Serenta-GoldScrapLite icon

GoldScrapLite

Trimmed fork of SimonTendo's LCGoldScrapMod: 50 gold scrap types, 3 tools, configurable prices and per-item spawn weights. All players required. Experimental.

By Serenta

CHANGELOG

LCGoldScrap Lite Changelog

1.0.1 — Configuration filename and documentation update

  • Changed the active configuration file to BepInEx/config/GoldScrapLite.cfg.
  • Added an initial settings migration: when GoldScrapLite.cfg does not exist, copy an existing LCGoldScrapMod.cfg to the new filename. Never overwrite an existing new file or delete the old file. Later edits to the old file are not synchronized.
  • Updated the internal plugin version to 2.2.7.2 while retaining the plugin GUID LCGoldScrapMod.
  • Replaced the public README and changelog with English documentation. The local Chinese guide remains available in the source checkout.
  • Added explicit credit to Simon van Luxemburg (Simon Tendo), with direct links to the original Thunderstore package, GitHub repository, fixed upstream commit, and MIT license.
  • Retained the disclosure that OpenAI Codex assisted with this fork's implementation and documentation. Original upstream assets are reused; this fork does not redraw or regenerate them with AI.
  • Clarified configuration, host authority, installation requirements, and the distinction between offline verification and actual game testing.
  • Built with zero errors and warnings, including Unity Netcode post-processing and assembly metadata checks. Passed 143 real-BepInEx configuration assertions, including the new filename and first-run migration. In-game and real multiplayer testing remain pending.

1.0.0 — Initial experimental fork

Content

  • Retained all 50 natural gold scrap types and their individual interactions.
  • Kept three shop tools: Golden Hourglass, Golden Ticket, and Golden Glove. Disabled purchase access to the other 17 store entries.
  • Simplified the terminal shop and help pages.
  • Disabled Gold Fever, Gold Sale, mining nodes, active story-log generation, related independent XML persistence, special-date triggers, and date-password overrides.
  • Disabled random player tags, optional joke-sound replacements, selectable prototype models, and the optional extra Gold Crate integration.
  • Preferred vanilla sounds and models where available, while retaining necessary fallback assets.

Configuration

  • Added individual tool base prices: 133 / 50 / 800 credits for Hourglass / Ticket / Glove. A base price of 0 makes that tool free.
  • Applied the existing global price multiplier to the individual prices. The host distributes final integer prices to clients.
  • Blocked tool purchases for joining clients until the base host settings and final tool prices have both been applied.
  • Added Enabled and SpawnWeightMultiplier for each of the 50 natural scrap types, grouped by stable asset folder name.
  • Defaulted all scrap switches to enabled and all individual multipliers to 1. The multiplier range is 0–100; disabling the switch or setting 0 prevents natural spawning.
  • Clarified that spawn weights are relative weights, not fixed percentages. Existing global settings and moon restrictions still apply.
  • Retained 11 global settings for 114 active configuration entries in total. All entries are exposed through optional LethalConfig integration and require a game restart after changes.

Compatibility and verification

  • Kept plugin GUID LCGoldScrapMod, assembly identity, original types, and legacy registration order. The original asset bundle is reused; this is not an asset-size reduction.
  • Required every player to use the same Lite fork version and asset bundle. The original mod must not be installed alongside this fork or mixed into the same lobby.
  • Built against Lethal Company v81 with zero build errors and warnings, including Unity Netcode post-processing and assembly metadata checks.
  • Passed 287 offline assertions: 107 store-policy, 127 configuration, and 53 rarity/price checks. These checks cover selected logic and binding behavior, not real Unity execution or network delivery.
  • In-game and real multiplayer testing remain pending. Build success and offline assertions do not establish runtime compatibility or save-migration safety.

Credits, provenance, and AI disclosure

Original mod by Simon van Luxemburg (Simon Tendo):

OpenAI Codex assisted with this fork's implementation and documentation. This fork reuses the upstream asset bundle without AI redrawing or regeneration of its art, models, or audio. It is an independent derivative, not an official or endorsed Simon Tendo release. The upstream MIT copyright and license notice are retained.