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CombatMode
Hold Left Alt to raise your fists into a fighting stance and punch with the left mouse button. Punches hit enemies, players and walls, deal 1 damage and knock targets back. Synced in multiplayer. Made with AI assistance.
By Borgez
| Last updated | 3 hours ago |
| Total downloads | 12 |
| Total rating | 0 |
| Categories | Misc AI Generated |
| Dependency string | Borgez-CombatMode-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
CombatMode
Fight with your bare hands. Hold Left Alt to raise your fists into a fighting stance, then click to throw punches at monsters, coworkers and walls.
No item needed, no inventory slot used: your hands just have to be empty.
Features
- Combat stance: while you hold the stance key, your employee bends their knees, leans forward slightly and raises both fists in a boxing guard. You see your fists in first person, and other players see the full-body stance.
- Punches: press the left mouse button to throw a quick right jab, with a swing sound.
- Punches actually hit things:
- Enemies: 1 damage, the same as a shovel hit.
- Players: 1 health point. It's a light hit, not a shovel.
- Scenery: walls, floors and furniture produce an impact, with the sound of the material you hit.
- Impact sound: every hit makes a meaty "pah", reusing the game's own hit sound.
- It hurts! Hitting something makes your hand recoil and shake with spread fingers, the classic "ouch" shake. You can't punch again until the shake ends (about one second). This is intentional, so you can't just spam punches. A punch that misses doesn't trigger the shake.
- Knockback: enemies and players you hit are pushed back with a quick shove. Players also do a small hop. Both distance and hop height are configurable.
- The stance always finishes its animation: if you release the key in the middle of a punch or of the hurt-hand shake, your arms stay up until it ends.
- Multiplayer: the stance, punches, hits, sounds and knockback are all synced.
Controls
| Action | Default |
|---|---|
| Combat stance | Hold Left Alt |
| Punch | Left mouse button while in the stance |
The stance only works with empty hands, so the left mouse button never conflicts with using an item. You can only enter the stance while standing on the ground (once in it, you keep it if you jump or get knocked back). It is also disabled while dead, climbing a ladder, using the terminal, typing in chat, in a menu or emoting.
Configuration
Edit BepInEx/config/Borgez.CombatMode.cfg, or use LethalConfig to change the options in game.
| Section | Option | Default | Description |
|---|---|---|---|
| Controls | Stance key | LeftAlt |
Key to hold for the combat stance. |
| Controls | Punch cooldown | 0.45 |
Minimum seconds between punches. |
| Punch | Knockback distance | 1.5 |
How far (meters, roughly) targets are pushed. 0 disables knockback. |
| Punch | Knockback hop height | 0.2 |
Height (meters) of the hop a knocked-back player does. 0 disables the hop. |
The knockback settings of the player who punches are the ones used.
Multiplayer notes
- Everyone should install the mod. Players without it won't see your stance or punch animations. They also won't be knocked back by your punches. Damage still works, because it goes through the game's own damage system.
- Enemy knockback is applied by whoever controls that enemy (usually the host), so the host needs the mod for enemies to be pushed.
- No player damage in orbit: while the ship is in orbit, the game blocks damage between players (the same rule applies to shovels). Punches still hit, make the sound and knock back, but deal no damage.
Known limitations
- Immortal enemies (Jester, Coil-head, Ghost Girl…) and enemies that ignore a hit at that moment take no damage, and are not knocked back.
- Enemies don't hop. They are bound to the navigation mesh, so they only get the backwards shove. Enemies backed against a wall barely move.
- Model replacement mods: the stance is built for the vanilla employee skeleton. Custom player models may not show the stance correctly.
- Debug log: hit and damage details are written to the log at Debug level. Enable Debug in
BepInEx.cfgto see them.
AI disclosure
This mod was made with heavy use of AI. The AI used was Claude Opus 5.5 (model claude-opus-5-5, by Anthropic), running in Claude Code.
What the AI was used for:
- Research: it decompiled and analyzed the game's code: the player rig and bone names, the shovel's hit logic, the damage and networking RPCs, and the player movement and position sync.
- Code: it wrote all of the C# source code. That includes the BepInEx plugin, the procedural stance and punch animation (two-bone IK on the vanilla skeleton), hit detection, damage, knockback, sounds, the multiplayer sync and the build setup.
- Assets and text: it generated the icon (drawn by a script) and wrote this README, the changelog and the package manifest.
What I (the human) did: came up with the idea and the features, made the design decisions, tested everything in game (including LAN multiplayer) and reported what looked or felt wrong for the AI to fix.
Why AI? I used AI because I don't have the patience or the time to make this mod from scratch. If you want, feel free to copy it and make your own versions.
License
MIT. Do whatever you want with it.