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Odd Company
Five industrial-horror creatures with distinct spatial soundscapes, muffled-through-wall audio and attack cues. Includes pligga, gentle damage, multiplayer sync and a test cycle. Experimental build.
By thedemonmods
| Date uploaded | 2 weeks ago |
| Version | 0.2.0 |
| Download link | thedemonmods-Odd_Company-0.2.0.zip |
| Downloads | 17 |
| Dependency string | thedemonmods-Odd_Company-0.2.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Odd Company
Five strange visitors for your next quota run. Version 0.2.0 is an experimental test build, with industrial-horror silhouettes, original spatial encounter soundscapes, scanner hints, and host-controlled encounters.
The horror update
The palette is now soot, corroded metal, dirty cloth and old bone. Body surfaces no longer glow. Warning marks remain visible but use muted colors. Animations use restrained swaying, intermittent twitches and uneven folded movements instead of broad bouncing.
- pligga: collapsed work coat, dragging forearms and fingers, stitched face edges. The supplied face image remains recognizable, tinted by its material and lit by the environment. Its soundscape layers wet breathing, a throat rattle and uneven heartbeat-like thumps; the tongue wind-up and strike have separate cues.
- Hushloom: torn double-sided membranes, bent antennae, dangling limbs and a narrow throat slit. Unstable, choir-like tones drift over noisy inhalations, rising into a dissonant warning.
- Backstitch: a corroded wire-wound spindle on angular needle legs. Broken sewing-machine taps and tension squeals announce its approach.
- Tollbud: a rusted timeclock with split metal jaws, staple teeth and a hanging receipt. A detuned service bell rings above a failing transformer hum.
- Foldback: asymmetric thin folds, a tilted blank face and hanging arms. Reverse-rising paper scrapes and misplaced footstep-like thumps give its recorded trail an uneasy rhythm.
Each creature has its own 16-second atmospheric loop and distinct warning/impact clips. These are original synthesized sound designs, not licensed songs or sampled voices. They are designed as localized horror soundscapes rather than a full musical score. Sound comes from the creature, attenuates with distance, fades in, and is quieter and low-pass filtered behind walls. Nearby competing monsters have reduced ambience; cues use one voice per creature to avoid overlapping volume spikes. The regular warning timings and gentle damage defaults remain unchanged.
Local [Audio] EncounterVolume defaults to 0.45; WarningVolume defaults to 0.75. Set the encounter volume to zero if you prefer only warning sounds. These settings do not change other players' volumes. Audio is routed to the player's movement mixer group when available. The final mix still needs an in-game listening pass.
Compiled against Lethal Company Steam build 22825947. Compilation and offline rule checks passed; in-game rendering, navigation and multiplayer have not yet been playtested.
Meet the five
| Creature | What it does | How to deal with it |
|---|---|---|
| pligga | A round, bald creature with the supplied photo mapped onto its face. It fixes its aim, winds up for 1.8 seconds, then flicks a six-metre tongue for 10 damage and a little stamina. | The thin line shows the attack direction. Step sideways, back out of reach, or get behind a wall. It cannot redirect the strike once winding up. |
| Hushloom | A ragged moth with a resonating hollow throat. Nearby sprinting fills its charge; a two-second warning precedes a seven-metre pulse. Only players still sprinting in the pulse lose 8 health and some stamina. | Walk. Its charge fades when nobody nearby sprints, and walking avoids its pulse even after it charges. It reacts to sprint state, not your microphone. |
| Backstitch | A six-legged living spool sewing cyan loops along its route. Loops last 12 seconds and arm after 1.5 seconds. Sprinting across an armed loop costs 6 health and some stamina. | Walk through the loops, go around them, or wait for them to fade. The spool itself has no touch attack. |
| Tollbud | An amber mechanical flower guarding a small ring. It charges a toll in attention: remain still within 5.5 metres, with line of sight, for two seconds to earn a personal 20-second pass. Otherwise its inner 3.2-metre ring pulses for 8 damage every three seconds. | Stand still just outside the inner ring before passing. It never takes or changes your scrap. |
| Foldback | A folded-paper walker tracing a nearby player's footsteps from six seconds ago. Pale markers show the recorded route. Contact while it is following the trail costs 10 health. | Keep moving forward and avoid doubling back into it. It resets its recording when switching targets or losing sight. |
The designs were created for this pack; no claim is made that no other mod has ever used a similar idea.
Balanced defaults
- One added monster at a time; at most three encounters per landing.
- First spawn attempt 75 seconds after landing, then one attempt every 75 seconds with a 65% chance.
- Indoor spawn points must be 14–65 metres from the nearest eligible player, out of view and connected to the target by a complete NavMesh path. Spawns may be delayed if no safe point exists.
- Added attacks have a shared four-second cooldown per player. GentleDamage is enabled: this pack cannot directly lower your health below 20. Vanilla enemies and hazards can still kill you.
- Stamina drains preserve a small reserve and never increase already-low stamina.
- Every monster takes three accepted vanilla shovel/knife hits to remove. Each accepted hit interrupts it for 2.5 seconds. Hitting is optional; each has a non-combat counter.
- Encounters leave after 160 seconds and are removed when the round ends. They do not save state in your save file.
Install / upload
Upload the Odd_Company-0.2.0.zip file as-is to the Lethal Company community on Thunderstore. It contains the required manifest, 256×256 icon, README, and compiled plugin at BepInEx/plugins/OddCompany/OddCompany.dll. BepInEx is the only dependency. Thunderstore acceptance and name availability have not been checked by an upload.
When upgrading, replace the previous Odd Company plugin in every player's profile. Do not keep both versions installed. Existing gameplay config settings are preserved; new audio settings are added automatically.
For local testing before publishing, install BepInExPack in a fresh Thunderstore Mod Manager or r2modman profile, then use the manager's local-mod import with this ZIP if available. Alternatively, open that profile's folder and copy the ZIP's BepInEx/plugins/OddCompany directory into the profile's BepInEx/plugins directory. Launch modded.
Every player, including the host, needs the same mod version. A host with this mod pauses its added monsters if another connected player does not respond to its version handshake. A client cannot add encounters to an unmodded host.
See all five quickly
- Launch modded once to generate
BepInEx/config/local.oddcompany.five.cfg, then quit the game. - In the mod manager's config editor, set
[Testing] TestMode = trueon the host. Leave all five monsters enabled. - Start a disposable LAN save, land on a normal moon and enter the facility. Keep exploring: safe spawn points must be out of view and at least 14 metres away.
- The first attempt happens 15 seconds after landing. Test mode bypasses the chance roll, retries every eight seconds when the encounter slot is free, and cycles through the five kinds. Each encounter lasts at most 65 seconds.
FirstMonsterselects the starting creature: 0 pligga, 1 Hushloom, 2 Backstitch, 3 Tollbud, 4 Foldback. Restart the game after changing config.- Set
TestMode = falsefor normal play.
Test mode still respects safe spawn placement and only works indoors. Its timer is not a guarantee that a creature appears beside you. The host log records each actual spawn with its name and position. If you miss one, set it as FirstMonster and land again.
Configuration
All gameplay settings come from the host. ShowHints is local to each player.
| Section | Setting | Default |
|---|---|---|
| General | Enabled / ShowHints | true / true |
| Audio | EncounterVolume / WarningVolume | 0.45 / 0.75 (local) |
| Balance | GentleDamage | true |
| Spawning | MaxAlive / MaxPerDay | 1 / 3 |
| Spawning | FirstSpawnDelay / SpawnInterval | 75 / 75 seconds |
| Spawning | SpawnChance | 0.65 |
| Monsters | One enable switch per creature | all true |
| Testing | TestMode / FirstMonster | false / 0 |
First-release limits
- The models are stylized procedural geometry. Pligga uses a photo-textured oval face on a 3D head; it is not a sculpted or facially rigged likeness. The other creatures use geometric bodies and simple procedural animation.
- These are custom encounter entities rather than registered vanilla
EnemyAIprefabs. Vanilla enemies still spawn normally; native enemy power budgets and third-party enemy spawn menus do not manage these five. - Scanner labels and hints are included; terminal bestiary pages, enemy radar dots, stun-gun interactions, enemy-versus-enemy interactions and loot drops are not implemented.
- Creatures use the indoor NavMesh. They cannot open doors, use elevators or traverse off-mesh links. They wait at blocking colliders and eventually despawn. Modded interiors, mine elevators, large modpacks and late-join mods need testing.
- There is no live game or two-player test result yet. Start with a clean profile and report any errors from the profile's
BepInEx/LogOutput.log, plus the host/client role and creature involved.
Suggested playtest
- Confirm all five render, their names scan, and warning sounds are audible.
- Walk toward and away from each creature, then put a wall between you and it: verify falloff, smooth ambience and muffling. Confirm warning cues remain readable against the game's audio.
- Try each listed counter; verify Pligga cannot hit through walls or behind itself.
- Verify Backstitch ignores walking and Hushloom's pulse ignores non-sprinting players.
- Stand still for Tollbud, then cross its ring within the 20-second pass.
- Walk a loop around Foldback, then double back to test the delayed trail.
- Check the 20-health floor and three-hit removal.
- Repeat with a second player and verify positions, cues, damage, removal and cleanup agree.
- Leave/rehost the lobby and complete two landings to check state resets.
Packaging follows the Thunderstore package format. Networking uses Unity Netcode custom messages as described in the Lethal Company modding documentation.
CHANGELOG
0.9.0
- Blackout chase 3.4 -> 5.2 m/s, detection 24 -> 34 metres, six-second last-seen position memory and eight-hit melee health.
- Replaced stationary grab attempt with 0.6-second warning and a bounded 11 m/s closing lunge, 1.6-second miss recovery and unchanged 1.8-metre contact check. No gaze freeze, teleport or wall-bypassing grab.
- Rebuilt its procedural body using smooth curved/tapered meshes, elongated jaw, cheek tendons, curved ribs and fingers, hollow sockets and asymmetric shoulders.
- Added hip/elbow/knee pivots, uneven hitch-and-drag gait, counter-rolling head, loose jaw and separate warning/lunge/holding poses.
- Heartbeat timing, crew rescue, victory line, SellBodiesFixed integration and no-timed-despawn behavior retained.
- Protocol 10; all players need 0.9.0. Compiled; 110 offline rule checks and 39 generated-audio validations passed. Live visual quality, collision and balance still need game testing.
0.8.0
- Removed timed despawn in normal and test modes. Round/session cleanup and the Passenger's scripted vanish remain.
- All seven are now shovel/knife-killable, including the physically present Last Passenger. Melee collider is non-trigger; dead entities reject further hits.
- Added host-only SellBodiesFixed integration targeting the installed 1.14.0 contract: registered generic modded-body prefabs use the mod's own BodySyncer, value, weight, pickup and selling behavior. No MobDrops integration included.
- Pligga/Tollbud use tier 2, Passenger/Blackout tier 3, the others tier 1. Respect enabled body definitions and creature-name blacklist; disabled/unavailable integration leaves a non-collectible fallen model.
- Dead fallback bodies persist for the round and do not consume live encounter slots. Successful sellable-body creation replaces the visual-only corpse; repeated death requests cannot create extra bodies.
- Killing the physical Passenger cancels its current mark before it vanishes; killing the Blackout releases its victim. No curse cleansing by attacking an absent apparition.
- Protocol 9 requires everyone on 0.8.0. If the host uses SellBodiesFixed, guests must have it loaded too; use matching versions.
- Compilation, 103 offline rule checks and 39 generated-audio validations passed. Pickup, sale, saving/loading and multiplayer body behavior still need live testing.
0.7.1
- Added the supplied, unmodified ElevenLabs recording as BlackoutVictory.mp3 beside the plugin DLL.
- Plays once as spatial audio following a confirmed heartbeat win; nearby living crew can hear it. Uses WarningVolume.
- Explicit win flag prevents rescue, cancellation, timeout or failure from triggering the line. Expired completion snapshots are suppressed.
- Local asynchronous MP3 loading; no online service dependency. Protocol 8 requires all players to update.
- Compilation and 96 offline checks passed; 39 generated audio clips validated. Supplied MP3 playback still needs in-game testing.
0.7.0
- Replaced The Blackout's observation freeze and 65-damage rush with pursuit, a dodgeable 0.7-second grab warning and a heartbeat survival minigame.
- SPACE or controller south button (Xbox A / PlayStation Cross) controls the rhythm. Two seconds of preparation; one beat every 0.85 seconds; timing tolerance +/-0.18 seconds. Six successes escape; three early/late/missed beats fail. Button mashing counts as mistakes.
- Failure kills by default; GentleDamage preserves a 20-HP floor. Successful escape or rescue gives eight seconds before the next grab.
- Two accepted melee hits by other players break the hold. Victims cannot self-rescue via mod melee-hit requests. Destroying/despawning the creature also releases its victim.
- Added local heartbeat audio, compact timing HUD, movement hold, grab pose and owner-local rhythm scoring. Server validates victim/session, completed score and minimum success duration; this is not an anti-cheat system.
- Disconnect/expired snapshots, departure, disabled encounters and handshake/response timeouts cancel the hold instead of killing on timeout. All players require 0.7.0/protocol 7.
- Built against installed game assemblies; 91 offline checks and 39 audio validations passed. Live UI/input, multiplayer latency and animation are not yet game-tested.
0.6.0
- Pligga's windup shortened from 1.8 seconds to 0.8 seconds; warning audio playback now fits that window.
- Added The Blackout: split skull, hooked arms, exposed ribs, observation-sensitive stalking and a fixed-direction rush at 10 m/s for 65 damage.
- Roughly 0.8 seconds unobserved primes its attack, then a separate 0.7-second warning precedes the rush. A valid crew member watching it stops the rush; walls block damage. Four-second recovery after a successful strike.
- Five original Blackout sound cues: roaming, pursuit, warning, impact and first sighting; distinct warning/crouch-and-lunge poses.
- Seventh species supported in spawning, configuration, sound arrays, scanner hints, network snapshots and test cycling. FirstMonster=6 tests the newcomer. Last Passenger's behavior and selection rate unchanged.
- Protocol 6 requires matching versions for all players. Compiled; 78 offline rules and 38 audio clips validated. No live-game validation yet.
0.5.0
- Dramatically buffed all original five: lethal defaults, 6–8 melee-hit health, shorter stagger with three-second resistance, and 1.5-second shared hit immunity.
- Pligga: enlarged body, fanged hanging jaw and back spurs; nine-metre sweeping tongue, 35 damage, native temporary visor-spit effect.
- Hushloom: faster charge/pursuit, ten-metre 30-damage pulse, crouch counter and short hearing muffle.
- Backstitch: active pursuit, eight larger longer-lived traps, upright/walking triggers, 22 damage and two-second snare.
- Tollbud: six-metre 40-damage pulses and shorter passes. Foldback: 2.5-second trail, faster pursuit, sight-loss memory and 35 damage.
- Passenger: default 60% selection, third-encounter pity selection, closer placement and longer field lifetime. Curse mechanics unchanged.
- One-time config migration disables GentleDamage and upgrades the old 12% passenger default; subsequent user choices persist.
- Protocol 5 requires every player to update. Compiled; 65 offline rule checks and 33 audio validations passed. Not live-game tested.
0.4.0
- Added a persistent 20% outdoor-placement roll, outdoor node navigation, same-zone targeting and ship-proximity limits.
- Added The Last Passenger, a red spiked apparition modeled after the supplied reference. Default 12% selection chance and at most one normal appearance per landing.
- Added validated gaze marking, a 3.5-second distorted vision and a takeoff execution with synchronized performer, victim hold, head-twist pose, native detached-head ragdoll selection and dedicated sounds.
- The new curse is explicitly fatal and bypasses GentleDamage. It cancels if the victim dies/disconnects before execution.
- Added local shake, flicker and distortion controls, state restoration and expired-snapshot cleanup.
- Added eight new synthesized clips: five creature roles and three curse events; 33 total.
- Protocol 4 requires every player to install 0.4.0.
- Passed compilation, 53 offline gameplay/timing checks and audio validation. No live gameplay or two-player execution test has been performed.
0.3.0
- Added local first-sighting stings: central camera view, 12-metre range, clear sightline, 0.25-second dwell, once per species per landing and a 45-second shared cooldown.
- Added first-sighting enable/volume settings. No camera effects; attack cues take priority.
- Added five new pursuit/alert loops and five sighting clips, for 25 original clips total.
- Added host-synchronized presentation states and explicit sound cue roles, crossfading beds and ducking during warnings/impacts.
- Added movement-driven gait, grouped Pligga head/face and fingers, hinged Hushloom wings/veins, alternating needle steps, jaw charging and impact recoil.
- Preserved gameplay balance. Backstitch and Tollbud use alert audio rather than acquiring new chase mechanics.
- Bumped handshake protocol to 3; all players must upgrade together.
- Passed 30 offline gameplay/sighting checks, 25-clip audio validation, compilation and archive validation. Live playtesting remains outstanding.
0.2.0
- Reworked all five bodies with muted industrial-horror materials, thinner/asymmetric silhouettes, torn membranes, wire, seams and restrained twitching motion.
- Added five original 16-second creature ambience loops, five warning clips and five impact clips.
- Added spatial falloff, smooth ambience fade, wall muffling, competing-monster attenuation and separate local ambience/warning volume settings.
- Removed bright body emission; kept visible counterplay marks. Preserved the supplied Pligga face.
- Added an offline audio check for finite samples, headroom, edge ramps, non-silent energy and distinct clips, plus a WAV preview exporter.
- Version handshake now requires the 0.2.0 protocol. Replace 0.1.0 on every player's profile.
- Compiled and checked offline; live Unity rendering, mixing and multiplayer testing remain outstanding.
0.1.0
- Initial experimental release with pligga, Hushloom, Backstitch, Tollbud and Foldback.
- Procedural models and sound cues; embedded user-supplied Pligga face image.
- Host-controlled AI, client snapshots, version handshake, validated melee hit requests.
- Gentle damage, limited spawns, per-player hit cooldown, scanner counter tips and test cycle.
- Built against Steam build 22825947. Offline checks passed. In-game playtesting remains outstanding.