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Platform Zero
Haunted transit maze: 16-20 rooms, 20 themes, branching corridors, loops and ghost events. Targets 4000-5000 scrap credits with fair interior selection and quota-based item counts. Experimental alpha; all players required.
By thedemonmods
| Date uploaded | 7 hours ago |
| Version | 0.3.1 |
| Download link | thedemonmods-Platform_Zero-0.3.1.zip |
| Downloads | 24 |
| Dependency string | thedemonmods-Platform_Zero-0.3.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305IAmBatby-LethalLevelLoader
A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v81 Compatible)
Preferred version: 1.7.13README
Platform Zero — Last Service
0.3.1 · Experimental alpha · Required on every player
An abandoned Company transit station still running a service cancelled in 1977. The board promises to take you home. It does not specify whose home.
This update compiles and passes automated logic checks, but has not been playtested in-game or in multiplayer. Lighting, native enemy navigation, mod integration and performance still need a live test.
A different station each visit
Each map seed produces 16-20 rooms drawn without repeated themes from 20 room types. A connected maze replaces the old straight concourse: branching passages, four-way room connections and 2-5 independent loops provide alternate routes. Room dimensions, furnishings, lighting, ticket locations, traps and scrap placement vary with the seed. Host and clients use the same seed.
The room pool includes luggage storage, signal control, lost property, staff canteen, dead letter office, waiting room, generator hall, quarantine ward, records archive, commuter chapel, pump station and screening room. New additions are clock repair, botanical storage, baggage sorting, radio booth, freezer, security check, maintenance and model railway.
Four-metre passages connect the rooms, with clear central crossings. Genuine fire exits use rooms farther from the main entrance by passage distance. Runtime navigation checks every room and genuine exit before accepting the station. The separate inspection room does not count toward the 16-20 explorable rooms.
Find three abandoned ticket punches for a hidden message. Employee notices and unsettling details are scattered throughout.
Scares
- Wrong doors: roughly one third summon the Conductor; the others knock back. Trap assignments change with the seed.
- Ticket inspection: stay near the emerging Conductor and you enter a red waiting room. Ring its bell after about six seconds, or wait for the twelve-second automatic return. Walking away before capture can save you. Outside rescue or death cancels the return.
- Last service: a spectral carriage travels along a randomly selected connected passage without collision or damage.
- Signal failure: room lights shut down for nine seconds; luminous signs remain visible.
- The attendant: a silent figure briefly appears beside a random room.
The host selects ambient events, avoiding immediate repeats, while somebody is inside. The Conductor is a scripted apparition; ordinary indoor enemies are still the roaming threats.
Interior selection
Platform Zero registers PlatformZeroFlow with LethalLevelLoader and builds the station only when that flow wins selection. It no longer forces itself onto Experimentation or replaces another selected interior.
- Available across vanilla and custom moons that generate interiors and support enemies/scrap. Company and no-dungeon scenes are excluded.
- With Hibyhii's Random Interiors: the new flow joins its global pool. That mod retains control of inclusion, moon settings and no-repeat history. Platform Zero never performs a second roll or bypasses the randomizer's exclusions. Your moon settings can still disable it on particular moons.
- Without Random Interiors: adaptive weighting gives it the average positive weight of the other eligible interiors. With N existing choices, this is approximately 1/(N+1); their relative weights remain intact. Other selection overhauls can change the outcome.
- For manual LethalLevelLoader weights/exclusions, disable Adaptive fair weight in
local.platformzero.cfg, then configure the Platform Zero entry in LLL. Random Interiors always keeps control when installed.
A large interior pool makes any single interior uncommon. No-repeat rotation makes the new entry another option in that rotation, not a guaranteed next landing.
Loot value and progression
The initial positive-value scrap pool targets 4,000-5,000 credits, selected from the map seed, with an expected average of 4,500 credits. The host adjusts spawned item values proportionally before native synchronization. This is the available face value inside the station, not guaranteed recovered loot or Company payout. Zero/negative special-item values are preserved. Other mods that change values after synchronization or add extra scrap can alter the final total. An empty or unresolved spawn batch cannot be assigned a budget and logs a warning.
On Platform Zero rounds only, scrap count also increases 5% per completed profit quota, capped at 25% after five quotas. Fresh runs receive no count bonus. With the value target enabled, the same 4,000-5,000-credit budget is spread across more pieces as progression increases. Loot tables remain unchanged; actual counts are randomized and rounded by the game.
| Completed quotas | Scrap-count multiplier |
|---|---|
| 0 | 1.00x |
| 1 | 1.05x |
| 2 | 1.10x |
| 3 | 1.15x |
| 4 | 1.20x |
| 5+ | 1.25x |
The host controls both settings. Disable Target total value in local.platformzero.cfg to retain native moon/mod item values. When disabled, extra progression pieces can also increase total value. The count bonus multiplies the existing count setting during the spawn call and restores it afterward, including if the call throws. Other interiors receive no change. Disable Progression bonus in local.platformzero.cfg to turn it off.
Installation / upgrading
- Install/update through Thunderstore Mod Manager or r2modman. Dependencies: BepInExPack 5.4.2305 and LethalLevelLoader 1.7.13, plus its dependencies.
- Every player, including the host, must use 0.3.1 with matching game/mod versions. Remove older or duplicate PlatformZero DLLs. This alpha does not enforce version matching.
- Land on an eligible moon and allow the normal interior selector to choose. For a focused test, temporarily exclude other interiors using Random Interiors in a separate test profile; restore the normal rotation afterward.
- Use normal interaction controls. Genuine exits say SURFACE and VERIFIED COMPANY SEAL.
For manual installation, merge this archive's BepInEx folder into your profile after installing dependencies. The DLL belongs at BepInEx/plugins/PlatformZero/PlatformZero.dll. Disable/remove it to uninstall. No persistent game-save data is stored.
Alpha limitations
The selected flow uses factory-generation plumbing, then constructs the playable station separately and relocates native arrival points, scrap markers and indoor AI nodes. No game assets are redistributed. Native map hazards are suppressed only when the station successfully builds. Apparatus, breaker boxes and original story logs are not relocated; no new sellable scrap is added.
The installed LLL 1.7.13 and Random Interiors 1.0.6 DLL APIs were inspected. This is not an end-to-end compatibility test. Large modpacks, culling mods, enemy overhauls and custom moons need playtesting. Late-join mods are unsupported. If any player logs a generation failure, end the round because other peers may have succeeded.
See VALIDATION.md for checks and remaining tests. Original mod code is MIT licensed. Requires BepInEx and LethalLevelLoader. Lethal Company belongs to its respective owners.
CHANGELOG
Changelog
0.4.1
- Added a large, double-sided PLATFORM ZERO entrance sign with amber trim and LAST SERVICE 00:00 / YOU HAVE ARRIVED text.
- Added teal PLATFORM ZERO / COMPANY TRANSIT identity plaques in every third corridor, with sector numbers.
- Kept permanent identity signs separate from the event-controlled departure board.
- Signs have no collision and add no lights. Layout generation, scares and loot behavior are unchanged.
- Compiled successfully; in-game sign appearance and readability remain untested.
0.4.0
- Doubled generation to 32-40 explorable rooms from a pool of 44 unique themes.
- Added 24 surreal chambers with bespoke procedural sculptures, including an inverted apartment, ceiling ocean, clock cathedral, gravity well, paper storm and nursery of stars.
- Guaranteed at least 16 surreal themes in each layout; no repeated themes.
- Expanded to a variable-spaced 7x7 footprint with 4-9 independent loops and 4-6 metre corridors.
- Added room heights, clipped-corner and cruciform shells, eight furnishing variants, and four corridor treatments.
- Added nearby-only animation for cosmetic floating objects; preserved clear floor crossings and exit strips.
- Preserved the 4,000-5,000-credit initial scrap target, quota-based count bonus and fair interior selection.
- Updated network message channels: every peer must use 0.4.0.
- Compilation and automated checks passed. In-game visuals, performance and multiplayer remain untested.
0.3.1
- Added a seeded initial positive-scrap value target of 4,000-5,000 credits, averaging 4,500.
- The host adjusts values before native synchronization; relative item values are approximately preserved with exact integer totals.
- Kept the quota-based count bonus: later quotas spread the same value budget over more pieces.
- Added the host setting Target total value to opt out and retain native moon/mod values.
- Applied the budget once per station generation and preserved zero/negative special values.
- Passed 10,000 loot-budget tests, including rounding, repeat application and overflow; sampled target mean was 4,504.52 credits.
- Compiled against installed assemblies. Live gameplay and multiplayer remain untested.
0.3.0
- Replaced the straight concourse with a seeded maze of 16-20 interconnected rooms and 2-5 independent loops.
- Added eight room themes, bringing the pool to 20, with no repeated themes in a layout.
- Randomized the footprint, passage network, room dimensions, furnishing variants, tickets and trap assignments.
- Reserved clear central crossings and moved genuine fire exits to rooms farther from the entrance.
- Adapted ghost-train routes, watchers, main-entrance queries and navigation checks to the network.
- Moved the inspection room away from the expanded station footprint.
- Preserved fair interior selection, Random Interiors integration and the capped quota-based loot bonus.
- Updated event message channels; every player must use 0.3.0.
- Passed compilation, 10,000 maze-plan checks and 204 protocol cases. Live gameplay and multiplayer remain untested.
0.2.0
- Replaced the Experimentation override with a distinct LethalLevelLoader interior entry across dungeon moons.
- Integrated with Random Interiors' global pool and no-repeat rotation; added adaptive average-weight selection when it is absent.
- Expanded to 8-12 seeded rooms drawn from 12 themes, with varying sizes, station length, barriers and lighting.
- Added generator hall, quarantine ward, records archive, commuter chapel, pump station and screening room.
- Randomized ticket/trap locations and reachable scrap placement; added an attendant apparition event.
- Added +5% scrap count per completed quota on station rounds, capped at +25%, preserving item values.
- Updated fire-exit placement and navigation checks for variable layouts.
- Requires LethalLevelLoader 1.7.13. All players must update to 0.2.0.
- Compilation and automated logic checks passed; live gameplay remains untested.
0.1.0
- Initial experimental alpha of the Platform Zero interior for Experimentation.
- Added six themed rooms, counterfeit exits, Conductor inspections and a red waiting room.
- Added ghost-train and blackout events plus a three-ticket Easter egg.
- Added native interaction prompts, host-controlled event messages and generation-time navigation checks.
- Compilation and protocol checks passed. In-game and multiplayer playtesting has not been performed.