Lethal Company
Lethal Company ModMenu
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Updated Sep 30, 2026
About this mod menu
LETHAL COMPANY MOD MENU | v1.0 | by TheHolyOneZ
OFFICIAL DOWNLOAD
-----------------
zlogic.eu and zlogic.eu/mods
These are the ONLY official places to download this mod. Anything you got
anywhere else is not from TheHolyOneZ and may have been modified.
INJECTION
---------
File : LethalCompanyMod.dll (single file - Harmony is embedded)
Namespace : LethalCompanyMod
Class : Main
Method : Init (Unload to eject cleanly)
Game : Lethal Company (Unity, Mono backend)
Open menu : INSERT or RIGHT SHIFT
Eject : Main.Unload - destroys the loader and its GameObject
One injection is enough. Init only spawns the loader and returns immediately;
the embedded Harmony assembly is loaded and patched on the first game frame,
on the Unity main thread. Re-injecting is ignored (no duplicate menu).
DEFAULT HOTKEYS
---------------
INSERT / RIGHT SHIFT Toggle menu
F Toggle NoClip / Fly
- Hotkeys use the game's Input System (Keyboard.current), always present.
- While the menu is open the cursor unlocks and player look/interact input is
frozen (inTerminalMenu) so your clicks don't fire weapons or the camera.
FEEDBACK / CONFIRMATION
-----------------------
- Every toggle pops a toast ("Enabled: God Mode" / "Disabled: NoClip").
- Every action pops a toast with a real result ("Killed 4 enemies",
"Unlocked 7 doors", "Spawned Shotgun", "Routing -> Titan").
- Host-gated actions say so when you are a client ("Host-only: ...",
"(client - won't sync)"), so a no-effect action tells you WHY.
- The World tab shows LIVE readouts for credits and quota, so you can watch
the number actually change when a cheat lands.
AUTHORITY (READ THIS)
---------------------
Lethal Company is host-authoritative for money, quota, time, enemy AI and
spawning. Those features are marked [HOST] below and only take real effect
when YOU host the lobby. A few networked actions use RequireOwnership=false
RPCs and therefore also work as a client - those are marked [CLIENT OK].
Everything on the Self and Visuals tabs is local to you.
=========================================================================
SELF TAB
=========================================================================
Survival:
- God Mode (TRUE) - Harmony-patches your DamagePlayer, KillPlayer and the
PvP DamagePlayerFromOtherClientClientRpc so nothing damages or one-shots
you (mines, dogs, Jester, giants, drowning). Also pins health to 100 and
zeroes fallValue every frame as a backstop, and falls back to that pin
alone if Harmony ever fails to load.
- Unlimited Stamina (sprintMeter held at full)
- Unlimited Battery Life (your held item + all inventory batteries refilled)
Movement:
- Speed Multiplier + slider (1x - 10x over the game's base move speed)
- Jump Height Editor + slider (jumpForce 5 - 40)
- NoClip / Fly Mode (also toggles with F)
WASD move, SPACE up, CTRL down, SHIFT to boost. Disables your
CharacterController and drives the transform from the camera.
- Fly Speed slider (3 - 40 m/s)
Interaction:
- Infinite Grab Reach + Reach Distance slider (3 - 30m)
Sets PlayerControllerB.grabDistance directly (no patch needed).
=========================================================================
VISUALS TAB
=========================================================================
ESP (sampled LIVE every frame; resolution-independent):
- Player ESP (name, health bar, distance)
- Enemy ESP (name, distance - Coil-Head, Bracken, Jester, dogs, etc.)
- Scrap / Loot ESP (item name, $value, plus a total-scrap counter)
- Hazard ESP (landmines, turrets, steam valves)
- Entrance / Exit ESP (main entrance + fire exits)
ESP Style:
- Boxes toggle (contrast-outlined so they read on any background)
- Tracers toggle (from bottom-centre of the screen)
- Show Distance toggle
- Max Distance slider (20 - 1000m)
Lighting:
- Fullbright / Night Vision (flat white ambient + a camera-locked point
light, re-applied every frame so it can't be overridden)
- Brightness slider (0.4 - 3.0)
TECH NOTE: Lethal Company's gameplayCamera renders into a LOW-RES render
texture, so WorldToScreenPoint returns render-target pixels, not screen
pixels. The ESP therefore projects with WorldToViewportPoint (normalised
0..1) scaled by the real Screen size, which is why boxes lock onto targets
even with fast camera flicks and fast-moving enemies.
=========================================================================
WORLD TAB
=========================================================================
Time / Deadline: [HOST]
- Freeze Time (stops the day; globalTimeSpeedMultiplier = 0)
- No Deadline / Free Time (pushes timeUntilDeadline out; day count is
derived from it, so the deadline never expires)
Credits: [HOST]
- LIVE readout of current credits
- Amount field + Add Credits / Set Credits
(as host it sets and broadcasts via the owned Terminal; as a client the
server rejects it - purchases validate newCredits <= server credits)
Quota: [HOST]
- LIVE readout: fulfilled / quota (+ days until deadline)
- Set-to field + Fulfill Quota / Set Quota
(Fulfill sets quotaFulfilled = profitQuota so you can't be fired)
Teleport: [CLIENT OK]
- To Ship (middle-of-ship node)
- To Main Entrance
- To Emergency / Fire Exit
Store: [HOST]
- Free / Unlimited Store (keeps host credits topped up so any purchase is
affordable; the normal buy flow then syncs the post-purchase value)
Facility: [CLIENT OK]
- Unlock All Doors (UnlockDoorSyncWithServer - RequireOwnership=false,
so it works and syncs whether you host or joined)
Free Moon Routing: [CLIENT OK]
- One button per moon; routes for FREE by passing your current credits to
ChangeLevelServerRpc (which only SETS credits, never deducts).
- Requires being in orbit (inShipPhase) - the game's own reroute rule.
=========================================================================
HOST TAB
=========================================================================
(A banner reminds you when you are not the host.)
Round Control:
- Force Start / Land (pulls the ship lever - StartMatchLever)
- Force End Round
Enemies: [HOST]
- Kill All Enemies (KillEnemyOnOwnerClient - owner/host only)
- Stun All Enemies (SetEnemyStunned, held indefinitely)
- Clear All Aggro (drops every enemy's target)
Item Spawner: [HOST]
- Live filter box + < / > selector over EVERY item in the database
- Scrap Value slider (0 - 1000) applied to spawned scrap
- Spawns the prefab at your feet and NetworkObject.Spawn()s it
Monster Spawner: [HOST]
- Live filter box + < / > selector over every enemy type, aggregated from
ALL moons (so you can spawn anything, not just the current moon's list)
- Spawns via RoundManager.SpawnEnemyGameObject in front of you
Hazards:
- Detonate All Mines (ExplodeMineServerRpc - RequireOwnership=false) [CLIENT OK]
- Turrets Berserk (sets every turret to Berserk mode) [HOST]
Stealth: [HOST]
- Untargetable (drops any enemy that targets you, every frame)
- Anti-Kick (best-effort - see LIMITATIONS)
Team:
- Revive All Dead Players (local view - see LIMITATIONS)
=========================================================================
PLAYERS TAB
=========================================================================
- Live roster of everyone in the lobby: name, HP or [DEAD], "(you)" tag
- Per-player buttons:
TP Teleport yourself to that player [CLIENT OK]
Lure Send every enemy to chase that player [HOST]
Kick Host kick (KickPlayer, disconnects them) [HOST]
Revive Revive dead players (local view)
- Kick is hidden on your own row so you can't disconnect yourself.
=========================================================================
HUD / BRANDING
=========================================================================
- Toast notification stack (top-right, fade in/out).
- "by TheHolyOneZ" in the title bar and sidebar footer.
- Subtle always-on watermark bottom-right (25% opacity).
- Author + copyright baked into the assembly metadata
(AssemblyCompany / AssemblyCopyright / AssemblyTitle).
=========================================================================
LIMITATIONS (honest notes)
=========================================================================
- HOST-ONLY items (money, quota, time, kill/stun, spawning, turrets berserk,
untargetable, lure, kick) only take real effect when you host. As a client
they either no-op or apply locally and revert - the UI tells you which.
- Revive uses StartOfRound.ReviveDeadPlayers(), which has no network RPC, so
it only revives on the caller's view and can desync in multiplayer.
- Anti-Kick is best-effort. Lethal Company's kick runs on the HOST and the
host controls the socket, so a remote host can always force-disconnect you;
the patch only bites if the kick logic runs in your own process (i.e. you
host). It is included but cannot beat a determined remote host.
- Free Moon Routing needs you to be in orbit (the game blocks rerouting once
a moon has been chosen / while landed).
=========================================================================
CLIENT vs HOST - QUICK REFERENCE
=========================================================================
Works as a CLIENT (join is fine):
- Entire Self tab (god mode, stamina, speed, jump, noclip, battery, reach)
- Entire Visuals tab (all ESP + fullbright - local rendering)
- Teleports (to ship / entrance / exit / players)
- Unlock All Doors (RequireOwnership=false RPC)
- Detonate All Mines (RequireOwnership=false RPC)
- Free Moon Routing (RequireOwnership=false RPC, in orbit)
HOST / OWNER ONLY (no client trick beats the server):
- Credits / Quota / Freeze Time / No Deadline / Free Store
- Kill / Stun enemies, Turrets Berserk, Untargetable, Lure
- Item Spawner / Monster Spawner
- Kick
Lethal Company validates authority on the host for the items above; the rest
is trusted on receipt (or purely local) and works no matter who you are.
Screenshot
Tags
Unity injectorZyMonoWindows-native. Mono & IL2CPP, picks the right route itself.Get it Unreal & UnityZirconReflection dumper & SDK generator. 12 formats, UE 4.22–5.7 and Unity on both backends.Dump Dump indexZdexPublished Unreal & Unity dumps per game & build: offsets, search, diffs, usmap & SDK. Upload yours.Browse SourceGitHubEverything is open source. Star, fork, read the code.@TheHolyOneZ