Lethal Company
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Odd Company

Five strange visitors for your next quota run. Version 0.2.0 is an experimental test build, with industrial-horror silhouettes, original spatial encounter soundscapes, scanner hints, and host-controlled encounters.

The horror update

The palette is now soot, corroded metal, dirty cloth and old bone. Body surfaces no longer glow. Warning marks remain visible but use muted colors. Animations use restrained swaying, intermittent twitches and uneven folded movements instead of broad bouncing.

  • pligga: collapsed work coat, dragging forearms and fingers, stitched face edges. The supplied face image remains recognizable, tinted by its material and lit by the environment. Its soundscape layers wet breathing, a throat rattle and uneven heartbeat-like thumps; the tongue wind-up and strike have separate cues.
  • Hushloom: torn double-sided membranes, bent antennae, dangling limbs and a narrow throat slit. Unstable, choir-like tones drift over noisy inhalations, rising into a dissonant warning.
  • Backstitch: a corroded wire-wound spindle on angular needle legs. Broken sewing-machine taps and tension squeals announce its approach.
  • Tollbud: a rusted timeclock with split metal jaws, staple teeth and a hanging receipt. A detuned service bell rings above a failing transformer hum.
  • Foldback: asymmetric thin folds, a tilted blank face and hanging arms. Reverse-rising paper scrapes and misplaced footstep-like thumps give its recorded trail an uneasy rhythm.

Each creature has its own 16-second atmospheric loop and distinct warning/impact clips. These are original synthesized sound designs, not licensed songs or sampled voices. They are designed as localized horror soundscapes rather than a full musical score. Sound comes from the creature, attenuates with distance, fades in, and is quieter and low-pass filtered behind walls. Nearby competing monsters have reduced ambience; cues use one voice per creature to avoid overlapping volume spikes. The regular warning timings and gentle damage defaults remain unchanged.

Local [Audio] EncounterVolume defaults to 0.45; WarningVolume defaults to 0.75. Set the encounter volume to zero if you prefer only warning sounds. These settings do not change other players' volumes. Audio is routed to the player's movement mixer group when available. The final mix still needs an in-game listening pass.

Compiled against Lethal Company Steam build 22825947. Compilation and offline rule checks passed; in-game rendering, navigation and multiplayer have not yet been playtested.

Meet the five

Creature What it does How to deal with it
pligga A round, bald creature with the supplied photo mapped onto its face. It fixes its aim, winds up for 1.8 seconds, then flicks a six-metre tongue for 10 damage and a little stamina. The thin line shows the attack direction. Step sideways, back out of reach, or get behind a wall. It cannot redirect the strike once winding up.
Hushloom A ragged moth with a resonating hollow throat. Nearby sprinting fills its charge; a two-second warning precedes a seven-metre pulse. Only players still sprinting in the pulse lose 8 health and some stamina. Walk. Its charge fades when nobody nearby sprints, and walking avoids its pulse even after it charges. It reacts to sprint state, not your microphone.
Backstitch A six-legged living spool sewing cyan loops along its route. Loops last 12 seconds and arm after 1.5 seconds. Sprinting across an armed loop costs 6 health and some stamina. Walk through the loops, go around them, or wait for them to fade. The spool itself has no touch attack.
Tollbud An amber mechanical flower guarding a small ring. It charges a toll in attention: remain still within 5.5 metres, with line of sight, for two seconds to earn a personal 20-second pass. Otherwise its inner 3.2-metre ring pulses for 8 damage every three seconds. Stand still just outside the inner ring before passing. It never takes or changes your scrap.
Foldback A folded-paper walker tracing a nearby player's footsteps from six seconds ago. Pale markers show the recorded route. Contact while it is following the trail costs 10 health. Keep moving forward and avoid doubling back into it. It resets its recording when switching targets or losing sight.

The designs were created for this pack; no claim is made that no other mod has ever used a similar idea.

Balanced defaults

  • One added monster at a time; at most three encounters per landing.
  • First spawn attempt 75 seconds after landing, then one attempt every 75 seconds with a 65% chance.
  • Indoor spawn points must be 14–65 metres from the nearest eligible player, out of view and connected to the target by a complete NavMesh path. Spawns may be delayed if no safe point exists.
  • Added attacks have a shared four-second cooldown per player. GentleDamage is enabled: this pack cannot directly lower your health below 20. Vanilla enemies and hazards can still kill you.
  • Stamina drains preserve a small reserve and never increase already-low stamina.
  • Every monster takes three accepted vanilla shovel/knife hits to remove. Each accepted hit interrupts it for 2.5 seconds. Hitting is optional; each has a non-combat counter.
  • Encounters leave after 160 seconds and are removed when the round ends. They do not save state in your save file.

Install / upload

Upload the Odd_Company-0.2.0.zip file as-is to the Lethal Company community on Thunderstore. It contains the required manifest, 256×256 icon, README, and compiled plugin at BepInEx/plugins/OddCompany/OddCompany.dll. BepInEx is the only dependency. Thunderstore acceptance and name availability have not been checked by an upload.

When upgrading, replace the previous Odd Company plugin in every player's profile. Do not keep both versions installed. Existing gameplay config settings are preserved; new audio settings are added automatically.

For local testing before publishing, install BepInExPack in a fresh Thunderstore Mod Manager or r2modman profile, then use the manager's local-mod import with this ZIP if available. Alternatively, open that profile's folder and copy the ZIP's BepInEx/plugins/OddCompany directory into the profile's BepInEx/plugins directory. Launch modded.

Every player, including the host, needs the same mod version. A host with this mod pauses its added monsters if another connected player does not respond to its version handshake. A client cannot add encounters to an unmodded host.

See all five quickly

  1. Launch modded once to generate BepInEx/config/local.oddcompany.five.cfg, then quit the game.
  2. In the mod manager's config editor, set [Testing] TestMode = true on the host. Leave all five monsters enabled.
  3. Start a disposable LAN save, land on a normal moon and enter the facility. Keep exploring: safe spawn points must be out of view and at least 14 metres away.
  4. The first attempt happens 15 seconds after landing. Test mode bypasses the chance roll, retries every eight seconds when the encounter slot is free, and cycles through the five kinds. Each encounter lasts at most 65 seconds.
  5. FirstMonster selects the starting creature: 0 pligga, 1 Hushloom, 2 Backstitch, 3 Tollbud, 4 Foldback. Restart the game after changing config.
  6. Set TestMode = false for normal play.

Test mode still respects safe spawn placement and only works indoors. Its timer is not a guarantee that a creature appears beside you. The host log records each actual spawn with its name and position. If you miss one, set it as FirstMonster and land again.

Configuration

All gameplay settings come from the host. ShowHints is local to each player.

Section Setting Default
General Enabled / ShowHints true / true
Audio EncounterVolume / WarningVolume 0.45 / 0.75 (local)
Balance GentleDamage true
Spawning MaxAlive / MaxPerDay 1 / 3
Spawning FirstSpawnDelay / SpawnInterval 75 / 75 seconds
Spawning SpawnChance 0.65
Monsters One enable switch per creature all true
Testing TestMode / FirstMonster false / 0

First-release limits

  • The models are stylized procedural geometry. Pligga uses a photo-textured oval face on a 3D head; it is not a sculpted or facially rigged likeness. The other creatures use geometric bodies and simple procedural animation.
  • These are custom encounter entities rather than registered vanilla EnemyAI prefabs. Vanilla enemies still spawn normally; native enemy power budgets and third-party enemy spawn menus do not manage these five.
  • Scanner labels and hints are included; terminal bestiary pages, enemy radar dots, stun-gun interactions, enemy-versus-enemy interactions and loot drops are not implemented.
  • Creatures use the indoor NavMesh. They cannot open doors, use elevators or traverse off-mesh links. They wait at blocking colliders and eventually despawn. Modded interiors, mine elevators, large modpacks and late-join mods need testing.
  • There is no live game or two-player test result yet. Start with a clean profile and report any errors from the profile's BepInEx/LogOutput.log, plus the host/client role and creature involved.

Suggested playtest

  • Confirm all five render, their names scan, and warning sounds are audible.
  • Walk toward and away from each creature, then put a wall between you and it: verify falloff, smooth ambience and muffling. Confirm warning cues remain readable against the game's audio.
  • Try each listed counter; verify Pligga cannot hit through walls or behind itself.
  • Verify Backstitch ignores walking and Hushloom's pulse ignores non-sprinting players.
  • Stand still for Tollbud, then cross its ring within the 20-second pass.
  • Walk a loop around Foldback, then double back to test the delayed trail.
  • Check the 20-health floor and three-hit removal.
  • Repeat with a second player and verify positions, cues, damage, removal and cleanup agree.
  • Leave/rehost the lobby and complete two landings to check state resets.

Packaging follows the Thunderstore package format. Networking uses Unity Netcode custom messages as described in the Lethal Company modding documentation.

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