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.
BeaconAnglers
Adds a unique dangerous new threat to dimly lit moons.
| Last updated | 12 hours ago |
| Total downloads | 169 |
| Total rating | 1 |
| Categories | Monsters Mods Client-side Server-side |
| Dependency string | JakesCommissionedRealities-BeaconAnglers-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: 5.4.2305TeamXiaolan-DawnLib
A modern API for Lethal Company content and all sizes of mods [V81]
Preferred version: 0.9.27README
The Beacon Angler
The Basics
Beacon Anglers are a unique outdoor threat to low visibility moons. They're found most commonly on snowy moons like Rend, Dine and Titan, but can also appear as long as the moon is foggy or is lined with lamps of some sort.
Appearance
Behavior
⚠️ Spoiler Warning
If a Beacon Angler is selected to spawn, there will be a 60+ second minimum cooldown by default before it will spawn and maneuver to where it can lie in wait at the end of its line of lamps. The Lamp trap works similarly to baboon hawks nests as where they're created upon level load. If you wander too close to an angler you will be put into a blinding trance that becomes more difficult to escape the longer you follow it. By default if you come within 3 meters of a submerged angler it will strike.
Due to being nearly blind they hunt by sound whilst roaming, however this also makes them extremely sensitive to overwhelming noise similarly to the vanilla myth about baboon hawks. There's a toggleable amount of time before it loses track of you which is 6 seconds of no noise by default. They can also be overwhelmed while submerged, which causes them to flee. The initiator of the shouting must stay constantly engaged until it fully leaves or they reach safety if the angler becomes overwhelmed, otherwise it will pursue.
At 6pm, there's a toggleable functionality that the Beacon Angler digs out and relocates to the ship or main entrance until the round is over.
Installation
- Use Gale, Thunderstore, or R2modman for the easiest installation process
or
- Make sure BepInEx is installed
- Download the mod and extract it and move its contents and parent folder into (\GAME_LOCATION\Lethal Company\BepInEx\plugins)
- Make sure to do the same for DawnLib and its dependencies or the mod will not work
Credits
- CoddingCat for the creation of every aspect of the mod
- u/Loi-o on reddit for the original idea and concept art https://www.reddit.com/r/lethalcompany/comments/1toxlaw/outside_entity_concept_beacon_angler/
- u/Kasewl on Reddit for the behavior adjustment and technical map https://www.reddit.com/r/lethalcompany/comments/1toxlaw/comment/oqbsyiw/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

