MonstersGordion

v1.9.0·Updated 2026-09-06

Configurable monster spawning inside the Company building on 71-Gordion: timers, weights, caps, floor balance. Runs BrutalCompanyMinus events on a moon it always skipped, and sends a horde in from the

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About this mod Author’s original text

MONSTERS GORDION

Language / Язык: English · Русский

MONSTERS GORDION

Author: Solo00n

The Company building on 71-Gordion is no longer safe — vanilla monsters now spawn and hunt inside it, on timers, weights and caps you control.

WHAT IT DOES

  • Monsters on the Company moon — enemies spawn inside the building on the interior navmesh, the one place the game never threatens you.
  • Timed weighted spawning — a random interval between a min and max, then a weighted-random pick from every enemy you enabled.
  • Reachability-checked points — connected-region analysis plus a path check, so nothing spawns on roofs, shelves or in pits it cannot leave.
  • Floor balance — a configurable split between the ship-landing level and the basement, instead of everything piling into the larger lower floor.
  • Indoor / outdoor pools — each spawn rolls which pool to draw from, so dogs, giants and Old Birds actually appear alongside interior enemies.
  • Per-enemy control — every spawnable type gets Enabled, SpawnWeight, MinSpawnCount and MaxSpawnCount.
  • Blacklist or whitelist — restrict the whole moon to a chosen set, optionally stripping enemies other mods spawn as well.
  • Self-healing — stranded enemies are teleported back, idle ones are nudged, and any type that keeps dying instantly is auto-disabled instead of spammed.

MONSTERS

Enabled by default: every interior enemy — Bracken, Thumper, Hoarding Bug, Snare Flea, Bunker Spider, Coil-Head, Ghost Girl, Spore Lizard, Nutcracker, Jester, Masked, Hygrodere, Butler, Barber, Maneater — plus Stingray, Tulip Snake, the bee swarms, and the outdoor threats that path correctly indoors: Baboon Hawk, Eyeless Dog, Forest Keeper, Old Bird and Giant Kiwi. Nest-requiring enemies get their nest placed automatically.

Monsters that need extra work to function on this moon, made to work here and toggleable in the config:

  • Feiopar — the mod grows dead trees on the interior navmesh so it can climb, perch and pounce as it does outdoors.
  • Earth Leviathan — the Company floor is registered as a surface it may breach, so it erupts indoors instead of circling below forever.
  • Cadaver Bloom — planted as standalone corpse traps that burst and give chase, with no dungeon required.
  • Kidnapper Fox — vain shrouds are grown on the moon so it has cover and survives.

Cadaver Growths is intentionally left disabled: it hard-requires a generated dungeon, which the Company building is not. Use the Cadaver Bloom traps instead.

HOW IT WORKS

  • Landing is detected by polling StartOfRound.shipHasLanded rather than hooking the doors sequence, so other mods cannot starve the trigger.
  • The interior navmesh is triangulated, welded into connected regions and anchored, then every spawn point and patrol node must have a complete path to that anchor.
  • The Company building has no vanilla interior AI nodes, so the mod generates its own patrol nodes tagged for both indoor and outdoor lookups.
  • Spawned enemies are flagged as outdoor enemies: the game gates targeting behind player.isInsideFactory!= enemy.isOutside, and players in the Company building are not flagged as being in a factory, so without this no enemy could ever chase or kill you.
  • Enemies are created through RoundManager.SpawnEnemyGameObject — the game's own spawn path, no custom network objects.

MULTIPLAYER (HOST-AUTHORITATIVE)

Only the host needs this mod. Clients receive the enemies through the game's own netcode.

Spawning: the host alone runs the spawner and owns enemy AI; every spawn goes through the vanilla server spawn call and replicates to all clients.

Clients: need NavMeshInCompanyRedux so the interior navmesh matches, but not this mod.

Cleanup: when the ship leaves, the host despawns what it created, so nothing leaks between landings.

REQUIREMENTS

  • BepInEx 5.4.21+ (BepInEx-BepInExPack-5.4.2305)
  • NavMeshInCompanyRedux (TRizzle-NavMeshInCompanyRedux) — provides the interior navmesh everything spawns on
  • Lethal Company V81

INSTALLATION

  • Mod manager (r2modman / Thun

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-BepInExPackTRizzle-NavMeshInCompanyRedux

File & checksum

Filename
MonstersGordion-1.9.0.zip
File size
67.4 KiB