UsualScrap
Adds 15+ unique equipment and scrap items that try to keep the vanilla tone
Date uploaded | 2 weeks ago |
Version | 1.7.4 |
Download link | etherealemil-UsualScrap-1.7.4.zip |
Downloads | 9543 |
Dependency string | etherealemil-UsualScrap-1.7.4 |
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 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.
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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
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The light produced by the lamp isn't as clear at long ranges as the pro-flashlight.
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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 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. 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! You do not need to stare into the eyes of your fellow employees unless you want to of course.
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 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.
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 :DVersion 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 v50Version 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 can recall.
- 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.
- 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. update.
- 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, changes, or additions on my Github. Really wish there was a comments section somewhere but whatever.
Version 1.4.7
Small changes.
- Explosive tank can be reactivated by dropping it a couple times after it's been deactivated.
- Explosive tank effect and sounds are now indicators of whether it is active or not (no more sound effect in the ship).
- Shuffled the candy effects around and added a couple new ones.
- Lowered candies spawn rates to account for there being more of them.
Planned Additions - More sounds, two completely new items, mod options, think of more interesting candy effects, defib and crowbar functions finally.
Updates will continue to be slow, sorry. Leave feedback, changes, or additions on my Github. Really wish there was a comments section somewhere but whatever.
Version 1.4.8
Updated to v55
- Fixed the weight issues introduced in v55 that some of the items had. No more 120 lb lollipops.
- Fixed Explosive tank being completely broken in v55.
- Tried adding an image to the mod page. hopefully it works.
Planned Additions - More sounds, two completely new items, mod options, think of more interesting candy effects, defib and crowbar functions finally.
Updates will continue to be slow, sorry. Leave feedback, changes, or additions on my Github. Really wish there was a comments section somewhere but whatever.
Version 1.4.9
Updated to v55. again?
- Fixed the weight issues introduced in v55 that some of the items had. No more 120 lb lollipops.
- Fixed Explosive tank being completely broken in v55.
- Tried adding an image to the mod page. hopefully it works.
- Definitely didn't mess up something on the modpage in version 1.4.8 and updated again in two minutes to fix it.
Planned Additions - More sounds, two completely new items, mod options, think of more interesting candy effects, defib and crowbar functions finally.
Updates will continue to be slow, sorry. Leave feedback, changes, or additions on my Github. Really wish there was a comments section somewhere but whatever.
Version 1.5.0
So many changes so little time. update.
- Changed some names and fixed inconsistent names.
- Added tags for all items to prevent item conflicts.
- Increased Radioactive Cell's price very slightly and dimmed its light a bit.
- Radioactive Cell's damage now works differently and its damage is based on how long you've held it.
- Fixed crash and syncing issue with the padlock.
- Removed healing sounds because they were very annoying to listen to.
- Scissors are more consistently dangerous.
- Reverted Tool Box to hold to use instead of spam clicking.
- Tried to fix Tool Box rewards being desynced.
- Tool Box can now dismantle active turrets after a lengthy dismantle time (5 seconds for landmines, 15 for turrets).
- Reduced the candies spawn rates further.
- Increased the candies values.
- Tweaked the Explosive Tank's functions.
- Model and sprite tweaks.
- Added control tooltips.
- Added configs for whether an item is loaded and if it is scrap or a store item (Pretty messy, took hours, but works).
- Added sound for deconstructing with the toolbox. I wanted UI but my mind refuses to sit through any more hours of confusion.
- And as always random minor things I've forgotten about.
Planned Additions - More sounds, three completely new items, think of more interesting candy effects, defib and crowbar functions finally.
If there are ANY issues, the link to my github is at the top of the page! Should be able to squeeze out one more update with some new content before I'll be very busy.
Version 1.5.1
New stuff, more fixes.
- Added the rose scrap Item.
- Added ticket of exchange and golden ticket of exchange scrap items.
- Fixed some tool box and medical kit issues.
- Fixed tangled configs issue.
- Redid my latest icon changes because they looked terrible.
- Code consolidation.
- Reduced tool box turret dismantle time to 12, increased mine dismantle time to 6.
- Added various sounds to items.
- Rearranged the candy effects.
Planned Additions - More sounds, think of more interesting candy effects, defib and crowbar functions finally.
If there are ANY issues, the link to my github is at the top of the page!
Version 1.5.2
The "how many updates?" update.
- Dimmed the hand lamp's bulb glow even further.
- Some more toolbox fixes.
- Gave exchange tickets the icons I forgot to add last update.
- Fixed explosive tank drop counter getting stuck and slightly lowered the time before exploding.
- Edits to the mod description.
Planned Additions - More sounds, think of more interesting candy effects, defib and crowbar functions finally.
If there are ANY issues, the link to my github is at the top of the page!
Version 1.5.3
The final update of my week long update spree.
- Various model tweaks.
- Stopped the rose from hurting you twice when picked up initially.
- Removed leftover logging from testing.
- Dimmed the hand lamp EVEN FURTHER.
- Fixed the padlock floating when first spawned.
- Fixed instances where the explosive tank being created inside the ship room causes issues.
- I don't know if this actually needs csync so I removed the dependency for now.
- Crowbar is now a melee weapon that weighs a bit less than the usual shovel. opening doors with it will come later.
- Tweaked spawnrates a bit.
- Buffed healing a little.
- Added a bunch of missing sounds
- Simplified some code.
Planned Additions - defib and crowbar functions eventually.
I can never playtest enough so if you encounter ANY issues, the link to my github is at the top of the page!
Version 1.5.4
Was supposed to be the last update for this week but...oops.
- Was testing some new teleporter item code using chocolate and I forgot to put chocolate back to how it's suppose to be last update. OOPS.
- Explosive tank and rad cell value increased.
- Rad cell damage nerfed.
- Added tips to the mod page for surviving only the most dangerous scrap items.
- Candies that gave minor speed now also refill your stamina.
Planned Additions/Changes - defib and crowbar functions eventually.
If there are ANY issues, the link to my github is at the top of the page!
Version 1.5.5
The "It's technically next week" update.
- Handlamp bulb now properly changes whether it's on or off.
- Explosive tank sound was playing when it wasn't yet enabled. don't know how this started but I fixed it.
- Nerfed the radioactive cell's damage intervals even further to try and give more time when eyeless dogs force you to hold it and when the map is a longer one.
- Following the previous change, I've increased the explosive tanks timer a bit to give more time.
- Rewrote a chunk of old code to fix instances where the radioactive cell continued to hurt its holder from the grave when they are killed while holding it.
Planned Additions/Changes - defib and crowbar functions eventually.
If there are ANY issues, the link to my github is at the top of the page!
Version 1.5.6
The ..stable? update.
- Completely rewrote how the handlamp code functions.
- Consolidated some code, fixed some bugs.
- Disabled candies in configs by default for now because they aren't too useful and bloat the spawning pool with lower value scrap items. If I don't find a use for them I may scrap them.
- Added the candy dispenser.
- Made the crowbar able to open doors by hitting them.
- Messed with the medical kit, hopefully it works correctly now. probably not.
Planned Additions/Changes - defib.
If there are ANY issues, the link to my github is at the top of the page!
Version 1.5.7
The ..stable? update. again.
- Completely rewrote how the handlamp code functions.
- Consolidated some code, fixed some bugs.
- Disabled candies in configs by default for now because they aren't too useful and bloat the spawning pool with lower value scrap items. If I don't find a use for them I may scrap them.
- Added the candy dispenser.
- Made the crowbar able to open doors by hitting them.
- Messed with the medical kit, hopefully it works correctly now. probably not.
- Forgot to import..
Planned Additions/Changes - defib.
If there are ANY issues, the link to my github is at the top of the page!
Version 1.5.8
An update of all time.
- Tweaked radioactive cell damage to put you on critical health before killing you instead of killing you instantly at 25 health sometimes.
- Crowbar takes two-three hits to unlock a locked door instead of 1 and will knock it open.
- Crowbar can knock open unlocked closed doors by hitting them once.
- Reduced time to heal with the medical kit.
- The medical kit now replenishes its healthpool overtime instead of being restocked at the ship, it'll take a bit to get it balanced right but it's a start.
- Possibly fixed spawning issues with all items including the tickets, dispenser, and toolbox. Or made it worse, we shall see.
- Tweaked spawn rates a bit.
- Model tweaks.
Planned Additions/Changes - defib For real this time.
I've been working on a few more interesting items but with my new job and needing to learn new code stuff for them it's taking a bit longer, and I just wanted to get this update out. If there are ANY issues, the link to my github is at the top of the page!
Version 1.5.9
V60 compatibilty confirmation update.
- Increased crowbar's spawnrate to account for other item spawn increases.
- Made any tools or scrap tools grabbable in orbit.
- Lowered candy spawn rates.
- Lowered the golden ticket conversions to 5 instead of 10 and increased it's spawn rate to 5.
- Tried to fix spawned scrap values only showing for the host, like the candy from the dispenser.
- Updated some internal stuff to the latest versions.
Planned Additions/Changes - defib For real THIS time.
Next update will be 2-3 new items. If there are ANY issues, the link to my github is at the top of the page!
Version 1.6.0
The laying foundations update 1/2
- Tried to sync the padlock's door locking mechanic between players so you can lock your friends in rooms. You asked for it.
- Added the Defibrillator (disabled by default for testing. If you'd like to try it, enable it in the configs, but expect bugs).
- Added the Lifeline (disabled by default for testing. If you'd like to try it, enable it in the configs, but expect bugs).
- Added the Pocket Watch (Was supposed to have a function but I gave it's function to the Lifeline Device after I had already made its model. If you have any ideas what it should do I'd love to hear them).
- Added the adrenaline shot
- Removed candies.
- Restored some textures that mysteriously disappeared.
- Reduced the handlamp's battery capacity slightly so I could boost it's light reach slightly
- Made dropping the explosive tank deduct less time so new users have more time to think about picking it back up and so dropping it the first couple times isn't as punishing.
- The explosive tank's dropping mechanics are now completely disabled when dropped within the ship. Hitting it still blows it up.
- Messed with the spawn values again, one day maybe they'll feel correct.
- Worked on the spawn method for everything again.
- Increased the chance to spawn candy with the candy dispenser slightly.
- Tweaked the toolbox's trap detection to be more stable and accurate because it turns out landmines just have a weird collider or something. It also works more consistently while crounching now.
- Increased the value of scrap produced by the toolbox and slightly reduced it's cost because everytime I buy a toolbox it feels like traps mysteriously cease to exist.
- Changed some item's weights.
- Stuff I forgot about.
Planned Additions/Changes - Use medkit on teamates to heal them functionality, I actually hate doing ui but the toolbox will get ui someday, ...
The next update will have bug fixes for issues I recieve, some configs (I hate coding configs), effects/animations/sounds I didn't do due to lack of time, and probably balancing changes after I playtest the additions. I'm going to bed... Report ANY and ALL issues if possible, the link to my github is at the top of the page!
Version 1.6.1
Small follow-up update
- Undid some changes I made that just broke more stuff.
- Various fixes
- Fixed defib and lifeline not having battery initially.
- Made defib and lifeline disabled by default like I intended.
- Increased the toolbox price.
- Fixed plenty of incorrect code.
- I'm redoing most icons so those will be coming soon but I've added temporary icons to the new items.
- Tweaked some of the models.
Planned Additions/Changes - I'm messing with the defib model and will add It's icon when I finish it (the white square on the hotbar is a missing item texture not a bug), some sounds are still missing, some effects are still missing, rename lifeline, more bugs.
Pretty tired so the next update will take a few days unless a bug is critical, see y'all then. If there are ANY issues, the link to my github is at the top of the page!
Version 1.6.2 & 1.6.3
Coat of paint update 2/2 (THIS UPDATE WILL BREAK SAVES WITH PREVIOUS MOD VERSIONS, THERE ARE LOTS OF INTERNAL AND EXTERNAL CHANGES)
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Fixed an OLD major bug that caused the medical kit and bandages to stop working after a day or reset.
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Fixed ticket uses not registering.
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Gave candy dispenser it's damage back, that change wasn't intentional.
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When items are destroyed (Tank exploding, Ticket used, etc.) their radar icons are now destroyed with them.
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Many new/redone item icons.
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Added configs for spawn rate and store cost. I will not be adding anymore configs anytime soon, this was tedious.
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Renamed some items. Lifeline -> Displacement Controller, Adrenaline Injector -> Emergency Injector, Broken Pocket Watch -> Pocket Watch.
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Displacement Controller heavily polished code wise and balanced so for now I will enable it by default.
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Added missing sounds.
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Tweaked models some more.
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Fixed pocket watch scan node not being where it's supposed to be.
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1.6.3 -> Forgot to update the README with updated information :)
Plans for next update - A couple new deadly/dangerous scrap items, Polished defibrillator.
Thanks for 100,000 downloads I really appreciate it! If there are ANY issues, the link to my github is at the top of the page!
Version 1.6.4
Bugfixes, consolidation.
- Fixed Handlamp staying on when running out of battery.
- Reduced light intensity of the controller's screen so it might not be so bright on modded moons.
- Removed unused assets and references.
- Reduced the glitch time of the controller a bit, extended the first connectivity stage range a bit.
- Changed the teleport method of the controller so it hopefully works for clients now.
Planned Additions/Changes - I'm messing with the defib model and will add It's icon when I finish it (the white square on the hotbar is a missing item texture not a bug), some sounds are still missing, some effects are still missing, rename lifeline, more bugs.
This'll be all for this weekend! See y'all next weekend! If there are ANY issues, the link to my github is at the top of the page!
Version 1.6.5
Small Update.
- Shrunk the handlamp model by around 1/3.
- Tried to make the candy spawned by the dispenser update the prices on the clients so everyone can see the price. If it works I will do this to all the other items that spawn other items.
- Smoothed out displacement controller code and added more checks. It should be close if not complete code wise unless some random bugs crop up.
- Medical kit and bandages now update the hurt overlay and ui as you are healed. You also won't be stuck limping when healing over 20 with either of them as that is also updated.
- Tried to make defib work v2.
Planned Additions/Changes - Defib is still being messed with, more bugs, already brainstorming/creating some new dangerous scrap items.
If there are ANY issues, the link to my github is at the top of the page! I am also on the modding discord.
Version 1.6.6
The mass fix update 1/2
99% SURE THIS WILL BREAK WITH PREVIOUS SAVES.
It's been a little bit but I've not stopped working on the mod in my free time. This is the first of two updates that contains all of the fixes that have been reported or have been found by me playtesting the mod. Because of the shear amount of playtesting and bug fixing I had to do, I decided to postpone the new items until the next update and most of the extra visual effects and sounds will also be added then.
- Medical kit replenish rate slowed so that 2 or 3 of them will increase the amount of available health more drastically instead of one giving basically infinite health to the entire crew.
- Medical kit Healthpool is now set to max at the start of each planet.
- Fixed a couple instances where the handlamp would use battery when it shouldn't.
- Defibrillator now has sounds and works correctly.
- Tickets now work as intended.
- The rose will now apply a small slowness debuff each time it damages you.
- Brought back a few of my candies as special drops from the candy dispenser. The rest were lost to the void. The candies all do the same thing, they restore 10 health and give a very minor speed boost.
- Padlocks locking doors is now synced between players.
- Candy dispenser no longer spawns candy if the ship is in space, is currently in motion, or the current moon doesn't have a time cycle.
- The injector no longer heals, increases your sprint meter capacity, gives more speed, gives a jump buff, and changes your sprint meter color while active.
- The injector also drains your sprint meter and gives you a short slow debuff when the speed expires. Your sprint meter will also change to a seperate color while the slow is active.
- When used by clients the crowbar will now properly open the doors when unlocking locked doors.
- Model changes, new color variations for some objects, and improved effects for some objects.
- Fixed scissors not correctly being registered as a scrap item.
- Renamed displacement controller to shift controller to avoid terminal issues.
- Halved the glitch chance of the shift controller in the average connection range.
- Added a cushion to when the glitchs start randomly rolling in the average connection range so it can't roll to glitch as soon as you leave the great connection range.
- Spent like 5 hours trying to make a simple screen effect and have nothing to show for it. Maybe another time.
- Switched out most of the objects networking to my own networking and tested it so I ended up redoing most of them several times to get them working correctly and synced. This is what delayed this update so long.
- The most noticable fixes are above but I fixed an insane amount of bugs that I did not bother recording here.
Planned Additions/Changes - Finish new items, rework the toolbox's function, looking at making a monster at some point but no promises.
May be a couple fix updates after if needed but otherwise I'll be taking a short break. If there are ANY issues, the link to my github is at the top of the page! The mod is also on the modding discord under the name "Usual Scrap" with a space.
Version 1.6.7
Quick follow up fixes
- Fixed defibrillator working without being fully charged.
- Possibly fixed duplicate dead bodies when using the defibrillator.
- In addition to being cut in half any death that removes your head is also impossible to revive.
- Ticket use on corpses is now disabled.
- Fixed some typos.
Version 1.6.8
Quick follow up fixes #2
- Fixed crowbar doing it's functions multiple times when used in multiplayer resulting in it one-shotting stuff sometimes and open/closing doors rapidly.
- Updated content image.
Version 1.6.9
No name Update
I don't like going weeks without updating if I can help it so if an item taking long to make (frigid capsule in this case) i'm just going to update with what I have and the item will sit until it's done.
- Removed leftover logging.
- Fixed injector draining stamina instead of restoring stamina initially.
- Removed injector changing ui colors because of problems, will figure something else out.
- Shift controller no longer glitches from just being dropped inside the ship.
- Fixed harmless ticket error.
- Increased the great connection range of the shift controller by around 30%.
- Pocketwatch disabled.
- Hopefully fixed defibrillator bodies being duplicated or remaining upon revival for good.
- Made some light attempts at fixing a inconsistent invisible model issue upon revival (I tried some light fixes because I don't want to break other stuff doing random changes).
- Added check so slowing effects won't go negative and reverse your controls.
- Added Gloomy Capsule.
- Added Frigid Capsule (Still a bit unstable).
- Items that spawned on hard moons only now also spawn on any modded moons. Looking into spawning items based on the interior instead of the moon if possible.
Upcoming - Toolbox rework, golden ticket changes, some new configs, a few more new items eventually.
If there are ANY issues, the link to my github is at the top of the page! The mod is also on the "Lethal Company Modding" discord under the name "Usual Scrap" with a space.
Version 1.7.0
I don't think I've said enough thanks and really didn't expect the mod to have nearly as many downloads/users as it's received so I just wanted to say thanks everyone for viewing and trying the mod. I really appreciate it.
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New modpage image.
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Updated many textures and some model tweaks.
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Explosive Tank -> Unstable Fuel Cylinder , Changed the name so it's less obvious what it'll do.
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Improved effects for some items, mostly the capsules.
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Frigid capsule redone from scratch. It now creates a temporary localized snow storm that builds up frost stacks rapidly instead of firing 3 waves.
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Frigid capsule knocks you off of ladders if you are frozen while on one to avoid getting you stuck on them permanently.
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If a frozen player is damaged they will be unfrozen.
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Shift controller fixes.
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Pocketwatch removed.
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Hopefully stopped gloomy capsule from sometimes teleporting players inside objects.
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Fixed gloomy capsule grab/new day bug.
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Further increased capsules value due to the danger they can pose.
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Capsules staying active in orbit and on the company moon has been fixed. A config will be added to alter this behavior further.
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Added Info on the first two capsules I added last update.
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Added a short teleport delay to the shift controller.
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Added shift controller connection range configs.
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All configs changed to be categorized by item instead of type of config.
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Fixed visual bugs and other minor bugs not worth recording.
Here's a list of recent known and confirmed bugs -
- Rose can invert your controls (may be fixed)
- Crowbar 2 shots only hoarding bugs for some reason, I looked for hours and I can't figure out why this happens.
- Frigid capsule can perma freeze you on ladders (may be fixed)
And some possible improvements/additions -
- Item names tweaked for better compatibility.
- Toolbox changes.
- Golden ticket changes.
- Handlamp changes.
- Emergency injector changes.
- New items.
I was on break and will continue to be mostly on break from modding, updates will be few and far between for a while.
If you have any config issues after this update I recommend deleting your config file so it can be remade. I completely reorganized it this update.
If there are ANY issues, the link to my github is at the top of the page! The mod is also on the "Lethal Company Modding" discord under the name "Usual Scrap" with a space.
Version 1.7.1
Happy Holidays.
- Pocketwatch readded. Just a normal item.
- Rose now also damages you when you pocket it.
- Lowered the audio range of the frigid capsule by 50%.
- Lowered most default spawn rates.
- Some prices altered.
- Medical kit no longer replenishes while actively being used.
- Frigid capsule freezing removed completely along with many of it's particles, It now just applies a stacking slow the longer you remain in the aoe. Freezing had too many factors, wasn't as fun as I thought, buggy, probably laggy, etc. No more staring at a wall for 15 seconds.
- Possibly fixed double hit issue, did some changes and light testing and it seemed fixed. Let me know.
- Added uselimit and useslimited configs for the defibrillator. uselimit is based on the amount of players the defib has been used to revive not general uses of the item.
- Defibrillator now flashes red when used on a corpse that cannot be revived due to it being dismembered. It will also turn red permanently and play a sound when out of uses completely if that is enabled.
- You now have to use the defib on a corpse twice to revive the deceased player.
- Reverted the golden ticket back to having 5 uses instead of one use that spawns 5 gifts.
- Added more checks for tickets and tickets no longer work on items that are inside the company cruiser. This cruiser bug was a very weird bug that I still don't understand but I've found a method to fixing it.
- The Handlamp now remains on when pocketed.
- Readded csync as a dependency.
Bugs hopefully fixed with this update -
- Melee item Double hit.
- Ticket use on cruiser bug.
- Frigid capsule several bugs.
possible improvements/additions -
- Medical kit long awaited function addition.
- Toolbox long awaited redo.
- Emergency injector additions.
- Refinements and QOL.
- New Items.
Modding interest regained new items inbound.
If there are ANY issues, the link to my github is at the top of the page! The mod is also on the "Lethal Company Modding" discord under the name "Usual Scrap" with a space.
Version 1.7.2
Quick follow-up update to 1.7.1, check out 1.7.1 for the more important changes ^- Added ticket cruiser fix to the golden ticket since I forgot to before.
- Removed double use on the defib. Increased the defib's battery usage due to this.
- Added configs back for the pocketwatch.
Version 1.7.3
Quick follow-up follow-up update to 1.7.1, check out 1.7.1 for the other important changes ^^- Actually removed defib double use.
- Disabled leftover logging.
- You can now heal other employees with the medical kit directly.
- Fixed melee multi-hit for good.
Version 1.7.4
My modding week continues..- When using the medical kit to heal fellow employees the rate of healing is now increased! (2x Healing Speed)
- When the gloomy capsule is charging but in your pocket a new vfx will play around your player to attempt to warn players it is actively about to do something.
- Defib body removal range shrunk, will rewrite this portion of code to only do the revived body when I have time.
- Medical kit code optimized and consolidated.
- Medical kit self healing speed increased very slightly.
- Healing particles moved slightly and attached to the player so they can still be seen when moving quickly.
- Fixed medical kit using more of its charge than intended resulting in it running out very quickly.
- Shift controller battery increased slightly and teleport delay lowered.
Version 1.7.5
My modding week ends here. Next update will be a while as I plan to potentially double the amount of unique items and complete the toolbox update, till next time.- Frigid capsule permanent frosty feet particles fixed hopefully.
- Frigid capsule slow effect lightened.
- Handlamp head light moved up a bit so you aren't partially blinded anymore.
- Added config for buying the crowbar in the store.
- Fixed pocketwatch not showing up issue hopefully.
- Emergency Injector changes.
- Something else I forgot.
Version 1.7.6
Follow-up ^- Way too many snow particles.
- Medical kit now updates the health hud of only the player being healed. Thanks Xu Xiaolan!
- Defib should now only remove the body of the person it has revived.
- Removed rose slow until I fix or rethink it.