LC API V50

v3.4.14·Updated 2025-11-20

Multipurpose modding API for Lethal Company V73

About this mod Author’s original text

LC-API

The definitive Lethal Company modding API. Includes some very useful features to make modding life easier.

Note

This is a repackage of the original LC_API.

For Developers

If you want to use the API in your plugin, add the LC_API.dll as a project reference!

Contributing

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:

F:/SteamLibrary/steamapps/common/Lethal Company

$(APPDATA)/r2modmanPlus-local/LethalCompany/profiles/Test LC API

$(SolutionDir)NetcodeWeaver

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.

Making a PR

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.

Features

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

Installation

R2ModMan or Manager (highly recommended)

R2ModMan

  • Go page
  • Click Install with Mod Manager

Manager

(if the above doesn't work for you, open up the App to do the following)

  • Click Get mods/Online (whatever it happens to be called)
  • Search for LC API
  • Download it

Manual

  • Go page
  • Click Manual Download
  • Unzip files
  • Navigate to 2018-LC_API-VERSION/BepinEx/plugins and copy the contents
  • Find your BepinEx installation's plugin folder, by default it would be in steamapps: steamapps\common\Lethal Company\BepInEx\plugins
  • Create a folder titled 2018-LC_API
  • Paste the contents into that folder

DO 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

TODO

  • Picking up and dropping item events
  • Including Player.StartGrabbingItem, Player.GrabbingItem, Player.GrabbedItem, Player.DroppingItem, and Player.DroppedItem
  • The present-tense versions are cancellable, StartGrabbingItem, GrabbingItem and DroppingItem.
  • StartGrabbingItem exists for items that take time to pickup.
  • Using item events

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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-BepInExPack

File & checksum

Filename
LC_API_V50-3.4.14.zip
File size
121.3 KiB