LCCrashBandicootCratesMod
Add 27 different crates from Crash Bandicoot as spawnable scrap!
About this mod Author’s original text
COMPANY-MANDATED MESSAGE:
Goooood morning~! Who's excited to lift some heavy cargo?!
We have noticed all of you seem to have, what could only disgustingly be described as, "fun" during work hours, and it appears specific items such as rubber ducks and clown horns seem to instill this childlike wonder and excitement. But you are no children... You are proud employees for the Company!
So, we are happy to share the news that you will be able to return to your workaholic roots of lifting heavy cargo boxes, as we have noticed a surplus of exactly that on the moons you can visit. But don't get tempted back to the "fun"-life by bouncing off of them like trampolines. Take this seriously!
That is all for this message. We hope you stay a great asset to the Company.
The Mod
Introduction:
Whoa! The world's most famous bandicoot couldn't break a bunch of boxes in Lethal Company yet?
Well, then it's about time this smashing blast to the past changes that...
This mod adds 27 different unique crates from the Crash Bandicoot games as spawnable scrap that can be found in the facility! Of course the classic basic crates make their return, but keep an eye out for crates with a special print on them, as some of these boxes can blast you until nothing but your shoes remain, if you're not careful. And who knows, maybe some of them will be worth a ton too.
So go for a spin and have a crate time with this mod!
Creation:
- v1.0.0
- This was a massive update that aimed to enhance performance a little bit, as well as increase the amount of content
- Performance: I believe this should now be a liiiiittle better, as less information is saved per crate, but I think memory usage might be a little worse, especially since there are way more sounds included in the asset bundle now
- Content: The amount of crates has increased from 12 to 27, and I even implemented cross-mod compatibility to allow other mods to register their own crates entirely through code! I'm really proud of this feature, and will try to demonstrate its efficacy in some of my other mods, but might still make changes based on bugs or quality-of-life changes.
- v0.9.0
- I wanted to release the mod as a Test Release to be able to publicly test if everything holds up, as well as give myself a little bit of extra time to work on stuff like particles without needing to keep the mod un-uploaded.
- I also want to rework the system to a degree, because I am currently unhappy with the way crates break and spawn items and play sounds and particles across different clients: by throwing, like, 4 ServerRpc's out in one frame. That can't be much good...
- I believe the majority of the code should function fine, but of course I can't be fully certain. So some functionality might change over time, hopefully for the better.
- If you find a bug, feel free to reach out to me over Lethal Company Modding discord server.
- Concept
- Another whimsical idea from the enigmatic mind of the friend who also thought of the splat bomb mod.
- But if I get sued that's on me lol
On another note, I took it upon myself to learn something completely new with this mod: how to make a flexible system to create derivatives from, instead of custom-coding everything.
- For GoldScrap v2, I custom-made every script for every item, which I believe helped with setting them all apart, but was a TON of work.
- But for [REDACTED] I at least wanted to make my life easier by dropping the bad habit of using magic values, and trying to make all parameters public so I could edit them from the Unity editor.
- So then when I got the suggestion for this idea, I thought it was the perfect moment to create such a system:
- I had a bunch of examples to look at from Lethal Company, with its GrabbableObject and [REDACTED] systems.
- All crates in Crash Bandicoot use the same basic functionality of bouncing off of them and hitting them and spawning items and breaking.
- And some crates spawn more items, some don't break, and some explod
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: