Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
LLLEditor
In-game editor for LethalLevelLoader: choose which interiors, enemies and scrap can spawn on each moon (vanilla and modded) using checkboxes, sliders and searchable lists. Press F8 inside a lobby. Made with AI assistance.
By Borgez
| Last updated | 2 hours ago |
| Total downloads | 3 |
| Total rating | 0 |
| Categories | Tools Moons Interiors AI Generated |
| Dependency string | Borgez-LLLEditor-0.2.0 |
| 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: 5.4.2305IAmBatby-LethalLevelLoader
A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v81 Compatible)
Preferred version: 1.7.13README
LLLEditor
An in-game editor for LethalLevelLoader: choose which interiors, enemies and scrap can spawn on each moon, for vanilla and modded content, without editing LethalLevelLoader.cfg by hand.
LethalLevelLoader's own configuration is powerful, but everything is a text field like Facility:300,Mineshaft:150. This mod gives you a proper UI with lists, checkboxes, sliders, search and live spawn-chance percentages.
Features
- Per-moon interior selection: pick which interiors can generate on a moon and set their weights. The real chance (%) of each interior is shown.
- Enemies: edit the inside, outside (daytime) and outside (nighttime) spawn lists. Add enemies from a searchable list of every enemy in the game, vanilla and modded.
- Scrap: edit the spawnable scrap list the same way.
- General settings: route price, minimum/maximum scrap amount and value, and maximum enemy power.
- Categories: group moons and interiors (e.g. "Industrial"). Then apply all of a category's interiors to a moon in one click and remove individual ones afterwards. You can also apply a category to all of its moons at once.
- Locked content is clearly marked: moons and interiors that can't be edited through LLL's config are flagged and show the reason. This covers authors who disabled LLL's automatic config, DawnLib content, and duplicate names.
- Changes apply immediately: saving writes to
LethalLevelLoader.cfgand also updates the running game. The next landing uses the new settings; no restart is needed. - Detects LLL's automatic matching rules: LLL can also add interiors through tags, route price or mod name. The editor shows when an interior is pulled in by one of these rules and can convert them into explicit per-moon weights.
- English and Portuguese (pt-BR): switch at any time with the EN | PT button in the editor's header.
How to use
- Host or join a lobby. The editor only works inside a match, because LethalLevelLoader builds its list of moons and interiors when the match loads.
- Press F8 to open or close the editor.
- Select a moon on the left and use the tabs: Interiors, Inside enemies, Outside (day), Outside (night), Scrap and General.
- Click Save. Use Discard to throw away unsaved changes.
Tip: LethalLevelLoader's terminal command simulate <moon> shows the interior chances, so you can check your changes without landing.
Notes
- Only the host's settings matter. Spawns and interior selection are decided by the host.
- Save while in orbit. Changes made while landed take effect on the next landing.
- Mods that inject enemies on their own (e.g. through LethalLib) may add enemies back to a moon even after you remove them in the editor.
- Categories are stored separately in
BepInEx/config/LLLEditor.categories.json. - Config (
BepInEx/config/Borgez.LLLEditor.cfg): the hotkey (defaultF8), the UI scale (useful on 1440p/4K screens) and the language (Autouses Portuguese if your system is in Portuguese, otherwise English).
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 LethalLevelLoader 1.7.13 to understand its config format, how it picks interiors for a moon, and how its matching rules (tags, route price, mod name) work.
- Code: it wrote all of the C# source code. That includes the BepInEx plugin, the integration with LethalLevelLoader's config and live game data, the in-game IMGUI interface, the categories system 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 the mod in-game and reported bugs and UI problems for the AI to fix.
Why AI? I used AI because I don't have the patience or time to build this from scratch; I just want to be able to edit map loading to play with my friends. Feel free to copy it or make your own version if you want.
License
MIT. Do whatever you want with it.