Lethal Company
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Platform Zero — Last Service

0.4.1 · Experimental alpha · Required on every player

An abandoned Company transit station still running a service cancelled in 1977. The board promises to take you home. It does not specify whose home.

This update compiles and passes automated logic checks, but has not been playtested in-game or in multiplayer. Lighting, native enemy navigation, mod integration and performance still need a live test.

A different station each visit

Each map seed produces 32-40 rooms drawn without repeated themes from 44 room types. A connected maze replaces the old straight concourse: branching passages, four-way room connections and 4-9 independent loops provide alternate routes. Room dimensions, furnishings, lighting, ticket locations, traps and scrap placement vary with the seed. Host and clients use the same seed.

The room pool includes luggage storage, signal control, lost property, staff canteen, dead letter office, waiting room, generator hall, quarantine ward, records archive, commuter chapel, pump station and screening room. New additions are clock repair, botanical storage, baggage sorting, radio booth, freezer, security check, maintenance and model railway.

Passages vary from four to six metres wide, with plain, ribbed, emergency-lit and observation-window variants. The footprint grows across a 7x7 grid with varying row and column spacing. Rooms vary in size and ceiling height; surreal chambers can have rectangular, clipped-corner or cruciform interiors, with clear central crossings. Genuine fire exits use rooms farther from the main entrance by passage distance. Runtime navigation checks every room and genuine exit before accepting the station. The separate inspection room does not count toward the 32-40 explorable rooms.

Find three abandoned ticket punches for a hidden message. Employee notices and unsettling details are scattered throughout.

Beyond the station

Each layout includes at least 16 surreal rooms, with no repeated themes. These 24 new designs join the existing 20 transit rooms:

Chamber What waits inside
Inverted apartment Beds and dining tables fixed to the ceiling
Eclipse observatory A black sun inside orbital fragments
The ocean above A suspended sea with drifting silhouettes
Stairs to yesterday Stair flights ending at an unreachable landing
The listening tunnel A receding throat of frames and an eye in the dark
Red forest Crooked scarlet trunks and unnatural canopies
Clock cathedral A giant clock with backward-moving hands
Gravity well Slowly tumbling, weightless masonry
Endless office Desks and monitors shrinking into recursive stacks
Bone choir Ivory ribs arching around a suspended spine
Void aquarium Lightless tanks with eyes behind their frames
Telephone orchard Receivers hanging from ceiling wires
Memory gallery Portrait frames containing rotating, unfinished faces
Drowned ballroom A dark checkerboard floor beneath the last disco ball
Nursery of stars A field of softly floating stars
False noon An artificial sun and rigid shafts of light
Paper storm Complaints drifting and tumbling overhead
Transit court A huge faceless judge above the passenger benches
Elevator graveyard Discarded elevator frames at impossible heights
Server organ Tall server pipes and glowing data apertures
Lunar platform A miniature unlisted moon and scattered moon stones
Paradox chapel Intersecting rings around a tumbling relic
Giants toybox Oversized alphabet blocks and a suspended marble
The final door Doorframes shrinking toward one last red handle

Room palettes, furnishing variants, dimensions and heights vary by seed. Floating scenery is cosmetic: it does not change player gravity, flood the room, or create traversable portals. Animations run only near the local player to limit update cost. The main floor stays level for native enemy navigation. These are original procedural primitive sculptures rather than imported art assets.

Station identity

A large, double-sided PLATFORM ZERO sign welcomes players near the main arrival point, with amber trim and the caption LAST SERVICE 00:00 / YOU HAVE ARRIVED. Smaller teal identity plaques appear in every third corridor, marked with a sector number. These permanent signs are separate from the event-controlled departure board and use no collision.

Scares

  • Wrong doors: roughly one third summon the Conductor; the others knock back. Trap assignments change with the seed.
  • Ticket inspection: stay near the emerging Conductor and you enter a red waiting room. Ring its bell after about six seconds, or wait for the twelve-second automatic return. Walking away before capture can save you. Outside rescue or death cancels the return.
  • Last service: a spectral carriage travels along a randomly selected connected passage without collision or damage.
  • Signal failure: room lights shut down for nine seconds; luminous signs remain visible.
  • The attendant: a silent figure briefly appears beside a random room.

The host selects ambient events, avoiding immediate repeats, while somebody is inside. The Conductor is a scripted apparition; ordinary indoor enemies are still the roaming threats.

Interior selection

Platform Zero registers PlatformZeroFlow with LethalLevelLoader and builds the station only when that flow wins selection. It no longer forces itself onto Experimentation or replaces another selected interior.

  • Available across vanilla and custom moons that generate interiors and support enemies/scrap. Company and no-dungeon scenes are excluded.
  • With Hibyhii's Random Interiors: the new flow joins its global pool. That mod retains control of inclusion, moon settings and no-repeat history. Platform Zero never performs a second roll or bypasses the randomizer's exclusions. Your moon settings can still disable it on particular moons.
  • Without Random Interiors: adaptive weighting gives it the average positive weight of the other eligible interiors. With N existing choices, this is approximately 1/(N+1); their relative weights remain intact. Other selection overhauls can change the outcome.
  • For manual LethalLevelLoader weights/exclusions, disable Adaptive fair weight in local.platformzero.cfg, then configure the Platform Zero entry in LLL. Random Interiors always keeps control when installed.

A large interior pool makes any single interior uncommon. No-repeat rotation makes the new entry another option in that rotation, not a guaranteed next landing.

Loot value and progression

The initial positive-value scrap pool targets 4,000-5,000 credits, selected from the map seed, with an expected average of 4,500 credits. The host adjusts spawned item values proportionally before native synchronization. This is the available face value inside the station, not guaranteed recovered loot or Company payout. Zero/negative special-item values are preserved. Other mods that change values after synchronization or add extra scrap can alter the final total. An empty or unresolved spawn batch cannot be assigned a budget and logs a warning.

On Platform Zero rounds only, scrap count also increases 5% per completed profit quota, capped at 25% after five quotas. Fresh runs receive no count bonus. With the value target enabled, the same 4,000-5,000-credit budget is spread across more pieces as progression increases. Loot tables remain unchanged; actual counts are randomized and rounded by the game.

Completed quotas Scrap-count multiplier
0 1.00x
1 1.05x
2 1.10x
3 1.15x
4 1.20x
5+ 1.25x

The host controls both settings. Disable Target total value in local.platformzero.cfg to retain native moon/mod item values. When disabled, extra progression pieces can also increase total value. The count bonus multiplies the existing count setting during the spawn call and restores it afterward, including if the call throws. Other interiors receive no change. Disable Progression bonus in local.platformzero.cfg to turn it off.

Installation / upgrading

  1. Install/update through Thunderstore Mod Manager or r2modman. Dependencies: BepInExPack 5.4.2305 and LethalLevelLoader 1.7.13, plus its dependencies.
  2. Every player, including the host, must use 0.4.1 with matching game/mod versions. Remove older or duplicate PlatformZero DLLs. This alpha does not enforce version matching.
  3. Land on an eligible moon and allow the normal interior selector to choose. For a focused test, temporarily exclude other interiors using Random Interiors in a separate test profile; restore the normal rotation afterward.
  4. Use normal interaction controls. Genuine exits say SURFACE and VERIFIED COMPANY SEAL.

For manual installation, merge this archive's BepInEx folder into your profile after installing dependencies. The DLL belongs at BepInEx/plugins/PlatformZero/PlatformZero.dll. Disable/remove it to uninstall. No persistent game-save data is stored.

Alpha limitations

The selected flow uses factory-generation plumbing, then constructs the playable station separately and relocates native arrival points, scrap markers and indoor AI nodes. No game assets are redistributed. Native map hazards are suppressed only when the station successfully builds. Apparatus, breaker boxes and original story logs are not relocated; no new sellable scrap is added.

The installed LLL 1.7.13 and Random Interiors 1.0.6 DLL APIs were inspected. This is not an end-to-end compatibility test. The larger 32-40-room layout and its lighting need live performance testing. Large modpacks, culling mods, enemy overhauls and custom moons need playtesting. Late-join mods are unsupported. If any player logs a generation failure, end the round because other peers may have succeeded.

See VALIDATION.md for checks and remaining tests. Original mod code is MIT licensed. Requires BepInEx and LethalLevelLoader. Lethal Company belongs to its respective owners.

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