Universal Radar

版本 v1.2.4·更新於 2026-04-16

Improved, dynamic, and configurable contour maps (and more) for every moon.

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模組介紹 作者原文

Universal Radar

My solution to the problems with the vanilla radar and the incompatibilities it introduces with modded moons, all in one highly configurable package!

  • Automatically detects terrain meshes on any moon and generates a contour map
  • This works for modded moons via LLL (assuming it can find something that looks like terrain), and supports both mesh terrain or Unity's built-in terrain.
  • These are also highly configurable, so if you aren't happy with how a certain moon's map is auto-generated, you can always adjust its parameters.
  • Generates radar objects for large meshes (and bodies of water) on modded moons
  • So you can usually see buildings and other large obstacles on the radar as well
  • New handcrafted radar sprites for objects, buildings, and hazards on vanilla moons
  • Automatically reverts to a basic version of the pre-v70 radar if a player is inside an interior that doesn't have any radar map sprites
  • A few other tweaks to radar and camera things to make the rest of the mod work as intended

Image Gallery

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Questions / Issues

What does this do for modded moons and vanilla moons?

On modded moons, this will add a height-shaded terrain contour map (if applicable terrain can be found) and create translucent meshes for large objects which will appear on the radar screen. This should be enough to create a fully functioning radar even when the moon creator hasn't added a contour map or any radar sprites themselves.

On vanilla moons, a terrain contour map is still generated automatically, but instead of meshes generated at runtime, sprites are used to represent buildings and large objects (which is more in-line with the vanilla style).

All of this is configurable, though, so if you want one feature but not the other, or vanilla moons to use generated meshes instead, that's all possible.

What about moons without terrain?

Even without the terrain contour map, the generated radar meshes for large objects should usually fill in more boxy or industrial environments.

Does this do anything for modded interiors?

Yes (kind of)! Doing fully dynamic runtime generated interior radar isn't an easy undertaking, and the structure I use for outside contour map generation isn't super easy to apply to interiors yet.

So, until I or somebody else gets around to actually finishing a project like that, Universal Radar will automatically restore something similar to the old radar when a player is inside an interior detected to have no radar sprites. This should at least make outdated interiors playable, if a little visually jarring.

How does this affect load times or performance?

It certainly may add a bit to your load times, but it should only be really significant when landing on a moon that does not have mesh terrain (the standard vanilla type of terrain in Lethal Company) for the first time. This can take especially long depending on the size or number of terrain objects on the moon. However, meshes are remembered for the rest of the session after this.

(if this becomes a serious problem or even times out players with load times, you can disable these types of maps from being generated in config)

The one other area I'd be concerned about for performance (though I haven't tested this extensively) is the generation of radar objects. So, if you feel like this mod is lowering your FPS (especially when looking at the radar screen), try lowering the `Radar Object Display Threshold` in config, or use the master disable option to stop generating them entirely.

I also have some built-in debug logs for timing certain methods, so if you're interested in those sorts of details you can take a look.

The default generated maps for certain moons don't look right

Consult the user guide below if you want to better configure it, and if it's your moon, consult the moon creator guide for how you can improve compatibility/change those default config settings.

What moons don't work with Universal Radar?

As far as I know, Magic We

安裝與使用 安裝:BepInEx 外掛

  1. 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
  2. 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
  3. 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
  4. 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。

帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPackv0xx-TerraMesh

檔案與校驗

檔案名稱
Universal_Radar-1.2.4.zip
檔案大小
166.6 KiB