For modpack curators

Updated a day ago

What to know before you put LethalRPG into a modpack: who needs it, which settings travel with the pack, which version works with which, and what has been tested. As of version 0.10.0.

Who needs it

  • Every player, host and clients: LethalRPG runs on both sides (it is listed as client- and server-side). A player without it, or with another minor version, can join, but LethalRPG is off for them in that lobby (no budget share, no XP, no purchases), and the mod warns everyone.
  • It needs only BepInExPack and Lethal Company v80 or newer. LethalConfig (settings in the mod menu) and InputUtils (the menu key in the game's keybinds) are optional; LethalRPG works the same without them.
  • It adds no items, monsters or moons.

Versions

  • Versions with the same minor version and network protocol play together: every 0.10.x with every 0.10.x (protocol 4), but not with 0.9.x or older. Pin the pack to one minor version and update it for everyone at once.
  • Patch versions (0.10.1, 0.10.2, …) only fix bugs: no new or renamed settings, no changed defaults, no new upgrades or skills, no change to the protocol or the save format. You can take them without changing the pack's config.
  • Minor versions (0.11.0, …) bring features and balance changes and need everyone to update. Config keys are never renamed without a migration, and a changed default only comes with a migration, so a pack's cucumis.lethalrpg.cfg keeps working after an update.
  • The first line of each version in the changelog says whether every player must update and what happens to the config and to saves and profiles.

Settings in a pack

LethalRPG's settings are in BepInEx/config/cucumis.lethalrpg.cfg (the game writes it on the first start with LethalRPG). The host's settings are the rules for the whole lobby: what you ship in the pack applies when a player of the pack hosts.

Section Whose What
0. General (host decides) host the rules: RulesPreset, budget and prices, team or personal upgrades, Difficulty, Balancing, ProgressScope, OverlapPolicy, …
0. XP sources (host decides) host XP per source: rank, scrap, kills, surviving a day, completing a quota
1. Body: …, 2. Tools: …, 3. Unique: …, 4. Ultimate: … host each upgrade and skill: on or off, levels, prices, effects
5. Interface (this PC) each player menu key, menu size, scanlines, tips, status line, skill box position, day report, SkillView
6. Run journal (when you host) each player, as host RecordRunJournal (off by default)
9. Debug host DebugCommands: leave it off
  • One line sets the rules of the economy: RulesPreset (Classic, CrewOwnUpgrades, CrewCredits, Team, Solo, LguCompanion, or Custom for the single settings). The presets are explained on "Host guide".
  • rpg info and the RULES tab of the skill menu show every player the rules in effect, with the preset as the first line, so players of your pack can check them.
  • RecordRunJournal writes a journal only on the host's PC and sends nothing anywhere. Players without a compatible LethalRPG are not told that the host records; if you turn it on in a pack, say so in the pack's description.

Recommended presets

For a pack that … Settings
keeps LethalRPG as it comes nothing (Custom with the defaults works as Classic)
has LateGameUpgrades RulesPreset = LguCompanion: the 14 upgrades both mods have are left to LateGameUpgrades
is for a crew that plays together RulesPreset = Team, perhaps with Balancing = Generous
wants everyone at the same pace with their own builds RulesPreset = CrewOwnUpgrades
wants a hard run Difficulty = Hard, Balancing = Strict
wants every run to start from the same place ProgressScope = Save: XP and skills belong to the save, players' profiles stay untouched

Mods to look at

  • Item slot mods (ReservedItemSlotCore and its add-ons, HotbarPlus, AdvancedCompany, LethalProgression) manage the slots themselves: while a player with one of them is in the lobby, LethalRPG's Inventory upgrade is off for everyone. LethalThings' Utility Belt works together with it.
  • LateGameUpgrades: 14 of its upgrades do the same as one of LethalRPG's; by default both add up (OverlapPolicy = Stack), LguCompanion leaves them to LateGameUpgrades.
  • GeneralImprovements with SprintOnLadders = Allow: Climber has no effect. NightVision overrides Night Owl.
  • If another mod changes game code a skill needs, only that skill is affected: LethalRPG names it when a player joins, and rpg info lists it.

"Compatibility" has every mod LethalRPG was tested with, with the version, the day and what was checked ("Tests of 0.10.0"). Not listed means not tested. Tests so far are automated LAN games on one PC; Steam lobbies with real players are not tested yet.

When players report a problem

Ask them for rpg report (the file names players only as P1, P2, …), and in multiplayer for the host's rpg selftest first. See "How to report a bug".