etherealemil-UsualScrap icon

UsualScrap

Adds 15+ unique equipment and scrap items that try to keep the vanilla tone

Last updated 2 days ago
Total downloads 278392
Total rating 20 
Categories Mods Tools Equipment Items
Dependency string etherealemil-UsualScrap-1.7.0
Dependants 170 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
Evaisa-LethalLib-0.16.1 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 0.16.1

README

Works in V64+

Preview

Purchasable Equipment

Handlamp (20C)

Costs 25 credits, Weighs 5

Compared to vanilla flashlights...

PROS

  • The lamp lights up the area around the holder in a radius that is larger than a baby flashlight's light reaches but not as large as a pro-flashlight reaches in one direction.

  • The lamp has a noticeably larger battery capacity than the pro-flashlight (It's battery can last almost the entire day when left on constantly).

CONS

  • The light produced by the lamp isn't as clear at long ranges as the pro-flashlight.

  • The lamp's light is pretty bright if used in fog, gas, smoke, dust storms, etc..

Mod Issue - Mods messing with global lighting can drastically affect the Hand Lamp making it basically unusable. Haven't found a universal way to fix this issue unfortunately.

Bandages(20C)

Costs 20 credits, Weighs 1

Bandages are a 3 use consumable item that heals 20 health per use.

Compared to the Medical Kit, Bandages heal 60 health instantly, weighs less, and are cheap and disposable.

Medical Kit(90C)

Costs 90 credits, Weighs 3

The Medical Kit heals the user overtime when used. It has a limited amount of health it can heal at once (240) but will replenish its availbe health overtime.

Compared to Bandages, the Medical Kit can heal 2x the health (120) Bandages can heal (60) and can heal infinitely when given time to replenish.

Emergency Injector(60C)

Costs 60 credits, Weighs 1

When used, the Emergency Injector gives you a speed boost, boosts your sprint meter capacity, refills your stamina, and gives you a jump boost.

  • The effect lasts for 1 minute. After 1 minute you will receive a severe slowness debuff and your stamina will be drained.
  • If another injector is used while you already have the effect you will quickly take damage and the effect will not stack or be reapplied.
Shift Controller(225C)

Costs 225 credits, Weighs 4

The Shift Controller is a portable teleporter that saves your coordinates and can then teleport you back there as long as it has battery.

  • The Shift Controller's saved coordinates are set when used the first time, the second use will teleport you back at the cost of some of its battery.
  • The Shift Controller consumes battery slowly after your coordinates have been set.
  • The saved coordinates are wiped when the controller is recharged.

Shift controller connectivity mechanic:

  • The Shift Controller's connectivity is based on how far you are from the saved location, the farther you are the lower the connectivity. With full connectivity the controller works as expected but when connectivity starts to lower the controller will begin to experience glitches. Glitches will wipe your saved location and prevent you from using the controller for a short time.
Toolbox(115C)

Costs 115 credits, Weighs 5

The Tool Box can be used to dismantle landmines and turrets and will produce scrap when done successfully.

  • To dismantle a trap, look at it, press and hold the Left Click button, and listen for the sound effect playing, the sound means it's working. It is a bit wonky when crouching, when around weird geometry, or when the vanilla traps are changed (like bigger landmines).
  • Landmines produce 1 piece of scrap and take 6 seconds to dismantle.
  • Turrets produce 2-3 pieces of scrap and take 12 seconds to dismantle.
Defibrillator(375c)

Costs 375 credits, Weighs 3

The defibrillator uses power to revive up to 3 deceased employees.

  • The defibrillator has a charge meter (Not related to power) on the side of it. The charge meter indicate how long you've held down the use button and it must be fully charged to revive a player.

  • When the charge meter is full but you continue to hold the use button you can be ready to revive at a moments notice but keep in mind that the items power is constantly drained when charging.

  • A power cost is used when you release the use button at full charge regardless of if a player was revived or not.

  • Currently I've made players cut in half (butler, sizable scissors) impossible to revive. I may make more death types perma death or may just remove this, we shall see.

Obtainable Scrap Items

Explosive Tank

High value, Weighs 32, Spawns anywhere rarely

Once the explosive tank is picked up, an internal timer will begin counting down to 0 which will then cause the tank to explode. The only way to deactivate the timer is by bringing the tank back to your ship safely.

  • The internal timer can be any time around 3 minutes, better get moving!
  • Hitting the tank with a melee weapon will cause it to explode. immediately.
  • Each time the tank is dropped, its remaining time will be reduced by a percentage; On the third drop, the Tank will explode immediately.
  • After being brought to the ship the Tank will be in a inactive state, stopping the timer. In the inactive state, Hitting it will still cause it to explode and it can be reactivated by dropping it a few times (Dropping it only causes a explosion while it is active).

Tips for survival - Take it first or take it last and know the way back to the ship, the last thing you want to do while carrying the tank is waste time being lost or wandering.

Radioactive Cell

High value, Weighs 18, Spawns anywhere rarely

The Radioactive Cell produces a sickly green light in a radius around it infinitely. When the cell is held, the holder will regularly take damage until they drop it or perish.

  • The Cell inflicts ramping damage on a rough curve going from 5 to 20.

Tips for survival - The damage ramps based on how long you hold it continuously so just drop it to reset the damage ramp to take minimum damage, sometimes it's just safer to leave it behind.

Capsules

High value, Weighs 16, Spawns anywhere rarely

Capsules will do different things depending on other in-game factors like the time of day, objects around you, or your health state for example.

Gloomy Capsule - Activates during the evening and night, when fully charged it will randomly teleport it's holder either indoors or outdoors depending on their current location.

Frigid Capsule - Activates during the day and afternoon, when fully charged it creates a localized snowstorm that will slow and eventually freeze players who remain in it too long. Frozen players will be unfrozen if they take damage.

Crowbar

Average value, Weighs 6.5, Spawns anywhere uncommonly

The Crowbar is a melee weapon that does normal damage but can open locked and unlocked doors by hitting them.

Padlock

Low Value, Weighs 1, Spawns anywhere uncommonly

The Padlock locks doors open or closed, nothing more.

Walking Cane

High value, Weighs 1, Spawns on S and above difficulty moons rarely

Increases your movement speed when held.

Sizable Scissors

High Value, Weighs 16, Spawns on S and above difficulty moons rarely

Sizable Scissors are a two handed scrap item that randomly damages it's holder only if they are sprinting.

  • Every second or two while running a 4 sided dice is rolled that will deal 30 damage if a 1 is rolled.
Candy Dispenser

Average value, Weighs 12, Spawns on S and above difficulty moons rarely

The Candy Dispenser is a melee weapon that does 2x damage and will rarely drop a piece of candy when swinging it (1/25 chance each swing).

  • The candy dropped by the dispenser is worth 10 (It looks blank on clients but is still worth ten, I will fix this eventually) and can be eaten to heal you while also giving you a very minor speed boost.
  • The candy dispenser dropping candy is disabled in orbit and on moons that have no time cycle like the company building.
Rose

Average value, Weighs 1, Spawns on S and above difficulty moons rarely

The rose damages you a little when picked up or equipped.

  • You will recieve a small slowness debuff everytime it damages you.
Tickets of Exchange

Low value/High Value, Weighs 1, Spawns on S and above difficulty moons

The Regular Ticket of Exchange is a common low value item that can be used ONCE to transform any item into a gift box, essentially exchanging it for something else.

The Golden Ticket of Exchange is extremely rare and high value item that does the same thing it predecessor does but will make FIVE gift boxs instead of one.

Dependencies

  1. LethalLib
  2. BepInExPack
  3. Latest Version of Lethal Company for latest mod versions

Massive thanks to Malcolm on YouTube for their LC modding guides and examples.

Massive thanks to Evaisa and anyone else who has contributed to LethalLib

Massive thanks to everyone working on BepInEx

And the biggest thanks to Zeekers for creating Lethal Company


Report issues on my GitHub! - https://github.com/EtherealEmil/UsualScrap.git

I will list issues/Limitations below for easy viewing on mod-managers.

Issues
  • Mods that mess with the world lighting can make some of the items insanely bright. I'll try to account for it when choosing the item effects but I can't fix it.