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Platform Zero — Last Service

0.11.0 · 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.

New in 0.11.0: inspection intercoms and transit fixtures

The misleading wrong doors are gone. Every room now has a clearly labeled optional inspection intercom. Its button says Begin inspection (12s hold). Press E to call the Conductor; remain nearby for the brief arrival and you enter the waiting room. A live countdown shows the twelve-second automatic return. The bell can return you early after five seconds. Every intercom behaves the same way, with an eighteen-second visible reset timer. Walking away before the attendant arrives avoids the transfer. These intercoms are not exits; genuine exits retain their verified seals and passage shutters retain their normal open/close controls.

Four new original Blender models add cast intercom housings with speaker ribs and armoured conduit, ribbed cast-iron radiators with valves and service tags, station clocks with sixty dial markings, and waste bins with rolled rims and ash trays. Timetable boards, pinned slips, scuffed corner guards and pipe saddles add small-scale detail. The new fixtures share station materials and are merged into room-local batches. Decoration stays in perimeter bays and adds no navigation collision.

Assets/PlatformZeroProps.blend includes the editable seven-prop catalog and a furnished Platform Zero Interior Preview scene. The preview illustrates a sample bay; the actual game builds its seeded 40–48-room layout at runtime.

Retained crew interaction repair and maintenance details

Door controls, Return Service callboxes, ticket punches, inspection intercoms and the return bell use authenticated client requests and host-approved events shared with the crew. Message handlers now follow the active messaging service across lobby restarts. Host validation checks the living player's actual proximity to a control, rather than depending on a potentially stale vanilla factory flag. Distance, cooldown, occupied-doorway and shared-ticket limits remain enforced.

Every player, including the host, must update to 0.11.0 and restart the game. Mixing older versions is unsupported.

The new maintenance pass adds drain grilles, drainage risers, sleeve couplings, anchor plates, clean-out caps, pinned maintenance sheets, localized seepage and broken floor grout. Placement varies by room and seed; small details are combined into existing room meshes without adding collision obstacles.

Three original Blender-made props furnish existing rooms: slatted transit benches with anchor feet and armrests, welded luggage trolleys carrying tagged suitcases, and electrical cabinets with meters, louvers, hinges and cable glands. They use shared weathered station materials, with simplified collision included in navigation baking.

New in 0.9.0: the station archive

The detail pass adds chipped ceramic patches, rust runs, riveted floor repairs, tile fragments and overhead cable junctions throughout every room. Frames now have layered mouldings, hanging wires and corner hardware, with extra gilt ornament on the rare portrait. Cosmetic detail is combined into room meshes and has no collision.

Original disturbing archival photographs now appear in framed wall displays, with evidence captions. The wall ceramic and room-floor terrazzo use bundled photographic surface textures, keeping the subdued industrial palette.

Each generated room independently rolls 1 in 1,000 (0.1%) for The Masterpiece: the supplied portrait in an ornate antique-gilt frame, with a dedicated picture light and a priceless-art plaque. There is no guarantee, reroll or per-interior cap. That is approximately a 3.92–4.69% chance of at least one portrait across 40–48 rooms. Revisiting a room does not reroll it. Placement is seeded and consistent for matching clients, and does not change loot value or award scrap. Ordinary archival prints have a separate 55% per-room placement roll and two image variants.

All five images are embedded in the DLL and loaded locally. No external downloads, image service or additional dependency is needed during play. Every player needs 0.11.0.

New in 0.8.0: sealed passages and industrial atmosphere

About 80% of connecting passages now have a heavy sliding bulkhead. Doors start closed, block sightlines and movement, and can be opened or closed from either side with E. Side controls remain accessible when the shutter is raised. Opening takes about a second and produces a metallic grinding noise that nearby creatures can hear.

Doors cannot lock you in: they need no key or power, reject closing on an occupied threshold, and reopen for approaching enemies. These are custom station shutters, not vanilla lockpick/key doors. Return Service still points along the connected route; closed shutters on that route must be opened manually.

The station now uses muted gray, dirty cream and oxidized metal tones. Strong colored lighting is replaced with neutral fluorescent light; scenery emission is substantially reduced, while floor illumination remains readable. The optional inspections, blackouts, impossible passengers and unsettling score remain.

Station detail overhaul

New in 0.7.0: Return Service

Every room now has an industrial Return Service callbox. Press E at its cabinet to spend one shared ticket and illuminate teal floor arrows along a shortest connected route from that room to the verified main exit. The route lasts 60 seconds; the station accepts another call 90 seconds after dispatch. Only one service runs at a time, and the arrows remain visible during a blackout.

The crew starts each landing with three shared charges. Each of the three abandoned ticket punches restores one charge, up to three, once per landing. A punch used while charges are full is still consumed. The callbox signs display the crew's remaining charges and active-service or cooldown timer.

A travelling chime sounds along the route every eight seconds and emits native enemy-hearing stimuli. Nearby sound-reactive creatures may investigate according to their normal AI. The service does not guarantee safe passage, teleport the crew or summon extra enemies. Calls are accepted by the host only from living players inside and within interaction range. All players must run 0.11.0; late joining is unsupported.

Eight more destinations

The pool now contains 64 distinct themes, with at least four of these eight in every 40–48-room layout:

Room Details
The Platform Below An inverted miniature platform and carriage, rails, sleepers, inset windows and control desks
Department of Echoes Flared brass listening horns, pressure dials, analogue recording benches and acoustic baffles
Heart of the Station A suspended red drive core in a ribbed cage, riveted reservoirs and instrument desks
The Negative Darkroom Suspended negative strips, figure silhouettes, developing trays and exposure equipment
Lost Horizon A broken spiral of railway track overhead, hanging supports and impossible distance instruments
Orrery of Debts Printed invoices orbiting a luminous principal above debt-accounting desks
Sleeper Reservoir Bolted vertical sleeper chambers, passenger silhouettes, pressure gauges and feed pipes
Departure Rehearsal Faceless passenger forms, numbered waiting positions, turnstiles and a rehearsal sign

All rooms also gain utility cabinets, strapped extinguishers, pipe flanges, valve wheels, recessed maintenance hatches and worn floor marks. These use the existing worn materials, structural detailing and brighter lighting. New scenery is cosmetic except for wall-mounted callbox cabinets, keeping central routes clear. Loot now targets roughly 5,000 credits through many normal-value pieces, without inflating item values.

Retained from 0.6.0

Version 0.6.0 adds original worn ceramic, terrazzo, enamel, rust, paper and upholstery surface maps with metre-scaled UVs and roughness. Every room gains segmented wainscoting, metal trim, ventilation, roof beams, cable trays, drainage and a themed information or equipment bay. Corridors gain service pipes, supporting ribs and matching wall panels.

Storage lockers have doors, handles, hinges, vents and labels. Machinery has layered housings, gauges, cooling fins and pipe flanges. Conveyors have rollers and luggage straps; benches have separate cushions and tubular armrests. Additional decoration is combined by material within each room to reduce draw calls and kept clear of the central walking routes.

The existing procedural layouts, bright suspended lighting and horror events remain. This is a substantial procedural art pass, not a claim of identical art quality or performance to the hand-authored vanilla interiors.

Brighter station lighting

Version 0.5.5 adds four suspended lights per room, positioned no higher than 4.5 metres above the floor. Room and corridor fixtures use stronger, less saturated light for clearer floors, doors and props. Teal/amber colors and brief blackout events remain.

Registration and landing fix

Fixes the startup component being destroyed and removing all registration hooks. The runtime now survives scene changes. Late registration also updates LethalLevelLoader's flow and network-identity lookups, preventing a stalled landing after Random Interiors selects the station. Generation waits until native entrances exist.

Built against Lethal Company v81, LethalLevelLoader 1.7.13 and Random Interiors 1.0.8. See VALIDATION.md for final-build checks and remaining coverage limits.

Install locally without uploading

Close the game. Extract the ZIP and copy its PlatformZero.dll over the existing PlatformZero.dll inside your chosen profile's BepInEx/plugins folder. Keep exactly one copy of the DLL in that profile and leave its required dependencies installed. Restart the game. This does not require a Thunderstore upload or refresh.

For a normal run, leave other interiors included. The test-only helper and forced-selection configuration used during development are not included in this package.

A different station each visit

Each map seed produces 40-48 rooms drawn without repeated themes from 64 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 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 40-48 explorable rooms.

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

Beyond the station

Each layout includes at least 20 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.

Expanded platforms and soundtrack

Version 0.5.2 adds 12 new themes, with at least four of these in every layout: Mirror Customs, Glass Greenhouse, Reverse Archive, Rain Engine, Theatre of Silence, Zero Hour Bank, Constellation Office, Magnetic Laundry, Furnace Library, Museum of Departures, Weather Exchange and Unclaimed Banquet.

Each has its own props and small details: labeled relic cases, crystalline stems, recursive files, rainfall suspended under a collector, theatre curtains, caged time deposits, star charts, floating uniforms, ember-colored books, bottled storms or fully set banquet tables. Shared service pipes, mounting collars, access grilles, perimeter joints, repair seams and numbered maintenance plates now appear throughout old and new rooms. Central walkways and exit approaches remain reserved.

Version 0.7.0 replaces the old value-scaling budget with abundant normal-value scrap; see the quantity rules below.

After the Last Service is an original 48-second ambient loop made for the interior: detuned low drones, distant bell phrases and filtered radio noise. It fades in while a living local player is inside, fades out on leaving or death, and becomes quieter in the inspection room. It uses the game's music mixer group when available. Each player can adjust Audio / Ambient soundtrack volume in local.platformzero.cfg; default 0.16, set 0 to mute. The soundtrack is generated locally, with no third-party recordings or downloads.

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

  • Optional ticket inspection: clearly marked intercom buttons call the Conductor. Stay nearby to enter the waiting room, with a visible twelve-second return countdown and an early-return bell after five seconds. All intercoms behave consistently; there are no knock-back decoy doors. 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 quantity and progression

Lots of normal-value scrap, averaging roughly 5,000 credits before progression. Platform Zero no longer inflates or scales item prices. It estimates the normal average item value using the moon's weighted loot table and the native scrap-value multiplier, then requests enough pieces for a seed-varying expected total of 4,500–5,500 credits. For example, a 50-credit average produces roughly 100 pieces. The native game chooses the actual items and rolls their values.

The base request is bounded to 40–180 pieces. A very cheap or expensive modded loot table can therefore fall outside the target, and special native scrap days or other mods may change the result. The 5,000-credit figure is an expected total across runs, not an exact total on every seed or a guaranteed recovered payout. Naturally valuable items from another mod keep that mod's values; Platform Zero never turns cheap items into thousand-credit items.

Reachable spawn markers cover every room and the loot table's item-placement groups. Native navmesh scattering distributes pieces across these positions. Existing loot types and rarity weights remain intact.

Progression bonus adds 5% more pieces per completed quota, capped at +25% after five quotas (maximum normal request: 225 pieces). Their prices stay normal, so available total value rises with progression too. This applies only on Platform Zero rounds.

Host settings in local.platformzero.cfg:

  • Loot / Abundant normal-value scrap (default true): enable the quantity estimate. Disable to keep the moon/mod's usual count.
  • Loot / Progression bonus (default true): enable the quota-based piece-count bonus.

The obsolete Target total value setting from earlier versions is no longer read. Temporary count overrides are restored immediately after native spawning, including on exceptions. No item-value override is applied.

Registration fix in 0.5.4

The runtime now survives the initial scene transition, registers Platform Zero in both loader lookup tables and the global flow list, and waits for synced entrances before building. Existing interior IDs are preserved.

Completely restart after updating and removing duplicate PlatformZero DLLs. In a lobby, Random Interiors should list PlatformZeroFlow. The log should contain Platform Zero registration VERIFIED. A local test with Random Interiors 1.0.8 confirmed discovery, selection, generation and entry/exit on Experimentation. See VALIDATION.md for the exact test coverage.

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 0.7.0 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.

Live testing used LLL 1.7.13 and Random Interiors 1.0.8 in minimal profiles, including two separate LAN game processes. The full 166-mod profile and Steam/Internet multiplayer remain untested; see VALIDATION.md for the non-host controls exercised in this build. The 40-48-room layout and its lighting still need extended 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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