The definitive Lethal Company modding API. Includes some very useful features to make modding life easier.
If you want to use the API in your plugin, add the LC_API.dll as a project reference!
If you wish to contribute to this project, you will need unity netcode weaver to implement custom networking properly. Follow their instructions to get NetcodeWeaver set-up for patching Lethal Company mods and keep note of the filepath where you chose to install it.
Once you have forked and cloned the repository, you will need to create a file in the solution folder called LC-API.csproj.user
to set paths to build dependencies. Here's a template for that file's contents:
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<LETHAL_COMPANY_DIR>F:/SteamLibrary/steamapps/common/Lethal Company</LETHAL_COMPANY_DIR>
<TEST_PROFILE_DIR>$(APPDATA)/r2modmanPlus-local/LethalCompany/profiles/Test LC API</TEST_PROFILE_DIR>
<NETCODE_PATCHER_DIR>$(SolutionDir)NetcodeWeaver</NETCODE_PATCHER_DIR>
</PropertyGroup>
<!-- Create your 'Test Profile' using your modman of choice before enabling this.
Enable by setting the Condition attribute to "true". *nix users should switch out `copy` for `cp`. -->
<Target Name="CopyToTestProfile" AfterTargets="PostBuildEvent;NetcodeWeave" Condition="false">
<MakeDir
Directories="$(TEST_PROFILE_DIR)/BepInEx/plugins/2018-LC_API"
Condition="Exists('$(TEST_PROFILE_DIR)') And !Exists('$(TEST_PROFILE_DIR)/BepInEx/plugins/2018-LC_API')"
/>
<Exec Command="copy "$(TargetPath)" "$(TEST_PROFILE_DIR)/BepInEx/plugins/2018-LC_API/"" />
</Target>
</Project>
It is vital that you change the NETCODE_PATCHER_DIR
property to the location of your local NetcodeWeaver installation.
Ensure your Assembly CSharp is set Publicize="true"
in the .csproj file to ensure it gets publicized.
Once you have completed these steps, you will be able to properly build the solution.
Your pull request should target the dev branch. This is because the main
branch is reserved for tested features that are ready for release. Basically if someone were to clone the repo, they should be able to build main
and use it without any fear of broken things.
The dev
branch, however, may contain untested features and is used to build release candidates. Before releases, the dev
branch will be frozen and tested for issues, when it passes its testing then it will be merged into main
and a release will be made. Pre-releases may come from the dev
branch for release candidates and testing. These will be generally stable, but may still contain broken features before testing is done.
Pull requests targeting the main
branch will not be merged in most circumstances. Most merges to main
will be directly from the frozen dev
branch after testing.
AssetBundle loading - Put asset bundles in BepInEx > Bundles and load them using BundleAPI.BundleLoader.GetLoadedAsset
ServerAPI - Utilities relating to the network and server. This includes:
ModdedServer - Automatically alerts other users when you host a server that your server is modded. It also lets mod authors make their mods put users in special matchmaking where they can only play with other modded users
Networking - Easily send data across the network to sync data between clients
- Go to the thunderstore page
- Click
Install with Mod Manager
(if the above doesn't work for you, open up the Thunderstore App to do the following)
- Click
Get mods
/Online
(whatever it happens to be called) - Search for LC API
- Download it
- Go to the thunderstore page
- Click
Manual Download
- Unzip files
- Navigate to
2018-LC_API-VERSION/BepinEx/plugins
and copy the contents - Find your BepinEx installation's plugin folder, by default it would be in steamapps:
steamapps\common\Lethal Company\BepInEx\plugins
- Create a folder titled
2018-LC_API
- Paste the contents into that folder
DO NOT PLACE THE BUNDLES FOLDER IN THE PREMADE BepinEx/Bundles
FOLDER! It must be in the 2018-LC_API
folder.
If you did all of this correctly, it should load properly.
The resulting file structure should look like this:
BepinEx
├───Bundles
├───cache
├───config
├───core
├───patchers
└───plugins
└───2018-LC_API
│ LC_API.dll
│
└───Bundles
networking
- Picking up and dropping item events
- Using item events
- For shovels, that's hitting
- For boomboxes, that's activating music
- etc. though this would all fall under one event probably just
Item.Using
orItem.Activating
- Player begin and end moving events
- Player crouch and jump events
- Past tense versions of hurting and dying
- These won't be cancellable, but you will be able to use these to do things on death/hurt as hurting and dying can be cancelled by other mods
- Changing item event
- Selling items event
- Probably one for selling many items on the counter which will also call an event for each individual item being sold
- Item spawning event
- Enemy stuff is a bit further out, but here's some events that will be useful for them (as well as their past tense versions):
- Spawning
- Hurting
- Dying
- Attacking (when the enemy attacks a player)
- There may be ones specific to some kind of enemy as well