snake_tech-HazardsOutside icon

HazardsOutside

[v80+] Landmines, turrets, spike traps and modded hazards spawn outside too. Only the host needs it, so it works in any lobby. Events, presets and guarded fire exits included.

Last updated 2 weeks ago
Total downloads 180211
Total rating 12 
Categories Mods Server-side Misc Hazards
Dependency string snake_tech-HazardsOutside-1.4.0
Dependants 121 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

Hazards Outside

Only the host needs this mod. Your friends can join without installing anything.

Introducing the "Lethal Company: Outdoors Hazards Edition" mod – because why confine chaos and calamity to the comfort of four walls?
This mod will let you spawn landmines, turrets and even modded hazards outside with spawn rates configurable to your liking.

So, if you've ever thought to yourself, "Gee, I love Lethal Company, but wouldn't it be great if it tried to kill me in the great outdoors?" – well, this mod's got your back.
Literally. Because there's probably a turret back there too. Happy surviving!

Installation

Automatic (Recommended)

  • Install through Thunderstore or r2modman.

Manual

  • Install BepinEx.
  • Place LCHazardsOutside.dll in your BepInEx/plugins folder.
  • That's it! Only the host needs this mod installed! Amazing!

Details

  • Seeded hazard spawns so they can be replicated. Try it out on challenge moons!
  • Configuration for each hazard:
    • Min/Max spawn rates per hazard.
    • Min/Max spawn rates per moon per hazard.
    • Different spawn strategies: Cover the paths to all exits or concentrate the hazards on the main path only!
    • Global "No Extra Hazard Spawn" chance from 0-100%.
  • Presets, hazard events, guarded fire exits and more hazards as the run goes on (see below).
  • Modded moons are supported. Keep in mind that hazard spawn points might be unpredictable due to modders layering their moons differently than the base game.
  • Modded hazards are supported (if added to the game correctly). Successfully tested with Evaisa's teleport traps from LethalThings.
  • Every modded hazard gets its own config section (4. Modded - <hazard name>), disabled by default. The sections are created when the game starts, or the first time the hazard appears on a moon.
  • The positioning of hazards will be replicated outdoors as closely as possible to their indoor setup. For example, a turret will attempt to spawn with its rear facing a wall or an obstacle, and a spike trap will be placed flush against a wall.
    This alignment might not always be perfect outdoors due to uneven terrain, but this mod aims to maintain consistent placement.
  • By default, landmines and spike traps are enabled using the MainAndFireExit spawn strategy, along with hazard events, guarded fire exits and quota scaling. Turrets and modded hazards are opt-in in the configuration for higher difficulty!

Presets

Don't want to tune numbers? Set Preset in 0. General:

Preset Landmines Turrets Spike traps Event chance Guarded fire exits Scaling
Custom (default) your config your config your config your config your config your config
Chill 3-8 off 0-1 0% off off
Classic 15-30 off 0-2 10% 35%, 1 turret +10% per quota, max x2
Minefield 30-50 0-1 2-4 15% 35%, 1 turret +15% per quota, max x2.5
Warzone 20-35 3-6 3-6 25% 75%, 2 turrets +15% per quota, max x3

A preset only replaces the values in this table. Per-moon settings, spawn strategies, NoHazardSpawnChance and modded hazards still come from your config.

Hazard events

Each landing has a chance (5. Events, default 10%) for a day with a twist:

  • Minefield: many more landmines (x2.5, at least 20-40), but no turrets or spike traps.
  • Turret nest: 3-6 extra turrets in front of the main entrance.
  • Quiet day: no hazards outside at all.

Events are announced in the chat, and every player sees the message, even without the mod. Like everything else, events are seeded, so the same seed always gives the same event.

Guarded fire exits

Each fire exit has a chance (6. Guarded fire exits, default 35%) to get a turret just outside, aimed at the door. The fire exit is no longer the safe way out. This works even if turrets are disabled in 2. Turret.

Scaling

More hazards outside as the run goes on (7. Scaling). By default, min and max grow by 10% per quota met, up to twice the amount. It can also count days instead, or be turned off. Getting fired resets it.

Spawn Strategies

MainAndFireExit (Default)

This strategy distributes hazards along the paths from the ship to the main entrance and the fire exits.
The total number of hazards is divided equally among the exits, ensuring coverage across multiple areas. Compared to the older MainEntranceOnly method, this approach covers a broader area and, as such, it is advisable to increase the number of hazards to be spawned.

MainEntranceOnly

Previously the default in version 1.1.3 and earlier, this method calculates the midpoint between the ship and the main entrance to concentrate hazards. This strategy ensures that fire exits remain mostly hazard-free.

FireExitsOnly

Similar to the MainEntranceOnly strategy, but exclusively targeting all available fire exits. Opt for this method if you aim to enhance the challenge for players using the fire exits.

Scattered

Spreads the hazards over the whole outdoor map, using the points outdoor enemies walk between. Nowhere outside is safe. Moons without such points fall back to MainAndFireExit.

FAQ

Q: Does only the host need this mod?
A: Yes.

Q: What if the others have it? Will it break?
A: No, the mod will simply not do anything if the user is not hosting.

Q: Why is [insert any modded object here] also spawning outside?
A: It means that the modder put that object into the base game's list of hazards. If it causes issues, please create an issue on github for a compatibility patch. I'll look into it if I have the time.