UsualScrap
Adds 15+ unique equipment and scrap items that try to keep the vanilla tone
Last updated | 2 weeks ago |
Total downloads | 383694 |
Total rating | 22 |
Categories | Mods Tools Equipment Items |
Dependency string | etherealemil-UsualScrap-1.7.6 |
Dependants | 216 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Works in the latest version! - 12/4/24
Purchasable Equipment
Handlamp (20C)
Costs 25 credits, Weighs 5
Compared to vanilla flashlights...
PROS
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The lamp lights produces light in a radius around you making it useful for seeing things all around you and lighting up small rooms completely.
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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
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The light produced by the lamp isn't as clear at long ranges as the pro-flashlight nor does it reach as far.
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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 Lamps light. Haven't and 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, weighs less, and are cheap and disposable.
Medical Kit(90C)
Costs 120 credits, Weighs 3
The Medical Kit heals the user overtime when used. It has a limited amount of health it can heal at once (100) but will replenish its available health overtime.
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 like you're healing yourself with it, same healthpool and all. The only things to note is that after you start healing them, you will continue to heal them as long as you stay close together!
Emergency Injector(60C)
Costs 60 credits, Weighs 1
When used, the Emergency Injector gives you a speed boost (3x), refills your sprint meter, boosts your sprint meter capacity, and gives you a jump boost.
- The effect lasts for 30 seconds. After 1 minute you will receive 25 damage overtime.
- If another injector is used while you already have the speed buff you will take 50 damage overtime and won't reapply the speed buff.
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.
- 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 deceased employees.
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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 successfully revive a player.
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When the charge meter is full you can continue to hold the use button and be ready to revive at a moments notice but keep in mind that the items power is constantly drained when charging.
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A power cost is deducted when you release the use button at full charge regardless of if a player was revived or not.
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Currently I've made players cut in half (butler, sizable scissors) or beheaded (Ghost Girl, Coil Head) impossible to revive. there will be a config to disable this eventually.
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 apply stacks of slowness to players that remain in the storm.
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.
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 14, 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.
Ticket are disabled while inside the company cruiser to avoid breaking the game. I don't know why it was breaking.
Dependencies
- LethalLib
- BepInExPack
- Csync
- 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.