LethalQuantitiesFixed
Replaces LethalQuantities 1.2.9 with a current-game build, preserves spawned store items, and prevents a DawnLib landing gate stall.
About this mod Author’s original text
REAL QUICK WARNING
Yes, this used stinky AI to help with the code, it's just a quick patch to the LethalQuantities mod so it works in the current V80 since like
i have a buddy that relies on that mod that makes modpacks so we can still have fun gamenights. This of course could also benefit anybody that relies on this mod too.
You are free to do WHATEVER you want with this one i don't care, i didn't rlly make it anyways so yeah.
If you want to make a better version of this with actual effort on it then be my guest it would be nice to see.
LethalQuantitiesFixed
Compatibility package for the deprecated LethalQuantities 1.2.9 mod.
The package installs the original mod as a dependency, then a BepInEx 5
preloader component verifies the original DLL by SHA-256 and replaces it with
the fixed build before normal plugins are scanned. No manual DLL copying or
second launch is required.
The preloader component targets the same.NET 3.5 runtime surface and
Mono.Cecil 0.10.4 API used by the Lethal Company BepInEx 5 packs. The fixed
LethalQuantities payload itself remains a.NET Standard 2.1 plugin.
Safety behavior
- Only the exact original 1.2.9 DLL is replaced.
- The fixed payload is verified before anything is changed.
- Unknown/custom LethalQuantities.dll builds are left untouched.
- A backup is kept beside the original as
LethalQuantities.dll.deprecated-1.2.9.bak.
- The original package's config, web editor, and other files remain in place.
Fixed build differences
- Resolves DunGen types from the separate DunGen.dll assembly used by newer
game builds.
- Checks whether DunGen.RuntimeDungeon exists before applying that Harmony
patch, avoiding a hard failure when the game changes the type.
- Preserves store items and tools in LethalQuantities scrap pools. Before the
game synchronizes scrap values, objects without ScanNodeProperties receive
a minimal scan node so the current game's RPC does not throw and strand
clients on the moon-landing overlay.
- Existing scan nodes are never replaced or modified by the compatibility
guard.
- Works around DawnLib 1.0.6's dropped local completion RPC, which can leave
LoadNewLevelWait blocked on the ENTERING THE ATMOSPHERE screen even
after the dungeon, map objects, and scrap have finished loading. The fallback
releases the gate only after a non-empty scrap-value synchronization and only
when DawnLib has its four built-in loading steps; registered custom loading
steps are never bypassed.
The DLL replacement runs from BepInEx/patchers, while the scan-node guard
runs later from BepInEx/plugins/LethalQuantitiesFixed. Keeping those stages
separate avoids installing a runtime detour while the game's main assembly is
still loading.
Installation
Install this package normally with Gale, r2modman, or Mod Manager
and launch the game. The deprecated package is installed automatically through
the dependency list.
If version 1.0.3 is currently installed, remove that local mod from the Gale
profile before importing 1.0.5. Version 1.0.3 installed its Harmony hook during
preloading and can leave the game on a black screen before the chainloader
starts.
For a local Gale test, use Profile > Import > Local mod and select the ZIP.
Do not extract the package inside BepInEx/plugins. After installation,
LethalQuantitiesReplacer.dll must be somewhere beneath
BepInEx/patchers, not beneath BepInEx/plugins.
The package also installs LethalQuantitiesRuntimeCompatibility.dll beneath
BepInEx/plugins/LethalQuantitiesFixed; this second DLL must not be moved into
the patchers folder.
If installing by manually extracting the ZIP, extract it into the profile root
so that the ZIP's BepInEx folder merges with the profile's existing
BepInEx folder.
Uninstallation
Removing this package does not deliberately rewrite another package during
uninstall. To restore the deprecated DLL, reinstall the original
BananaPuncher714-LethalQuantities-1.2.9 package after removing this package.
Troubleshooting
If BepInEx rep
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: