CTristan / lobotomy-corporation-mods

Mods for Lobotomy Corporation
MIT License
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Lobotomy Corporation Mods

Mods for the game Lobotomy Corporation. They're designed to be used either together or individually, so feel free to pick and choose.

All mods are available for download on my Nexus Mods page. Requires either Lobotomy Mod Manager or Basemod (included in LMM).

Nexus Mods pages

Most Recent Change

[6.0.1] - 2024-07-15

Added

[6.0.0] - 2024-07-14

Added

See the full changelog for all changes.

List of mods

Bad Luck Protection for Gifts

Bad Luck Protection for Gifts example

A mod that provides increasing bad luck protection for agents that work on abnormalities to receive a gift from that abnormality. After an agent finishes their work, you can see the modified chance in the Abnormality Details screen at the E.G.O. Gift section next to Acquisition Probability.

Mod Readme for full details.


Free Customization

Free Customization example

Allows customizing (and re-customizing) agents without having to spend additional LOB points.

Mod Readme for full details.


Gift Alert Icon

Gift Alert Icon example

Shows an icon when a new or replacement gift is available for an agent.

Mod Readme for full details.


Notify When Agent Receives Gift

Notify When Agent Receives Gift example

Whenever an agent receives a gift, a message will be displayed in the log.

Mod Readme for full details.


Unofficial Bug Fixes

A collection of bug fixes to fix various minor issues in the original game code.

Bugs fixed:

Mod Readme for full details.


Warn When Agent Will Die From Working

Warn When Agent Will Die From Working example

Provides a visual warning when an agent will be guaranteed to die to an instant-kill mechanic if assigned to work on an abnormality. The warning only appears when an abnormality has been fully observed to avoid spoiling newly acquired abnormalities.

Mod Readme for full details.


Building

The original game files are required but aren't provided. My current environment setup is a "src" folder in the BaseMods folder that I placed the repo in, so my folder structure for the repo is LobotomyCorp_Data/BaseMods/src/lobotomy-corporation-mods. If you follow this same structure, then the references should use the game's files and will build the output to the appropriate BaseMod folder e.g., LobotomyCorp_Data/BaseMods/LobotomyCorporationMods.BadLuckProtectionForGifts.

If you're running Linux, make sure mono-devel is installed. You should be able to open the solution in VSCode or VSCodium and build with xbuild. That said, I wouldn't recommend it as I haven't found a way to be able to debug Unity .NET Framework DLLs on Linux like I can on Windows with dnSpy, especially since the game has to run in Proton. If you're able to get debugging working on Linux, I would love to hear about it!

Debug Logging

In the release versions errors are logged to a text file, but if you deploy as debug DLLs, they will also appear in-game in both the system log and as an Angela notification:

Debug Logging example

License

This work is licensed under MIT.

SPDX-License-Identifier: MIT