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CrewMonitors
Show living crew OpenBodyCams feeds on ship monitors; clones panels up to 8 with optional nameplates.
| Date uploaded | 3 weeks ago |
| Version | 1.0.1 |
| Download link | MrGlim-CrewMonitors-1.0.1.zip |
| Downloads | 153 |
| Dependency string | MrGlim-CrewMonitors-1.0.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Zaggy1024-OpenBodyCams
An open-source implementation of a body/head camera that is displayed on the bottom right monitor in the ship, with the goal of appearing almost identical to the player's actual perspective while providing good performance.
Preferred version: 3.0.5README
CrewMonitors
Show living crew OpenBodyCams feeds on ship monitors; clones panels up to 8 with optional nameplates.
Thunderstore: MrGlim-CrewMonitors
Source: lc-crew-monitors
Game: Lethal Company (BepInEx)
Networking: Install with OpenBodyCams on host and clients for monitor feeds.
Features
- Maps living players to ship monitor screens via OpenBodyCams
- Reuses unused vanilla screens first, then clones panels (up to 8)
- Optional world-space nameplates under each active monitor
- Skips screens already claimed by OpenBodyCams / better-monitor remaps
Install
- Install BepInEx Pack for Lethal Company.
- Install dependency Zaggy1024-OpenBodyCams from Thunderstore.
- Install MrGlim-CrewMonitors via Thunderstore / r2modman / Gale, or drop
CrewMonitors.dllintoBepInEx/plugins/.
Install with Zaggy1024-OpenBodyCams on host and clients. If you use LethalLib, OpenBodyCams may need the antenna ship upgrade.
Config (BepInEx/config/com.benhough.lethal.CrewMonitors.cfg)
| Key | Default | Notes |
|---|---|---|
Enabled |
true | Master toggle |
MaxMonitors |
8 | Slots (1–8) |
IncludeLocalPlayer |
true | Include yourself |
CloneSpacing |
0.42 | Local spacing for cloned panels |
RefreshSeconds |
1.0 | Re-assign interval |
PreferReuseVanillaScreens |
true | Reuse unused ship screens first |
ShowNameplates |
true | Player name under monitor |
Changelog
- 1.0.1 — Host-gated networking where applicable, new icon, Thunderstore categories (incl. AI Generated), polished README.
1.0.0
- Packaging refresh: professional icon, categories (incl. AI Generated), polished README.
License
MIT
CHANGELOG
Changelog
1.0.33
- Clicking one crew panel to focus the big radar no longer leaves every panel on that player. Each slot keeps its own player; if a radar sync overwrites a body cam, that slot puts its own target back.
- Each panel gets its own screen material, so one slot's feed texture cannot show up on the others.
- A cycled panel remembers its player instead of a shared list index, so someone joining or leaving does not pin every cycled monitor to the same crewmate.
1.0.32
- Per-player map feeds use dedicated follower cameras + private RenderTextures (no longer share
mapScreenRT / radar target). Multiple panels can show different players' maps; main radar / click-to-focus unchanged.
1.0.31
- Thunderstore polish: README/config table match live defaults; packaging synced to 1.0.31.
1.0.24 – 1.0.30
Feature arc since the early cycle-button builds:
- Fixed 4-panel stack with bottom-up fill; empty slots Off; no round-robin past MaxMonitors.
- Cycle order: Off → each living player body → that player’s map radar → … → External → Off.
- Cycle button restyled as a grey bezel cylinder with white face (bottom-right); hand cursor on buttons.
- Panel hover: transparent cursor; player-name tooltip (hidden for Off / External).
- Click panel focuses main radar / teleport target.
- Screen emissive matches OpenBodyCams MonitorEmissiveColor; ScreenBrightness only scales night-vision fill (default 0.2).
- Placement defaults tuned (
WallInset, grid offsets,CloneScaleFactor, yaw). - Map-feed restore so body-cam RenderTexture returns correctly after map view.
1.0.20
- Darker default
ScreenBrightness(earlier pass). - Cycle includes Off; AlwaysShowMonitors keeps panel mesh with black screen + nameplate "Off".
1.0.14
- Cycle buttons are always a bright orange cube (unlit) — no longer clones tiny/invisible vanilla
CameraMonitorSwitchButtonmeshes. - Placement uses the panel face (two largest
localBoundsaxes) with bottom-right + cabin-facing depth push. - Larger default size; interact hitbox kept slightly larger than the visible mesh.
1.0.13
- Per-monitor cycle button (bottom-right): cycles that panel among living controlled players.
- Click the monitor panel to focus the ship's main radar / teleporter target.
- Sticky living assignments so refresh no longer overwrites a cycled player until they die/disconnect.
1.0.7
- Fix panels floating in the cabin: never clone Cube.001; prefer SingleScreen (Quad fallback).
- Parent clones to Cube.001 with localRotation=identity; place on the wall plane using Cube.001 MeshRenderer.localBounds.
- Does not change OpenBodyCams quality settings.
1.0.2
- Whitelist real screens only; PreferReuseVanillaScreens default false; clone grid relative to Cube.001.
1.0.1
- Host-gated networking where applicable, packaging polish.
1.0.0
- Initial release: per-player OpenBodyCams feeds on ship monitors.