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Y4NGZUpgrades
Ranks, XP and four upgrade trees, bought from a player menu.
| Last updated | a week ago |
| Total downloads | 2083 |
| Total rating | 4 |
| Categories | Mods Misc Equipment Items Cosmetics Emotes Tweaks & Quality Of Life AI Generated |
| Dependency string | Y4NGZ313-Y4NGZUpgrades-1.2.1 |
| Dependants | 3 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305Y4NGZ313-Y4NGZInteractions
Animation library used by Y4NGZ mods. Adds nothing on its own.
Preferred version: 1.0.3Rune580-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: 0.7.13TeamXiaolan-DawnLib
A modern API for Lethal Company content and all sizes of mods [V81]
Preferred version: 0.9.25README
Y4NGZUpgrades

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 ranks, XP and 28 upgrades across four skill trees: Enforcer, Technician, Ghost and Foreman. You earn XP from scrap, survival, combat and other sources, and spend the tokens it earns on upgrades. Everything is bought from the Player Menu. An Employee File records your long-term statistics.
Requirements
Your mod manager installs these automatically:
- BepInExPack
- Y4NGZInteractions
- LethalCompany InputUtils
- DawnLib
Late Game Upgrades compatibility

With LGU installed, all of its upgrades are imported into the player menu, each with its own icon, and are bought with tokens like any other
upgrade.
Three settings in the LGU config group control the import:
-
General - Integrate LGU Into Player Menu(default on): turn it off to keep LGU exactly as stock. Its own terminal store sells its upgrades for credits, there is no Augments catalog, and the full Y4NGZ upgrade trees stay available whatever the LGU Upgrade Mode says. Levels you earned for LGU rows inside Y4NGZ are kept and come back when you turn it on again, merged with any ranks you bought from LGU meanwhile. -
General - LGU Upgrade Mode(defaultNativePreferred):NativePreferred: every Y4NGZUpgrades upgrade, plus the imported LGU
upgrades that don't have overlap with Y4NGZUpgrades. The 17 LGU upgrades that have overlap with Y4NGZ Upgrades are hidden.LguPreferred: every LGU upgrade, minus the Y4NGZ Upgrades that have overlap with LGU. Y4NGZ Upgrades that have only partially overlap with LGU are modified to keep only what is unique from the LGU equivalent upgrade.LguOnly: every Y4NGZUpgrades upgrade is hidden so you can run LGU upgrades with
Y4NGZUpgrades' progression and player menu.
-
Appearance - LGU Upgrade Layout(defaultSeparateCatalog):ClassTreesLGU upgrades get added into the four Y4NGZUpgrades skill trees: Enforcer, Ghost, Foreman, TechnicianSeparateCatalogLGU upgrades get their own separate catalog called "Augments"- Profiles still on the old
ClassTreesdefault switch toSeparateCatalogonce; if you setClassTreesagain afterwards, it stays.
All three settings are local and take effect on restart.
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.

Suits

Cosmetics

Emotes

XP and Performance Report
Default XP with Y4NGZUpgrades is:
| Source | Default award |
|---|---|
| Discover scrap | item value x 0.05 |
| Deliver scrap | value x 0.25 |
| Kill a monster | power level x 12 |
| Survive | minutes x 4 |
| 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 |
| Replace the ship battery Requires Y4NGZShipSystems | 20 XP per spare battery, 25 XP per docked apparatus, up to 2 paid per round, never to the player who broke it |
| Contract objective Requires Contracted | the objective's listed XP x moon risk; headline objectives pay at least 10% of your current rank's XP span, survey beacons and containment waves at least 4% per step |
| Contract completion Requires Contracted | 10% of your current rank's XP span x the contract's multiplier x moon risk, only if you entered the facility or completed an objective step |
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 upgrades grant durability, carrying power and hand to hand combat.
Enforcer upgrades (6)
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
3 levels - tree tier 2
Raises the health cap and puts a health readout on your HUD. Below 20 HP the suit already recovers 1 HP per second on its own; from level 2 that recovery continues past 20 HP up to a higher cap.
- Level 1: maximum health 120.
- Level 2: maximum health 140. Injuries now recover past 20 HP, up to 30.
- Level 3: maximum health 160. Recovery cap stays 30 HP.
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. Punches also deal 10 damage to other employees at every level.
- 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.
Nine Lives
2 levels - tree tier 4
A rechargeable shield and a last chance to survive. Existing Adrenaline Rush purchases carry over to Nine Lives.
- Level 1: after 15 seconds without health or shield damage, fully restore a separate shield equal to your maximum health, including Resilience bonuses. The shield absorbs damage first; excess damage spills into health. It does not heal you or stack multiple shields.
- Level 2: once per round, a fatal hit leaves you at 1 HP, critically injured, with 4 seconds of invulnerability. Numeric fall damage is covered; bottomless pits, drowning and abandonment are not. Recharging the shield or being revived does not restore the spent death save.
The HUD shows shield strength, recharge time, protection time, and whether the save remains available. Shield recharge, shield break and the death save each have a distinct sound cue and a brief screen-edge effect.
Technician

Technician upgrades improve observation, interaction speed, repairs, hacking, resource handling, protected equipment, and remote field operations.
Technician upgrades (7)
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 reach. The reach bonus applies to grabbing and to every interact trigger.
- Level 1: vanilla hold interactions 10% faster, reach +1 m.
- Level 2: vanilla hold interactions 20% faster, reach +2 m.
- Level 3: vanilla hold interactions 30% faster, reach +3 m.
Field Mechanic Utilizes 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. Without either provider, level 1 is not sold and Field Mechanic offers two levels, door hacking and then turrets, at the level 2 and 3 prices.
- Level 1: fuel pumps are half as likely to stall, and Company CCTV cameras can be disabled for the rest of the round. Needs Y4NGZ Ship Systems or LethalCCTV; without either, this level is skipped.
- 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 from larger pickups - the bonus rounds are rounded, so a pickup that already grants only a round or two may not gain one. 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 list 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 list and disable, alarm control and lockdown. The tablet lists cameras and disables them; it does not show a camera feed.

Courier Drone
3 levels - tree tier 4
Deploys a steampunk courier drone from the Field Operations tablet. The drone has 30 health; if it is destroyed it is gone until the next round. Below 10 health it breaks off, returns to you for six seconds, and then re-engages. 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. Aim at a monster or a piece of scrap and press the Courier Drone Command key to order an attack or a fetch, with or without the tablet in hand.
- 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.

Deathbound
1 level - tree tier 4
Binds the far-left hotbar slot through death. The red tint on the protected slot is drawn by an external Y4NGZ UI theme (Y4NGZUI or Y4NGZCompany); without one 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.
Ghost

Ghost upgrades focus on traversal, awareness, solo survival, and active concealment.
Ghost upgrades (8)
Light Feet
3 levels - tree tier 1
Automated hazards stop reacting to you.
- Level 1: you no longer set off landmines - not by stepping on them, and not by dropping scrap or a body onto one.
- 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.
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.


Lone Wolf
3 levels - tree tier 3
While outside the ship, become isolated after eight seconds with no living teammate within 35 m in the same interior or exterior. The effect ends when a teammate stays within 25 m for two seconds, or immediately on ship entry or death.
- Level 1: stamina recovers 25% faster while not sprinting. This increases actual recovery; it does not regenerate stamina while movement is hindered.
- Level 2: also take 15% less damage while active, before shield absorption.
- Level 3: stamina recovery rises to 50% faster. A personal return trail shows the last 60 seconds of your travelled route while active. It only draws nearby visited segments and never connects teleports or reveals new rooms.
Sprinter
3 levels - tree tier 3
Running training: speed, stamina and quiet movement.
- Level 1: movement speed +1.4.
- Level 2: sprint time +6 seconds and stamina regen +5%.
- Level 3: crouching speed +10% and footstep noise range 10 m shorter.
Surefooted
3 levels - tree tier 3
Footing training: ladders, rough ground, jumps and landings.
- Level 1: ladder speed +20%, traction +25%, and you sink 20% slower in water and quicksand.
- Level 2: ladder speed +40%, jump force +3, uphill slowdown -25%.
- Level 3: ladder speed +60%, jump force +3.75, fall damage -25%.
Shadow Step
3 levels - tree tier 4
Reduces visual detection range and grants a cloak from the first level.
- Level 1: enemy sight range -25% while crouching; cloak lasts 3 seconds.
- Level 2: walking gets the same -25%; cloak lasts 4.5 seconds.
- Level 3: cloak lasts 6 seconds, with an expiry cue in its final second.
The rebindable Shadow Step control has 90 seconds between activations. Attacking or sprinting breaks cloak without shortening the cooldown. Sound and physical contact remain dangerous. The HUD counts down the cloak and cooldown. While cloaked your own hearing and vision are slightly dulled; nearby players hear the cloak and decloak from the world position it happened at, not from their own HUD.
Foreman

Foreman upgrades coordinate the crew through proximity buffs, shared markings, portable lighting, communications, promotion bonuses, revives, and quota protection.
Foreman upgrades (7)
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%. Damage reductions do not stack; the largest applies.
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. Requires line of sight, so it cannot mark through a wall.
- Level 1: mark a location, or outline an enemy, teammate, item, entrance, interactable or trap.
- Level 2: marked enemies deal 20% less contact damage.
- Level 3: marked teammates take 20% less damage for the mark duration. Damage reductions do not stack; the largest applies.
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.

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.
Configuration
Settings are in BepInEx/config/Y4NGZUpgrades.cfg. XP awards are in the XP Sources group.
Late Game Upgrades
The three LGU group settings are described under Late Game Upgrades compatibility above.
Compatibility
Independent installation: Y4NGZUpgrades needs only the libraries listed under Requirements. The other Y4NGZ packages are optional companions - install any combination and each one lights up its extra behavior. Optional mods are detected at runtime and are not installed automatically.
| Mod | What it adds |
|---|---|
| Lategame Upgrades | 38 personal LGU upgrades in the Player Menu, bought with tokens; see Late Game Upgrades compatibility above. |
| More Company | Cosmetic rewards and Employee File entries. |
| TooManyEmotes | Emote rewards and Employee File entries. |
| LethalCCTV | Chameleon, the Field Operations tablet's camera rows, camera markers, mainframe XP and a CCTV time statistic under Operations. |
| Contracted | Contract objectives on outline upgrades, contract statistics in the Player Menu, Company UI theming, report coordination and contract XP sources. |
| Better Armory | Ammo reserves in the Player Menu and the ammo side of Scavenger, independently of Y4NGZShipSystems. Better Armory itself applies LGU's four firearm upgrades (Hollow Point, Long Barrel, Sleight of Hand and Silver Bullets) to its own guns. |
| Y4NGZShipSystems | Fuel, power and battery integrations, the Ship Systems side of Field Mechanic and the fuel-chute side of Scavenger. |
| Y4NGZMonitorTakeover | Quota-milestone token rewards through its optional API. |
| Y4NGZUI | Shared gameplay prompts, danger feedback and HUD presentation. Y4NGZUpgrades stays loadable without it. |
Troubleshooting
When reporting a problem, include BepInEx/LogOutput.log, the upgrade name,
its purchased level, the host/client role, and the installed optional providers.
GitHub
Source code: https://github.com/y4ngz313/Y4NGZUpgrades-public
Bugs
Report bugs at https://github.com/y4ngz313/Y4NGZUpgrades-public/issues.