Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
LethalHUDMessages
Updated a month agoFeatures
Death Messages
Randomized messages for all 16 causes of death and 21 specific monsters. When a player dies, an on-screen notification appears with a random message matching how they died or what killed them.
Supported death causes: Unknown, Bludgeoning, Gravity, Blast, Strangulation, Suffocation, Mauling, Gunshots, Crushing, Drowning, Abandoned, Electrocution, Kicking, Burning, Stabbing, Fan
Monster Kill Messages
When a known monster kills a player, the message references that specific monster instead of just the generic cause of death. Each monster has 8 unique kill messages.
Monster Encounter Messages
Non-lethal encounters trigger alerts too — when a monster grabs, haunts, hits, or aggros near a player. Each monster has 6 unique encounter messages with a 15-second cooldown per enemy instance to prevent spam.
Encounters are tracked per-enemy and reset each round. Enemies must be "discovered" (enter an aggressive behavior state) before encounter messages fire.
Event Messages
Optional notifications for in-game events (all off by default):
| Event | Trigger |
|---|---|
| Critical Damage | Player health drops to ≤20 HP |
| Ship Leaving | Ship autopilot departure |
| Vote to Leave | Someone votes to leave early |
| Teleporter | Regular or inverse teleporter use |
| Quota Fulfilled | Profit quota met |
| Turret Firing | Turret enters firing mode |
Two Display Styles
| Style | Description |
|---|---|
| Tip (default) | Bottom-right popup with "DEATH" or "EVENT" header |
| GlobalNotification | Bottom-center banner with color-coded background |
When using GlobalNotification, the banner changes color based on message type:
| Type | Background | Text Color |
|---|---|---|
| Death | Red | White |
| Event | Yellow | Black |
Message Queue
Messages display for a minimum of 4 seconds each. If multiple messages fire in rapid succession, they queue up and display in order — nothing gets dropped or overwritten.
Modded Enemy Support
Unknown/modded enemies automatically get generic fallback messages that include the enemy's actual name. Works for both kills and encounters (encounters require CustomEnemyEncounterMessages to be enabled).
Enemy Blacklist
Don't want messages for a specific enemy? Add its internal name to the EnemyBlacklist config (comma-separated). Blacklisted enemies produce no messages at all — kills or encounters.
Supported Monsters
All 21 vanilla monsters have unique kill and encounter message pools:
| Monster | Internal Name |
|---|---|
| Bracken | Flowerman |
| Jester | Jester |
| Forest Giant | ForestGiant |
| Eyeless Dog | MouthDog |
| Thumper | Crawler |
| Hygrodere | Blob |
| Snare Flea | Centipede |
| Spider | SandSpider |
| Baboon Hawk | BaboonHawk |
| Nutcracker | NutcrackerEnemy |
| Coilhead | SpringMan |
| Mimic / Masked | MaskedPlayerEnemy |
| Ghost Girl | DressGirl |
| Butler | Butler |
| Barber | ClaySurgeon |
| Maneater | CaveDweller |
| Hoarding Bug | HoarderBug |
| Earth Leviathan | SandWorm |
| Old Bird | RadMech |
| Circuit Bees | RedLocustBees |
| Mask Hornets | ButlerBees |
Any enemy not in this list uses the generic fallback pool with the enemy's actual name substituted in.
Configuration
Config file is auto-generated on first launch at:
BepInEx/config/com.github.luckofthelefty.LethalHUDMessages.cfg
Display
| Setting | Default | Description |
|---|---|---|
| NotificationStyle | Tip |
Tip = bottom-right popup with header. GlobalNotification = bottom-center color-coded banner. |
Debug
| Setting | Default | Description |
|---|---|---|
| EnableTestMode | false |
Enable debug hotkeys (F8-F11) to test messages without needing to die. |
Player Events
| Setting | Default | Description |
|---|---|---|
| CriticalDamageMessages | false |
Alert when a player's health drops to critical (≤20 HP). |
Ship Events
| Setting | Default | Description |
|---|---|---|
| ShipLeavingMessages | false |
Alert when the ship is leaving. |
| VoteToLeaveMessages | false |
Alert when someone votes to leave early. |
| TeleporterMessages | false |
Alert when the regular or inverse teleporter is used. |
| QuotaFulfilledMessages | false |
Alert when the profit quota is met. |
Monster Encounters
| Setting | Default | Description |
|---|---|---|
| MonsterEncounterMessages | true |
Show non-lethal monster encounter messages. |
| CustomEnemyEncounterMessages | true |
Show generic encounter messages for modded/unknown enemies. |
| EnemyBlacklist | (empty) | Comma-separated list of enemy internal names to suppress all messages for. |
Debug Test Mode
Set EnableTestMode = true in the config, then use these hotkeys in-game:
| Key | Action | Cycles Through |
|---|---|---|
| F8 | Death message | All 16 cause-of-death types |
| F9 | Monster kill message | All 21 monster types |
| F10 | Monster encounter message | All 21 monster types |
| F11 | Event message | All 7 event types |
Each press cycles to the next type. Messages are also logged to the BepInEx console with a [TEST] prefix. Uses your actual in-game player name.
Screenshots
| Death (Gravity) | Event (Jester) |
|---|---|
![]() |
![]() |
| Event (Ship Leaving) | Death (Snare Flea) |
|---|---|
![]() |
![]() |
Installation
Thunderstore / Mod Manager (Recommended)
Install via your preferred mod manager (r2modman, Gale, etc.). Dependencies are handled automatically.
Manual
- Install BepInEx 5 for Lethal Company
- Install StaticNetcodeLib
- Place
com.github.luckofthelefty.LethalHUDMessages.dllinBepInEx/plugins/ - Launch the game — config file generates on first run
FAQ
Do all players need this mod? Yes — messages are client-side, so each player needs the mod installed to see notifications.
Does this work with modded enemies?
Yes. Unknown enemies get generic fallback messages that include the enemy's actual name. You can disable this with CustomEnemyEncounterMessages = false.
Can I use this with LethalMessages (the chat version)? Yes — they work independently. LethalHUDMessages uses HUD notifications, LethalMessages uses the in-game chat. You can run both for maximum chaos.
Messages aren't showing up? Make sure the relevant config options are enabled. Death messages and monster encounters are on by default, but all event messages are off by default.
Building from Source
dotnet restore
dotnet build -c Release
Output: LethalHUDMessages/bin/Release/netstandard2.1/com.github.luckofthelefty.LethalHUDMessages.dll
License
MIT



