Lethal Company
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Y4NGZ313-BetterArmory-1.0.6

Better Armory

About Y4NGZ

I am Y4NGZ, an up and coming rapper out of NYC/Detroit. All of my mods are inspired by the music I write. If you are interested in knowing more about me, check out my SoundCloud: https://soundcloud.com/y4ngz

Generative AI usage

The entire code base of this mod was created with generative AI. Assets are free, licensed, paid for, or generated with AI tools. If you do not wish to play with AI-generated content, do not install this mod.

What BetterArmory does

Better Armory is a standalone weapons pack for Lethal Company. Six weapons, four ammunition families, first- and third-person animation, authored audio and impact effects, a bottom-right ammo panel, and configurable/toggled options for how you can acquire them.

Weapon Roster

Weapon Ammunition Magazine Default price
Heavy Shotgun Shotgun Shells 4 110
Revolver Small Caliber Rounds 5 80
Pistol Small Caliber Rounds 17 95
Assault Rifle Heavy Caliber Rounds 30 140
Bolt-Action Rifle Heavy Caliber Rounds 5 165
Flame Thrower Fuel 100 120

Ammunition now works as a pickups: Shotgun Shells, Small Caliber Rounds, Heavy Caliber Rounds, and Fuel Tanks. Collecting a pickup banks rounds into a personal reserve that your weapons reload from, so ammunition does not eat inventory slots once it is picked up. Nor does it disappear/drop upon player death.

The vanilla Lethal Company shotgun can share the Shotgun Shells reserve as a fallback once its own hotbar shells run out. Alternatively, you can set it up so that vanilla shotgun shells are disabled and only Better Armory shells are used.

Gameplay

Every firearm fires with a muzzle flash and lands a per-surface impact. Concrete, metal, wood and soft surfaces each get their own burst, their own bullet-hole decal and their own impact sound, so a missed shot reads off the wall it hit. Fire and reload audio is authored per weapon.

Every weapon is animated in first person. Each one has its own hold, fire, reload and running animations. Right now running has no third person animation, and third person animations are still WIP.

Damage is tuned against Lethal Company's own enemy health for balance reasons. Damage, carry weight, and whether a weapon is two handed all can be modified via the config. By default, weapon damage is configured conservatively as to not disrupt the vanilla nature of Lethal Company not being a combat heavy game.

Heavy Shotgun

Heavy Shotgun

Bolt-Action Rifle

Bolt-Action Rifle

Pistol

Pistol

Flame Thrower

Flame Thrower

Configuration

Everything below is in BepInEx/config/com.y4ngz.betterarmory.cfg, generated on first launch with one section per weapon and one per ammunition family.

HUD and interaction feedback

Better Armory draws a crosshair only while you hold one of its weapons or the vanilla shotgun. While one of those is in hand and you look at a pickup or interactable, the vanilla interaction icon is replaced by a small cue inside the crosshair. With anything else in hand (melee, tools, other mods' guns, empty hands) the vanilla icon shows exactly as it always has.

  • Set World Feedback / Interaction Reticle Enabled = false to keep the vanilla interaction icon while holding weapons too. The custom cue is removed and the vanilla icon is restored automatically.
  • Set World Feedback / Enabled = false to disable Better Armory's broader world-feedback layer.
  • Set Crosshair / Vanilla Cursor Icon = Show to keep the vanilla interaction icon visible alongside the custom cue. Hide is the default while the replacement cue is active.
  • Weapon crosshairs have their own switch: Combat Feedback / Weapon Crosshair Enabled.
  • Shotgun brackets draw a compact third of the pattern rather than its full edge; Crosshair / Accuracy Sizing still lets them breathe with stance and fire.

The store is on out of the box. Every weapon and every ammunition family defaults to Purchasable In Shop = true — a buyable armoury is the point of the mod. Turn any of them off individually, or price them out with the global Shop / Shop Price Multiplier.

Per weapon:

  • Enabled — register the weapon at all.
  • Purchasable In Shop / Shop Price — terminal store listing and price.
  • Spawns In Interiors / Interior Spawn Rarityoff by default; turn it on to find weapons as interior loot instead of (or as well as) buying them.
  • Enemy Damage Near, Enemy Damage Far — host-authoritative damage falloff against creatures, on Lethal Company's own enemy scale (most creatures have 1 to 10 hit points and a shovel hits for 1). Per pellet on a weapon that fires a pattern.
  • Player Damage Near, Player Damage Far — friendly-fire falloff in player health, out of 100. A completely different scale from the enemy pair above.
  • Magazine Size, Fire Cadence Multiplier, Spread Multiplier, Scrap Value.
  • Weight, Two Handed, Two Handed Animation — carry weight and whether the weapon occupies both hands. All three are applied when the item is built, so they take a restart, and every player in a lobby must agree on them.
  • Flame Thrower only: Enemy Damage Per Second (default 0.5 — one rate shared by the stream and its lingering ground fire; the burn on a creature is visual only), and under Flamethrower Stream: Light Lumens (brightness of the fire glow inside the stream, default 2400), Light Enabled, and Damage Debug Logging (host-side per-hit log lines, off by default).

Per ammunition family:

  • Purchasable In Shop / Shop Price — on by default, priced 20 to 40 credits per pickup.
  • Rounds Per Box — how much reserve one pickup grants.
  • Spawns In Interiors / Interior Spawn Rarity — on by default; ammunition has always been findable and stays that way.
  • Max Reserve Per Player — hard reserve cap, 0 for unlimited.
  • Starting Reserve — a one-time per-save grant.

Damage is resolved on the host, so the host's damage numbers are the ones that land. Every other value is evaluated on each player's own machine: keep magazine sizes, cadence, spread, prices, and reserve caps identical across a lobby.

Required Dependencies

These install automatically with a mod manager:

  • BepInEx-BepInExPack-5.4.2305
  • TeamXiaolan-DawnLib-0.9.25
  • Rune580-LethalCompany_InputUtils-0.7.13
  • y4ngz313-Y4NGZInteractions-1.0.2

DawnLib supplies the terminal store and interior scrap registration. Input Utils owns the rebindable weapon keys. Y4NGZ Interactions is the shared first-person, third-person, and live-body animation API that every weapon in this pack plays through.

LethalCCTV Integration (optional)

Forcing weapon spawns to be Company Stash exclusive makes it so weapons aren't too accessible without also being out of reach.

Y4NGZ Upgrades Integration (optional)

When Y4NGZ Upgrades is installed, the two detect each other at runtime and light up the extras:

  • Scavenger upgrade increases the amount of ammo received from an ammo pickup

Y4NGZUI Integration (optional)

When Y4NGZUI is installed, it hosts Better Armory's shared combat-reticle presentation and theme. Better Armory remains standalone without it, retaining its own combat-reticle fallback and ammo panel.

Blood FX (optional)

Vanilla + some modded creatures will bleed upon being shot via both decal and particle effects.

Compatibility

  • There is nothing that this should automatically be incompatible with. Given the nature of how animations are implemented some things may break but they can all be easily fixed upon being reported to the GitHub.

Credits

Impact audio uses selected sounds from Bullet Impact VFX with Bullet Hole Decals and Sounds by Medartimus, shipped as compiled AudioClips under the Fab Standard License. Full notices ship in THIRD_PARTY_NOTICES.md inside this package.

Troubleshooting

When reporting a problem, include BepInEx/LogOutput.log, the weapon name, whether the store or an interior spawn produced it, and whether the issue affected the host, a client, or both.

If the Flame Thrower plays its firing animation but produces no flame and uses no fuel after you left and rejoined a lobby, update to the current version. That was a Better Armory bug, now fixed; the unofficial FlamethrowerReconnectFix patch is no longer needed and can be removed.

If every weapon is held like the vanilla shotgun (tilted in first person, no run or hold animation, the third-person model floating away from the hands) and the log contains pack registration failed: interaction_animation_api_not_initialized, there are two copies of Y4NGZInteractions.dll under BepInEx/plugins (the log also says duplicate_install_detected and names the second folder). Keep one copy of Y4NGZ Interactions, at the version this pack requires, and remove the other.

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