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Lobotomy_Company-LethalCompanyMod-1.16.12 icon

LethalCompanyMod

Multiplayer Domain Expansions inspired by Jujutsu Kaisen, including Infinite Void, Malevolent Shrine and Idle Death Gamble.

Date uploaded 15 hours ago
Version 1.16.12
Download link Lobotomy_Company-LethalCompanyMod-1.16.12.zip
Downloads 6
Dependency string Lobotomy_Company-LethalCompanyMod-1.16.12

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305
AinaVT-LethalConfig-1.4.6 icon
AinaVT-LethalConfig

Provides an in-game config menu for players to edit their configs, and an API for other mods to use and customize their entries.

Preferred version: 1.4.6

README

Domain Expansion Mod

Adds multiplayer-ready Domain Expansions inspired by Jujutsu Kaisen to Lethal Company.

Domains

  • Infinite Void
  • Malevolent Shrine (closed barrier)
  • Malevolent Shrine (open barrier)
  • Idle Death Gamble with rolls, jackpots and regeneration

Press 0 to open the domain selection menu, choose with 1-4, and press Enter to activate. F2-F5 remain available as direct domain controls. Each player receives the configured number of domain uses after the ship lands and returns to zero uses in orbit.

Configuration

Open LethalConfig and select LethalCompanyMod to edit:

  • Domains Per Moon - sets how many domains each player can use per landed moon (1-20).
  • Infinite Domains (Debug) - gives every player unlimited domain uses while landed.

In multiplayer, the host's values control the lobby and are synchronized to every client.

For synchronized multiplayer behavior, every player should install the same version.

Update Coming Soon

Two new Domain Expansions are currently in development:

  • Time Cell Moon Palace - Naoya Zenin's Domain Expansion
  • Self-Embodiment of Perfection - Mahito's Domain Expansion

Hotfixes are planned for release twice per week to keep the mod stable while new content is being developed.

Installation

Install with a Thunderstore-compatible mod manager, or copy the compiled DLL into BepInEx/plugins/LethalCompanyMod.

CHANGELOG

1.17.2

  • Active domains now close for every participant as soon as their caster dies.
  • Closed-domain exterior spheres now appear only after participant teleportation, with their solid collider enabled on a later physics frame.
  • Added floor-safe arena spawn heights, deterministic player spacing, and continuous recovery before a participant can fall into the void.
  • Domain return teleports now search nearby clear ground instead of forcing players back into blocked or invalid positions.

1.17.1

  • Fixed clean profiles where the mod loaded and appeared in LethalConfig but its update loop never ran.
  • Added explicit Harmony hooks for StartOfRound, PlayerControllerB, and HUDManager updates instead of relying on annotation discovery.
  • Added Application.onBeforeRender and Camera.onPreCull main-thread callbacks as independent runtime fallbacks.
  • Added runtime logs that identify which driver actually starts ticking the mod.
  • Moved the fallback scheduler into a top-level public persistent MonoBehaviour with Update, FixedUpdate, OnGUI, LateUpdate, and coroutine execution paths.
  • Added plugin lifecycle diagnostics for Awake, OnEnable, Start, OnDisable, and OnDestroy.
  • Fixed the detached runtime being destroyed together with BepInEx Manager immediately after chainloading.
  • Kept the managed plugin controller alive after Unity destroys its host component and bypassed Unity's destroyed-object null comparison in every runtime driver path.
  • Moved audio-loading coroutines onto the persistent top-level runtime driver.
  • Moved barrier activation, teleport recovery, gamble roll, and jackpot shatter coroutines onto the persistent runtime driver as well.
  • Added an explicit log confirmation when the detached runtime continues ticking after BepInEx Manager teardown.
  • Deferred every Unity scene object until after chainloading so boot-scene cleanup cannot delete the menu, VFX, audio loaders, or runtime driver.
  • Kept static Harmony and render callbacks alive as the primary bridge across BepInEx Manager teardown.
  • Added automatic post-boot driver recreation and runtime resource reinitialization after scene cleanup.
  • Replaced frame-based hotkey edges with press-and-release latches so one F1 press cannot immediately open and close the menu.
  • Applied the same latch handling to menu selection, confirmation, and F2-F5 domain hotkeys to prevent duplicate requests.
  • Made both Unity update-driver callbacks public and added per-frame guards to prevent duplicate execution.

1.17.0

  • Fixed profiles where the plugin appeared in LethalConfig but none of its menu or domain hotkeys responded.
  • Added enabled Unity InputActions for the menu, selection, confirmation, and direct domain controls.
  • Kept the existing direct keyboard and legacy input fallbacks for compatibility.
  • Moved hotkey processing ahead of network, arena, and moon-state updates so an unrelated update failure cannot block input.
  • Updated the required LethalConfig version from 1.4.5 to 1.4.6.
  • Documented all required packages and the extra dependency step needed for local ZIP imports.
  • Rebuilt multiplayer domains around independent network session IDs.
  • Added support for multiple separate domains existing on the map simultaneously.
  • Players may open a domain whenever they are not currently inside another active domain.
  • Remote domains no longer overwrite the local player's domain visuals, state, or cleanup.
  • Non-participants now receive only the exterior barrier instead of being loaded into the remote arena state.
  • Assigned every closed domain a unique arena position so concurrent domains do not share an interior.
  • Routed Idle Death Gamble rolls, jackpots, and closure to the correct domain session only.
  • Explicitly restores and re-enables participant models when their specific domain closes.
  • Reworked exterior barriers with an opaque HDRP-compatible black material and a delayed solid collider.
  • Closing one domain now removes only its own arena state and exterior barrier.
  • This release changes the multiplayer message format; every player must use version 1.17.0.

1.16.14

  • Added a fully opaque black exterior sphere at the original casting location of every closed-barrier domain.
  • Added a solid sphere hitbox that prevents outside players and entities from walking through the exterior barrier.
  • Kept open Malevolent Shrine barrierless.
  • Ensured the exterior sphere is removed when the domain closes or Idle Death Gamble shatters after a jackpot.

1.16.13

  • Fixed non-host domain requests being lost after Netcode started or recreated a multiplayer session.
  • Re-registers all domain message handlers for each active multiplayer session.
  • Added automatic retries and a clear timeout message for unanswered domain requests.
  • Added network-session IDs and request-attempt details to the log for easier multiplayer diagnosis.

1.16.12

  • Added a LethalConfig setting for domain uses per player and moon (1-20).
  • Added an infinite-domain debug toggle for unlimited uses while landed.
  • Synchronized the host's domain-use settings to multiplayer clients.
  • Updated the domain menu to show remaining uses and the configured limit.
  • Kept domain uses at zero while the ship is in orbit.

1.16.11

  • Prevented active domains from being overwritten by another player.
  • Reduced Idle Death Gamble's forced jackpot chance from 8% to 6.5%.
  • Increased open Malevolent Shrine's radius from 42 to 55 meters.
  • Reduced open Malevolent Shrine's damage from 4 to 3 per damage tick.
  • Added layered perimeter lines and markers to the open domain's exact edge.
  • Removed the large floor-line seals from closed domains.
  • Added a small center point to closed domains.
  • Retained the multiplayer participant synchronization fixes from 1.16.10.