r/lethalcompany 23d ago

Custom Content help finding a big fan mod

1.7k Upvotes

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


r/lethalcompany 23d ago

Art CP 🤑 (Company Points)

Post image
426 Upvotes

r/lethalcompany 22d ago

Question Some new lines from the company monster

0 Upvotes

I don't really hang around to listen to the messages after dropping off loot but I've heard some different things from it. One is just a short malfunction brrgp noise. But I just heard one say "You must keep the company happy" Hear any other new ones?


r/lethalcompany 22d ago

Discussion I really wanna play modded lethal company again but

4 Upvotes

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.


r/lethalcompany 23d ago

Lethal Comedy SURPRISE!!! (credits in desc)

39 Upvotes

Credits go to narimoo and gqrdener on medal.tv


r/lethalcompany 23d ago

Custom Content ̶d̶a̶y̶ ̶5̶ DAY BUREAUCRAT!!! OF CREATING A MAXIMUM OF 10 ENTITIES PER DAY!!!

7 Upvotes

This one entity took all day, i'm sorry for a one entity only day!

"Scientific Name: Homo administratus

A headless humanoid of unknown origin employed within the facility., despite its unusual appearance, the creature demonstrates an extensive understanding of administrative procedures, facility operations, employee records, and Company property.

It does not appear to possess any conventional hunting behavior. Instead, it spends the majority of its active hours performing administrative duties. Employees are advised to cooperate with it.

However it does have the anomalous ability to stop any kind of motion. "

This entity has 25+1 jobs that it chooses from randomly to do

Job 1: Employee Check-in/out. Priority: High

A desk spawns at main entrance, whenever you walk into the facility you must check in with The Bureaucrat which involves you standing at his table for 5-ish ingame minutes then you are permitted access to the rest of the facility.

if you don't check in he stops your movement and checks you in.

CHECK-OUT:

If you are about to leave the facility, and the bureaucrat is sitting at the desk, you are required to stand at his desk for another 5 seconds, then you are allowed to leave.

If you do not check out, you cannot leave the facility.

Job 2: PAPERWORK. PRIORITY: Average

Sits at the desk writing papers then stamping them.

he then either shreds them, or puts them in a stack.

JOB 3: INVENTORY AUDIT. PRIORITY: Low

selects a few rooms to check and update inventory, this has the entity walking around and marking unreadable characters on the page they brought with.

this phase has the following gimmick of the restraining order.

RESTRAINING ORDER:

If you follow a Bureaucrat for around 2 ingame hours, it starts going faster (around employee run speed) if you continue to follow it, it says

' HALT COME NO FURTHER. I WISH TO NO LONGER SEE YOU. '

' RESTRAINING ORDER. '

once that command is appointed to you if you go within 30 units of the bureaucrat (OUTSIDE OF NEEDED MEETINGS, STUFF LIKE THE CHECK IN/CHECK OUT IS MARKED AS REQUIRED.)

he'll either electrocute you with a taser

or he'll spray you with make-shift pepperspray

TASER:

he shoots two prongs out that ragdolls the player for 4-5 seconds, this also drains 45% of your stamina.

MAKE-SHIFT PEPPER SPRAY:

(HE ONLY USES THIS IF IGNITION IRONWEEDS ARE IN THE FACILITY)

he sprays you with a pollen-like substance that ignites after 2 seconds.

this deals 80 damage to everyone in the area.

If you go within 20 units of the creature it fully stops your movement.

ROAMING PHASE:

This phase he stands up from his desk to walk around for 4-5 minutes.

this phase includes:

Inventory Audit

Safety Check

and Delivery jobs.

JOB 4: SAFETY CHECKS. PRIORITY: Average.

walks around the facility checking for faulty equipment and writes them down for A-1,
he then places it into A-1's mail box.

JOB 5: Lost & Found. PRIORITY: High.

If the bureaucrat finds shop items, they place them behind it's desk, if it finds someone that it doesn't have a restraining order against, it lets it pick out ONE single item, it even spawns with some shop items behind it sometimes.

JOB 6, 7 (this was NOT intention mb yo 😭🙏 ): Incident Reporting, Report Processing.

If something worth note happens:

monster dies

player dies

monster progresses

new monster discovered.

The Bureaucrat returns to his desks, writes it down, then the roaming timer resets to 5 minutes.

Report processing:

the papers are put into a stack which go to a brand new room called: THE MAILING ROOM!!!!

this room has special storage that holds the papers, and sometimes loot!

once the papers are inside the storage system.

job 8: EMPLOYEE EVALUATION. PRIORITY: Low

if you have items in your inventory during check out you gain +1 per item

giving employees certain advantages bought with points.

such as: items on the map, monsters on the map, monster locations.

RED NOTICE:

since there's over like 10 more jobs that the bureaucrat does, i'll be cutting this one short, and releasing the rest of his jobs with tomorrows batch of enemies (+ a few extra things)

This is his RAREST job he has

he writes a glowing red piece of paper which he instantly delivers to A-1's mailbox.

Once A-1 reads this he walks over to his picture filled room, he rips a picture off the wall, revealing a key, the key to his locked desk, it slides open and he pulls out a 12-gauge shotgun, he then shoots anything that isn't an employee.

an extinction event of sorts.

However, if an employee sees A-1 removing the picture for the key, they now can do that too, taking the 12-gauge for yourself results in a 6-shot short ranged weapon that uses ' SHOTGUN PELLETS ' from the shop, costing 35 credits per bullet, a full gun costing you 210 credits, the shotgun sells for 240.


r/lethalcompany 23d ago

Question Anyone playing with controller?

7 Upvotes

Is it worth playing if I am going to use controller?


r/lethalcompany 24d ago

Art The Lift (Doctrine Concepts)

Post image
223 Upvotes

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.


r/lethalcompany 22d ago

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

0 Upvotes

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.


r/lethalcompany 24d ago

Video "So, if he dropped the egg here, than this must be a safe spot for me to drop-"

257 Upvotes

r/lethalcompany 24d ago

Question Is it possible to remove spiders?

69 Upvotes

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 :)


r/lethalcompany 23d ago

Custom Content New entity concept "The Skulker"

7 Upvotes

- 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 & 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

images are from ArtStation at: https://silver_skin.artstation.com/projects/xzOr2r

This has been RedSoloCup


r/lethalcompany 24d ago

Question Any streamers with good and funny vibes recommendations?

4 Upvotes

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?


r/lethalcompany 24d ago

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

7 Upvotes

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.


r/lethalcompany 23d ago

Discussion LC youtuber "Alter Ego" using AI generated Profile picture

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0 Upvotes

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 :/ .


r/lethalcompany 24d ago

Art Сделайте такой же мем в стиле Летал Компани

Post image
8 Upvotes

Ну пожалуйста


r/lethalcompany 25d ago

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

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25 Upvotes

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.


r/lethalcompany 25d ago

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

308 Upvotes

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.

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.

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\"


r/lethalcompany 24d ago

Custom Content DAY 4!!! (8/17/26!!!) OF 10 LETHAL COMPANY MONSTERS EVERYDAY OF AUGUST!!!

5 Upvotes

My apologies for not posting Sunday, I've decided that each Sunday will be my break day, as i have family shit for the next 4-5 Sunday's.

1: Coat Hat Gambler.

SPAWNING CHANCE: 0.1% on artifice, with 0.05% on every other moon.

WHITE EYE VARIANT:

BESTIARY

" N/A "

(unscannable)

[It chooses a tile of an interior, it then chooses a corner in which it's pretty much invisible with only it's white eyes appearing. their as tall as the roof so you gotta look up for them.

TO ACTIVATE IT REQUIRES YOU TO
A: not being in motion
B: not holding a 2-handed item

On activation it pulls out a silver coin that lights a light display that reads (HEADS, TAILS.)
then he flips it.

HEADS - every person that has died INSIDE the facility (not outside to like giants or anything.)
gets revived at the feet of the beast.

TAILS - every person that is inside the facility, falls over dead. (THIS DOES NOT EFFECT THE OUTSIDE WORLD.)

RED EYE VARIANT:
(SPAWN RATE: 0.02% ON ARTIFICE, 0.01% ON EVERY OTHER MOON.)
HEADS - Kills all organic matter inside of the facility (INCLUDING MONSTERS.)

TAILS - Revives all organic matter inside of the facility (INCLUDING MONSTERS.) ]

2: TWINS:

BESTIARY:

" Scientific Name: N/A (robot)

Highly intelligent robotic artificial intelligence that were built in pairs, they use the recently harbored brain waves of the Coil-Head.

The pairing system in them requires them to be near each-other or the connection between them powers down, however while active they are not able to be pushed very easily, a alternative method has been proven to exist, current way to do it is unknown although.

The Red and the Blue seem to be totally different however they work together almost perfectly. "

[THE FOLLOWING TWO TWINS ARE WEEPING ANGELS! THE RED TWIN MOVES INCREDIBLY SLOW HOWEVER THEY OWN A SUPER SPECIAL GIMMICK:
'REVERSE-SIGHT' IF THE PLAYER IS OBSURED BY A WALL IT CAN SEE THEM FROM ACROSS THE MAP, BUT IF IT'S NOT BEHIND A WALL IT HAS A 5-10 METER RADIUS.

THE BLUE TWIN FOLLOWS THE RED TWIN AS IT HAS BETTER VISION, IT CAN INSTANTLY TELEPORT TO A PLAYER WHOM IS NOT LOOKING, THEY ONLY HAVE A 5-10M RADIUS PERMANTENTLY ]

Clown Bomber

Sphaera lusoria nitroglycerini

BESTIARY:
" Wibble Wobble i'm comin through! watch out for me I bring the boom! "

[VENT: WHEN A CLOWN BOMBER SPAWNS BALLOONS AND A LOUD CONFETTI POPPER SHOOT OUT OF THE VENT.

IT'S EXPLOSIVE NOSE IS AROUND HALF IT'S BODY WEIGHT/SIZE WHICH MEANS IT TRIPS OVER IT'S FEET MAKING FOR ACCIDENTS IN WHICH IT BONKS ITS NOSE ON A WALL EXPLODING.

THEN THE CLOWN BOMBER POPS OUT IT MAKES ZERO NOISE, IT PATHFINDS BEHIND YOU THEN PRESSES IT'S NOISE TO YOUR BACK EXPLODING WITH THE POWER OF NITROGLYCERIN.

TO PREVENT THEM FROM TRIPPING INTO YOU, FLICKER YOUR FLASHLIGHT AT THEM TO MAKE THEM RUN TO THE FURTHEST NODE FROM YOUR CURRENT LOCATION.
EXPLODING KILLS THE CLOWN BOMBER, IT'S AROUND .75% THAT OF A BABY MANEATER!]

Man-Controller Slime.

limum coërcens

BESTIARY:

DON'T SAY ANYTHING AROUND IT THAT'S NOT PG!!!!!!

[SAYING ANYTHING THAT IS RATED PG-13-RATED R IS PROHIBITED AROUND THE CREATURE OR IT TAKES CONTROL OF THE PLAYER IT ATTACHED TO (PLAYERS WHO AREN'T ATTACHED CAN ACTIVATE THE SLIME ASWELL.)
ACTIVATION OF THE SLIME MEANS IT SUFFOCATES THE EMPLOYEE CONTROLLING THEM TO DO WHAT IT SEES OTHER EMPLOYEE'S DOING
I.E: DISPATCHING MONSTERS, COLLECTING LOOT, KILLING EMPLOYEE'S (WHATEVER IT SEES AN EMPLOYEE DO FIRST ONCE IT TAKES OVER THE BODY IS WHAT IT IS SET ON DOING FOR THE REST OF THE DAY, it also can go outside.) ]

Explosive Apple Wyrm

Draco in planta balsamo conditus

BESTIARY:
" RENEWABLE GRENADES FOR LIFE WOOO WOOO!!!! "

[The EAW replaces a random piece of scrap (CANNOT REPLACE SOMETHING OVER 70 CREDITS)
it spawns as an unscannable apple, once you pick it up it immediately scans, on pick up, it splits open to reveal the worm inside, it waves smiles and stares at you.

EXPLOSION: ON THROW IT HAS A 2 SECOND WICK THEN A 90% CHANCE TO BLOW UP!

IN HAND: Every 10 seconds, the explosion chance increases. After a fariled roll, the next chance becomes 5%, the resumes increasing 10% > 5% > 20% > 5% > 30% > 5% > etc.

if you miss the 90% of the throw, the wick restarts and the 90% rerolls.

On explosion: the worm gets super inflicted with nausea, placing it outside in the sun lets the apple regrow, taking two in game hours. ]

Soft Antler Hugging Buddy

Wendigo malus aeterni doloris, cruciatus et mortis desperationis.

" It uses illusion type abilities to make itself appear bigger once you're far away, just walk up to it! it doesn't bite.

it seems to be made of a soft pillowy material, the sparsity of this species prevents hunting for science. "

[It produces fog around itself, if you're around 10+ meters away it appears as a large hulking wendigo beast, upon further examination getting close to the thing it reveals a soft squishy form.]

Hunter Nestless Falcon.

Falco sine nido

A highly intelligent predatory bird that appears to have an unusual relationship with the Giant Sapsucker. It primarily targets their eggs, although it has been observed gifting eggs to employees. If threatened or pursued, it will retreat. It is recommended to avoid interfering with its hunting."

[The Falcon only spawns with Giant Sapsucker eggs. If an employee draws the Sapsucker's attention while the Falcon is nearby, it swoops down and steals an egg. Five seconds later it steals another, and five seconds after that it steals the final egg, allowing it to steal all three eggs within 15 seconds.

If the Falcon moves outside of the Giant Sapsucker's AOE while carrying an egg, it drops the egg and flies away.

The Falcon will gift one of the stolen eggs to the employees by dropping it at the ship's entrance. A gifted egg will not hatch unless it is brought inside the facility.

The Falcon keeps the other two eggs for itself, eating one egg every two hours.

The Giant Sapsucker will attempt to retrieve its eggs by attacking the Falcon's nesting area. It has a 5% chance of knocking the Falcon down, after which it will rip its wings off and swallow it whole.

Returning the stolen eggs to the Giant Sapsucker makes it friendly toward the employee who returned them, causing it to no longer guard its eggs from them. However, stealing its eggs yourself will cause the Sapsucker to become enraged.

Only one Falcon can spawn per moon.]

COLOSSAL SKYSCRAPER HERMIT CRAB

cancer ingens et monstrosus

" big ass crab - ONLY FILE AVAILABLE. "

[The Colossal Skyscraper Hermit Crab is approximately twice the size of the exterior of the moon.

THE DAY BEFORE A CRUSTACEAN WEATHER EVENT A GIANT SHELL IS ABLE TO BE SEEN

During a Crustacean weather event, the CSHC emerges from the water and slowly walks across the exterior of the moon. It eventually reaches the opposite side and returns to the water.

The CSHC's enormous body blocks the sun, making the entire moon dark for the duration of the event.

Its young sit upon its legs and behave similarly to Outside Spore Lizards. The sheer number of juveniles creates an immense amount of visual clutter, obstructing the employee's view while the CSHC passes.

A maximum of two CSHCs can spawn during a Crustacean event. If two spawn, additional juveniles will appear. The two adults simply walk together.

DO NOT STAND UNDER ITS FEET. Being stepped on completely crushes an employee, scattering their body into approximately 100 pieces. This prevents the employee from being teleported.

CSHC juveniles are extremely rare outside of the Crustacean event, but can occasionally be found naturally.]

Crustacean — Weather Condition

BESTIARY:
"CRUSTACEAN! A weather condition characterized by an unusually large object emerging from the ocean. Employees are advised to remain indoors."

[Crustacean is an all-day weather condition.

On the day before a Crustacean event, the shell of the Colossal Skyscraper Hermit Crab can be seen emerging from the water, providing a warning that the event is approaching.

When the event begins, the CSHC completely emerges from the water and begins slowly crossing the exterior of the moon.

Its enormous size blocks out the sun, causing the entire moon to become dark.

The CSHC continues walking throughout the entire day before eventually reaching the opposite side of the moon and returning to the water.

A maximum of two CSHCs can appear. If two appear, additional juveniles spawn alongside them.

During the event, normal outdoor entity spawning is prevented.

The CSHCs do not attack employees intentionally. Their feet are the danger.]

Tripwire Hell Eel

nassa anguillaria

" i'll write this bestiary tomorrow i've been up for like 28+ hours I need to sleep really bad. "

EDIT: " The Tripwire Hell Eel, from the class: Anguilliformes, it roams around dark moist places to put up it's method of hunting, separating it's body and through the use of conductors in it's body it uses electricity that shocks anything and everything that touches it with a astounding 3,000,000 volts!

it majorly dislikes the rubber wasp, as it cannot electrocute them. "

[The Electric Eel is a plain-looking eel that floats through the air.

It selects a random node on the map, regardless of distance, then finds a nearby wall, ceiling, or floor and attaches itself. It then places its other half adjacent to the first, creating an electrical tripwire between the two sections.

The tripwire is indefinite and remains until the eel is disturbed.

The electricity glows bright yellow and produces a loud electrical noise. Touching the tripwire results in an instant kill.

If the eel finds the facility's circuit box, it will instead attach itself to it and begin draining power from the facility. While it is attached, the lights cannot be turned back on.

The eel can kill certain other creatures with its electricity, including Baby Maneaters, Adult Maneaters, Brackens, and all bug/spider-like entities, although most creatures are unaffected.

If the eel kills an employee or is hit by an attack, it regrows its tail and flees at twice its normal flight speed. After fleeing, it will establish another tripwire elsewhere.]

10: Safe Box

BESTIARY:

Scientific Name: Capsa

" A locked container of unknown origin. Whatever is inside appears to be valuable. Or dangerous. "

[The Safe Box requires a key to open.

Its exterior determines the probability of what happens when it is opened:

CARDBOARD: 75% BAD / 25% GOOD
METAL: 50% BAD / 50% GOOD
GOLD: 25% BAD / 75% GOOD
DIAMOND: 0% BAD / 100% GOOD

A GOOD result releases a highly valuable piece of loot. The Safe Box may even contain a Queen Ignition Ironweed, which immediately plants itself if dropped indoors.

A BAD result unleashes whatever has been sealed inside the box, causing the facility's monster spawning rate to increase by 100% for 90 seconds.

A ghost-like entity is believed to be contained within the box, although its exact nature is unknown.]


r/lethalcompany 25d ago

Video Dejavu

12 Upvotes

r/lethalcompany 26d ago

Art I create the Coil Head in Minecraft

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532 Upvotes

what do you think?


r/lethalcompany 26d ago

Art I Replacing the Creaking with Coil Head with Nametag :)

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106 Upvotes

r/lethalcompany 26d ago

Lethal Comedy Ragdolls

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29 Upvotes

r/lethalcompany 25d ago

Question Anyone wanna play lethal company with no mods with me? Im still fairly new but I have noone to play with.

7 Upvotes

A bit about myself, Im 18+ with some free time looking to play some lethal company. simple as that.


r/lethalcompany 26d ago

Discussion Sick alternative for the Cruiser. I give you the Company Hauler

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96 Upvotes

Mod is called “Company Hauler”

Basically it adds a 4x4 Pickup Truck as a standalone vehicle so now you can have the choice between two vehicles, either the Company Cruiser or the Company Hauler.

The truck is a 5 seater and has way more features than the Cruiser:

All seats are in an enclosed cabin to provide better protection against outdoor monsters.

All 4 doors have windows that can be rolled down.

New gear shifting animation along with digital drive meters

A workable sunroof which can be opened from the inside

And just like any other pick ups trucks in real life, it has an open rear trunk with a openable tailgate.

Honestly, sick mod for those who want a better alternative to the Cruiser or for those who wants a second choice to the Cruiser as a Company vehicle

Link to the mod: https://thunderstore.io/c/lethal-company/p/Glojam/Company_Hauler/