etherealemil-UsualScrap icon

UsualScrap

Adds many new unique items that try to keep the vanilla tone

Last updated 6 hours ago
Total downloads 721278
Total rating 31 
Categories Mods Tools Equipment Items
Dependency string etherealemil-UsualScrap-1.8.5
Dependants 355 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
Sigurd-CSync-5.0.1 icon
Sigurd-CSync

Configuration file syncing library for BepInEx.

Preferred version: 5.0.1
Evaisa-LethalLib-1.1.1 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 1.1.1
TeamXiaolan-DawnLib-0.2.6 icon
TeamXiaolan-DawnLib

A modern API for Lethal Company content and all sizes of mods

Preferred version: 0.2.6

README

Works in the latest version! - 9/30/25

Preview

Purchasable Equipment

Handlamp (25C)

Costs 25 credits, Weighs 5

Compared to vanilla flashlights...

PROS

  • The lamp lights produces light in a radius around you making it useful for seeing things all around you and completely lighting up small rooms.

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

CONS

  • The light produced by the lamp isn't as clear at long ranges as the pro-flashlight nor does it reach as far.

  • The lamp's light can be very bright if used in fog, gas, smoke, dust storms, etc..

Mod Issue - Mods messing with lighting can drastically affect the Hand Lamp's light. I probably won't find a universal way to fix this issue.

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, weigh less, and are cheap and disposable.

Medical Kit(120C)

Costs 120 credits, Weighs 3

The Medical Kit heals the user overtime using it's internal stored health. It's internal health caps out at 100 and will pssively replenish when not in use.

Compared to Bandages, the Medical Kit can heal more health (100) than Bandages can heal (60) and can heal infinitely if given time to replenish.

For Update 1.7.3 users and above - The medkit can now be used to directly heal other employees and heals them faster than normal (2x faster). This can be done by looking at your fellow employee and using the medkit just like you're healing yourself with it, same healthpool and all.

Productivity Auto-Injector(90C)

Costs 90 credits, Weighs 1

The Auto-Injector is a single use item that applies the following buffs to the player who used it for 3 minutes.

  • Speed boost.
  • Jump Height boost.
  • Weight effects negation.
Shift Controller(225C)

Costs 225 credits, Weighs 4

The Shift Controller is a short-range portable teleporter that saves your coordinates and can then teleport you back to that location as long as it has battery remaining.

  • The Shift Controller saves its coordinates when used the first time and the second use will then teleport you back to those initial saved coordinates at the cost of some battery.

  • The Shift Controller consumes battery slowly after your coordinates have been saved but the teleport hasn't yet been used.

  • The saved coordinates are wiped when the controller is recharged.

  • The Shift controller is disabled in orbit.

Shift controller connectivity mechanic:

  • The Shift Controller's connectivity is based on how far you are from the saved coordinates, the farther you are --> the lower the connectivity. With full connectivity the controller works as expected but when connectivity starts to get low the controller will have a chance to glitch. When the controller glitches it 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 traps and will produce scrap when done successfully.

To dismantle a trap, stand by it and hold left click. After a short period of time (the time depends on the trap) the trap will be dismantled and drop a number of scrap parts.

  • Turrets takes around 10 seconds to dismantle.
  • Landmines take around 5 seconds to dismantle.
Defibrillator(375c)

Costs 375 credits, Weighs 3

The defibrillator uses battery to revive deceased employees.

  • The defibrillator has a charge meter (Not related to its battery) 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 successfully revive a player.

  • When the charge meter is full you can continue to hold the use button and be ready to revive at a moments notice but its battery will be constantly drained when holding its charge.

  • A battery cost is deducted when you release the use button at full charge regardless of whether a player was revived or not.

Obtainable Scrap Items

Fuel Cylinder

High value, Weighs 32, Spawns anywhere rarely

When the Fuel cylinder is picked up it will have a high chance of activating. If successful, 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 enter an 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 will only cause a explosion if 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 trying to find your way back to the ship.

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've held 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 - Charges 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 - Charges during the evening and night, when fully charged it sends out waves of snow that will apply stacks of slowness to nearby players.

Sacrifical Capsule - ...

Noxious capsule - Charges during the dawn and noon, when fully charged nox gas begins to seep out damaging all players nearby rapidly.

Crowbar

Average value, Weighs 6.5, Spawns anywhere uncommonly

The Crowbar is a melee weapon that does normal damage and can open locked and unlocked doors by hitting them 3 times.

Padlock

Low Value, Weighs 1, Spawns anywhere uncommonly

The Padlock locks doors open or closed, nothing more.

Walking Cane

High value, Weighs 1, Spawns anywhere very rarely

Increases your movement speed when HELD.

Sizable Scissors

High Value, Weighs 16, Spawns anywhere rarely

Sizable Scissors are a two handed melee weapon that randomly damages it's holder if they are sprinting and deals double damage.

  • Every second or two while running you have a 1 in 4 chance of suffering 30 damage for running with scissors...

Tips for survival - don't run with them or drop them, if it kills you then you asked for it.

Candy Dispenser

Average value, Weighs 14, Spawns anywhere rarely

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

  • The candy dropped by the dispenser is worth a small amount (It looks blank on clients but is still worth, I will fix this eventually) and gives a decent speed or jump boost when eaten.
  • The candy dispenser will not drop candy if the ship is in orbit or if it is on moon that has no time cycle like the company building.
Rose

Average value, Weighs 1, Spawns anywhere rarely

The rose damages you a small amount when picked up, equipped, and dropped.

Tickets of Exchange

Low value/High Value, Weighs 1, Spawns anywhere rarely/extremely rarely

The Regular Ticket of Exchange is a common low value consumable 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 a extremely rare and high value consumable item that does the same thing it predecessor does but has FIVE uses instead of one.

  • Ticket are disabled while inside the company cruiser to avoid severely breaking the game.
Doomsayer Bell

Average Value, Weighs 3, Spawns anywhere rarely

The Doomsayer Bell is a scrap item that has a chance to advance the time of the current moon when used or dropped.


Dependencies

  1. LethalLib
  2. BepInExPack
  3. Csync
  4. Latest version of Lethal Company for latest mod versions

I highly recommend the mods below for a better playing experience.

  • TerminalConflictFix By SylviBlossom
  • ButteryFixes By ButteryStancakes

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


Any versions of this mod found on other sites were not posted and are not supported by me!


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