You are viewing a potentially older version of this package. View all versions.
Y4NGZ313-Y4NGZUpgrades-1.2.0 icon

Y4NGZUpgrades

Ranks, XP and four upgrade trees, bought from a player menu.

Date uploaded 2 weeks ago
Version 1.2.0
Download link Y4NGZ313-Y4NGZUpgrades-1.2.0.zip
Downloads 18
Dependency string Y4NGZ313-Y4NGZUpgrades-1.2.0

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-1.0.3 icon
Y4NGZ313-Y4NGZInteractions

Animation library used by Y4NGZ mods. Adds nothing on its own.

Preferred version: 1.0.3
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 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

Player Menu

The Player Menu is where you spend tokens, browse each tree, manage appearance unlocks and read the Employee File. It shows your rank, XP progress and token balance.

Y4NGZUpgrades Player Menu overview

Suits

Player Menu suits

Cosmetics

Player Menu cosmetics

Emotes

Player Menu emotes

XP and Performance Report

Default XP awards:

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 (LethalCCTV) 25 XP per mainframe
Replace the ship battery (Y4NGZ Ship Systems) 20 XP per spare battery, 25 XP per docked apparatus, up to 2 per round, never to the player who broke it
Contract objective (Contracted) the objective's XP x moon risk; headline objectives pay at least 10% of your rank's XP span, survey beacons and containment waves at least 4% per step
Contract completion (Contracted) 10% of your rank's XP span x the contract's multiplier x moon risk, if you entered the facility or completed an objective step

Hosts can set every connected player's token balance with settokens <amount> on the ship terminal.

Enforcer

Enforcer upgrade tree

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

Upgrade What it does
Transporter Carried scrap counts for 20/40/60% less weight, without changing its value.
Pumping Iron Melee weapon hits gain +1 force, and level 2 adds a 25% chance to stun for 1 second.
Resilience Maximum health rises to 120/140/160 with a HUD health readout, and from level 2 injuries recover up to 30 HP.
Lethal Hands After Pumping Iron, you punch with an empty hotbar for 0.5/1.0/1.5 shovel hits of damage, with a stun at level 3.
Deeper Pockets Adds up to three hotbar slots, lets you carry two two-handed items at level 3, and stays hidden while HotbarPlus is installed.
Nine Lives A shield equal to your maximum health recharges after 15 seconds without damage, and level 2 survives one fatal hit per round at 1 HP.

Technician

Technician upgrade tree

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

Upgrade What it does
Field Optics Scanner range grows by 15/30/45%, and your flashlight gets brighter and wider.
Quick Hands Hold interactions are 10/20/30% faster and your reach grows by 1/2/3 m.
Field Mechanic Level 1 halves fuel pump stalls (Y4NGZ Ship Systems) and disables Company cameras (LethalCCTV) and is skipped when neither is installed, level 2 hacks locked doors open, and level 3 disables turrets for 90 seconds.
Scavenger Ammunition pickups (Better Armory) and fuel-chute deposits (Y4NGZ Ship Systems) are worth 10/20/30% more, and either mod alone is enough.
Field Operations After Field Mechanic, a tablet gives scan, interior map, drone link and a mainframe uplink, plus stash codes, camera control, alarms and lockdown with LethalCCTV.
Courier Drone A 30-health drone, deployed from the tablet, hauls up to 150 lb of scrap with a flamethrower, a grenade launcher at level 2 and pilot mode at level 3.
Deathbound The item in your far-left hotbar slot is kept through death and returns with you on respawn.

Field Operations tablet

Courier Drone

Ghost

Ghost upgrade tree

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

Upgrade What it does
Light Feet Landmines ignore you, turrets hold fire up to 2.5 seconds longer, and at level 3 lightning cannot hurt you.
Sixth Sense Outlines what you cannot see: exits and hazards, then scrap within 10 m, then enemies within 15 m. Needs LethalCCTV, Contracted or Y4NGZ Ship Systems for mainframes, stashes and objectives.
Chameleon Company security cameras take 15/30/50% longer to detect you. Needs LethalCCTV.
Escape Artist Unlocks a power slide, then a ledge mantle up to 3 m, then a double jump, each costing stamina.
Lone Wolf With no teammate within 35 m you recover stamina faster, take 15% less damage at level 2 and see a return trail at level 3.
Sprinter Faster movement, a longer sprint and, at level 3, quieter crouching and footsteps.
Surefooted Faster ladders, better traction and higher jumps, ending with 25% less fall damage.
Shadow Step Enemies see you from 25% less range while you crouch or walk, and a key-bound cloak lasts 3/4.5/6 seconds on a 90-second cooldown.

Escape Artist power slide

Escape Artist mantle

Foreman

Foreman upgrade tree

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

Upgrade What it does
Buddy System Teammates within 10/15 m gain 3/6% speed and damage reduction and stay outlined through walls.
Ping Marks a spot or target up to 80 m away, and higher levels make marked enemies deal 20% less and marked teammates take 20% less damage.
Worklight Beacon Throws sticky area lights that burn for 180 seconds, with 3/5/9 charges per round.
Command Net Gives a built-in walkie channel, then damage outlines on teammates, then a corner minimap of crew, entrances and enemies. Needs LethalCCTV for cameras and Contracted for objectives on the minimap.
Overachiever Each promotion grants 1/2/4 extra tokens, also paid for promotions you already earned.
Inspire Pinging a dead body within 7 m gives a 50% chance to revive it, once per round, used up only on a successful revive and followed by a 75-second cooldown.
Veteran The credit penalty for dead crew is halved, and level 2 gives the next quota a 4-day deadline. Needs Contracted to also cap death-driven quota increases.

Worklight Beacon gameplay

Configuration

Settings are in BepInEx/config/Y4NGZUpgrades.cfg. XP awards are in the XP Sources group.

Late Game Upgrades

With Lategame Upgrades installed, its upgrades are bought with tokens in the Player Menu. Three settings in the LGU group control this, and each takes effect on restart:

  • General - Integrate LGU Into Player Menu (default on): turn it off to keep LGU stock, with its own terminal store.
  • General - LGU Upgrade Mode (default NativePreferred): NativePreferred hides the 17 overlapping LGU upgrades, LguPreferred hides the overlapping Y4NGZ upgrades while partly overlapping ones keep only their unique effects, and LguOnly hides every Y4NGZ upgrade.
  • Appearance - LGU Upgrade Layout (default SeparateCatalog): SeparateCatalog puts LGU upgrades in their own Augments catalog, ClassTrees adds them to the four trees.

Augments catalog with Late Game Upgrades installed

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.

Mod What it adds
Lategame Upgrades LGU upgrades in the Player Menu, bought with tokens.
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.
Contracted Contract objectives on outline upgrades, contract statistics in the Player Menu and contract XP sources.
Better Armory Ammo reserves in the Player Menu and the ammo side of Scavenger.

GitHub

Source code: https://github.com/y4ngz313/Y4NGZUpgrades-public

Bugs

Report bugs at https://github.com/y4ngz313/Y4NGZUpgrades-public/issues.

CHANGELOG

Changelog

1.2.1

  • Restored the full Thunderstore page: the Late Game Upgrades section, every per-upgrade entry under the four trees, and Troubleshooting, which the shared-template rewrite had dropped (#511).
  • New animated package logo scrolls through eight upgrade icons in the player menu's amber style (#516).

1.2.0

  • Field Tablet: SCRAP CHECK counts only scrap inside the facility; Mainframe cooldowns and trap shutdowns reset each round; one failing trap no longer stops DISABLE TRAPS (#500).
  • Courier Drone: only seven monsters (spider, Thumper, hoarding bug, baboon hawk, Nutcracker, Bracken, eyeless dog) hurt it, each with its own vanilla attack animation; flame 3 -> 2 ticks per burst, cooldown 5 -> 6.5 s, grenade damage 6 -> 3, all now host-configurable; fixes a spider error when flamed or shelled (#500).
  • Field Tablet, Command Net and Worklight prompts show on the HUD without Y4NGZUI, with per-screen, rebind-aware keys; tablet text no longer overlaps and long names end in an ellipsis; CCTV rows and camera targets hide without LethalCCTV; splice results report the real outcome; holding the tablet costs less per frame (#500).
  • Tablet casing material cleaned up (#500).
  • Courier Drone: the host takes the commanding player and Courier tier from the connection, never from the message, and accepts drone updates only from the host; a client's pointer attack/fetch no longer needs the host to own Courier (#500).
  • LGU upgrades default to the separate Augments catalog (existing profiles migrate once); new Integrate LGU Into Player Menu switch keeps LGU stock when off (#493).
  • Without Contracted, the Performance Report keeps its named XP lines (scrap found, delivered, survival) instead of collapsing them into Other work (#493).
  • With Late Game Upgrades installed, 38 of its personal upgrades join the four class trees, with icons and safe save migration (#435).
  • New LGU Upgrade Mode setting: native-preferred, LGU-preferred or LGU-only, with no extra token income; Walkie GPS hides while Command Net is on (#435).
  • LGU settings move to their own LGU config group with values kept; LGU-only always uses the flat Augments menu and hides Upgrades (#435, #442, #488).
  • LGU rows describe every level with LGU's own numbers and call its four gun upgrades "firearm" upgrades; Charging Booster stays in LGU's store (#442).
  • LGU tier moves: Rubber Boots, Oxygen Canisters, Clay Glasses and Fedora Suit to Ghost 2, Beekeeper to Enforcer 1, Effective Bandaids to Enforcer 2, both jetpacks to Technician 3 (#435, #442).
  • Sprinter splits into three-rank Sprinter and Surefooted at Ghost tier 3, Resilience loses rank 4 and Countershock, and Deathbound moves to Technician tier 4 (#435).
  • Without Ship Systems or LethalCCTV, Field Mechanic sells door and turret hacks at the level 2 and 3 prices instead of its camera and pump level; an owned level 1 stays saved (#441).
  • Every upgrade has a General - Enabled switch; disabled upgrades leave the menu and wait in your save until re-enabled (local setting) (#417).
  • Player menu cleanup: aligned rows, check and lock icons, and remaining levels shown only on the next locked tier (#430).
  • Tree connection lines are gone, unaffordable cosmetics and suits lose their red tint, and locked and menu text is easier to read (#444).
  • The inspector leads with the description, drops the invented "Unlocks the next level" and "Final level" lines, and names prerequisites on a REQUIRES line (#435, #444).
  • Descriptions are clearer, and Bullet Resistance lists Better Armory firearms when Better Armory supports it (#430, #435).
  • Extra upgrade HUD cards are gone; bonus health shows on the game's health graphic, and fist, ping and cloak displays are corrected (#430).
  • The performance report gives each XP source one plain line, such as Found $412 of scrap, with Other work for the rest (#456).
  • Report rows skip contract XP the whole crew shared (it still counts in the total); with Contracted, each crewmate's row shows their top two XP lines (#454, #458).
  • With Ship Systems, restoring ship power pays XP (battery 20, apparatus 25, two per round), never to whoever broke it; see XP Sources -> Ship Battery (#459).
  • Contract XP goes to whoever did the work: headline acts, beacons and breach waves scale with rank, wires pay 8 instead of 4, and the halved completion bonus goes only to participants (#457).
  • Configurable XP for all ten LGU contract steps, with explicit completion multipliers (#392).
  • Existing configs move once to the new contract values, and a Blackout Audit multiplier of 1 moves to 0, ending its double payout; your own values are kept (#455, #457).
  • Default keybinds: Shadow Step G -> X, Drone Pilot Exit Escape -> Backspace; existing rebinds are kept and keybinds for retired features are removed (#419).
  • Mouse-wheel and touchpad scrolling in the player menu moves about one row per notch instead of jumping to the end (#444).
  • Joining a host without this mod no longer leaves every upgrade at level 0, and the menu header names the live save (Crew save of host … or your solo save) (#419).
  • Client upgrades now work (Chameleon, Scavenger, Veteran, Field Mechanic, Field Operations, Lethal Hands), and one failing patch no longer disables the whole mod (#419).
  • Resilience's health cap and HUD readout work again, regeneration matches the game's 1 HP/s, and selling it drops you under the cap (#419).
  • Lethal Hands punches deal their stated damage, level 3 stuns on every machine, and fists survive a missing animation pack or a paused host (#419).
  • Field Operations door splices really unlock doors, camera disables replicate and wall splicing is blocked; Field Mechanic prompts show without Y4NGZUI (#419).
  • Courier Drone's flamethrower and grenades work for its owner, contact damage drops to 5 with a retreat below 10 health, and it no longer gets wedged (#419).
  • Escape Artist's air jump no longer disables fall damage for good; Shadow Step's cloak plays a quiet positional cue instead of a lobby-wide sound and light (#419).
  • Deathbound's protected slot survives death for everyone, and a failed Inspire revive roll now starts the 75-second cooldown (#419).
  • Buddy System's speed buff no longer stacks every round, level 1's 3% damage reduction applies, and the owner sees an AURA xN readout (#419).
  • Ping marks more targets and a miss costs no cooldown; Worklight Beacons land where everyone sees them, burn 180 s from landing and refund the thrower (#419).
  • Command Net shows level 2 outlines only to owners and minimap enemies within 80 m; Overachiever and Veteran no longer swap config keys (#419).
  • Also fixed Sprinter, Light Feet (turret hold-fire now 2.5 s), Sixth Sense, Transporter, Nine Lives, Field Optics, Lone Wolf, Pumping Iron and Deeper Pockets (#419).
  • Veteran's removed third level refunds 6 tokens instead of 14, and the Quick Hands and Scavenger descriptions are corrected (#419).
  • A lobby mixing this version with an older one silently loses Buddy System auras, Command Net outlines, Deathbound protection, fist stuns and beacon placement (#419).

1.1.0

  • Added the Purchases Cost Tokens setting. Turning it off makes upgrades, suits, cosmetics, and emotes free for the local player without changing their configured prices.
  • Shadow Step, Adrenaline, Resilience, Lone Wolf, Pumping Iron, and Veteran are now host-authoritative, so every player, including late joiners, gets the same effect.
  • Shadow Step gained a camo-shell cloak effect. Resilience now reflects 50% of damage and its hidden 5 HP save is gone. Pumping Iron is now 2 tiers and refunds 4 tokens for the removed third tier. Veteran tier 1 halves the dead-crew credit penalty.
  • Employee File tier labels now sit under their row, and every upgrade description states its actual numbers.
  • The end-of-round performance report no longer overflows or overlaps its notes.
  • Package metadata uses the correct Y4NGZ313 namespace casing and no longer starts with a byte-order mark.
  • Package decreased to 37.54 MB.
  • Fixed delays when opening and navigating the player menu.
  • Added Y4NGZUI and split Company integration support.
  • Fixed Native Fists remaining active while using the Field Tablet.
  • Fixed Escape Artist slide positioning and restored its player skeleton.
  • Improved compatibility with First Person View, Camera Overhaul, and HotbarPlus.
  • Fixed skill-tree states, XP report notes, Scavenger availability, and token saves on new hosts.
  • Updated the Y4NGZInteractions requirement to 1.0.2.

1.0.0

  • Initial release.