Y4NGZ313-BetterArmory icon

BetterArmory

Standalone weapons pack: Heavy Shotgun, Revolver, Assault Rifle, Bolt-Action Rifle, Pistol and Flame Thrower, with configurable shop listings, interior spawns, damage and ammunition, plus an ammo HUD.

Last updated an hour ago
Total downloads 7
Total rating 0 
Categories Mods Client-side Server-side Equipment AI Generated
Dependency string Y4NGZ313-BetterArmory-1.0.2
Dependants 0 other packages depend on this package

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
TeamXiaolan-DawnLib-0.9.25 icon
TeamXiaolan-DawnLib

A modern API for Lethal Company content and all sizes of mods [V81]

Preferred version: 0.9.25
Rune580-LethalCompany_InputUtils-0.7.13 icon
Rune580-LethalCompany_InputUtils

API/Library for creating Unity InputActions with in-game re-binding support. Provides an alternative UI that allows for supporting mods to have in-game re-bindable keybinds.

Preferred version: 0.7.13
Y4NGZ313-Y4NGZInteractions-1.0.1 icon
Y4NGZ313-Y4NGZInteractions

Shared local animation presentation, resource ownership, lifecycle, and restoration API for Lethal Company mods.

Preferred version: 1.0.1

README

Better Armory

Better Armory is a standalone weapons pack for Lethal Company. Six weapons, four ammunition families, first- and third-person animation, authored audio and impact effects, a bottom-right ammo panel, and a terminal store you can buy all of it from.

It installs on its own. Nothing else from the Y4NGZ collection is required.

About Y4NGZ

I am Y4NGZ, an up and coming rapper out of NYC/Detroit. All of my mods are inspired by the music I write. If you are interested in knowing more about me, check out my SoundCloud: https://soundcloud.com/y4ngz

Generative AI usage

The entire code base of this mod was created with generative AI. Assets are free, licensed, paid for, or generated with AI tools. If you do not wish to play with AI-generated content, do not install this mod.

Weapon Roster

Weapon Ammunition Magazine Default price
Heavy Shotgun Shotgun Shells 4 110
Revolver Small Caliber Rounds 5 80
Pistol Small Caliber Rounds 17 95
Assault Rifle Heavy Caliber Rounds 30 140
Bolt-Action Rifle Heavy Caliber Rounds 5 165
Flame Thrower Fuel 100 120

Ammunition ships as its own pickups: Shotgun Shells, Small Caliber Rounds, Heavy Caliber Rounds, and Fuel Tanks. Collecting a pickup banks rounds into a personal reserve that your weapons reload from, so ammunition does not eat inventory slots once it is picked up.

The vanilla Lethal Company shotgun can share the shell reserve as a fallback once its own hotbar shells run out. Hotbar shells always take priority, and the behavior can be switched off.

Gameplay

Every firearm fires with a muzzle flash and lands a per-surface impact. Concrete, metal, wood and soft surfaces each get their own burst, their own bullet-hole decal and their own impact sound, so a missed shot reads off the wall it hit. Fire and reload audio is authored per weapon rather than shared: the revolver's cylinder, the bolt-action's bolt throw and the shotgun's rack all sound like themselves. The Flame Thrower is the deliberate exception — it resolves a burning cone instead of a bullet, so it has no impact to draw.

Every weapon is animated in first person. Each one has its own hold, fire, reload and running animations, including the multi-stage reloads on the weapons that feed a round at a time, so sprinting with a weapon out is an animation rather than a frozen prop.

Damage is tuned against Lethal Company's own enemy health, where most creatures sit between 1 and 10 hit points and a shovel hits for 1 — the numbers in the config are on that scale, and the Heavy Shotgun's damage is per pellet, not per shot. Carry weight and two-handedness are configurable per weapon, so how much a weapon slows you down and whether it occupies both hands is a lobby decision rather than a fixed one.

Heavy Shotgun

Heavy Shotgun

Bolt-Action Rifle

Bolt-Action Rifle

Pistol

Pistol

Flame Thrower

Flame Thrower

Configuration

Everything below is in BepInEx/config/com.y4ngz.betterarmory.cfg, generated on first launch with one section per weapon and one per ammunition family.

The store is on out of the box. Every weapon and every ammunition family defaults to Purchasable In Shop = true — a buyable armoury is the point of the mod. Turn any of them off individually, or price them out with the global Shop / Shop Price Multiplier.

Per weapon:

  • Enabled — register the weapon at all.
  • Purchasable In Shop / Shop Price — terminal store listing and price.
  • Spawns In Interiors / Interior Spawn Rarityoff by default; turn it on to find weapons as interior loot instead of (or as well as) buying them.
  • Enemy Damage Near, Enemy Damage Far — host-authoritative damage falloff against creatures, on Lethal Company's own enemy scale (most creatures have 1 to 10 hit points and a shovel hits for 1). Per pellet on a weapon that fires a pattern.
  • Player Damage Near, Player Damage Far — friendly-fire falloff in player health, out of 100. A completely different scale from the enemy pair above.
  • Magazine Size, Fire Cadence Multiplier, Spread Multiplier, Scrap Value.
  • Weight, Two Handed, Two Handed Animation — carry weight and whether the weapon occupies both hands. All three are applied when the item is built, so they take a restart, and every player in a lobby must agree on them.
  • Flame Thrower only: Enemy Damage Per Tick, Damage Tick Interval Seconds.

Per ammunition family:

  • Purchasable In Shop / Shop Price — on by default, priced 20 to 40 credits per pickup.
  • Rounds Per Box — how much reserve one pickup grants.
  • Spawns In Interiors / Interior Spawn Rarity — on by default; ammunition has always been findable and stays that way.
  • Max Reserve Per Player — hard reserve cap, 0 for unlimited.
  • Starting Reserve — a one-time per-save grant.

Damage is resolved on the host, so the host's damage numbers are the ones that land. Every other value is evaluated on each player's own machine: keep magazine sizes, cadence, spread, prices, and reserve caps identical across a lobby.

Required Dependencies

These install automatically with a mod manager:

  • BepInEx-BepInExPack-5.4.2305
  • TeamXiaolan-DawnLib-0.9.25
  • Rune580-LethalCompany_InputUtils-0.7.13
  • y4ngz313-Y4NGZInteractions-1.0.0

DawnLib supplies the terminal store and interior scrap registration. Input Utils owns the rebindable weapon keys. Y4NGZ Interactions is the shared first-person, third-person, and live-body animation API that every weapon in this pack plays through.

Install the same Better Armory and Y4NGZ Interactions versions on every player in a lobby.

LethalCCTV Integration (optional)

My preferred setup to have the weapons not feel too accessible is to make them exclusively spawn in the Company stashes.

Y4NGZ Upgrades Integration (optional)

Y4NGZ Upgrades is not required. Better Armory is a complete weapons mod without it.

When Y4NGZ Upgrades is installed, the two detect each other at runtime and light up the extras:

  • Weapons join the LUCKY-8 prize pool, so the reward machine can hand one out.
  • Weapon handling picks up the relevant upgrade effects, and ammunition reserves ride along with the Upgrades save identity so a reserve follows the right save file.
  • The two mods coordinate their keybinds and their held-item stow behavior instead of fighting over the same key or the same hand.

All of it is reflection-only and optional in both directions: either mod runs perfectly well with the other absent, and neither lists the other as a dependency.

Blood FX (optional)

Y4NGZ Blood FX is not required either. Install y4ngz313-Y4NGZBloodFX and flesh and insectoid creatures bleed where your rounds land, using the same bursts, splatter, and decal budget that player blood uses. Robots spark instead and never bleed.

Without it, creature hits simply draw no blood — everything else about the shot is unchanged. The amount and look of the blood is governed by the 08 - Blood FX section of com.y4ngz.bloodfx.cfg; Better Armory's own Weapons / Creature Blood switch exists to judge creature blood separately from player blood.

Compatibility

  • Works with or without the rest of the Y4NGZ collection.
  • Weapon bundle file names are shared with pre-split Y4NGZ Upgrades releases. If you are upgrading from a Y4NGZ Upgrades build that still shipped weapons, update it to a post-split version so the same bundles are not loaded twice.
  • Weapon and ammunition settings you already tuned in com.y4ngz.upgrades.cfg are read once and carried across on first launch. The old file is only read, never modified.

Credits

Impact audio uses selected sounds from Bullet Impact VFX with Bullet Hole Decals and Sounds by Medartimus, shipped as compiled AudioClips under the Fab Standard License. Full notices ship in THIRD_PARTY_NOTICES.md inside this package.

Troubleshooting

When reporting a problem, include BepInEx/LogOutput.log, the weapon name, whether the store or an interior spawn produced it, and whether the issue affected the host, a client, or both.