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Y4NGZ313-Y4NGZCore-1.0.6 icon

Y4NGZCore

Shared placement and runtime core for Y4NGZ mods: interior fixture placement, authored placement tables, and common runtime services. A library - it adds no gameplay on its own.

Date uploaded 7 hours ago
Version 1.0.6
Download link Y4NGZ313-Y4NGZCore-1.0.6.zip
Downloads 169
Dependency string Y4NGZ313-Y4NGZCore-1.0.6

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

README

Y4NGZCore

Y4NGZCore is the shared runtime library for Y4NGZ Company-side mods. It adds no items, enemies, UI, or gameplay by itself. A mod manager should install it automatically when a package that needs it is selected.

What it owns

The old merged Y4NGZ Company assembly was split into separate packages. Code and data used by more than one package moved here, including:

  • interior fixture placement, validation, and reservation;
  • shipped authored placement tables and community placement-pack loading;
  • the shared company-stash keypad contract;
  • module manifests, compatibility handshakes, and named-message registration;
  • shared monitor arbitration and deterministic module lifecycle ordering;
  • neutral provider contracts used by the split Ship Systems, Monitor Takeover, Contracted, and LethalCCTV assemblies;
  • shared runtime services such as enemy-location pulses, offscreen rig parking, and the ship clock.

Keeping the placement tables and reservation layer in one library means Contracted and LethalCCTV agree on fixture locations instead of claiming the same tile independently.

Do I need it?

Installed package Y4NGZCore required?
Contracted Yes
LethalCCTV Yes
Y4NGZBloodFX only No
Y4NGZAtmosphere only No

Installing Y4NGZCore alone is harmless, but it will not visibly change the game.

Required dependency

  • BepInEx-BepInExPack-5.4.2305
  • TeamXiaolan-DawnLib-0.9.25

Configuration

None. Y4NGZCore binds no settings of its own. Placement and feature settings live in the configuration file of the gameplay package that owns them.

Generative AI usage

The entire code base of this mod was created with generative AI.

Troubleshooting

If a dependent package reports that Y4NGZCore is missing, confirm that Y4NGZCore.dll is installed only once and include BepInEx/LogOutput.log when reporting the problem through that package's support channel.

If the log reports a missing Y4NGZCore type, update Core to the minimum version listed by the dependent package. Older DLLs can share the same assembly identity but do not contain newer module contracts.

CHANGELOG

Y4NGZCore changelog

1.0.6 - 2026-09-02

Added

  • Neutral UI signals other Y4NGZ plugins read without depending on Y4NGZUI: the shared theme's write calls, the gameplay HUD visibility gate, the HUD motion offset, and the presentation callbacks a contract plugin hands to the UI layer. This is what lets Contracted run without Y4NGZUI installed.
  • GeneralImprovements Better Monitors screens can now be painted individually by a single presentation, so a plugin can show different content on different monitors of the same wall instead of one shared picture. Screens a presentation does not address keep showing its main content.

1.0.5 - 2026-08-31

Fixed

  • Screens no longer stay stuck on old takeover or reward content after a presentation ends: every monitor not carrying the reward screens returns to normal.
  • GeneralImprovements Better Monitors no longer wash Y4NGZ monitor content out to a flat glow.

1.0.4 - 2026-08-31

Added

  • New cross-plugin seams for the #666 Ship Systems split: the ship upgrade-state and route-fuel capabilities, the power/status signal hub, and the Core-held monitor presentation scopes, so the split fuel/power and terminal/upgrades plugins coordinate whichever subset is installed.
  • Terminal + Upgrades lifecycle identities (Harmony owner, module id, tick and teardown slots).
  • GeneralImprovements Better Monitors small screens can now be addressed by name, so plugins can host readouts on a chosen screen.

Fixed

  • Announcements on GeneralImprovements Better Monitors now cover all three large lower monitors instead of two.

1.0.3 - 2026-08-26

Fixed

  • Bumped the package version so the shipped payload unambiguously contains SplitAssemblyDiagnostics: the 1.0.2 payload changed meaning mid-version (a stale pre-diagnostics 1.0.2 build TypeLoadExceptioned every split module). Core now bumps with every change until the split set ships to Thunderstore.
  • GeneralImprovements Better Monitors screens no longer flood white under Y4NGZ monitor content: the shared GI property-block binding forced a white HDR emissive color onto materials whose emissive-map keyword a property block cannot enable, so the content texture was never sampled while the white emission was. The emissive push is now gated on the material actually sampling an emissive map (#659).
  • Updated dependent package staging, readmes, and docs to require Y4NGZCore 1.0.3.

1.0.2 - 2026-08-24

Added

  • Module manifests and compatibility handshakes used by independently shipped Y4NGZ modules.
  • Deterministic module tick and teardown ordering, capability registration, and diagnostics.
  • Shared monitor-surface arbitration and ship-layout notifications.
  • Neutral contracts for objectives, quota progression, presentation, sales, environment, and Ship Systems providers.
  • Named-message registration guards and reconnect-safe network lifecycle helpers.

Fixed

  • Assigned the post-split Core API surface a fresh package version so mod managers cannot substitute an older 1.0.1 DLL that lacks ModuleHandshakeService.
  • Updated dependent package staging to require Y4NGZCore 1.0.2.