Y4NGZ313-Y4NGZUpgrades icon

Y4NGZUpgrades

Persistent rank and XP progression, configurable upgrades, player menus, field gadgets, and interaction feedback.

Last updated 2 days ago
Total downloads 135
Total rating 0 
Categories Mods Misc Equipment Cosmetics Asset Replacements Emotes Tweaks & Quality Of Life AI Generated
Dependency string Y4NGZ313-Y4NGZUpgrades-1.0.0
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
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
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
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

Y4NGZUpgrades

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.

What Y4NGZUpgrades does

Y4NGZUpgrades adds meaningful player progression by overhauling the vanilla XP/level system, adding 27 unique upgrades spread across four distinct skill trees purchasable via XP earned tokens, and an Employee File that records long-term performance.

  • Progression and reporting: earn XP from scrap, survival, combat, and other mod supported sources. End-of-round presentation explains XP sources and displays token awards via vanilla Performance report and XP meter

  • Player Menu: inspect rank progress, see lifetime statistics, owned upgrades, suits, cosmetics, and emotes. Optional sections like cosmetics/emotes/ammo appear only when their provider is installed and has usable content.

  • Twenty-seven upgrades: design a build across Enforcer, Technician, Ghost, or Foreman trees using upgrades that grant passive bonuses, movement abilities, hand to hand combat, remote tools, lighting, communication and marking abilities, and revivals.

Player Menu

The Player Menu is the in-game hub for spending tokens, inspecting each class tree, managing appearance unlocks, and reviewing the Employee File. It shows the active employee's rank, XP progress, and token balance while keeping purchases tied to that player's persistent profile.

Y4NGZUpgrades Player Menu overview

Suits

Player Menu suits

The Suits page reads the game's standard suit unlockable list instead of using a private catalog. Suit packs and other mods that register normal Lethal Company suits therefore join the menu automatically. Every locked suit uses the configurable Suit Cost at Player Menu -> Appearance Prices - Suit Cost.

Cosmetics

Player Menu cosmetics

The Cosmetics page reads MoreCompany's live cosmetic registry, including compatible cosmetic packs that register their content with MoreCompany. Owned cosmetics can be equipped from the same preview, the configurable Cosmetic Cost at Player Menu -> Appearance Prices - Cosmetic Cost controls purchases, and the button is hidden when no cosmetics are loaded.

Emotes

Player Menu emotes

The Emotes page reads TooManyEmotes' live purchasable registry, so compatible emote packs are included without a hard-coded list. It uses each emote's provider rarity, previews selections on the employee model, and charges the rarity-specific cost from the Emote Prices by Rarity - ... entries under Player Menu. The button is hidden when no purchasable emotes are loaded.

Controls

Every Y4NGZUpgrades button control is exposed through InputUtils in the normal in-game keybind menu. This includes active abilities, Player Menu navigation, Field Tablet navigation and actions, Courier Drone pointer and pilot actions, and the extra hotbar slots. Rebinding an action updates the matching prompts and HUD labels.

Nearby camera, door, turret, and mine interactions use the game's live vanilla Interact binding. Courier Drone movement and look use the live vanilla Move and Look actions. Mouse-wheel tablet scrolling/zoom remains an analog convenience rather than a separate keybind.

Values from the retired string-based control config are migrated into InputUtils once. Existing InputUtils overrides win, and the original grouped config is backed up under BepInEx/config/Y4NGZUpgrades/Legacy/ before those old control entries are removed.

Configuration

Y4NGZUpgrades exposes one Gale config entry backed by BepInEx/config/Y4NGZUpgrades.cfg. It contains exactly eight expandable groups:

  • Enforcer, Foreman, Ghost, and Technician: each class owns its upgrade prices and gameplay tuning. The upgrade name and purpose are carried by the entry, so Field Mechanic's unlock price appears under Technician as Field Mechanic - Prices - Unlock Cost.
  • Player Menu: menu availability and scale, sound volume, suit and cosmetic costs, and one emote cost per rarity reported by TooManyEmotes.
  • Progression: progression on/off, all 31 rank display names, the XP required for each of the 30 promotions, and promotion-token rewards.
  • XP Sources: every vanilla and supported contract XP source has its own Enabled switch and award values. Disabling a source removes both its payout and its Performance Report note.
  • LUCKY-8: LUCKY-8 gameplay and presentation settings.

Values from the earlier fine-grained unified layout, the older split-file layout, and the original monolithic config are imported automatically in that order. The grouped file is saved before obsolete sections or files are retired; non-empty originals are retained as .bak files under BepInEx/config/Y4NGZUpgrades/Legacy/.

XP and Performance Report

Y4NGZUpgrades routes XP presentation and accounting via vanilla performance report and XP meter. The performance report will always show the 2 heaviest sources of XP. Upon leveling up, an additional UI popup will appear showing how many tokens that level has earned. Tokens per level, amount of XP per action, as well as the names of each individual rank can be fully modified via the config. Since Y4NGZUpgrades routes everything via vanilla sources, it is unlikely to be compatible with other mods that do the same like BetterEXP. It is however compatible with other mods that add notes into the performance report like Coroner.

Default XP with Y4NGZUpgrades is:

Source Default award
Discover scrap ceil(item value x 0.05)
Deliver scrap ceil(credited delivered value x 0.25)
Kill a monster clamp(round(power level) x 12, 8, 80)
Survive floor(minutes x 4), up to 15 minutes
Extract alive 15 XP
Recover a body 30 XP per teammate body
Clutch extraction 30 XP
Hack a mainframe Requires LethalCCTV 25 XP per mainframe

For sandbox and upgrade testing, the host can enter settokens <amount> in the ship terminal (for example, settokens 1000) to set that exact Token balance for every connected player.

Enforcer

Enforcer upgrade tree

Enforcer upgrades grant durability, carrying power and hand to hand combat.

Transporter

3 levels - tree tier 1

Cuts the movement and stamina penalty of the scrap you are carrying. It does not change what the scrap is worth.

  • Level 1: carried weight counts for 20% less.
  • Level 2: carried weight counts for 40% less.
  • Level 3: carried weight counts for 60% less.

Pumping Iron

2 levels - tree tier 2

Adds force to melee weapon hits. Fists are governed by Lethal Hands instead, so this upgrade cannot double-scale a punch, and Better Armory weapons are excluded.

  • Level 1: melee hits gain +1 force. A vanilla shovel hits for 1, so this doubles it.
  • Level 2: melee hits also have a 25% chance to stun the struck enemy for 1 second.

Resilience

4 levels - tree tier 2

Raises the health cap and regenerates 1 HP per second while injured, up to a cap. The final rank turns enemy melee pressure into a countershock.

  • Level 1: maximum health 120, regenerating up to 20 HP.
  • Level 2: maximum health 140, regeneration cap 30 HP.
  • Level 3: maximum health 160, regeneration cap still 30 HP.
  • Level 4: maximum health 180. Enemy melee hits have a 50% chance to reflect one shovel hit of damage and stun the attacker for 1 second.

Lethal Hands

3 levels - tree tier 3 - requires Pumping Iron

Unlocks hand to hand combat when player hotbar is empty.

One punch lands every 0.75 seconds; a vanilla shovel hit is 1 damage for scale.

  • Level 1: punches deal 0.5 shovel hits of damage.
  • Level 2: punches deal 1.0 shovel hit of damage.
  • Level 3: punches deal 1.5 shovel hits of damage and stun the target for 1 second.

Deeper Pockets

3 levels - tree tier 3

Adds hotbar slots to the standard four.

  • Level 1: five hotbar slots.
  • Level 2: six hotbar slots.
  • Level 3: seven hotbar slots, and you can carry two two-handed items at once.

When HotbarPlus is installed, Y4NGZUpgrades still loads; Deeper Pockets stays hidden and dormant while HotbarPlus owns the inventory slots. Saved Deeper Pockets levels reactivate after HotbarPlus is removed.

Adrenaline Rush

2 levels - tree tier 4

A speed surge at low health, and one death save per round at the second level.

  • Level 1: at 20 HP or lower, movement speed rises 30% until you heal back above 20.
  • Level 2: once per round, a lethal hit leaves you at 1 HP, critically injured, with 2 seconds of invincibility. Falls, drowning and abandonment are not covered.

Technician

Technician upgrade tree

Technician upgrades improve observation, interaction speed, repairs, hacking, resource handling, protected equipment, and remote field operations.

Field Optics

3 levels - tree tier 1

Upgrades both scanner range and flashlight brightness + cone width.

  • Level 1: +15% scanner range, +10% flashlight brightness, and +10% cone width.
  • Level 2: +30% scanner range, +15% brightness, and +20% cone width.
  • Level 3: +45% scanner range, +40% brightness, and +30% cone width.

Quick Hands

3 levels - tree tier 1

Speeds up hold interactions and extends grab reach.

  • Level 1: hold interactions 10% faster, grab reach +1 m.
  • Level 2: hold interactions 20% faster, grab reach +2 m.
  • Level 3: hold interactions 30% faster, grab reach +3 m.

Field Mechanic Requires LethalCCTV and/or Ship Systems

3 levels - tree tier 2

On-site sabotage of facility hardware. Every hold interaction takes 1.2 seconds. Level 1 is split across two providers: the fuel-pump line needs Ship Systems and the camera line needs LethalCCTV, and the in-game preview lists only the effects the installed providers supply. Levels 2 and 3 are vanilla.

  • Level 1: fuel pumps are half as likely to stall, and Company CCTV cameras can be disabled for the rest of the round.
  • Level 2: standard locked doors can be hacked open, no key required.
  • Level 3: turrets can be disabled for 90 seconds from the Field Operations tablet or a nearby hold, with a 20-second cooldown.

Scavenger Requires Better Armory and/or Ship Systems

3 levels - tree tier 2

A single provider is enough for Scavenger to appear. Better Armory enables the ammunition-pickup bonus; Ship Systems enables the fuel-deposit bonus. With both installed, both effects are active. The in-game preview lists only the effects supplied by the installed providers.

Each level applies to whichever integrations are installed:

  • Level 1: ammunition pickups and/or fuel-chute deposits are worth 10% more.
  • Level 2: ammunition pickups and/or fuel-chute deposits are worth 20% more.
  • Level 3: ammunition pickups and/or fuel-chute deposits are worth 30% more.

Ammunition is 10/20/30% more rounds per pickup; fuel is 10/20/30% more value per chute deposit.

Field Operations Utilizes LethalCCTV

1 level - tree tier 3 - requires Field Mechanic

Grants the Field Operations tablet. Scan, interior map, drone link and the mainframe uplink ship with this mod; stash codes, camera view and disable, alarm control and lockdown are LethalCCTV rows and are hidden without it.

  • Level 1: unlocks the tablet: scan, interior map, drone link, and a mainframe uplink that takes 10 seconds to establish and then offers a scrap sweep and a trap shutdown. With LethalCCTV it also carries stash codes, camera view and disable, alarm control and lockdown.

Field Operations tablet

Deathbound

1 level - tree tier 3

Binds the far-left hotbar slot through death. The red tint on the protected slot is drawn by Y4NGZCompany's theme; without it the slot is still protected but looks ordinary.

  • Level 1: the item in the far-left hotbar slot is not dropped on death and returns with you on respawn. The protected slot is tinted red.

Courier Drone

3 levels - tree tier 4

Deploys a steampunk courier drone from the Field Operations tablet. The drone has 30 health. It can be directed to return to ship, pick up scrap, patrol near the main entrance with automatic scrap pickup, guard you, or toggle its flashlight.

  • Level 1: hauls up to 150 lb of scrap and defends itself with a flamethrower out to 3.5 m.
  • Level 2: adds a grenade launcher that engages monsters between 8 m and 18 m on an 8-second cooldown. It checks for nearby crew before firing on its own, but the grenade still detonates if someone walks in, and pilot-fired grenades skip the check.
  • Level 3: unlocks pilot mode to fly the drone yourself from the tablet.

Courier Drone

Ghost

Ghost upgrade tree

Ghost upgrades focus on traversal, awareness, solo survival, and active concealment.

Light Feet

3 levels - tree tier 1

Automated hazards stop reacting to you.

  • Level 1: footsteps no longer trigger landmines.
  • Level 2: turrets hold fire for up to 2.5 extra seconds after spotting you.
  • Level 3: lightning strikes no longer damage or kill you.

Sixth Sense Utilizes LethalCCTV, Contracted, and Ship Systems

3 levels - tree tier 1

Outlines what you cannot see. Anything in direct line of sight is skipped; only occluded targets are drawn. Mainframes, stashes and objectives need one of the Y4NGZ facility mods to define them, and the in-game preview drops that clause when none is installed.

  • Level 1: the main entrance, fire exits, mainframes, stashes and objectives outline within 15 m. Turrets and landmines only within 5 m.
  • Level 2: also outlines grabbable scrap and items within 10 m.
  • Level 3: also outlines living enemies within 15 m.

Chameleon Requires LethalCCTV

3 levels - tree tier 1

Adaptive camouflage delays Company security-camera detection. It does nothing to enemies.

  • Level 1: cameras take 15% longer to detect you.
  • Level 2: cameras take 30% longer to detect you.
  • Level 3: cameras take 50% longer to detect you.

Sprinter

5 levels - tree tier 2

Athletics training: speed, stamina, climbing, terrain, quiet movement, and landings.

  • Level 1: movement speed +1.4, sinking slowdown -20%, ladder speed +20%.
  • Level 2: sprint time +6 seconds, stamina regen +5%, traction +25%, ladder speed +40%.
  • Level 3: jump force +3, uphill slowdown -25%, ladder speed +60%.
  • Level 4: jump force +0.75 more, footstep noise range -10 m, crouch slowdown -10%.
  • Level 5: fall damage -25%.

Escape Artist

3 levels - tree tier 2

A chained movement kit for smooth movement and parkour. A heavy load weakens the slide.

  • Level 1: sprint-crouch to power slide. Costs 14% stamina, 2.25-second cooldown.
  • Level 2: mantle ledges from 0.95 m to 3 m high. Costs 8% stamina.
  • Level 3: one extra jump while airborne for 8% stamina, restored when you land.

Escape Artist power slide

Escape Artist mantle

Lone Wolf

3 levels - tree tier 3

Active only while you are the sole living employee outside the ship room, and gives that final survivor the tools to finish an escape.

  • Level 1: movement speed +30% while active.
  • Level 2: stamina also refills 1.5% of the bar per second while active.
  • Level 3: enemies within 30 m glow red for 5 seconds, repeating every 20 seconds while active.

Shadow Step

3 levels - tree tier 4

Shrinks the range at which enemies notice you, and culminates in an active short-duration cloak.

  • Level 1: enemy detection range -25% while crouching.
  • Level 2: walking gets the same -25%; sprinting stays fully detectable.
  • Level 3: the rebindable Shadow Step control cloaks you for 6 seconds. The 120-second cooldown starts when the cloak ends, so 126 seconds between uses.

Foreman

Foreman upgrade tree

Foreman upgrades coordinate the crew through proximity buffs, shared markings, portable lighting, communications, promotion bonuses, revives, and quota protection.

Buddy System

2 levels - tree tier 1

A support aura for the crew. The buffs go to other employees only, never to the Foreman who owns it. Obscured teammates stay outlined through walls or fog inside the same radius.

  • Level 1: teammates within 10 m gain 3% movement speed and 3% damage reduction.
  • Level 2: radius rises to 15 m and both buffs rise to 6%.

Ping

3 levels - tree tier 2

A dedicated team-marking tool on its own key. Reaches 80 m, marks last 5 seconds, 3-second cooldown.

  • Level 1: mark a location, or outline an enemy, item, interactable or trap.
  • Level 2: marked enemies deal 20% less contact damage.
  • Level 3: marked teammates take 20% less damage for the mark duration.

Worklight Beacon

3 levels - tree tier 2

Throws adhesive area lights that stick where they land. Each burns for 180 seconds, charges refill at the start of every round, and picking a beacon back up refunds its charge.

  • Level 1: three charges, 10 m lit radius.
  • Level 2: five charges, 13 m lit radius.
  • Level 3: nine charges, 17 m lit radius.

Worklight Beacon gameplay

Command Net

3 levels - tree tier 2

Adds passive tactical communication tools without consuming normal inventory slots. Crew, entrances and enemies are always plotted; security cameras need LethalCCTV and objectives need Y4NGZCompany, and the in-game preview drops whichever clause has no provider.

  • Level 1: a built-in walkie channel; hold the Command Net key to transmit with no walkie-talkie in hand.
  • Level 2: teammates are outlined for 5 seconds whenever they take damage.
  • Level 3: a corner minimap once you step out of the ship room, tracking crew, entrances and enemies, plus security cameras and objectives.

Overachiever

3 levels - tree tier 3

Adds bonus upgrade tokens to every promotion. Buying a level also pays the bonus retroactively for promotions you already earned.

  • Level 1: each promotion grants 1 extra token.
  • Level 2: each promotion grants 2 extra tokens.
  • Level 3: each promotion grants 4 extra tokens.

Inspire

1 level - tree tier 4

Turns Ping into a revive attempt.

  • Level 1: ping a dead body within 7 m for a 50% chance to revive it. Once per round, consumed only on success, then a 75-second cooldown.

Veteran

2 levels - tree tier 4

Softens the Company's penalties after a bad run and gives experienced crews more time to recover. The whole crew uses the highest level anyone has bought. With Y4NGZCompany installed, level 1 also caps death-driven quota increases at 10% of the pre-penalty quota, and the in-game preview says so only when Y4NGZCompany is present.

  • Level 1: the end-of-round credit penalty for dead crew is halved.
  • Level 2: the next quota sets a 4-day deadline instead of 3.

Optional integrations

Optional integrations are discovered at runtime and are not installed automatically.

  • Contracted: adds contract objectives to visibility/outline related upgrades, contract-specific statistics in player menu, Company UI theming, report coordination, and contract-related XP sources.

  • Y4NGZShipSystems: adds fuel, power, and battery integrations, the Ship Systems side of Field Mechanic, and the fuel-chute side of Scavenger.

  • Y4NGZMonitorTakeover: supplies quota-milestone token rewards through its optional API when installed.

  • LethalCCTV: adds Chameleon, camera interactions and markers, and the CCTV time statistic under Operations.

  • Better Armory: makes ammunition reserves visible in player menu, and the ammunition half of Scavenger, independently of Y4NGZShipSystems.

  • TooManyEmotes: supplies optional and Employee File entries when emotes are loaded.

  • MoreCompany: supplies optional cosmetic rewards and Employee File entries when cosmetics are loaded.

Required dependencies

  • BepInEx-BepInExPack-5.4.2305
  • Y4NGZ313-Y4NGZInteractions-1.0.1
  • Rune580-LethalCompany_InputUtils-0.7.13
  • TeamXiaolan-DawnLib-0.9.25

Troubleshooting

When reporting a problem, include BepInEx/LogOutput.log, the upgrade name, its purchased level, the host/client role, and the installed optional providers.

Source code

The plugin source is public on GitHub: https://github.com/y4ngz313/Y4NGZUpgrades-public

Report bugs and feedback there as well.