You are viewing a potentially older version of this package. View all versions.
etherealemil-UsualScrap-1.4.2 icon

UsualScrap

Adds unique scrap and useful equipment

Date uploaded 2 months ago
Version 1.4.2
Download link etherealemil-UsualScrap-1.4.2.zip
Downloads 6707
Dependency string etherealemil-UsualScrap-1.4.2

This mod requires the following mods to function

Evaisa-LethalLib-0.15.1 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 0.15.1
BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

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

Preferred version: 5.4.2100

README

Available Equipment

HandLamp

Costs 25 credits, Weighs 5

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 noticably larger battery capacity than the pro-flashlight.
  • One-handed.

CONS -

  • The light produced by the lamp isn't as clear at long ranges as the pro-flashlight.
  • The lamp's light is very bright if used in fog, gas, smoke, dust storms, etc..
Bandages

Costs 25 credits, Weighs 1

Bandages are a consumable item with 5 charges that heal 8 health each.

Unlike the medkit, Bandages heal you instantly and are a cheaper short-term option.

Medkit

Costs 150 credits, Weighs 4

The medkit gradually heals the holder using a hidden health pool that is depleted to heal.

Unlike the bandages, the medkit's base health pool can heal 6 times the health one bandage item can heal if given enough time. Additionally, its health pool can be refilled by bringing it into the ship. In the near future, I plan to add a feature that will allow players to use the medkit on their teammates without having to drop it for them.

Toolbox

Costs 225 credits, Weighs 6

The can be used to dismantle landmines and turrets and will produce a piece of scrap when done successfully.

  • To dismantle a trap look at it and HOLD the use button for 1 second while continuing to look at it (Surrounding geometry and elevation may make it hard to detect that your looking at a trap).
  • Landmines can be dismantle at any time and give a cheap piece of scrap.
  • Turrets can only be dismantled while it is disabled and give a slightly higher value piece of scrap.
  • Some UI or effects to show that it's working will be added sooner or later.

Unique Scrap Items

Explosive Tank (Dangerous scrap item)

Once the explosive tank is picked up, an internal timer begins counting down until it reaches 0 and the tank will then explode. The only way to stop the timer is by bringing the tank inside the ship.

  • 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 set amount. If the tank is dropped three times, it will explode immediately.
  • The internal timer can start at any time between 2 and 4 minutes.
  • Rare spawn on any moon.
Radioactive Mineral Cell (Dangerous scrap item)

The radioactive mineral cell infinitely produces a sickly green light in a radius around it. When picked up, the holder will regularly take damage due to the cell's uncontained radioactivity.

  • Rare spawn on any moon.
Walking Cane (Useful scrap item)

Increases your move speed when held.

  • Rare spawn on Rend, Dine, and Titan.
Gift Wrap

Gift wrap can be used to wrap any grabbable object into a gift box.

  • uncommon spawn on any planet
Candy Jar

Unique use coming soon

  • Rare spawn on Rend, Dine, and Titan.

Basic Scrap Items

Dependencies

  1. LethalLib
  2. BepInExPack
  3. V50 of Lethal Company for versions above 1.3.7

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


Please tell me any issues or balance changes you'd like to see on my new github page.

General issues have been moved to github but I will continue to list mod capatibility interactions and issues below for easy viewing on r2modman. Also, there are pictures of the items on github if you'd like to see what they look like.

Mod Interactions
  • Mods that affect flashlights may affect the handlamp.
Mod Compatability Issues
  • "FlashlightExtendedRange" Makes the handlamp insanely bright when turned on.

  • "Diversity" will make the handlamp brighter; it wasn't too bad the last time I tested it, but it wasn't the brightness I intended.

CHANGELOG

Version 1.0.0 Mod released with 3 scrap items and one equipment item.
Version 1.0.1 and 1.1.0 How does this website work?
Version 1.2.0 Figured out how this website works and made some name changes to avoid conflicts with other mods.
Version 1.3.0 Small code tweaks, starting work on a couple new items, and found some wonky mod interactions that I may or may not fix in the future but I will note them for now :D
Version 1.3.1 Small code tweaks, added bandages and the medkit, started work on a defibrillator and giving the crowbar a unique function.
Version 1.3.2 fixed some homepage text.
Version 1.3.3 fixed/updated some more homepage text.
Version 1.3.4 Added placeholder audio clips to stop the log spam and lag about it, sorry about that.
Version 1.3.5
  • Changed how the explosive tank works and changed the testing spawn rate I had forgot to change (my bad)
  • Disabled the crowbar and nail because I'm not happy with them
  • Worked on the defibrillator some more
  • Added the walking cane
  • A whole bunch of random fixes
Version 1.3.6 Added a github? New textures, fixes, nothing major.
Version 1.3.7 Fixed for v50
Version 1.3.8 Fixed the scrap values not being the correct value in-game, nerfed the walking cane speed, added effects to using the medkit and bandages, fixed bandages not giving enough uses, fixed medkit logic, probably fixed some other stuff.
Version 1.3.9 Buffed the handlamp, buffed the walking cane slightly, and the walking cane now properly spawns on titan, dine, and rend. The 4.0.0 update may take a bit longer as I have quite a few items I'm creating that will require more attention and testing to work properly.
Version 1.4.0 Cleaned up a ton of beginner code, first try syncing the explosive tank's explosion (If you're reading this please report issues on github, multiplayer issues are difficult to test solo), fixed the models and cleaned up their textures, fixed some of the items floating when spawning the first time, more stuff probably. The items I planned to add are on hold to see if this implementation of the explosive tank works, If everything seems to be working I will add them next update.
Version 1.4.1 New batch of items including: the toolbox, radioactive mineral cell, and gift wrap all with a new unique use or effect, new icons again. As always, this was tested in singleplayer and while I did account for multiplayer if any inconsistencies or bugs occur let me know on my github.
Version 1.4.2
  • Shrunk the handlamp so it doesn't cover as much screen space when held.
  • Fixed random inconsistencies.
  • Hopefully fixed the toolbox's syncing (forgot one word!).
Version 1.4.3

It's been a while since I started this update so I'll just note all the changes I remember.

  • The Toolbox is now button presses instead of holding to use.
  • The Medkit is now hold to heal instead of toggle.
  • Replaced the Gift wrap with the Wish list.
  • "radioactive mineral cell" is now named "radioactive cell" because name too long.
  • Added the sizable scissors scrap item.
  • Various model tweaks or redoes.
  • Fixed a bunch of bugs I found that weren't too serious so I'm assuming nobody experienced them enough to report them.
  • A ton of code changes and improvements probably.
  • Replenished motivation.

And now for balance tweaks that I remember changing.

  • The Medkit costs less and heals slightly faster.
  • Bandages heal more with less charges (20 x 3) and now have a .5 second cooldown between uses.
  • When dismantling turrets with the toolbox it has a chance of dropping a high value laser pointer.
  • Explosive tank timer can be any time between 2-4 minutes.
  • Walking cane nerfed again because I felt literally untouchable running from monsters with it in hand so now it's speed boost is 2x.

The next update shouldn't take as long, and as always, please report any issues on the GitHub page.

Version 1.4.4

The First in a line of refinement updates. New items added after this will try to stay equal or above the quality of the current items meaning it may take slightly longer before I post a new item.

  • The Handlamp now uses it's own script so it shouldn't be affected by mods that change the flashlight but will still be affected by mods that change world lighting.
  • The Handlamp no longer shows the flashlight's headlight when pocketed.
  • The Handlamp is the first and only item to receive sounds. More items will have sounds added gradually.
  • Fixed the radioactive cells model clipping from some angles and changed it's holding position.
  • Fix for the harmless toolbox use error.
  • Fix for the radioactive cell keeping it's previous name when scanned.
  • Lowered the amount of clicks for the toolbox slightly and removed the click cooldown so clicking too quickly won't only count some clicks.
  • Drastically improved the icons for everything.
  • Candy jar disabled for now while I decide what to do with it.

That's all for now. If any issues arise from the Handlamp's new script (as I only tested it in singleplayer) report the issue and I'll fix it asap.

Also, I'm looking to change the name of the mod without having to post this as a new mod so if anyone knows how, I could really use the advice. I was considering just changing the name in the files but I don't want to break user's games by accident.
Version 1.4.5

Quick update

  • tweaked explosive tank holding position
  • removed glitchlist the wishlist (wishlist)
Version 1.4.6

Refinement strikes twice.

  • Added sounds to the Explosive Tank, Radioactive Cell, Toolbox, Medkit, Bandages, and Sizable Scissors.
  • Added the Lollipop scrap item.
  • Added the Padlock scrap item.
  • Readded the crowbar (Just a normal piece of scrap for now).

Leave feedback about the sounds on my Github. Really wish there was a comment section that didn't need an account somewhere but whatever.