r/lethalcompany

so i decided to play in my second save because why not and found this "mapper" instead of my flashlight

can anyone give me some kind explanation as to why i have this, im a mostly new lethal company player so i dont know how i even got it, and no im not using any mods this is vanilla (also dont mind the activate windows watermark thingy)

u/External_Key_8573 — 22 hours ago

Wowza! A lotta bad changes since I last played, huh?

After taking a break from the game, I've been getting back into it with a friend since that big update came out!

A lot was fun! I like the panther and the goopfish :) and spike traps are one of the most fun hostile additions the game has ever gotten imo

But! Wow! A lot of: bad!

For starters - Cadavers are, perhaps, the worst enemy this game has ever added. They aren't scary, they're oppressive beyond belief, they drop my frames like crazy, and not only is their counterplay limited, it isn't even fun! Awful design!

Coilheads have a recharge after chasing you for a while now! Why? They were perfect enemies before (dangerous, scary, tons and tons of counterplay), so why even nerf them? Bad change?

Dine is wild. I understand it's good for high quotas, but it's - like - not fun? Maybe if they added a body bag item that let you compound the many smaller scrap into fewer more valuable pieces? Were that the case, I think it could be pretty fun. BUT: it still shouldn't be a main moon. Imo, Dine should be an evolution on Rend (harder, more valuable, and more interesting terrain), not a gimmick moon. Add another unlisted moon like Art and make that one current dine. That would be fun.

Final thing here, when I saw that kidnapper foxes were back I was excited because I thought that they would have been reworked to be more fun! They: were not. They're still bad. Just make vein shrouds their nests like baboon hawks and remove its moon spread gimmick. Then make dealing with the fucker more interactive and fun (maybe the player has to put an object in between themself and he fox to break the tongue connection?) and the enemy is fixed. Letting you destroy their nests with weed killer would just be a fun extra bit of counterplay instead of a nessecity.

Alright that's all. If Zeekers were to fix only one of these issues PLEASE be the cadavers. They're genuinely awful. Just an absolute miss of an enemy.

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u/wuhoh_ — 21 hours ago

help finding a big fan mod

i see this video almost EVERYWHERE i put a comment under every single one yet no response, so i thought posting it on reddit might help

u/theminionkidnapper — 1 day ago

I really wanna play modded lethal company again but

It's been a long time since I've been able to play a good modded lethal company session like years but recently I've been really wanting to play lethal company again and especially modded but idk where to go to find people, the unofficial lethal company discord is dead, modded lethal company discord is dead and dark place travellers doesn't allow modded so I'm just stuck because I wanna play modded but at the same time most people don't play anymore.

reddit.com
u/The_Pyro_Mann — 1 day ago

LC youtuber "Alter Ego" using AI generated Profile picture

Alter ego (The Mob AI analysis guy) for some reason is using AI generated images for all his socials

For a guy that is doing vids of communities with plenty of actual artists (Lethal company , Repo) i'm just kinda disgusted of this action :/ .

u/ApprehensiveYam6640 — 2 days ago

The Lift (Doctrine Concepts)

Hello Everyone!

This is the next installment in the “Doctrine Concepts” series that I’ve been working on for the past few days. This moon’s theme is really interesting to me, and I hope y’all enjoy it just as much as I do! I am especially proud of the pixel art I made for The Lift. Speaking of which…

The Lift is the main center piece of the moon Doctrine. It is the primary way of traversal to get from the top of the ravine cliffs and down into the darkness where the Main Entrance & Fire Exit rest. The Lift is a large platform of steel sitting atop a gear track, which is then held up by unfathomably tall metal supports. Close to the middle of the platform lies the Control Box, which holds a lever Players can use to send The Lift down into the depths and back up again. At either entrance to The Lift are identical levers used to call The Lift back if it’s at the opposite end. Any of these three levers can only be activated once The Lift is still and resting at one end of the track.

Gears turning and creaking after decades of service, The Lift takes roughly ten seconds to make it from one dock to the other, small particles of salt floating in the wind all the way down (Yes, it’s not snow!) The Lift has no weight limit, and even entities can ride along. Many of them will most likely be Eyeless Dogs though, as they are extremely common in this moon.

This Lift is heavily inspired by a similar design from Akira, and is by far my favorite part of this project as of writing this. I can just imagine slowly riding down into the depths as gears creak and salt particles float through the ravine around me. I also think it would be a great gameplay mechanic that would inspire different strategies of how to more efficiently traverse depending on conditions. Doctrine’s Main Entrance & Fire Exit have no suitable patches of ground nearby for Cruiser landing, which paves the way for other forms of locomotion to be viable.

Beneath is a fan-made Sigurd Log that could be found atop the Control Box (The grammar is bad on purpose.) Enjoy!

————————

Sigurd’s Log:

Clumsy

October 3rd 1968

Mr. Doofus Lucas is back at it again. Desmond was doin some typing on the computer, and somehow routed us to a moon that weve never seen before! we only had one day to explore it and grab what we coulf but stupid Doofus Lucas was a total chicken. We had to take this weird platform thing down into the ground and Mr. Shakey Pants was laying in the middle of the thing looking like he was dying. it wasnt THAT bad!

It took us about an hour to get him to hop on it in the first place, and when we finally went back out at the end of the day to take off,, Mr. Doofus Lucas was so scared getting on he dropped the whole box of staples into the bottomless pit below!!! i hate him. that was one of the best hauls we couldve ever had but he gent spent all day being clumsy and hiding and slowing us down the only thing we managged to bring back was a moldy pillow.

and Desmond is saying its MY FUALT for yelling at him! I know ive been a little on edge recently, but were ALL going through stuuf and it feels like IM the only one working here!!

Maybe i am being too harsh on him. Ive been talking to Jess about trying to “find the silver lining” about things and she said the view on the new moon was pretty nice, and i have to agree with her. At least theres a little beauty in this horrible job.
————————————————

I hope you liked this concept!

This was very fun to make, and I hope you can see my vision with what I’ve shown here! I’ll be back with more fairly soon, and if you have any questions or criticisms, I’d love to hear them!

Thank you for your time.

u/Leather-Pressure-746 — 2 days ago

Is it possible to remove spiders?

Hi! Sorry if this isn't allowed or if I'm in the wrong subreddit!

I have a friend with arachnophobia (fear of spiders) and she is unable to play lethal company, even with arachnophobia mode on (I believe it may be because of the noise), because of it, is there any mod out there that would completely remove spiders? Or something similar.

Thanks for taking your time to have a read, I'd appreciate it if someone could tell me how to remove or give me directions to a mod :)

reddit.com
u/Phozzix — 2 days ago
▲ 286 r/lethalcompany+2 crossposts

Через 3 секунды будет взрыв и на месте нескольких кварталов останутся лишь дымящиюся руины

u/AssassinBro0 — 3 days ago

Any streamers with good and funny vibes recommendations?

I've loved watching lethal company and unfortunately when my gamer friends were playing I was either traveling for pleasure or busy/traveling for work. Anyone have any recommendations for people still streaming this game?

reddit.com
u/Cmcgregor0928 — 2 days ago

Do you guys use the sound of main to navigate when you’re lost?

Recently was playing with some randoms in a public lobby and we were trying to find our way back to main. After searching for awhile we got close and I heard the noise it makes so I said something like, “We’re close, I can hear main”. immediately there after got called a sweat lol but it made me curious. Is this not a normal thing to listen for? I feel like I’ve just picked it up after hours of playing and it’s not necessary like an “intentional” search.

Now I’m wondering how many other people do this. Do you actively listen for the sound of main when you’re trying to find your way back, or is it something you’ve just subconsciously picked up after playing for a while?

And if you do use it, how many hours do you have in Lethal Company?

I’m especially curious whether this is something newer players consciously learn to listen for, or if at some point it just becomes game sense and you automatically know “main is over there” without really thinking about it.

reddit.com
u/ExpiredChocolateMelk — 3 days ago

New entity concept "The Skulker"

- Basic Information

Entity name: Skulker

Scientific name: Furtivus errans

Sigurd danger level: 70%

Dwells: indoors

Radar blip size: medium blip

Attack damage: 35 when aggravated, 65 when enraged

Attack speed: 1.11 seconds when aggravated, 0.44 when enraged

Power level: 3

Max spawn: 1

Cannot spawn again when killed.

Shovel hp: 6

Shotgun hp (at point blank): 2

Stun time: 4.22 seconds when passive, 1.54 seconds when aggravated/enraged

Entity behaviors: Roam, stalk, spotted, aggravated, enraged

- Spawns

>!Artifice!<: 13%

Assurance: 12.11%

Titan: 6%

Dine: 5.33%

>!Embrion!<: 4.31%

March: 2.56%

Vow: 0.9%

Experimentation 0.21%

- Physical appearance

The Skulker is a tall, lanky & pale humanoid with a height of 4'9 on average and a wingspan of 7ft, with loose skin that slightly sags. It has 6 arms each with 4 webbed non-apposable fingers that it scutters around on, making a faint patter as it moves around.

The creature is carnivorous & has long black claw like nails on its hands that it uses to tear into prey and or for self defense. It has two, large eyes, with large pupils obscuring its red sclera & has a large mouth filled with uncannily human like teeth, although it has about thrice the amount of canines a human normally has. It's jaw is usually seen nearly unhinged, with an unknown but acidic substance drooling out of it's mouth.

- Mechanics & Gameplay

The Skulker is a bit similar to the Bracken in that it works by stalking employees & doesn't like being looked at, but it has different mechanics to distinguish itself from Brackens.

Skulkers love observing things, specifically humans & other humanoid things, they will attempt to watch employees without being detected & gets agitated when its disturbed.

Skulkers make quiet bubbling & gurgling sounds, aswell as leaving a faint trail of bluish green colored liquid on the ground when they're retreating or when they're attacking an employee.

When they spawn, they'll enter their roam phase, wandering around the facility at a slow pace, using the basic pathing system most entities use. If an employee spots a skulker in this phase, it will immediately enter it's spotted phase

When a Skulker hears commotion from employees, that being noise making items, excessive running or loud sounds in voice chat, they will make their way over to where the sounds are coming from & watch the employees from around a corner, entering its stalk phase. The skulker will stay in this phase either until the employees move out of its line of sight (in which it will keep following the employees) or when an employee spots the Skulker in it's stalk phase.

When an employee spots the Skulker or gets too close to it, it'll enter its spotted phase, making a loud, gurgle sound while scurrying off with loud pattering sounds, traveling a little bit faster than the employee's base running speed. Its recommended to not try to follow Skulkers while they're in this phase, as it will agitate them and may cause them to attack if they're chased.

Skulkers will retreat to the farthest possible node they can traverse to in the facility, but will also stop retreating after 35 seconds if there are no employees within a 20 unit radius of them.

If an employee either chases after a retreating Skulker or spots a Skulker more than 3 times, it will enter its aggravated state. When a skulker is in it's aggravated state, it will pick a random number between 6-14 seconds & charge at the nearest employee and start attacking them for that amount of time, adding an extra 3 seconds for every attack. If you hit the Skulker 2 times with a shovel during an attack, they will immediately retreat.

After the aggravation timer is up, the Skulker will retreat, running about 1.5x faster than an employee's run speed.

If an employee hits a Skulker when its not aggravated or when the skulker gets down to under half health while attacking an employee, it will enter it's enraged mode

While enraged, the Skulker will go on a frenzy & stop at nothing to kill all nearby employees. They will run alot faster, make a horrifying gurgled hiss and blitz any employees close to itself down. If there are no employees within the Skulker's line of sight but there's an employee within 20 units of a Skulker, the Skulker will search the area they last saw that employee. The only way a Skulker can exit enraged mode is when either it kills all employees within a 25 unit radius around itself, when no employees enter its radius for 15 seconds, or when it dies.

After exiting enraged mode, the Skulker will retreat to the farthest node that it can traverse to no matter what and stay there for about a minute, before returning to its roam phase.

The next time an employee aggravates a Skulker, they will enter the enraged phase instead of aggravated phase.

- In-game Bestiary Entry

Sigurd's danger level: 70%

D)ONT LOOK AT THENM.!!

Scientific name: Furtivus-errans

Skulkers are strange, carnivorous &amp; highly observant humanoids that seem to possess an unusual fascination with humans and other humanoid organisms. They're commonly found in abandoned facilities where spend much of their time wandering around, quietly crawling around the building.

Skulkers are easily disturbed. Loud noises will draw them toward the source, where they will hide nearby and observe the noisemakers. If spotted, the Skulker will rapidly scurry away and retreat to an area it deems safe. It is strongly advised not to follow them while they're in this state. After one has spotted a Skulker enough times or chased it during its retreat, it'll eventually cause it to become aggravated, at which point it will charge and attack for several seconds before retreating. hurting it during this attack may force it to flee.

Hurting a Skulker outside of this state, or damaging one badly enough during an attack, can cause it to become enraged. An enraged Skulker abandons its usual timid behavior entirely, emitting a horrible gurgling hiss as it relentlessly pursues nearby living beings. Once its victims are gone or it has been left alone long enough, it will retreat to the farthest reaches of the facility and remain there for approximately a minute. tThese bastards creep me the hell out.. jess said she saw 1 watchjin her,..

- A few tips for dealing with Skulkers

1: - Skulkers make gurgling sounds while observing employees, use this sound as a warning that a Skulker is watching you & your teammates & to not look in its direction

2: - try your best to not make a Skulker retreat, as it'll tally up how many times its been scared off & will attack if spotted too many times.

3: - although killing it may be difficult, its certainly possible & it wont spawn again for the rest of the day which can be helpful.

Thx for reading! hope you liked the concept! :p

I would make a drawing but Im not the best artist (& im lazy asl) so I found an image that looks extremely similar to what I have in mind for what the Skulker would look like

https://preview.redd.it/xqs08mftn4kh1.jpg?width=1521&format=pjpg&auto=webp&s=b29d18ac0834bef561307b80507ec0a178e47ff4

https://preview.redd.it/m1ia6shwn4kh1.jpg?width=1521&format=pjpg&auto=webp&s=3adffc856c03ab48c69b91f00165a512e3a06c61

images are from ArtStation at: https://silver\_skin.artstation.com/projects/xzOr2r

>This has been RedSoloCup

reddit.com
u/Beginning-Sir-8930 — 2 days ago

Zeekerss’s Patreon post “Underground renovation is underway” is now public.

https://reddit.com/link/1vpz5e9/video/1fdkvbc72rjh1/player

https://www.patreon.com/zeekerss/posts/underground-is-165541780
"Hello, progress has ramped up over the past couple weeks. Within a couple days I completed the two enemies I was working on (the silly one and the one with a complex model). The second, less-silly one turned out quite well, and because it was so simple, there was room for me to add some extra features/abilities. One of those features was inevitably going to find its place in Lethal Company in a creature of some form, and now it has finally happened; and it has startled every single friend that I've tested it with. Both these enemies are among the smallest in the game, and both their designs are a little more quirky than I would find ideal, but that's okay. The next one I'm going to make is going to be enormous.

Mineshaft Renovation Begins

We tested them on the new Offense, which I wanted to be primarily a mineshaft moon, but then I found that these new enemies don't work so well in the caves. I've known that many creatures aren't exactly in their ideal setting when in the caves, but the silly one especially just does not function properly in the caves because of its design. So I decided it's time to renovate the mineshaft. My objectives were:

  1. To add some openness to the caves and hallways so that enemies can be avoided more easily and have space to do their thing.

And 2. To make the mineshaft less hellish in general. There are lots of unique properties about the mineshaft interior that are each cool on their own, but added up together, they amount to an experience that is so oppressive that it drives you to despair. One of these properties is the elevator, which makes entering/exiting through the front a lot more difficult; this is probably not going to change. Another is the fact that the interior is divided into two sections, the caves and non-caves, and the caves hold most of the loot. This is probably going to change. And another is the caves (and tunnels) being so claustrophobic and mazey. This is going to change somewhat. I'm basically doing everything I can to give players a leg up in this interior now; another change might be to add more lights to the caves. I've reworked the way that the generator handles the caves so that the main path has a lot of large cave tiles and generates more claustrophobic caves to branch off of that main path; there is a lot of experimentation on the generator, and the mineshaft will probably feel very different from before.

https://preview.redd.it/fk85y9gk2rjh1.png?width=583&format=png&auto=webp&s=b916f3e8a5f17d35aa851c6a72b944f4e3256cd6

https://preview.redd.it/lysns5wk2rjh1.png?width=820&format=png&auto=webp&s=32b32c3ee3e8455be15e6b7c253b980041bfb80e

Working on caves is a very simple, one-step process, as it doesn't require much reference or texturing or modelling of miscellaneous objects, but it's still very long and monotonous and kind of drives me crazy. Still, I have made three large cave tiles so far, which already makes a big impact.

https://preview.redd.it/dxf0ewyl2rjh1.png?width=820&format=png&auto=webp&s=5751b6f705a7873e3ddc41b532d1abc11d256df9

Now I'm moving on to the non-cave section. I'm excited to add more to this part of the interior because it has so little right now.

The cafeteria tile was changed to something like an equipment station which integrates more naturally with the common tunnels.

These 2x3 tiles became 3x4 tiles when I realized the mineshaft uses a much smaller tile size than the other interiors. This makes them seem like the biggest rooms in the game if you just look at numbers.

I think the mineshaft is some of my best environment work, including a lot of really crazy stuff like the connecting rails and curved ceilings and of course the cave systems, and I really hope to make it as fun and cohesive to play as it is to look at.

The Ending

Yesterday I woke up with an idea for the way that the game cuts to end credits, which has been a crucial question. It's nothing incredible, but it's satisfying and doesn't feel like an anticlimax or a bad ending. I fuss so much about the ending of Lethal Company because I'm not good with endings. Practically every game I've made has ended in a way that left people scratching their heads rather than feeling something. That is a big weakness. It's partly because I just don't know how to make a proper ending, and partly because I always get an urge to swing for the fences when I could just do something normal. But every game that I finish is another chance to get this part right.

Now I have a really strong idea for the start of the ending and a good idea for the ending of the ending, and I have to figure out exactly what bridges between those.

V85 is still a little ways off. I'm once again very ultra-focused on Lethal Company and making quick progress, as is the natural ebb and flow, but the past couple months have made me realize that it's really time to make the ending as soon as possible. My mind is more and more filled with entirely new ideas I want to get to. So it's really beginning to feel like I'm working on Lethal Company in order to finish it. The plan for V85 is to renovate the mineshaft and then continue adding as many new creatures as possible (and at some point along the way I'll get Grugga to a more acceptable state, or lock him up for all eternity.)

Games I'm Playing

I've been enjoying some of the best games of the year so far. Creature Kitchen was a delightful little surprise which I enjoyed more than I thought I would, and I recommend it.

I "finished" Splatoon Raiders yesterday: it's not as good as Octo Expansion, but it takes a snug second place in the ranking of Splatoon single-player campaigns. Octo Expansion's style and narrative and characters were just so incredibly strong (not to mention how it pushed the series the furthest in gameplay; even Splatoon Raiders still borrows its formula with very addictive, bite-sized dungeons and challenge levels.) I don't think they will ever top it, but Splatoon Raiders is still probably my favorite game on the Switch 2. It has all the depth that I've wanted them to add to Salmon Run in the mainline games.

I just started Endacopia, and I'm only about 30 minutes into it so far, but this game seems incredible and is exactly what I need!!! I'm eager to play more as soon as possible."

And this new leak thanks to Daily Lethal Company News discord server:

Zeek: \"In a unique way I fixed the problem of the mineshaft caves not having lights, and it increases my enjoyment of the caves far more than I feel like it should. It accidentally solved a lot more issues than I expected it to\"

reddit.com
u/GreggVegCheburek — 4 days ago

Trying to make it back on a flooded Assurance and....

You have two dogs that are marching on your escape route and then a worm starts pushing you. So you have to run sooner than you wanted. which ticks off the dog and you jump with less than half your stamina and somehow you make it.

u/justvermillion — 3 days ago