HazardsOutside
[v49] This mod allows hazards such as landmines, turrets and even modded ones to also spawn outside! Spawn rates can be configured for each hazard.
Date uploaded | 9 months ago |
Version | 1.1.3 |
Download link | snake_tech-HazardsOutside-1.1.3.zip |
Downloads | 40067 |
Dependency string | snake_tech-HazardsOutside-1.1.3 |
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
Hazards Outside
Introducing the "Lethal Company: Outdoors Hazards Edition" mod – because why confine chaos and calamity to the comfort of four walls?
This mod will let you spawn landmines, turrets and even modded hazards outside with spawn rates configurable to your liking.
So, if you've ever thought to yourself, "Gee, I love Lethal Company, but wouldn't it be great if it tried to kill me in the great outdoors?" – well, this mod's got your back.
Literally. Because there's probably a turret back there too. Happy surviving!
Details
- Seeded hazard spawns so they can be replicated. Try it out on challenge moons!
- Configuration for each hazard:
- Min/Max spawn rates per hazard.
- Min/Max spawn rates per moon per hazard.
- Global "No Extra Hazard Spawn" chance from 0-100%.
- Modded moons are supported. Keep in mind that hazard spawn points might be unpredictable due to modders layering their moons differently than the base game.
- Modded hazards are supported (if added to the game correctly). Successfully tested with Evaisa's teleport traps from LethalThings.
- "Safe" zones for turret spawns to avoid game breaking (because that's no fun).
- Fire exits should be relatively safe, although this may change in the future.
Installation
Automatic (Recommended)
- Install through Thunderstore or r2modman.
Manual
- Install BepinEx.
- Place BepInEx/plugins/LCHazardsOutside.dll in your BepInEx/plugins folder.
- That's it! Only the host needs this mod installed! Amazing!
FAQ
Q: Does only the host need this mod?
A: Yes.
Q: What if the others have it? Will it break?
A: No, the mod will simply not do anything if the user is not hosting.
Q: Why is [insert any modded object here] also spawning outside?
A: It means that the modder put that object into the base game's list of hazards. If it causes issues, please create an issue on github for a compatibility patch. I'll look into it if I have the time.
Upcoming features
- Various configurable spawn strategies. This could include making fire exits less safe, or having a turret guard an exit.
Known issues
- Rotation does not work at all on Vow for some reason.
CHANGELOG
1.2.4
- Optimized load speed of compatibility patches/checks, especially in bigger mod lists.
1.2.3
- Removed debug log and actually increased version number.
1.2.2
- Fixed compatibility to LategameUpgrades: All current and future contract-based items won't be forced to spawn outside anymore.
- Increased spawn safety radius for turrets and spike traps. SHip is now a bit safer even if spawn denial areas are missing on custom moon.
- Better error handling to gracefully handle objects that are destroyed.
1.2.1
- Fixed default values for custom hazards. Now disabled by default.
1.2.0 (v50 Update)
- Updated for full support of v50.
- Added backwards compatibility for v49.
- Added the Spike Roof Trap from v50 as a new configurable hazard.
- Added configurable spawn strategies! Currently there are three options: MainAndFireExit, MainEntranceOnly and FireExitsOnly.
- Added better error handling and made spawning more reliable.
- Spike Roof Traps will spawn flush against a wall if possible.
- Increased highest max value from 50 to 100.
- Now only landmines and spike traps are enabled by default and other hazards are opt-in for higher difficulty if desired.
- Removed experimental BrutalCompanyMinus compatibility patch as it was not needed.
- Min/Max values are now sliders in the config.
- Updated README.
v1.1.3
- Added compatibility patch for LategameUpgrades -> Shopping carts are now blocked from spawning outside.
- Added experimental fix for BrutalCompanyMinus. Might revert this one if it has no effect.
- Fixed issue where min/max config values for custom hazards were not applied.
v1.1.2
- Fixed max number being excluded causing no turrets to spawn by default. This closes issue #1.
v1.1.1
- Cleared up some confusion about moon name format in the config.
- Fixed issue where moon names were expected to be lowercased otherwise they would not be recognized.
- Further improved modded moon support.
- Decreased turret safety area sizes a bit.
v1.1.0
- Added a new configuration using a moon list per hazard.
- Added a global outside hazard spawn chance (0-100%) to the configuration.
- Added modded moon support.
- Reworked spawning objects so that they spawn more reliably.
- Fixed wonky rotation on some slopes.
- Refactored code to make more spawn strategies possible.
- Updated README.
v1.0.2
- Fixed slightly levitating hazards.
- Added rotation data to hazards according to ground slope angle. Does not yet work 100% of the time.
- Fixed a spawn issue when the main entrance and the ship had a considerable height difference like on Titan. The spread should be considerably better.
- Fixed hazards spawning on water or other non-walkable objects.
- Updated README with known issues and upcoming features.
v1.0.1
- Fixed hazards spawning in mid-air by improving the spawn method.
- Increased default minimum spawn rate for landmines to 5.
- Updated README.
v1.0.0
- Initial release.