
This build has a rather interesting history of creation - initially it was intended for solo players, but in the future it became so relevant that there were more single players playing together. After that, "Lethal Loner" was renamed to "Lethal Loners" 😅
"Lethal Loners" is a mod pack containing over +200 quality of life and game balancing mods that make the gameplay more fun, but still challenging on LateGame. Get ready to go on a strange journey with your friends.
The build took its shape thanks to a fairly well-optimized and organized mod pack that provides a smooth and enjoyable gameplay (and thanks to various testers).


The Immortal Snail looks like a regular snail, but it's special because it can't be killed. It has a shiny shell and leaves a slimy trail just like any other snail. No matter what you do to it—smash it, burn it, or squish it—it doesn't die. People have tried to get rid of it, but it just keeps on going, making it a real head-scratcher for everyone.
It's behind you... What imitates different sounds? OH MY GOD, WHO ARE YOU???
The Manor Lord Puppeteer is a shadowy enemy in the facility that strikes quickly, stabbing you before disappearing. It leaves behind a puppet linked to you—any damage to the puppet directly hurts you. Protect the puppet to survive, while staying vigilant for its next attack.
BellCrab is an unassuming creature that hides among the remnants of bell scrap, its shiny shell reflecting the light as it waits for unsuspecting players. At first glance, its playful demeanor and harmless appearance lure adventurers closer, but once they draw near, BellCrab strikes with surprising speed, dragging them into its metallic lair, where the true danger of this seemingly innocuous crab reveals itself.
The Peeper are adorable, harmless aliens resembling spherical creatures with endearing features. They waddle around joyfully, their cute appearance captivating those who encounter them. However, their innocence is deceptive; upon contact, they latch onto unsuspecting individuals. Once attached, they gradually make their host feel increasingly heavy, burdening them with an unexplained weight. Despite their playful demeanor, the Peeper's ability to transfer a heavy load upon their victims serves as a dangerous ability, reminding others of the hidden dangers that lurk within their seemingly harmless exterior.
Nemo is an eccentric clownfish that features a quirky horn capable of producing a cheerful squeak. However, when this horn is activated, Nemo triggers a small explosive reaction, granting players a temporary speed boost. While the burst of speed can be exhilarating, it comes at a cost—players must navigate the chaos created by the explosion, as it can also attract unwanted attention from nearby predators or create obstacles in their path!
HorseShoe Crab is a unique land-dwelling creature with an ancient-looking exoskeleton. While it appears harmless as it slowly roams the terrain, stepping on this quirky creature triggers a surprising reaction—it launches the player far into the air! This unexpected boost can provide an exhilarating experience, but caution is advised, as the sudden flight may lead to unpredictable landings. The HorseShoe Crab’s peculiar behavior adds a fun twist to encounters in its habitat.
Don't let their small size fool you; these little guys pack a punch! Docile, these inside creatures roam around the facility until a player walks too close. Once a player gets too close, they stop moving and warn the player, and if the player persists in their approach... the player becomes history. They spawn in small groups.
The Boomba: a malevolent cleaning bot, haunting the dim corridors with ill intent. It patiently waits for unsuspecting souls to approach. When triggered by proximity, it unleashes a devastating explosion, leaving chaos in its wake. Beware this lurking menace, for its destructive power knows no bounds.
Cleaning drones are small, aerial machines that were built to handle infestation within the facilities. They slowly roam around the building, dispensing a fog of highly concentrated TZP chemicals. The purpose of this fog was to kill invasive insects, however, they seem to have long since grown resistant to it, even using it to their advantage at times as a place to hide. There seems to be no evidence of who made these devices.
It patrols the halls of the facilities, beaming a red spotlight from the tip of its barrel. It aimlessly roams around, until it spots a person. Once it gets within a short range of its target, it stops moving, aims, then starts firing. Thankfully, it’s much weaker in damage and slower to lock on than a normal turret. However, the turret also seems to have a tighter, longer range than its stationary counterpart, able to gun down entire an entire hallway. It seems to stop attempting to aim once it begins firing, just shooting indiscriminately in that direction. However, still keep your guard up around this thing, for if you underestimate it, your life may come to an end quickly.
In the depths of the dark forest dwell the mighty Redwood Forest Giants. Towering over the trees, they usually pose no threat. However, be wary of their colossal steps, which could inadvertently kill you.
Mushrooms spawn inside the facility, going too close to one of them can infect you with a disease that renders you deaf to your coworker's voices. Be careful, the infection can spread to nearby humans !
Be careful, sometimes an item can hide a monster...
It only takes one to ruin your day. These outside spiky balls damage the player on touch and multiply during the day. Urchins grow over time until they mitosis (split) into two smaller urchins > that continue the cycle. They like to spawn at the start of the day in small numbers and then balloon in quantity by the end of the day. However, you can combat this invasive threat with a trusty dose of violence! Give it a whack and eliminate them before it's too late.
Bruce is a docile outside enemy that likes to spawn during the midday. He only attacks players who are injured near him. The more a player is injured, the further away Bruce will be able to smell them. Only one can spawn at once.
It's a spiky creature which likes to hide in its shell. From time to time, it will search for any nearby dangers using its big eye. If endangered it will show its spikes, and roll towards threats!
Appearing as an ordinary locker, this creature hides in plain sight. When approached, it springs into action, its metal doors snapping open to reveal rows of sharp, metallic teeth. With surprising speed, it lunges at its prey, aiming to consume them whole. Despite its camouflaged appearance, this predatory locker is a serious threat, ready to strike when least expected.
The Country Road Creature prowls the landscape, searching for players with unsettling grace. Upon spotting a target, it pauses before charging; a collision means instant death. Its anger gauge rises with each encounter, boosting its speed, and while players can stun it temporarily, this maxes out its anger. A well-timed strike during an attack can free a captured player, offering a fleeting chance of escape.
Don't Touch Me introduces a mysterious entity that appears as a button, spawning randomly in the facility to tempt players. It can be used to clear monsters, but teamwork is essential, as it may also disguise itself as scrap to trick you!
The Rolling Giant is a unique and fascinating entity that has been brought to life.
The Clay Surgeon's movement acceleration will increase at a curve, increasing more during the start of the day and less near the end. Clay Surgeons also spawn in pairs, if you see one, keep your eyes peeled!.
Shy Guy may seem harmless, sitting and crying, but don't be fooled. Even if you glimpse at him for less than a second, he unleashes a piercing scream and charges at you with alarming speed. His sudden transformation from sorrowful to aggressive makes encounters with him terrifying and unpredictable. Approach with caution, as glancing at him could mean the difference between life and death.
The Faceless Stalker is a mysterious figure, famous for having no face. It lurks in the shadows, silently observing its prey from a distance. When alone, it emerges with chilling intent, it charges at its prey, its arms sprouting tentacles as it transforms into a terrifying monster.
The Haunted Harpist is an enemy that initially roams the map while playing its haunting melody on the harp. If provoked during its performance—whether by excessive noise, stunning, or direct attack—the Haunted Harpist will cease its serene music, dropping its harp to engage aggressively with anyone it perceives.
The Phantom Piper plays the bagpipes. Unlike the Haunted Harpist, the Phantom Piper is scared of players and will run away, bagpipes in hand, when provoked. Although luckily for him, he is always escorted by his own Ethereal Enforcers.
The Thing is a creature that lurks in the darkness, observing players quietly and strategically. It doesn’t rush its prey; instead, it follows them subtly, keeping itself hidden and waiting for the right moment. Each time it appears, it’s only a fleeting glimpse—a shadow slipping out of sight, just enough to be noticed and trigger a sense of dread. The creature has a unique pattern: it watches multiple players, as if it’s studying them, but it only acts after observing a specific number. Once it has its eyes set, The Thing abducts the last player it saw. It doesn’t simply chase them; instead, it pulls them suddenly into a dark, ominous room. In this room, the abducted player is trapped and must play a game to escape. The rules of this game are unknown at first, and the player has no choice but to play to survive. The Thing watches them the entire time from the shadows, observing each struggle and mistake. If they manage to escape, The Thing releases them, but it leaves a lasting feeling of being watched, as if it may one day return for another game. The room game is simple, when a player come in the room, a shovel spawn next to him. The player need to find and hit with the shovel a certain amount of monster in the room in a certain amount of time. If the time is running out, the monster come to the player and kill him with a jumpscare.

In the terminal, you can purchase the item labelled
Portable Teleporter (The probability of breakage is 90% after use)orAdvanced Portable Teleporter (The probability of breakage is 10% after use)which then appear in the pod in the form of a interactive pad (either red or blue, depending on your choice). Then, if you have a ship teleporter which allows you to teleport back to the ship, you can use the item to start the teleport sequence on you and if configured can keep your items when teleporting away.
Cat food has been added! It can be bought for 5 credits in the terminal, and if it is opened and put on the ground, it will feed any number of cats within a radius of several meters for 12 hours! Delays the meowing of cats for a considerable time, by default, it is recommended for a multiplayer game, since you will still need someone who will pet them regularly Silence the cats for the entire 12 hours of play, recommended for single player play.
In the terminal, you can purchase the item labelled
Diving Kitwhich then appear in the pod in the form of a scuba helmet which will cover most of your vision when using it. The helmet will only retain oxygen for you if you are holding it in your hand.
This is an item you can buy from the store. It is a one time use only die, which teleports you to the ship with all your items. But, not always. Rolling 6 will return you to the ship with all the crewmates standing near you (they need to be very close). Rolling 4 or 5 will return you to the ship. Rolling 3 will cause a mixed effect. Rolling 2 will cause something bad to happen. You don't want to roll a 1.
-Attracts certain enemies. -Flares are automatically pinged by employees. -Ammo can be bought from the store.
Adds shop item that allows to scan the nearby enemies
A new piece of Equipment - the Geiger Counter! For just 90 credits you can be surverying the area for radiation in no time! Use it to find the appartus or other places of radioactive significance.
Unlock gates, disable turrets and mines, from up close. Requires basic math skills.
Potions and tools that reduce or increase your size
In the terminal, you can purchase the item labelled
Wheelbarrowwhich then appear in the pod in the form of, well, a wheelbarrow. You can grab it through the handles to move around with it. Once you pick up an item, you can decide to deposit it in the wheelbarrow by interacting in the sides of its container. However, if it's considered full, it will not allow you to deposit it. You can then carry the wheelbarrow along with the items (and their final weight when deposited) back to the ship which then you can drop all through a control binding.
In the terminal, you can purchase the item labelled
Helmetwhich then appear in the pod in the form of a bycicle helmet. You pick it up and interact with it through left click (by default) which will then make you wear the helmet (other people will see you wearing the helmet on your head). Depending on the configuration, you will have damage mitigation (either total or partial) from incoming sources of damage such as turrets and enemies like Baboon Hawks. Once the helmet takes enough hits, the helmet shall break and you will have to wear another one. Enemies that kill instantly such as Eyeless Dog and Bracken will not be stopped by this item when weared. When disconnecting and wearing a helmet, the item will fall on the floor where the player disconnected.
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. 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!
The defibrillator uses power to revive deceased employees. 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. 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. A power cost is deducted when you release the use button at full charge regardless of if a player was revived or not. 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.
Press Left Alt to toggle night vision. Has self regenerating batery. Pick up and lmb to equip. Lose on death (by default).
In the terminal, you can purchase the item labelled
Peeperwhich then appear in the pod in the form of a tripod with a bunch of cameras above it. When placed on the floor, any Coil-Head entities that find this item will remain still til it gets grabbed by the player again which will stop functioning and allow Coil-Head entities to start moving again.
Sends a location ping to your nearby colleagues.
When two Telepads are located, they communicate with each other and can teleport you from point A to point B. There is a charge when using.
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.
Access the ship radar system remotely. Very limited battery life. May piss off anyone actively watching the radar terminal.
Friendly gal that carries scrap! Rechargable via time after orbit!

To install this modpack its recommended to have either R2ModManager or the Thunderstore App but R2ModManager is better!


Modpack Creator:
Performance Helper:
Assistance in testing and improving the modpack:
Oxyfoxys ; PRIPEKASHKA ; ImperatorRin ; SeryozhaFalin ; Boob4sword ; alexpleasure ; Nyuscha ; alexpleasure ; B3kd0r ; Neyk1_o ; agent_kate ; Ledissevera ; notre_tout ; juldeadme ; strawberryaroma ; akimaryy ; G0LD_Blood ; kabaneeee ; DimaLooper ; freshik12 ; flexdb12 ; CodEX ; Celestin Halio ; Skull-Bearer ; daestzhexd ; big_tatik
➡️➡️ Any questions or answers about the assembly, problems, etc ⬅️⬅️
(1) to Zaggy1024, I noticed a wonderful mod called “OpenBodyCams”, we tested it for a long time, set it up and this mod became the successor of “Helmet_Cameras” and “Solos_Bodycams”. A good person, helps everyone with questions and is involved in a great project called "CullFactory" to improve our performance in large modpacks.
Someday I will find bugs and report them to you. 😘
(2) to Tyler, helped me understand some mods and combine a couple of mechanics into one mod. 🔧
(3) to DimaLooper, helped with the visual part and design of something, an excellent worker. 👍
(4) I thank "TheMostLethalCompany", "HideNSeek Company", "Lethal Enhanced Party Edition" Company for the finished README. I was inspired by your work and I decided to do something similar. I apologize in advance if I stole your work in the README, I really appreciate it!
(5) I am very grateful to itekso. for help with questions and problems with some mods and my mod build