

The definitive Lethal Company modding API. Includes some very useful features to make modding life easier.
This is a repackage of the original LC_API built with version 55 (v56) of the game.
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
Install with Mod Manager(if the above doesn't work for you, open up the Thunderstore App to do the following)
Get mods/Online (whatever it happens to be called)Manual Download2018-LC_API-VERSION/BepinEx/plugins and copy the contentssteamapps\common\Lethal Company\BepInEx\plugins2018-LC_APIDO 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
├───Bundles
│ └───networking
└───LC_API.dll
Player.StartGrabbingItem, Player.GrabbingItem, Player.GrabbedItem, Player.DroppingItem, and Player.DroppedItem
StartGrabbingItem, GrabbingItem and DroppingItem.StartGrabbingItem exists for items that take time to pickup.Item.Using or Item.ActivatingPlayer.EnteringFacility and Player.LeavingFacility