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LCBridgeOverlay
In-game HUD overlay for Lethal Company: quota and deadline, moon and weather, monsters, traps and events. The host decides what the lobby sees, so it grants no solo advantage.
| Date uploaded | 2 weeks ago |
| Version | 1.6.3 |
| Download link | Solon-LCBridgeOverlay-1.6.3.zip |
| Downloads | 105 |
| Dependency string | Solon-LCBridgeOverlay-1.6.3 |
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
LCBridgeOverlay
In-game HUD overlay for Lethal Company.
Author: Solo00n
Language / Язык: English below, Русский ниже.
An in-helmet HUD panel that shows your quota, moon, interior, live monsters and traps, events and full run analytics without ever opening the terminal.
This overlay is currently tuned for a specific modpack. In vanilla, or a very different setup, some panels may show empty values or be less useful. Nothing crashes: every mod-specific reader is optional and fails silently. Future updates will add more features and settings so anyone can tailor it to their own game.
English
What it does
- Right-side HUD panel, tilted to sit like part of the helmet, in two styles: Legacy (red pixel-grunge) and Game (chat-like blue brackets).
- Quota block with rolling labels: once three quotas are done the tabs continue as Q4 Q5 Q6 and so on, and a compact marker line records every completed set of three.
- Location readout: moon, coloured weather, interior type, item counts inside and outside, beehives, Old Bird warning, and an apparatus icon while the apparatus is still in the facility.
- Run timer with milliseconds. Starts on landing, pauses in orbit, on loading screens and in menus, and resets on a new save.
- Monster icons on the side rails, left for outside and right for the interior, with a count badge and a deck for multiple variants.
- Live monster state icons: the hoarding bug turns angry, the jester pops out, the child eater grows up, the nutcracker takes aim, the snare flea clings to the ceiling, the coil-head freezes while someone looks at it, and turret-equipped heads fire tracers.
- Slayer and kamikaze variants are marked with blood splatter across the icon silhouette.
- Proximity fade: the closer a monster or trap is to you, the more solid its icon, while distant ones fade away.
- A monster icon flashes red the moment it takes a hit.
- Door radar: standing at a main entrance or fire exit reveals what waits on the other side.
- Optional scan gating, so creatures only appear once you have scanned them, using the in-game bestiary.
- Traps on the bottom edge, with turrets firing tracers during a turret event.
- Event plate that drops in after landing, visible to clients as well as the host.
- Victory analytics after every third quota, cumulative across the whole run, including total loot sold to the company.
- Centre-screen countdown over the last ten seconds before the ship leaves.
- Combined scrap-value multiplier from weather and events shown as a single number.
- Camera sway that follows the camera roll, matching camera-motion mods.
- Quality of life: CRT scanlines, idle fade, spectator support, and automatic hiding during game popups, store ads, takeoff and the pause menu.
How it works
The mod reads the game state about once per second inside its own process and draws the panel with Unity uGUI. Nothing is scraped from the screen and nothing in the game world is modified.
It can also feed a browser or OBS overlay with the same data, for streamers who want it on screen. That bridge is off by default: until you switch it on in the config, the mod opens no ports at all. When you do enable it, it listens on 127.0.0.1 only, so nothing outside your own computer can reach it; it sends data one way and ignores anything sent back; and it never makes an outgoing connection of any kind. The mod collects no telemetry and contacts no server. If you previously used the separate LCBridge mod, remove it: that collector is built in now.
Multiplayer
The overlay is read-only. It never spawns, moves or changes anything in the world, so it cannot desync a lobby.
The host decides what the lobby sees. The Lethal Company community does not allow client-side mods that hand one player a significant advantage, so every panel that reveals something the vanilla game keeps from you is granted by the host, for everyone at once: monsters, traps, the door radar and its radius, the apparatus, level loot and the item breakdown, the interior type, events, the end-of-day countdown and the loot multiplier.
- The host needs the mod too. Join a host without it and those panels stay dark; the ticker says why, so it does not look like a broken install. Singleplayer is unaffected, since you are always your own host.
- Your own settings can switch any granted panel off for yourself, but cannot switch on what the host has not allowed. The host can also require "scanned monsters only" for the whole lobby.
- The gate is applied where the data is gathered, not where it is drawn, so nothing reaches the stream bridge either.
- Panels the game already shows you — quota, deadline, moon, weather, crew, deaths, the run timer — and every cosmetic setting stay local and always work.
- The handshake uses Netcode's named messages: no extra dependency, no custom NetworkObject, and a vanilla host simply never answers.
- The death counter reports the whole crew, taken from the shared run statistics, so deaths you never witnessed are still counted.
- Event information is read from data the host synchronises to every client, which is why the event plate appears for non-host players too, including those who joined late.
- The ghost girl is shown only in the HUD of the player she is haunting.
Requirements
- BepInEx 5.4.21 or newer.
- Optional: a stream overlay companion, only if you want the browser or OBS view fed by the built-in bridge.
Installation
Using a mod manager, which is recommended:
- Install the mod from Thunderstore through r2modman or the Thunderstore app and launch the game from the manager.
Manually:
- Place the mod DLL into the BepInEx plugins folder.
- If the separate LCBridge mod is still installed, delete it.
Configuration
All settings live in the config file gdlp.lcbridgeoverlay.cfg. Widget and behaviour toggles apply immediately, while style, language and scanlines need a restart.
| Key | Default | Description |
|---|---|---|
| Enabled | true | Master switch for the overlay. |
| Style | Game | Visual style: Legacy or Game. |
| AlwaysVisible | false | Keep the panel visible away from the ship. |
| ToggleKey | I | Show or hide the panel. Symbol keys are accepted. |
| Language | auto | Interface language: auto, en or ru. |
| Scale / RightOffsetPx | 1.0 / 20 | Panel size and margin from the right edge. |
| PerspectiveStrength | 0 | Experimental keystone effect. Try 0.16. |
| CameraSway / CameraSwayStrength | true / 1.0 | Panel sways with the camera. Zero disables it. |
| FadeWhenIdle | true | Dim the panel when the camera is still. |
| ProximityFade | true | Closer monsters and traps get a more solid icon. |
| NearestVariantOnly | true | Always one icon per monster, even with several versions. |
| VariantNearDistance | 14 | Within this range the icon locks to the version that is actually near. |
| VariantCycleSeconds | 2 | With none near, versions fade into one another on this interval. |
| DamageFlash | true | Flash the icon red when the monster is hit. |
| DeviantFlipIcon | true | Draw inverted creatures with the icon upside down. |
| JesterWindUpShake | true | The jester icon shakes harder as it winds up, then switches to phase two. |
| TeamDeaths | true | Count the whole crew, not only deaths you saw. |
| DeathsOnlyOnLeave | false | Update the death counter only when leaving a moon. |
| DoorRadar / DoorRadarRadius | true / 22 | Reveal monsters beyond an entrance, and the radius in metres. |
| RequireScanToShow | false | Creatures appear only after you scan them. |
| HideOnPopups / HideOnStoreAd | true / true | Hide during game popups and store ads. |
| ShowEndOfDayCountdown | true | Centre-screen countdown in the final ten seconds. |
| ShowLootMultiplier | true | Combined scrap-value multiplier from weather and events. |
| ShowApparatusIcon | true | Apparatus icon beside the interior until it is carried out. |
| AutoTimer | true | Start and pause the run timer automatically. |
| TimerPauseKey / TimerResetKey | O / None | Manual timer controls. |
| ScaleMonstersByCount | false | Experimental: drop the counts and scale icons by quantity. |
| Scanlines | true | Subtle CRT scanlines. |
| Widgets: Show* | true | Individual toggles for every block of the panel. |
| Enabled | false | Feed a browser or OBS overlay over a local WebSocket. Off by default: while off, no port is opened. |
| Port | 8181 | Port of that bridge, on 127.0.0.1 only. |
Integrations and compatibility
Every integration is optional. When a mod is absent the related information is simply skipped and the overlay keeps working.
- BrutalCompanyMinusExtraReborn: event plate in the event colours, shown to clients as well as the host.
- WeatherRegistry and WeatherTweaks: combined weather names and the weather part of the scrap-value multiplier.
- LethalLevelLoader: names of custom interiors.
- MoreCompany: crew size.
- MonstersGordion: monsters listed on the Company moon.
- ToilHead: turret-equipped heads get their own icons and fire tracers.
- Camera Overhaul and other camera-motion mods: the panel sways along with the camera.
- DeviantEnemies: inverted creatures are drawn with their icon flipped upside down.
- Russian event names are supported when a Russian translation of the event mod is installed.
Credits
- Solo00n: author.
- Monster and trap art: Lethal Company renders, keyed for transparency.
- Built on BepInEx, HarmonyX, Unity uGUI and TextMeshPro.
Русский
Панель прямо в шлеме: квота, луна, интерьер, живые монстры и ловушки, ивенты и полная аналитика забега — без единого захода в терминал.
Пока оверлей заточен под конкретный модпак. В ванили или сильно другой сборке часть блоков может быть пустой или менее полезной. Ничего не падает: все обращения к другим модам опциональны и молча пропускаются. В планах — больше функций и настроек, чтобы каждый мог подстроить оверлей под себя.
Что умеет
- Панель у правого края, с наклоном «как часть шлема», в двух стилях: Legacy (красный пиксельный) и Game (как игровой чат, синие уголки).
- Блок квоты с продолжающейся нумерацией: после трёх сданных квот вкладки идут дальше как Q4 Q5 Q6, а компактная линия меток отмечает каждую пройденную тройку.
- Локация: луна, цветная погода, тип интерьера, число предметов внутри и снаружи, ульи, предупреждение об Old Bird и иконка аппарата, пока его не вынесли из комплекса.
- Таймер забега с миллисекундами. Идёт на луне, стоит на орбите, на загрузках и в меню, сбрасывается на новом сейве.
- Иконки монстров по бортам: слева улица, справа комплекс, со счётчиком и колодой из вариантов.
- Иконки состояний: жук звереет, джестер вылезает, ребёнок-людоед взрослеет, наткрекер целится, потолочная личинка висит на потолке, койл замирает под взглядом, а головы с турелью стреляют трассерами.
- Slayer и камикадзе помечаются кровавыми пятнами по силуэту иконки.
- Прозрачность по близости: чем ближе монстр или ловушка, тем плотнее иконка, дальние бледнеют.
- Иконка вспыхивает красным в момент попадания по монстру.
- Радар у двери: стоя у главного входа или пожарного выхода видно, кто ждёт по ту сторону.
- Опциональное сканирование: существо появляется только после скана, по игровому бестиарию.
- Ловушки на нижней кромке, при турельном ивенте турели стреляют трассерами.
- Плашка ивента после посадки, видна и клиентам, а не только хосту.
- Аналитика после каждой третьей квоты, накопительная за весь забег, включая суммарно проданный компании лут.
- Отсчёт по центру экрана за десять секунд до отлёта корабля.
- Суммарный множитель стоимости лута от погоды и ивентов одним числом.
- Покачивание панели вслед за камерой, в такт модам на движение камеры.
- Мелочи для удобства: CRT-полосы, затухание в бездействии, режим наблюдателя и автоскрытие на игровых окнах, рекламе магазина, взлёте и в меню паузы.
Как устроено
Мод читает состояние игры примерно раз в секунду внутри своего процесса и рисует панель на Unity uGUI. Ничего не считывается с экрана и ничего в мире игры не меняется.
Те же данные можно отдать браузерному или OBS-оверлею — для тех, кто стримит. Мост выключен по умолчанию: пока не включишь его в конфиге, мод не открывает ни одного порта. Если включишь, он слушает только 127.0.0.1, то есть достучаться до него снаружи твоего компьютера нельзя; данные идут в одну сторону, а всё присланное обратно игнорируется; исходящих соединений мод не делает вообще никаких. Никакой телеметрии он не собирает и ни на какой сервер не ходит. Если раньше стоял отдельный мод LCBridge, удали его: сборщик теперь встроен.
Мультиплеер
Оверлей работает только на чтение. Он ничего не спавнит, не двигает и не меняет в мире, поэтому не может рассинхронизировать лобби.
Что видит лобби, решает хост. В сообществе Lethal Company запрещены клиентские моды, дающие одному игроку заметное преимущество, поэтому каждая панель, которая показывает скрытое от ванильной игры, разрешается хостом сразу для всех: монстры, ловушки, радар за дверью и его радиус, аппарат, лут локации и разбивка предметов, тип интерьера, ивенты, таймер конца дня и множитель лута.
- Мод нужен и хосту тоже. Зайдёшь к хосту без мода — эти панели останутся погашенными, а бегущая строка объяснит почему, чтобы это не выглядело поломкой. Одиночной игры это не касается: там ты сам себе хост.
- Свои настройки могут выключить любую разрешённую панель лично тебе, но не могут включить то, чего хост не разрешил. Хост также может потребовать «только просканированные монстры» для всего лобби.
- Ворота стоят там, где данные собираются, а не где рисуются, — поэтому наружу, в мост для стрима, тоже ничего не уходит.
- То, что игра и так показывает — квота, дедлайн, луна, погода, экипаж, смерти, таймер забега — и все косметические настройки остаются локальными и работают всегда.
- Обмен идёт именованными сообщениями Netcode: никаких лишних зависимостей и своих NetworkObject, а ванильный хост просто не отвечает.
- Счётчик смертей показывает всю команду по общей статистике забега, поэтому смерти, которых ты не видел, тоже учтены.
- Информация об ивентах читается из данных, которые хост синхронизирует всем, поэтому плашка появляется и у не-хоста, включая тех, кто подключился позже.
- Девочка-призрак видна только тому игроку, которого она преследует.
Требования
- BepInEx 5.4.21 или новее.
- Опционально: компаньон для стрим-оверлея, если нужен браузерный или OBS-вид от встроенного моста.
Установка
Через менеджер модов, рекомендуемый способ:
- Поставь мод с Thunderstore через r2modman или приложение Thunderstore и запусти игру из менеджера.
Вручную:
- Положи DLL мода в папку плагинов BepInEx.
- Если ещё стоит отдельный мод LCBridge, удали его.
Настройки
Все настройки лежат в файле конфига gdlp.lcbridgeoverlay.cfg. Тумблеры виджетов и поведения применяются на лету, стиль, язык и полосы требуют перезапуска.
| Ключ | По умолчанию | Описание |
|---|---|---|
| Enabled | true | Общий выключатель оверлея. |
| Style | Game | Стиль оформления: Legacy или Game. |
| AlwaysVisible | false | Показывать панель и вне корабля. |
| ToggleKey | I | Клавиша показа и скрытия. Символьные клавиши тоже принимаются. |
| Language | auto | Язык интерфейса: auto, en или ru. |
| Scale / RightOffsetPx | 1.0 / 20 | Размер панели и отступ от правого края. |
| PerspectiveStrength | 0 | Экспериментальная перспектива. Попробуй 0.16. |
| CameraSway / CameraSwayStrength | true / 1.0 | Покачивание панели за камерой. Ноль отключает. |
| FadeWhenIdle | true | Приглушать панель, когда камера неподвижна. |
| ProximityFade | true | Чем ближе монстр или ловушка, тем плотнее иконка. |
| NearestVariantOnly | true | Всегда одна иконка на монстра, даже если версий несколько. |
| VariantNearDistance | 14 | В пределах этой дистанции иконка закрепляется за версией, что рядом. |
| VariantCycleSeconds | 2 | Если рядом никого — версии плавно сменяют друг друга с этим интервалом. |
| DamageFlash | true | Вспышка иконки при попадании по монстру. |
| DeviantFlipIcon | true | Инверснутые существа рисуются иконкой вверх ногами. |
| JesterWindUpShake | true | Пока джестер заводится, иконка трясётся всё сильнее, затем меняется на 2-ю фазу. |
| TeamDeaths | true | Считать смерти всей команды, а не только увиденные. |
| DeathsOnlyOnLeave | false | Обновлять счётчик смертей только при отлёте с луны. |
| DoorRadar / DoorRadarRadius | true / 22 | Показывать монстров за дверью и радиус радара в метрах. |
| RequireScanToShow | false | Существо появляется только после сканирования. |
| HideOnPopups / HideOnStoreAd | true / true | Прятать на игровых окнах и на рекламе магазина. |
| ShowEndOfDayCountdown | true | Отсчёт по центру экрана за последние десять секунд. |
| ShowLootMultiplier | true | Суммарный множитель стоимости лута от погоды и ивентов. |
| ShowApparatusIcon | true | Иконка аппарата у интерьера, пока его не вынесли. |
| AutoTimer | true | Автоматический запуск и пауза таймера забега. |
| TimerPauseKey / TimerResetKey | O / None | Ручное управление таймером. |
| ScaleMonstersByCount | false | Эксперимент: убрать цифры и менять размер иконок по количеству. |
| Scanlines | true | Едва заметные CRT-полосы. |
| Widgets: Show* | true | Отдельные тумблеры для каждого блока панели. |
| Enabled | false | Отдавать данные браузерному или OBS-оверлею по локальному WebSocket. По умолчанию выключено: пока выключено, порт не открывается. |
| Port | 8181 | Порт этого моста, только на 127.0.0.1. |
Совместимость и интеграции
Все интеграции опциональны. Если мода нет, соответствующая информация просто пропускается, а оверлей продолжает работать.
- BrutalCompanyMinusExtraReborn: плашка ивента в его цветах, видна и клиентам, и хосту.
- WeatherRegistry и WeatherTweaks: комбинированная погода и погодная часть множителя стоимости лута.
- LethalLevelLoader: названия кастомных интерьеров.
- MoreCompany: размер экипажа.
- MonstersGordion: монстры на луне компании.
- ToilHead: головы с турелью получают свои иконки и стреляют трассерами.
- Camera Overhaul и другие моды на движение камеры: панель качается вместе с камерой.
- DeviantEnemies: инверснутые существа рисуются перевёрнутой вверх ногами иконкой.
- Русские названия ивентов поддерживаются, если установлен русификатор мода на ивенты.
Авторы
- Solo00n: автор.
- Арт монстров и ловушек: рендеры Lethal Company, вычищенные под прозрачность.
- Сделано на BepInEx, HarmonyX, Unity uGUI и TextMeshPro.
CHANGELOG
Changelog — LCBridgeOverlay
1.7.0
Scan-to-reveal mode was leaking information it was supposed to withhold, and it did not carry between players. Both are fixed.
- A scan by one player now counts for everybody. Scans used to be remembered by an instance number, which is private to each machine, so sharing them was impossible in principle. They are keyed on the network id instead, which is the same for everyone in the lobby, and passed around: a player's scans reach the host, the host hands the combined set to everyone, and someone who joins late receives it immediately.
- Traps have to be scanned too. Turrets, mines and spike traps appeared for free while monsters stayed hidden. If a trap has no scan node at all it is still shown, since otherwise it could never appear.
- The "OLD BIRD" line no longer gives the bird away while scanning is required — it announced one before anybody had seen it. Its icon still appears once scanned, as normal.
- New
ResetScansEachDay. Every landing starts blank: the same creatures and traps have to be scanned again, and the bestiary's earlier unlocks stop counting, so a day cannot be read in advance. The host decides this for the lobby, like the other reveal settings.
1.6.3
- The death counter is the host's, and it resets. It was reading the save file's lifetime death total, which is loaded from disk and never cleared, so it survived restarts and counted deaths from previous runs. The count is now measured from the start of the current run and broadcast by the host, so everyone sees the same number and a new run starts at zero.
- Turrets on the ship are no longer counted as hazards. Mini turrets bought from Defend Facility and carried aboard were showing up in the trap panel alongside the ones trying to kill you. Anything standing inside the ship is treated as yours and left out.
- Monster icons shake harder the closer the creature is. Far away it is barely a drift; up close it turns into a nervous jitter. The curve is cubic, so the effect stays out of the way until something is genuinely near. Switch it off with
ProximityShake.
1.6.2
- None of the mod's patches were being applied. One patch named a parameter that does not exist in the game's method, which made Harmony abort the whole
PatchAll— so every other patch in the mod, including all of the networking added in 1.6.0, silently never ran. Both players' logs showed it. Patches are now applied one class at a time, so a single bad signature can no longer take the rest down with it, and each failure is named in the log. - The run timer is the same for everyone. It used to count locally from each player's own landing, so it drifted between players. The host now broadcasts it, along with the reset signal, so it starts, runs and resets identically for the whole lobby.
- The timer resets when a run ends. Ejection or bankruptcy zeroes it immediately instead of waiting for the next lever pull; a fresh save still clears everything.
- Event names now reach other players. They are sent by the host directly. The previous approach read the event mod's on-screen panel, which turns out to hold a table of chances rather than the active events, so there was never anything there to find.
- Rejoining no longer leaves other players with a dead overlay. The message handlers were bound to the network manager from the previous session and were never rebound, so a client that reconnected heard nothing. They are now rebound when the session changes, and a client that hears nothing from the host retries instead of giving up permanently.
1.6.1
- The Giant Sapsucker was drawn as a Forest Keeper. The game does not store the pretty bestiary names: the sapsucker's internal name is
GiantKiwiand the Forest Keeper's isForestGiant, so the rule matchinggiantswallowed the bird before anything could recognise it. It now matcheskiwifirst and gets its own icon.
1.6.0
- The host now decides what the lobby sees. Lethal Company does not allow client-side mods that hand one player a significant advantage, and this overlay was doing exactly that: anyone could install it alone and read the level's monsters, traps and loot. Every panel that reveals something the vanilla game keeps from you is now granted by the host, for the whole lobby at once, over a small networked handshake. Join a host who does not have the mod and those panels stay dark; the ticker says so, rather than leaving you to wonder whether the mod broke. Singleplayer is unaffected, since you are always your own host there.
- Host-granted panels: monsters, traps, the door radar and its radius, the apparatus indicator, events, the end-of-day countdown, the loot multiplier, level loot totals and the item breakdown, and the interior type. A local toggle can still switch any of them off for yourself, but it can no longer switch on what the host has not allowed, and the host can force "scanned monsters only" on everyone.
- The gate is applied where the data is collected, not where it is drawn, so nothing leaks out through the stream bridge either.
- Panels the game already shows you — quota, deadline, moon, weather, crew, deaths, the run timer and every cosmetic setting — stay entirely local and are unchanged.
- Networking uses Netcode's named messages: no extra dependency, no custom NetworkObject, and a vanilla host simply never answers.
1.5.4
- The stream bridge is now off by default. It used to start on every launch, so the mod opened a local port on every machine that installed it, whether or not anyone ever used OBS. It is now opt-in via
[WebSocket] Enabled: while it is off, no socket is created at all. When it is on, it listens on127.0.0.1only, sends data one way, ignores anything sent back, and makes no outgoing connections. The in-game overlay never needed the bridge — it reads the data directly, in-process. - Package description and README rewritten to state the networking behaviour plainly and to stop implying that other mods are required.
1.5.3
- Event names now show for everyone, not just the host. The event list Brutal Company fills in exists only on the host, so every other player saw an empty plaque. The names are now read from the event panel's own text, which is a synced value, and matched against the full event list that each client builds locally from its config — so the match is exact and independent of language. Two earlier attempts missed because the announcement hook only fires when a per-event "Show Tip?" option is on, which it isn't by default, and because panel lines were compared against internal identifiers rather than the displayed names.
- The same host-only read was fixed in the run analytics, where the active event is attributed to each death, and in the loot multiplier, which now prefers a synced value over the host-only one.
1.5.2
- DeviantEnemies integration: inverted creatures are drawn with their icon flipped upside down, and they count as a separate variant, so a deviant and a normal one of the same species no longer collapse into a single entry. Toggle with
DeviantFlipIcon. - Fixes: a new save resets the run timer again (the reset signal had been lost when the eject analytics were added); the overlay now reliably returns after a store ad, since the game never clears its ad reference and the check stayed stuck.
- Countdown also follows FacilityMeltdown: with the apparatus pulled the ship leaves on the meltdown timer, so the countdown targets whichever departure comes first and still only shows for the last ten seconds.
- Countdown polish: the zero moment is latched once and counted locally, so no digit is skipped; each second now spawns its own digit that grows and fades over three seconds, letting them overlap instead of cutting each other off, with a short interface sound on every tick.
1.5.1
- Damage flash now works.
HitEnemyis virtual and 21 enemies override it, so patching the base method alone missed almost every monster. All overrides are patched, and the flash is triggered directly instead of travelling through the one-second bridge tick. - End-of-day countdown fixed and restyled. It used to read
0permanently (a normalised threshold was subtracted from day units), so it also sat on screen all day. It is now a centre-screen number over the last ten seconds, counted locally so no digit is skipped, and each second grows and fades as it flies toward you. - Weather is now part of the loot multiplier. The weather contribution was never counted: it is an instance property on the current weather, not a static field. It is read through the weather mod's current-weather API and honours that mod's own "use scrap multipliers" setting. The multiplier row is always shown while enabled, so x1 is visible too.
- Same monster inside and outside now fades independently — both rails previously shared one distance.
- Quota marks are a single centred line of five that recolours on each pass instead of growing new rows, and the analytics banner closes when the lever is pulled so the panel returns to its normal size.
- Door radar triggers reliably: the "at a door" range was 6 m and almost never matched; it is now 14 m measured from the door itself.
- Re-entering a save resets the overlay; the apparatus icon sits on the interior line; apparatus art re-keyed; new eye indicator.
1.5.0
- Quota marks & endless runs. Every completed set of 3 quotas adds a small mark under the quota block (15 per row, colour changes after the first row, counts up to 100), and the tab labels roll onward:
Q1 Q2 Q3→Q4 Q5 Q6→ … Run analytics now appear at the end of every set of three and are cumulative for the whole run. - Team-wide death counter (
TeamDeaths, on by default) — counts every player's death, even ones you didn't witness. OptionalDeathsOnlyOnLeaveupdates the counter only when the ship leaves a moon. - Monsters behind the door (
DoorRadar) — standing at a main entrance or fire exit reveals what's on the other side, via a virtual radar at the paired door (radius configurable, default 22 m). - Auto-hide on game popups (
HideOnPopups) — tips, quota-delivery and end-of-day screens hide the overlay, which then returns to its previous state. - Auto-hide on store ads (
HideOnStoreAd) — during a discount ad the overlay hides and can't be toggled back until it ends. - Sold-loot total in the analytics — how much was actually sold to the company across the run.
- Previous-run analytics after
eject— the summary stays up on the new ship and resets only when someone pulls the lever (kept in memory for the session only). - Nearest variant only (
NearestVariantOnly) — when a monster exists in several versions (e.g. plain and turret-equipped), only the one closest to you is shown. - Combined loot multiplier (
ShowLootMultiplier) — weather and event scrap-value multipliers summed into a single number. - End-of-day countdown (
ShowEndOfDayCountdown) — appears in the last 10 seconds. - Damage flash (
DamageFlash) — a monster's icon briefly flashes red when it takes damage (separate from the slayer blood-splatter). - Apparatus icon next to the interior while the apparatus is still inside; it disappears once it's carried out.
- New eye icon for the connection indicator.
- Fixes: the outside-scrap count no longer misses loot that Brutal Company events spawn shortly after landing (the snapshot used to lock on the first non-zero value); BCME events now also read BCME's synced panel variable, so clients see them even when the announce RPC is missed.
- Verified: the timer runs on the Company moon (Gordion) and stops in orbit.
1.4.1
- Proximity fade (
ProximityFade, default on) — the closer a monster or trap is to you, the more opaque its icon; distant ones fade toward transparent. - Trap rail now matches the monster rails — icons sit on the bottom border line (following the event plate, lowered so they don't overlap the event text) and fade by proximity.
- Grabbable traps counted — BCME's
GrabbableTurret/GrabbableLandmine(which destroy & replace the normal ones) now show up as turrets/mines instead of vanishing. - Scan gating uses the in-game bestiary (
Terminal.scannedEnemyIDs) — once you've scanned a creature it shows, reliably. - Overlay hides during takeoff (while the game shows the center-screen info and the leave-lever is disabled), and stays visible on landing.
- Green halo around icons removed — the keyed-out transparent border is colour-bled so bilinear downscaling can't smear green; Gunkfish/Stingray icon maps correctly.
- README/manifest/LICENSE de-branded; docs updated.
1.4.0
- New monster icon pack — all monster/trap icons replaced with higher-quality green-screen renders, keyed and trimmed cleanly (incl. genuinely dark monsters like the Bracken).
- Monster state icons. Many monsters now switch icon by their live state, chosen by priority (angry/attacking > aggression > transformed > special > passive):
- Hoarding Bug — passive / angry
- Jester — folded / popped (angry)
- Child Eater (Cave Dweller) — child / adult
- Nutcracker — passive / attacking
- Snare Flea — floor / ceiling (ceiling takes priority)
- Coil-Head — sway stops while any player looks at it (frozen)
- ToilHead — plain head / turret, and it fires tracers when its turret shoots
- Slayer / kamikaze variants now get a blood-splatter overlay baked onto the icon silhouette, instead of a flat red recolour.
RequireScanToShow(config, default off) — monsters only appear in the overlay after you've scanned them.- Ghost Girl only shows in the HUD of the player she's haunting.
- Camera Overhaul synergy — the panel subtly tilts/drifts with the camera (reads the camera's real roll, so it works with any camera-motion mod, and gives a gentle sway in vanilla). Config:
CameraSway,CameraSwayStrength. - Multiplayer fixes: BCME events now show on clients too (captured from BCME's synced tip), not just the host; and the overlay stays visible while you're spectating (dead).
- Detection runs on a ~0.5 s timer (not per-frame) and is all soft/reflection — missing mods never break the overlay.
- Fixes:
- Overlay now fills in instantly on landing (event + interior + monsters in one packet) — forced refresh on ship-landed and on level-generated, instead of trailing in over a second.
- Auto-timer no longer keeps ticking on orbit / during loads — it runs only while actually landed on a moon.
- Toggle-key rebinding works — symbol keys like
\are accepted (were silently falling back toI), and the key applies live from config without a restart.
1.3.0
- LCBridge is now built in. The overlay collects the game state itself and hosts the WebSocket bridge (
ws://localhost:8181) that the OBS/HTML overlay reads — so the separate LCBridge mod is no longer needed (remove it to avoid a port conflict). One mod, no inter-mod dependency. - Data path is now in-process (no self-connecting WebSocket client); the eye indicator tracks the bridge "heartbeat".
- Manual RU translation of BCME event names (~270 events) — replaces the auto-translator, which couldn't handle BCME's internal event IDs.
- Full language consistency: everything now follows the language setting (EN or RU) — death causes are no longer hard-coded, and the victory stamp/title localise properly. No more mixed EN/RU.
ScaleMonstersByCountnow scales trap icons by count too, not just monsters.- New icon: Lasso Man (no longer hidden); redone HD icons for Feiopar, Giant Sapsucker, Gunkfish, Red Locust.
- Fixes: the victory banner now tilts/warps with the rest of the panel; the
Q1/Q2/Q3tabs stay inside their frames when the panel grows (victory screen); the overlay now dims into the background while the pause (Esc) menu is open, so it no longer competes with the menu (LC's menu is camera-space, so a Screen-Space-Overlay panel can't render strictly behind it). - Config
[WebSocket]simplified to a singlePort(the built-in bridge port).
1.2.0
- Helmet-HUD tilt (always on) + optional perspective / keystone effect (
PerspectiveStrength). - Eye indicator moved to the header, centered next to the timer; closes like an eyelid when leaving the ship.
- CRT scanlines + worn (grunge) frame edges.
- Idle fade with configurable delay and opacity (
FadeWhenIdle,IdleFadeSeconds,IdleMinOpacity). - Pause-aware: panel stays on the game plane under the Esc menu (no longer hidden).
- Timer shows milliseconds (fixed-width, no more flicker on ms updates).
- Monster rails: icons under the same angle/perspective, top-aligned (outside = inside), count badge in the corner; stable order (no per-second re-pop); experimental
ScaleMonstersByCount. - MonstersGordion support (via LCBridge) — monsters on the Company moon.
- BCME RUS / XUnity.AutoTranslator integration — translated event names.
- Removed redundant
UseLegacyStyle(useStyle) and theTiltAngleconfig (tilt is now a fixed base). - New icons: Masked, ToilHead (coil+turret); Barber name alias fix (ClaySurgeon).
1.1.0
- Monster/trap icons on the side rails (baked into the DLL), turret-fire tracers.
- Victory banner with run analytics; ticker.
- Blue-bracket "Game" style vs red "Legacy" style.
- Custom eye sprite as the connection indicator.
- RTLC / Russian language support.
1.0.0
- First in-game overlay: panel at the right edge, reads LCBridge WebSocket, widgets with per-widget toggles, timer, location/quota/day/deaths, BCME event plate.