MemeRebellionScrap
Weapons for the rebellion
About this mod Author’s original text
MemeRebellionScrap
Unified Lethal Company scrap pack. One plugin folder, many items.
How it works
Drop assets into the plugin folder next to MemeRebellionScrap.dll:
- *.obj — 3D model. Becomes a scrap item with shotgun-firing behavior on left-click (e.g. TonyGat).
- *.png — image. Becomes a flat "card" scrap item sized to the image's aspect ratio. No shotgun — just pickup + sell.
Each file is scanned at game launch. Add or remove files, then restart the game — no rebuild required.
Sidecar files
Every item is named after its asset's stem. If your model is graycat.obj, its sidecars all start with graycat.:
| File | Applies to | Purpose |
|---|---|---|
| stem.txt | both | Display name (first non-empty line) |
| stem.value.txt | both | MIN-MAX credit range, e.g. 80-260 |
| stem.hold.txt | both | positionoffset, rotationoffset, restingrotation, verticaloffset, twohanded, weight |
| stem.spawn.txt | both | weight=.., copies=.. for natural spawn frequency |
| stem.scale.txt | OBJ only | Auto-fit size multiplier (1.0 = baseline, 0.5 = half size) |
| stem.shotgun.txt | OBJ only | pellets, damage, range, spread, cooldown |
| stem.fire.wav | OBJ only | Firing audio (16-bit PCM WAV) |
| stem.wav | both | Pickup audio (doubles as fire fallback for OBJ) |
| stem.drop.wav | PNG only | Drop audio override |
| stem.mtl | OBJ only | Standard OBJ material sibling (Blender writes this) |
Full cheat-sheet in the parent repo: Scrap txt file cheat sheet.txt.
Dev hotkeys (host only)
- \ (Backslash) — spawn next PNG card at your feet
- ] (RightBracket) — spawn next OBJ item at your feet
Changelog
1.0.3
- Fixed multiplayer: items did not appear or play sound for clients who joined the host's lobby. Cause was Netcode for GameObjects' ForceSamePrefabs rejecting our prefab registration with "All prefabs must be registered before starting NetworkManager when ForceSamePrefabs is enabled" — our build path completed at StartOfRound.Awake, which fires after StartClient on the join path. Fix: pre-register placeholder NetworkPrefabs at GameNetworkManager.Start (well before any session begins) using deterministic hashes, then route the actual prefab through an INetworkPrefabInstanceHandler that swaps in the real mesh/components once the build completes at StartOfRound.Awake.
1.0.2
- Fixed: 1.0.1's StartOfRound.Awake retry still couldn't see the base item, because Unity lazy-loads AllItemsList references and Resources.FindObjectsOfTypeAll() only returns realised objects. Lookup now goes directly through __instance.allItemsList.itemsList.
1.0.1
- Attempted fix for the singleplayer spawn issue (incomplete — superseded by 1.0.2).
1.0.0
- Initial release. TonyGat (OBJ shotgun cat) + 6 PNG meme cards.
Credits
Built on top of the same approach used by PremiumScraps.
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: