
Y4NGZCore
Shared placement and runtime core for Y4NGZ mods: interior fixture placement, authored placement tables, and common runtime services. A library - it adds no gameplay on its own.Y4NGZCore
Y4NGZCore is the shared runtime library for Y4NGZ Company-side mods. It adds no items, enemies, UI, or gameplay by itself. A mod manager should install it automatically when a package that needs it is selected.
What it owns
The old merged Y4NGZ Company assembly was split into separate packages. Code and data used by more than one package moved here, including:
- interior fixture placement, validation, and reservation;
- shipped authored placement tables and community placement-pack loading;
- the shared company-stash keypad contract;
- netcode registration helpers and guarded compatibility shims;
- shared runtime services such as enemy-location pulses, offscreen rig parking, and the ship clock.
Keeping the placement tables and reservation layer in one library means Contracted and LethalCCTV agree on fixture locations instead of claiming the same tile independently.
Do I need it?
| Installed package | Y4NGZCore required? |
|---|---|
| Contracted | Yes |
| LethalCCTV | Yes |
| Y4NGZBloodFX only | No |
| Y4NGZAtmosphere only | No |
Installing Y4NGZCore alone is harmless, but it will not visibly change the game.
Required dependency
BepInEx-BepInExPack-5.4.2305
Configuration
None. Y4NGZCore binds no settings of its own. Placement and feature settings live in the configuration file of the gameplay package that owns them.
Generative AI usage
The entire code base of this mod was created with generative AI.
Troubleshooting
If a dependent package reports that Y4NGZCore is missing, confirm that
Y4NGZCore.dll is installed only once and include BepInEx/LogOutput.log when
reporting the problem through that package's support channel.