FacilityOvercharge

v1.1.0·Updated 2026-03-28

A panic button that dumps ship power into the facility grid — blinding lights, then total darkness.

About this mod Author’s original text

FacilityOvercharge

A panic button on the ship wall. One press dumps reserve power into the facility grid — every light flares to blinding intensity, indoor creatures get stunned, then the grid collapses into total blackout.

The Sequence

| Phase | What happens |

|---|---|

| Surge (1s) | Lights flicker violently, electrical buzzing ramps up |

| Overcharge (5s) | Max brightness, deep hum, indoor creatures stunned |

| Collapse (1s) | Lights pop and die erratically |

| Blackout (30s) | Total darkness, ship dims to emergency lighting, night vision killed |

| Recovery (3s) | Lights stutter back to normal |

The ground team gets no HUD warning — they learn to read the flicker as "the operator hit the button, move NOW during the bright phase, then find cover."

Configuration

| Setting | Default | Description |

|---|---|---|

| OverchargeDuration | 5 | Seconds at max brightness |

| BlackoutDuration | 30 | Seconds of total darkness |

| CooldownSeconds | 180 | Minimum seconds between uses |

| SingleUsePerMoon | false | If true, only one overcharge per landing |

| CreatureStun | true | Whether the overcharge stuns indoor creatures |

| CreatureStunDuration | 2 | Seconds creatures remain stunned |

Config file is generated at BepInEx/config/keo.lethalcompany.facilityovercharge.cfg after first launch.

Installation

  • Install BepInEx 5 if you haven't already.
  • Install StaticNetcodeLib.
  • Place FacilityOvercharge.dll in your BepInEx/plugins folder.
  • Launch the game.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPackxilophor-StaticNetcodeLib

File & checksum

Filename
FacilityOvercharge-1.1.0.zip
File size
172.4 KiB