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CrewUpgrades
Seven configurable, team-shared terminal upgrades for Lethal Company v81. Early access; install on all players. AI-assisted development. Real multiplayer validation pending.
By Serenta
| Last updated | 21 hours ago |
| Total downloads | 107 |
| Total rating | 0 |
| Categories | Mods BepInEx Tweaks & Quality Of Life AI Generated |
| Dependency string | Serenta-CrewUpgrades-0.1.0 |
| 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: 5.4.2305README
Crew Upgrades 0.1.0 - Early access
Seven shared crew upgrades for Lethal Company v81. Every purchase uses group credits and applies to the whole team, including players who join later.
Early access: offline checks and isolated single-process game checks have passed. Real host plus separate-client multiplayer acceptance is still pending. Back up your profile and saves when trying an early build.
Installation
- Install
Serenta-CrewUpgradesthrough r2modman or a compatible Thunderstore mod manager. Its required BepInEx dependency is installed automatically. - Install the same CrewUpgrades version on every player's profile and launch the modded game through the mod manager.
- The first launch generates
BepInEx/config/CrewUpgrades.cfg. This package contains no personal configuration files, save files, test drivers or starting-money changes.
Using the terminal
- Type
upgradesin the ship terminal (cuis an alias). - Enter
1through7to see an upgrade's current effects, next effects and price. - Press Enter on that detail page to purchase the next level.
buyandconfirmalso work. - Type
backor0to return.exitleaves the terminal. Other native commands continue to work.
The terminal defaults to Chinese. The local Chinese setting can switch it to English. Gameplay settings are supplied by the host; client CFGs are not overwritten.
Default prices
Prices below are the additional cost of each level, not cumulative costs.
| Upgrade | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
|---|---|---|---|---|---|
| Stamina | 500 | 1,000 | 2,000 | 4,000 | 8,000 |
| Action training | 200 | 400 | 800 | 1,600 | 3,200 |
| Strength | 500 | 1,000 | 5,000 | 10,000 | 20,000 |
| Carry training | 500 | 1,000 | 2,000 | 4,000 | 8,000 |
| Interaction | 200 | 400 | 800 | 1,600 | 3,200 |
| Equipment | 500 | 1,000 | 2,000 | 4,000 | 8,000 |
| Company relations | 1,000 once | - | - | - | - |
Default effects
| Upgrade | Effects at levels 1 / 2 / 3 / 4 / 5 |
|---|---|
| Stamina capacity | 120 / 140 / 160 / 180 / 200 points; baseline 100 |
| Sprint speed | 102 / 104 / 106 / 108 / 110% of the original |
| Jump cost | 7 / 6 / 5 / 4 / 3% of the current full stamina bar |
| Standing recovery | 13.5 / 12 / 10.5 / 9 / 7.5 seconds for a full bar |
| Walking recovery | 18.5 / 17 / 15.5 / 14 / 12.5 seconds for a full bar |
| Footstep noise range | 90 / 80 / 70 / 60 / 50% |
| Crouch and ladder speed | 110 / 120 / 130 / 140 / 150% of their original values |
| Remaining uphill penalty | 80 / 60 / 40 / 20 / 0% |
| Critical hit chance | 10 / 20 / 30 / 40 / 50%; critical force x2 |
| Flat melee force bonus | 0 / 0 / 1 / 1 / 1, added before critical multiplication |
| Weight used for movement and sprint cost | 85 / 70 / 55 / 40 / 25% of item weight |
| Approved hold interaction duration | 90 / 80 / 70 / 60 / 50% |
| Additional interaction reach | 0.1 / 0.2 / 0.3 / 0.4 / 0.5 units |
| Battery lifetime | 120 / 140 / 160 / 180 / 200% |
| Jetpack acceleration | 110 / 120 / 130 / 140 / 150% |
| Jetpack propulsion cap | 105 / 110 / 115 / 120 / 125% |
| Normal teleporter wait | 2.5 / 2 / 1.5 / 1 / 0.5 seconds |
| Inverse teleporter wait | 4.5 / 4 / 3.5 / 3 / 2.5 seconds |
Company relations rolls once per quota when the third non-company exploration finishes and the ship returns to orbit. It has a 10% chance to multiply that quota's normal company buying rate by two. Every player receives a notification on activation; a late join receives the active bonus notification after synchronization. Buying after the third exploration waits until the next quota. Revisiting the company, reloading, or repeated callbacks do not add another roll.
Configuration
The first launch creates BepInEx/config/CrewUpgrades.cfg.
- Each upgrade has an independent enable switch and five individual prices in
Purchase Prices. - Each effect has its own six-value list in order level 0, 1, 2, 3, 4, 5. Level 0 documents the original baseline; unbought upgrades retain the game's original behavior. Stamina capacity uses level 0 as its reference capacity.
- Company price, chance, exploration threshold, multiplier and notification are individually configurable.
Reset On Fired = trueclears purchased upgrades when fired. Set it tofalseto retain purchases. Starting a new quota always clears the old company bonus and exploration counter.Require All Players = trueprevents launch and purchases until every connected client has completed the compatible mod handshake. All players should install this mod.- Host settings are read at game startup and synchronized in memory. Restart the game after changing gameplay settings.
- Malformed list lengths and invalid numeric values fall back to documented defaults. Values use decimal points, not locale-specific decimal commas.
Progression is stored in a dedicated Serenta.CrewUpgrades.v1 key inside the current native save slot. A purchase flushes that state and group credits together. Existing unrelated save keys are retained. No LGU data is imported.
Effect boundaries and compatibility
- No health or inventory-slot upgrade is included.
- Melee bonuses apply at confirmed monster contact for the shovel, knife, Piggy Variety axe, audited UsualScrap melee weapons and Golden Glove's stone contact. Fists, ranged weapons and friendly fire do not receive these bonuses. No critical roll occurs on empty swings, and weapon base-damage fields are not overwritten.
- Other mods can define their own weapons or completely replace hit logic. Those are not automatically granted melee bonuses.
- Footstep training reduces AI noise range for player footsteps; it does not silence all sounds or reduce every enemy's detection distance.
- Carry training preserves actual item weight and the HUD display.
- Faster holds are limited to facility entrances, unlocked ordinary doors, steam valves, landing/takeoff lever, suit changes, storage placement, Belt Bag inspection, Cruiser seat entry, key removal and hood opening. Safe QTEs, safe decoders, lockpicking and reloads are excluded.
- Battery upgrades affect native continuous and native trigger-item battery consumption. A mod that directly modifies its battery charge outside those paths needs its own adapter.
- Teleporter cooldowns are deliberately left to other mods. The normal teleporter's special enemy-redirection branch remains unchanged.
- Source patches validate the supported v81 calculation sites. Startup refuses partial player/equipment installation when required locations are missing, and the log identifies the mismatch.
Validation status
The development source includes VALIDATION.md with the exact checks performed. Offline assertions and a single real game process do not prove multiplayer delivery. Purchases, late joins, reset behavior, combat and the other synchronized effects still need acceptance with a real host and a separate client in the intended modpack. This early-access release does not claim that those multiplayer checks have passed.
Development
Build with build/Build-Mod.ps1. Requires the installed v81 managed assemblies and the profile's BepInEx/Harmony libraries; no NuGet downloads are required. Run test projects under Tests and the isolated smoke launcher as described in VALIDATION.md.
Original implementation by Serenta, developed with AI coding assistance and distributed under the MIT License included in this package. Game code and referenced third-party mods are not redistributed. Lethal Company belongs to Zeekerss; this project is unofficial.