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ShipLoot
Reliably shows the total value of all scrap in your ship.
| Date uploaded | a day ago |
| Version | 1.2.0 |
| Download link | Dysora-ShipLoot-1.2.0.zip |
| Downloads | 4 |
| Dependency string | Dysora-ShipLoot-1.2.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
ShipLoot
A mod for Lethal Company which reliably displays the total scrap value on the ship.
Unofficial updated build. ShipLoot was created by tinyhoot; this release is a compatibility fix by dysora for current game versions. Behaviour is unchanged from the original. See ATTRIBUTION.md.
Currently, whenever you scan the scrap on your ship you have to position yourself just right to get all loot on the screen at once. Even then, your scanner never picks up more than 16 things at once, which makes it hard to tell whether you actually met the quota the further into the game you get.
This mod introduces a small new counter below the usual scrap total. It is displayed whenever you scan from inside the ship and will always show the exact scrap total you currently own.
Installation
- Install BepInEx
- Unzip this mod into your
Lethal Company/BepInExfolder
Or use the thunderstore mod manager to handle the installing for you.
Do not install this alongside tinyhoot's original ShipLoot. Both use the same plugin GUID, so BepInEx will refuse to load one of them. Uninstall the original first.
Configuration
com.github.tinyhoot.ShipLoot.cfg
DisplayTime(default5, range1–30) — how long the total stays on screen, in seconds.VerticalOffset(default50, range-500–500) — how far below the game's own scan total to place the ship total. Negative values put it above instead.
What was fixed in 1.2.0
The counter had stopped appearing at all. It is built by cloning part of the vanilla scan
display, which the mod located by a hardcoded scene path — but the scan total has since moved
elsewhere in the HUD, leaving that old object behind and inactive, and Unity's GameObject.Find
never returns inactive objects. It now works off the HUD's own references instead of scene paths.
The total also counted loot that had already left the ship. It summed everything parented to the ship object, and the game does not reparent an item when you carry it out — loot dropped when you died kept counting until the next trip to orbit. "In the ship" is now decided by the item's actual position, the same way the game decides it, so the number is correct as loot moves in and out.
Full details in CHANGELOG.md.
Credits & license
- Original mod and all of its design: tinyhoot — https://github.com/tinyhoot/ShipLoot
- Compatibility fixes for this build: dysora
- MIT licensed, © 2023 tinyhoot. See LICENSE.
CHANGELOG
v1.2.2
- Fixed the counter sometimes showing an empty label on the first scan of a session. It is built as an inactive copy of the game's scan display, and TextMeshPro does not generate its text mesh until the object is first enabled — so the frame it appeared on could draw the panel with no text on it. The text is now rebuilt the moment the counter is shown.
v1.2
Unofficial update by Dysora, based on tinyhoot's original ShipLoot 1.1.0, with edits of its own. See ATTRIBUTION.md.