlliedTraps] MiniTurretAlwaysAllied = false to treat it like any other turret.
  • Fixed: the Fair AI and DefendFacility integrations could silently do nothing. Both are wired up by reflection when the mod starts, which finds nothing if BepInEx has not loaded the other mod yet — and load order was left to chance. They are now declared as soft dependencies, which is what actually orders them; neither is required and nothing changes without them.

1.4.1

Performance pass. No behaviour changes — the mod does the same things, it just stops paying for them every frame.

  • Turret head flip no longer costs anything until a turret goes berserk. Its hook runs on every turret on every frame, and it was looking up a dictionary keyed by a Unity object before it knew whether there was anything to do. It now answers the idle case with a single field read, only creates per-turret state at the moment a turret actually goes berserk, and drops state for turrets that have been destroyed — which matters on levels where traps are spawned and destroyed in waves.
  • A shut facility door stopped being per-frame work. After the crush it stayed in the tracking list for the rest of the round, rebuilding its kill zone from the door transform every single frame. It is untracked instead; reopening re-registers it, so nothing is missed.
  • The ship door stops querying its animator once it is shut. The state check hashed a string natively on every frame the door was closed, and the kill zone was rebuilt just as often even though nothing it is built from moves.
  • Terminal codes scan the scene once instead of twice. FindObjectsOfType over a whole modded level is not cheap, and the second scan only mattered when a trap was hidden from the vanilla lookup — which can now be ruled out without it.
  • What a terminal code belongs to is worked out once and remembered. Six hierarchy searches were being repeated on every code entered and on every door toggle, on every client.
  • Smaller ones: no string garbage per monster when a door closes, no throwaway arrays per renderer when a trap is tinted, and shader properties resolved once instead of by name each time.
  • New [General] VerboseLogging (default off). The per-event diagnostics — most of all the door offset line used to tune DoorwayThickness — were written to disk on every door close for every player. They now need this switch.

1.4.0

  • Fair AI compatibility: a hijacked turret no longer shoots the crew. Fair AI replaces the turret AI outright — it sweeps for targets, aims and applies damage in its own methods — so this mod's block on CheckForPlayersInLineOfSight never came into play. Worse, driving the turret the vanilla way means writing targetPlayerWithRotation, which Fair AI reads as "the target is a player": the mod was effectively handing it the very target it was trying to protect. When Fair AI is installed the turret is now left entirely to it, and the hijack is enforced inside its own pipeline instead — an allied turret finds no players when Fair AI sweeps, refuses a player target, and does not run its player damage. Fair AI already hurts monsters from turrets, so this mod stops doing so as well and the damage is no longer doubled.
  • The whole integration is soft-bound by reflection and does nothing at all unless Fair AI is present, so nothing changes for anyone who does not use it.

1.3.4

  • Terminal codes now reach traps the game itself cannot see. Vanilla looks its targets up with FindObjectsOfType<TerminalAccessibleObject>() — without includeInactive — so a trap whose terminal component is disabled is unreachable. BrutalCompanyMinusExtraReborn disables exactly that on its grabbable turret, which is why such a turret ignored its code completely: it never berserked, never switched off, and never reached this mod. The lookup is now extended additively, so the vanilla path is untouched.
  • An allied turret can no longer aim at players. With no monster in sight it used to fall through to the vanilla lookup, which points the turret at a player's head — it could not hurt them, but it tracked and fired at them, which looked exactly like the turret turning on the crew.
  • Re-entering a code no longer undoes a hijack. A trap that is already yours stays yours instead of being sent berserk or detonated.
  • Trap commands are properly chance-based now. TurretAlwaysBerserk and the new MineAlwaysDetonate both default to false, so a code normally does the vanilla disable and only an error roll sends a turret berserk or detonates a mine. Set either to true for the old always-on behaviour.

1.3.3

  • Modded turrets respond to terminal codes again (DefendFacility's mini turret). The trap is now identified before anything else: vanilla declares isBigDoor = true by default, so a trap that gains a TerminalAccessibleObject at runtime without clearing that flag was mistaken for a door and silently ignored.
  • The hijack chance behaves like a chance again. It was seeded per trap, which fixed the outcome forever — a trap that rolled badly could never be hijacked no matter how many times you tried, so at the default 0.25 three traps in four were permanently un-hijackable. It is rolled fresh per command now (the hijack is broadcast explicitly, so it no longer needs to be reproducible), and the roll is logged.
  • Clients no longer re-roll a hijack they were told about, so they can never disagree with the player who issued the command.

1.3.2

  • Green tint now works on modded turrets (DefendFacility's mini turret and other grabbable turrets). Colours are written through a MaterialPropertyBlock instead of onto the material: skin systems push their look through a property block, and a block overrides the material, so the old tint was being drawn over and never showed. This also stops the mod instantiating a material copy per renderer.
  • Hijacking no longer breaks on traps that are not network-spawned (a shop-item turret, for example) — reading NetworkObjectId there throws, so it now falls back safely.
  • The tint logs what it found (lights / beams / indicator materials) to make future skin problems easy to diagnose.

1.3.1

  • Fixed turrets flipping on and off forever. The hijack was riding the turret power toggle, which the facility power system (and power mods such as DefendFacility, which re-applies trap power several times a second) also uses — so the two fought each other. The hijack now rides a sentinel value tagged onto the berserk broadcast, which nothing else in the game or in other mods ever sends.
  • Compatible with power mods. The mod no longer forces turretActive at all. Whether a trap has power is left entirely to the game and to power mods; this mod only ever changes who a trap targets. With DefendFacility that means a blackout arms the traps, and any you have hijacked defend you while the rest hunt the crew.
  • A blackout can no longer be mistaken for a hack. Mine hijacks are signalled by a deliberate off-then-on blink instead of a plain shutdown, so a power cut no longer turns a quarter of the map's mines friendly.

1.3.0

  • Hijacking a turret no longer sends it berserk. The hijack used the berserk broadcast as its sync carrier, so the turret really did spin out for a moment. It now travels on the turret's "powered down" broadcast instead — which every client receives, needs no custom networking, and doubles as the sound of a hack.
  • Audible hack confirmation (AlliedHackSound): the trap powers down and a beat later comes back online on your side, built from the trap's own clips.
  • An allied turret now does exactly the damage a normal one does. A vanilla turret kills on a 0.21s tick in two hits; an allied turret matches that tick and scales its force to the monster's health, so it is neither weaker nor stronger than a normal turret. AlliedTurretDamage and AlliedTurretHitInterval are gone — there is nothing left to tune because there is no longer any difference.

1.2.2

  • Allied turrets now actually shoot. They were being forced into Berserk, which is the malfunction spin — no muzzle flash, no firing sound. They now run the completely normal vanilla sequence instead (scan -> warning beep -> track -> fire): the turret is simply handed a monster as its target, via a SetTargetToPlayerBody patch that swaps targetTransform for an aim marker on the monster. An allied turret behaves exactly like a normal one, it just cannot see players.
  • Allied turrets also respect their own firing arc when picking a monster, so they never lock onto something they cannot physically face.
  • Turret damage is now applied only while the turret is genuinely in its Firing state, so hits line up with the muzzle flash and sound.
  • A hijack is permanent now. AlliedDuration defaults to 0 — once a trap is yours it stays yours for the rest of the round. Set a number of seconds if you want it to wear off.

1.2.1

  • Hijacked traps now look hijacked. An allied turret's laser and an allied mine's blinking indicator turn green instead of red (AlliedTint). Neither is a field on the script, so the lights/line renderers and the dominantly-red indicator materials are found in the prefab at runtime and restored when the hijack ends.
  • Allied turrets idle properly. They stay in their normal scanning state (green laser sweeping) and only switch to firing once a monster is actually in sight, instead of spinning and firing non-stop.
  • Fixed the hijack not reaching other players. The terminal only runs the code on the client that typed it, so remote clients still saw a hostile trap. The hijack now travels on a vanilla synced RPC (turret berserk broadcast / mine deactivate broadcast) and every client re-derives the same deterministic roll from it.

1.2.0

  • New: hijacked (allied) traps. A terminal trap command can now flip the trap to your side instead of detonating it. An allied turret stops seeing players entirely and hunts monsters; an allied mine can no longer be set off by the team and waits for a monster to walk up to it. Controlled by AlliedChance, AlliedDuration and the rest of the [AlliedTraps] section.
  • The hijack roll is deterministic per trap (level seed + NetworkObjectId), so every client independently computes the same result. No custom networking, and re-entering the code cannot re-roll a trap.
  • Turret player-immunity is a single postfix on Turret.CheckForPlayersInLineOfSight, which the game uses both to pick a target and as the condition for damaging the local player.

1.1.0

  • Fixed the turret "error chance" behaving as if it were always on. A rampage re-issued EnterBerserkModeServerRpc every 1.5s; because that replays the berserk entry on remote clients, a single command looked like the turret entered berserk ~5 times. The rampage now only keeps the firing countdown alive and re-triggers solely if the turret genuinely dropped out of berserk.
  • Fixed rampage stretching the spin-up instead of the rampage. berserkTimer means the 1.3s wind-up while enteringBerserkMode, and the firing countdown afterwards. Topping it up during the wind-up made the turret whine and spin without shooting; it is now only extended during the firing phase.
  • New TurretAlwaysBerserk option. true (default, unchanged behaviour) = every turret code sends it berserk and TurretErrorChance only adds an extended rampage. false = a turret code disables the turret as in vanilla and only an error roll sends it berserk, which makes the configured chance directly observable.
  • Mine and turret commands now log the actual roll (roll 0.412 >= 0.150) so the chance can be verified from the BepInEx log.

1.0.9

  • Renamed to "Terminal that can kill" (by Solon). New GUID Solon.TerminalThatCanKill and DLL name; delete the old plugin/config when updating.
  • Config cleanup. Ship-door zone coordinates are now hard-coded (the ship is always at a fixed world position) instead of exposed as settings. Door-zone size (DoorwayThickness/ Width/Height) moved to the advanced section; the [LethalDoors] sections are now [Doors].
  • Removed the legacy [LethalDoors] prefix from log lines (the log source already names the mod).

1.0.8

  • New: turret head flips 180° after berserk. When a turret leaves berserk it remembers its pre-berserk facing and smoothly turns its head 180°, resting that way until the next berserk (still turns to fire at detected players). Configurable via TurretFlipOnBerserkExit and TurretFlipSmoothDuration. Patched as a postfix on Turret.Update, per-turret state kept in a dictionary.
  • TerminalDoorCloseSeconds default set to 0.4 (field-tuned sweet spot).

1.0.7

  • Door death now matches the Barber (ClaySurgeonAI). Players killed by a door use the exact Barber death: launched up (Vector3.up * 14), cause Snipping, ragdoll index 7 (PlayerDeathAnimationId default 7).
  • Faster facility-door trigger. TerminalDoorCloseSeconds default dropped 1.2 → 0.25 so the crush fires as the door slams instead of ~1s later, and quick open/close spam can no longer out-run it.

1.0.6

  • Facility doors: reworked to frame-driven detection. The previous coroutine cancelled itself whenever a door was reopened within its ~1.2s close window, so rapid toggling meant the crush (and even the diagnostic log) never ran. Closing doors are now tracked and checked every frame instead.
  • Added a Terminal door '<name>' closing — tracking for crush log the moment a close is detected, so it's clear the hook fires.

1.0.5

  • Fixed facility (terminal) doors never firing. The crush was hooked on SetDoorLocalClient, but the vanilla terminal-code path goes through SetDoorToggleLocalClientSetDoorOpen. Re-hooked on SetDoorOpen (the one method every client runs on a state change) and it now detects a real open→closed transition.
  • The zone is built from the door's own transform (the TerminalAccessibleObject lives on the door GameObject). The diagnostic log prints the player's local offset so the geometry can be tuned like the ship door was.

1.0.4

  • Ship door now connects. Field testing showed players stand ~0.65m off the door plane (a doorway has depth — you can't stand inside a closing door), just outside the old 0.5m half-thickness. Bumped the default DoorwayThickness to 2.0 so the slab covers the doorway depth. Orientation and centre were already correct.

1.0.3

  • Precise doorway zone. Replaced the spherical CheckRadius with a thin oriented slab in the doorway opening (DoorwayThickness / DoorwayWidth / DoorwayHeight). Only someone standing in the opening is crushed, not merely near the door. Applies to both the ship door and terminal (facility) doors.
  • Fixed the hanging corpse. PlayerDeathAnimationId now defaults to 0 — the normal physics ragdoll that falls. Other indices point to special/animated bodies that can freeze in mid-air.
  • Dropped the custom crunch sound: the game already plays playerCrushDeath for CauseOfDeath.Crushing.

1.0.2

  • Fix: ship door now actually crushes. The kill zone was centred on the wrong point (outsideDoorPoint), so the player was never inside it. The ship sits at a fixed world position, so the doorway zone is now a world coordinate (default -5.72, 0.305, -14.1, configurable) — the same reference proven to work by other door mods.
  • Detection rewritten to patch HangarShipDoor.Update, using doorPower < 1 plus the animator's "ShipDoorClose" state (with a time fallback) to know when the door is shut.

1.0.1

  • Fix: ship door now kills. Vanilla never calls PlayDoorAnimation(true) on close, so detection now watches the authoritative StartOfRound.hangarDoorsClosed flag (rising edge, on the surface only).
  • Fix: turret now goes berserk. Mirrors vanilla Hit() exactly — a local SwitchTurretMode(3) plus EnterBerserkModeServerRpc(...) (the ClientRpc deliberately skips the triggering client, so the local call is required).
  • Split error chance into MineErrorChance and TurretErrorChance for independent tuning.
  • Added a diagnostic log of the local player's distance to the door zone centre to help tune CheckRadius.

1.0.0

  • Initial release.
  • Lethal Doors: ship hangar door and big terminal-controlled facility doors kill players and/or monsters caught in the doorway when they finish closing.
    • Configurable affected doors, safe period after landing, kill radius, and InstantKill / DamageOverTime modes.
    • Ghost-Girl style head-pop death animation + best-effort crunch sound.
    • Monster exclusion list for enemies that cannot enter the ship.
  • Remote Trap Control: terminal codes detonate mines and send turrets berserk instead of disabling them, with a configurable critical-error chance (mine chain reaction / sustained turret rampage).
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