


Costs 25 credits, Weighs 5
Compared to vanilla flashlights...
PROS
The lamp lights up the area around the holder in a radius that is larger than a baby flashlight's light reaches but not as large as a pro-flashlight reaches in one direction.
The lamp has a noticeably larger battery capacity than the pro-flashlight (It's battery can last almost the entire day when left on constantly).
CONS
The light produced by the lamp isn't as clear at long ranges as the pro-flashlight.
The lamp's light is pretty bright if used in fog, gas, smoke, dust storms, etc..
Mod Issue - Mods messing with global lighting can drastically affect the Hand Lamp making it basically unusable. Haven't found a universal way to fix this issue unfortunately.
Costs 20 credits, Weighs 1
Bandages are a 3 use consumable item that heals 20 health per use.
Compared to the Medical Kit, Bandages heal 60 health instantly, weighs less, and are cheap and disposable.
Costs 90 credits, Weighs 4
The Medical Kit heals the user overtime when used. It has a limited amount of health it can heal (240) but it can be refilled by returning to your ship.
Compared to Bandages, the Medical Kit can heal 4x the health (240) Bandages can heal (60) and can be refilled when brought to the ship making it have essentially infinite healing if preserved.
Costs 150 credits, Weighs 4
The Tool Box can be used to dismantle landmines and turrets and will produce scrap when done successfully.
Not in any public releases or is not complete. This is here because this will be coming in a future update guaranteed.
High value, Weighs 32, Spawns anywhere rarely
Once the explosive tank is picked up, an internal timer will begin counting down to 0 which will then cause the tank to explode. The only way to deactivate the timer is by bringing the tank back to your ship safely.
Tips for survival - Take it first or take it last and know the way back to the ship, the last thing you want to do while carrying the tank is waste time being lost or wandering.
High value, Weighs 18, Spawns anywhere rarely
The Radioactive Cell produces a sickly green light in a radius around it infinitely. When the cell is held, the holder will regularly take damage until they drop it or perish.
Tips for survival - The damage ramps based on how long you hold it continuously so just drop it to reset the damage ramp to take minimum damage.
Weighs 8.5
Is a melee weapon that will eventually also opens doors when I implement it.
Low Value, Weighs 1, Spawns anywhere uncommonly
The Padlock locks doors open or closed, nothing more.
High value, Weighs 1, Spawns on S and above difficulty moons rarely
Increases your movement speed when held.
High Value, Weighs 12, Spawns on S and above difficulty moons rarely
Sizable Scissors are a two handed scrap item that randomly damages it's holder only if they are sprinting.
Weighs 1, Spawns on S and above difficulty moons rarely
Candies are several consumable items that give varied temporary effects. The types and their effects will be listed below as they are added.
Lollipop, Chocolate, Gumdrop - Gives the sugar rush effect that currently grants a small boost to speed, jump height, and climbing speed for 60 seconds.
Caramel - Heals you overtime for a total of 60 HP over 30 seconds.
Mint - Grants infinite stamina and a big boost to speed for 10 seconds.
Weighs 1, Spawns on S and above difficulty moons rarely
The rose damages you a little when picked up or equipped.
Weighs 1, Spawns on S and above difficulty moons
The Regular Ticket of Exchange spawns commonly and can be used ONCE to transform any item into a gift box, essentially exchanging it for something else.
The Golden Ticket of Exchange is VERY rare and does the same thing it predecessor does but can do it TEN times instead of once.
Massive thanks to Malcolm on YouTube for their LC modding guides and examples.
Massive thanks to Evaisa and anyone else who has contributed to LethalLib
Massive thanks to everyone working on BepInEx
I will list issues/Limitations below for easy viewing on mod-managers.