Objective:Be present during the celestial event to witness the emotional moment. Reward:[Configurable in mod settings] RecoverBody: Description:Retrieve your pal's corpse and play the role of a space undertaker. Objective:Locate and recover the fallen crewmate's body. ...
Fully configurable events ranging from event renaming, scrap values, enemy spawning and more. Supports custom moons. BCM changes each moons outer design to change how the moon looks. Supports v49 of Lethal Company.Changelog:0.1.0 Initial Release0.2.0 Restructered Code factorySizeMultiplier, scrapAmo...
A Mod Library for use with Lethal Company. Allows you to add custom story logs to the terminal, and in world interactables to unlock them. This is my first mod intended for use by other people as a library, so the code is inconsistent and messy. Any feed back and help is very welcom...
it sold over 100.000 units in half a year, prompting us to start porting it to consoles. Now that our slightly troubled porting process is over, the game is set to release on XBox One and PS4 on the 10th of May. This is an important step for us as a company, as our type of act...
where he was daily in company with the two famous Japanese Jujitsu men, [S. K.] Uyenishi and [Yukio] Tani. From them he added to his already large stock of self-defence knowledge, and that Mr. Barton-Wright judged his abilities of the highest order may be best proved by the fact ...
LethalCompany InputUtils Utilities for creating InputActions and having them be accessible in-game. InputActions created through this mod are accessible in-game via the keybinds menu added in update v45. General Users This mod is just a dependency for other mods, it doesn't add content, but...
> <ProjectToolsVersion="Current"xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <PropertyGroup> <LethalCompanyDir>C:/Program Files (x86)/Steam/steamapps/common/Lethal Company/</LethalCompanyDir> <TestProfileDir>$(APPDATA)/r2modmanPlus-local/LethalCompany/profiles/Test LethalLib/</...
Make a class specifically for when the mod is loaded internal static class InputUtilsCompat { public static bool Enabled => BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("com.rune580.LethalCompanyInputUtils"); public static InputAction ExplodeKey => MyExampleInputClass.Instance.ExplodeKey; ...
Make a class specifically for when the mod is loadedinternal static class InputUtilsCompat { public static bool Enabled => BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("com.rune580.LethalCompanyInputUtils"); public static InputAction ExplodeKey => MyExampleInputClass.Instance.ExplodeKey; }...