This commit is contained in:
Pengu 2025-08-30 03:12:03 -05:00
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@ -1,3 +1,147 @@
## 0.6.8
- **Summary**
- Added new enemies (SCP 106, The Cabinet)
- Player microphone volumes now save across sessions
- Late Joining should now be fixed
- You can once again breach locked doors
- Voting to leave early is now a majority vote
- Random flashlight flickering at low battery levels
- Wesleys Moons and Interiors update
- New Moons and scrap
- Boombox Rotation and Song list increase (8 -> 12)
- Added Better Radar
- Added a 4-seater pickup truck
- Masked can now use elevators on custom interiors
- Updated Dependencies
- Updated 67 Mods
- **Configs**
- Teleporters and Inverse teleporters now drain electronics batteries (2.5%)
- March is no longer constantly rainy to avoid weather confusion
- You can now see how much ammo is in a shotgun
- Reduced the maximum amount of nutcrackers that can spawn when pulling the apparatus in the toy store (50 -> 30)
- Lockers automatically lunge at players in line of sight and within reach
- Spore Lizard can no longer escape the facility
- Baboon Hawk can no longer enter the facility
<details>
<summary>In Depth</summary>
- Added
- SCP106 (1.1.0)
- VeryLateCompany (0.4.0)
- MattyFixes (1.1.35)
- SoftMaskKiller (0.0.1)
- MonoDetourBepInEx5 (0.6.14)
- MonoDetour (0.6.14)
- DoorBreach (1.4.4)
- SavePlayerVolume (1.0.0)
- MajorityVote (1.1.1)
- MaskedModelReplacement (1.3.1)
- FlickeringFlashlight (1.0.1)
- TheCabinet (1.8.1)
- CodeRebirthLib (0.9.8)
- CodeRebirth (1.1.11)
- ReXuvination (1.1.0)
- UniversalRadar (1.2.2)
- TerraMesh (1.2.0)
- itolib (0.3.2)
- CompanyHauler (1.0.5)
- SmartEnemyPathfinding (0.0.3)
- Updated
- LobbyCompatibility (1.5.1)
- MenStalker (3.0.2)
- LethalLib (1.1.1)
- Biodiversity (0.2.6)
- FairAI (1.5.2)
- MrovLib (0.3.6)
- OdinSerializer (2024.2.2700)
- LategameUpgrades (3.12.5)
- StarlancerAIFix (3.11.1)
- HandheldMap (1.6.3)
- LethalSponge (1.1.10)
- LethalPhones (1.3.17)
- MoreCompany (1.11.2)
- LethalFixes (1.2.7)
- EmergencyDiceUpdated (1.12.3)
- SelfSortingStorage (1.2.1)
- EnemySkinKit (1.4.1)
- EnemySkinRegistry (1.5.1)
- LethalPerformance (1.2.0)
- TheGiantSpecimens (3.0.0)
- TestAccountCore (1.14.3)
- EnemySoundFixes (1.8.1)
- ButteryFixes (1.14.7)
- HauntedHarpist (1.3.23)
- JLL (1.9.8)
- OpenBodyCams (3.0.7)
- MaskFixes (1.5.0)
- Football (1.1.12)
- Mimics (2.7.0)
- ShipWindows (2.5.1)
- MrovLib (0.3.5)
- WeatherRegistry (0.7.2)
- WeatherTweaks (1.1.5)
- LethalEscapedUpdated (1.0.6)
- Mirage (1.26.0)
- Chameleon (2.2.0)
- ReservedItemSlotCore (2.0.52)
- TooManyEmotes (2.3.10)
- DetourContextDisposeFix (1.0.5)
- AutoHookGenPatcher (1.0.7)
- SpiderPositionFix (1.5.3)
- Scopophobia (1.2.8)
- GeneralImprovements (1.4.13)
- LobbyImprovements (1.1.1)
- HDLCPatch (1.4.1)
- EntranceTeleportOptimizations (0.0.5)
- LCOffice (2.3.3)
- NaturalSelectionLib (0.8.1)
- NaturalSelection (0.4.13)
- Coroner (2.3.0)
- SoundAPI (2.0.8)
- LoadingScreen (1.1.2)
- WesleysInteriors (3.0.8)
- WesleysMoons (6.1.7)
- SpectatePreviousPlayer (1.0.3)
- WesleysSkins (1.0.2)
- CustomStoryLogs (1.5.2)
- Touchscreen (1.1.5)
- ModelReplacementAPI (2.4.19)
- WiseWeapons (1.3.6)
- LethalInternship (0.20.3)
- LoadingTips (1.1.7)
- PathfindingLib (2.3.0)
- PathfindingLagFix (2.2.4)
- OrbitRecharge (0.1.1)
- JetpackFixes (1.5.4)
- Removed
- ShipLobby
- LethalPhysics
- Orbits
- BarchLib
- OpenMonitors
- VocaloidCompany
- NoSellLimit
- ValorantAgents
- SprintLadderFix
- ConcordScrap
- JigglePhysicsPlugin
- AnimeModels
- LethalEmotesAPI
- LethalHands
- LethalProgression
</details>
## 0.6.7
**Summary**

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@ -1,10 +1,14 @@
[
"song1.mp3 - End Of Beginning",
"song2.mp3 - Rock Your Body - Slowed Down",
"song3.mp3 - Softcore",
"song4.mp3 - Adventure Of A Lifetime",
"song5.mp3 - On the Floor",
"song6.mp3 - Fantasize",
"song7.mp3 - Fireflies",
"song8.mp3 - One More"
"song1.mp3 - new drop x no pole",
"song2.mp3 - Gnarly",
"song3.mp3 - Moves Like Jagger",
"song4.mp3 - Replay",
"song5.mp3 - TiK ToK",
"song6.mp3 - Pump It",
"song7.mp3 - Intergalactic",
"song8.mp3 - Hit The Road Jack",
"song9.mp3 - Pigstep (AvM Remix)",
"song10.mp3 - Stacy's Mom",
"song11.mp3 - Sweet Home Alabama",
"song12.mp3 - Thunderstruck"
]

View File

@ -1,12 +1,15 @@
<h1 align="center">Lethal-Extended (v60/v69 Compatible)</h1>
<h1 align="center">Lethal-Extended (v70/v74 Compatible)</h1>
<a href="https://lethal-extended.com">
<img src="https://cdn.galactiq.net/lethalextended/website/img/BannerRound.png" alt="Banner">
</a>
<a href="https://forum.lethal-extended.com"><img alt="forum-plural" src="https://cdn.galactiq.net/lethalextended/website/icons/forum-compact-vector.svg"></a>
<a href="https://discord.gg/BkmEarDQxq"><img alt="discord-plural" src="https://cdn.jsdelivr.net/npm/@intergrav/devins-badges@3/assets/compact/social/discord-plural_vector.svg"></a>
<a href="https://thunderstore.io/c/lethal-company/p/PenguCC/LethalExtendedModManager/"><img alt="thunderstore" src="https://cdn.galactiq.net/lethalextended/website/icons/thunderstore-compact_vector.svg"></a>
![Live Player Count](https://img.shields.io/badge/dynamic/json?query=$.data.result[0].value[1]&url=https%3A%2F%2Fprometheus.pengucc.com%2Fapi%2Fv1%2Fquery%3Fquery%3Dle_active_users&style=for-the-badge&logo=grafana&logoColor=white&label=Live%20Player%20Count&color=be0100)
![Version](https://img.shields.io/badge/dynamic/json?url=https%3A%2F%2Fthunderstore.io%2Fapi%2Fv1%2Fpackage-metrics%2FPenguCC%2FLethalExtendedModManager%2F&query=latest_version&style=for-the-badge&logo=thunderstore&logoColor=white&label=Version&color=be0100
)
[![Online Members](https://img.shields.io/badge/dynamic/json?url=https%3A%2F%2Fdiscordapp.com%2Fapi%2Finvites%2FBkmEarDQxq%3Fwith_counts%3Dtrue&query=approximate_presence_count&style=for-the-badge&logo=discord&logoColor=white&label=ONLINE%20MEMBERS&labelColor=grey&color=be0100)](https://discord.gg/BkmEarDQxq)
### Trailer
@ -34,8 +37,7 @@ And so much more! Elevate your gameplay with Lethal-Extended and uncover a unive
### DISCLAIMER!!!
This modpack contains music that is copyrighted and may not be suitable for content creators however, we have a music switcher that will replace
copyrighted music with our music made in-house.
This modpack contains music that is copyrighted and may not be suitable for content creators.
This modpack also contains references that some players may find offensive or inappropriate:
@ -58,6 +60,6 @@ With the modpack installed, I average around 80-100fps
My specs:
- Processor: Intel Core i7-8700 CPU @ 3.20GHz
- Processor: Intel Core i7-9700k CPU @ 3.20GHz
- Graphics: NVIDIA GeForce RTX 2070 Super

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@ -6,5 +6,5 @@
## The starting amount can be configured here
# Setting type: Int32
# Default value: 1000
Starting Amount = 750
Starting Amount = 500

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@ -1,6 +1,6 @@
{
"knownSkins": [
"Magicwesley.Nutcreaker"
"MagicWesley.Creaker"
],
"knownMoons": [
"41 Experimentation",
@ -15,6 +15,7 @@
"68 Artifice",
"5 Embrion",
"135 Duckstroid-14",
"745 Oxyde",
"13 Kast",
"76 Acidir",
"240 Alcatras",
@ -22,14 +23,18 @@
"57 Asteroid-13",
"58 Hyve",
"44 Atlantica",
"288 Berunah",
"235 Calist",
"842 Core",
"42 Cosmocos",
"Last Known Position of Cosmocos",
"537 Cubatres",
"354 Demetrica",
"48 Desolation",
"164 Dreck",
"555 Empra",
"End",
"154 Etern",
"29 Faith",
"141 Filitrios",
"25 Fission-C",
"36 Gloom",
@ -42,6 +47,8 @@
"234 Motra",
"134 Oldred",
"94 Polarus",
"648 Repress",
"398 Roart",
"132 Trite",
"67 Utril"
],
@ -169,6 +176,17 @@
},
"mapConfigurations": []
},
{
"enemyId": "LethalCompany.GiantKiwi",
"activeSkins": [],
"defaultConfiguration": {
"mapId": "",
"outdoorVanillaFrequency": 0.0,
"indoorVanillaFrequency": 0.0,
"skinDistribution": []
},
"mapConfigurations": []
},
{
"enemyId": "LethalCompany.HoarderBug",
"activeSkins": [],
@ -238,7 +256,7 @@
{
"enemyId": "LethalCompany.Nutcracker",
"activeSkins": [
"Magicwesley.Nutcreaker"
"MagicWesley.Creaker"
],
"defaultConfiguration": {
"mapId": "",
@ -246,7 +264,7 @@
"indoorVanillaFrequency": 0.0,
"skinDistribution": [
{
"skinId": "Magicwesley.Nutcreaker",
"skinId": "MagicWesley.Creaker",
"indoorFrequency": 1.0,
"outdoorFrequency": 1.0
}

View File

@ -1,4 +1,4 @@
## Settings file was created by plugin Vanilla Enemy Skin Kit v1.3.4
## Settings file was created by plugin Vanilla Enemy Skin Kit v1.4.1
## Plugin GUID: AntlerShed.LethalCompany.EnemySkinKit
[LogLevel]

View File

@ -197,6 +197,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[CodeRebirthLib]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[com.github.biodiversitylc.Biodiversity]
## Allow source to write logs
@ -239,6 +253,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[CompanyHauler]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[ConcordScrap]
## Allow source to write logs
@ -309,6 +337,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[CubeMath.MaskedModelReplacementMod]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[CullFactory]
## Allow source to write logs
@ -337,7 +379,7 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Custom Emotes API]
[CustomStoryLogs]
## Allow source to write logs
# Setting type: Boolean
@ -351,7 +393,7 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[CustomStoryLogs]
[DeathQuota]
## Allow source to write logs
# Setting type: Boolean
@ -799,6 +841,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[itolib]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[JacobG5.JLL]
## Allow source to write logs
@ -841,20 +897,6 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[jacobot5.LethalPhysics]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Jetpack Fixes]
## Allow source to write logs
@ -897,7 +939,7 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Lacrimosum]
[Juzlus.FlickeringFlashlight]
## Allow source to write logs
# Setting type: Boolean
@ -911,7 +953,7 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Lategame Company Cruiser Upgrades]
[Lacrimosum]
## Allow source to write logs
# Setting type: Boolean
@ -939,7 +981,7 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[LCM_HauntedHarpist|1.3.19]
[LCM_HauntedHarpist|1.3.23]
## Allow source to write logs
# Setting type: Boolean
@ -1471,6 +1513,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Mattys Fixes]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[MaxWasUnavailable.LethalModDataLib]
## Allow source to write logs
@ -1499,6 +1555,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[me.loaforc.soundapi.lethalcompany]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Melee Fixes]
## Allow source to write logs
@ -1709,21 +1779,7 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[MrovLib]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[MrovWeathers]
[MrHydralisk.MajorityVote]
## Allow source to write logs
# Setting type: Boolean
@ -1793,20 +1849,6 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[OpenMonitors]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[OpJosMod.HealthRegen]
## Allow source to write logs
@ -1821,34 +1863,6 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[OrbitRecharge]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Orbits]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[PathfindingLagFix]
## Allow source to write logs
@ -1863,6 +1877,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[PathfindingLib]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Peepers]
## Allow source to write logs
@ -1891,6 +1919,34 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Piggy.PiggyVarietyMod]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[PiggyVarietyMod]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Play_Next_Boombox]
## Allow source to write logs
@ -1975,6 +2031,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[qwbarch.Mirage]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[RatScrap]
## Allow source to write logs
@ -2017,7 +2087,7 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[ReservedItemSlotCore-2.0.49]
[ReservedItemSlotCore-2.0.52]
## Allow source to write logs
# Setting type: Boolean
@ -2059,6 +2129,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[ReXuvination]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Rolling Giant]
## Allow source to write logs
@ -2101,6 +2185,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[SavePlayerVolume]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[Scopophobia]
## Allow source to write logs
@ -2115,6 +2213,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[SCP_106]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[SCPCBDunGen]
## Allow source to write logs
@ -2157,20 +2269,6 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[ShipLobby]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[ShipLootPlus]
## Allow source to write logs
@ -2255,6 +2353,34 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[SmilingCritters]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[SoftMaskKiller]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[soundpack.LethalResonance]
## Allow source to write logs
@ -2381,20 +2507,6 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[TerminalFormatter]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[TestAccountCore]
## Allow source to write logs
@ -2437,7 +2549,7 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[TheGiantSpecimens]
[TheCabinet]
## Allow source to write logs
# Setting type: Boolean
@ -2465,7 +2577,7 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[TooManyEmotes-2.3.3]
[TooManyEmotes-2.3.10]
## Allow source to write logs
# Setting type: Boolean
@ -2535,6 +2647,20 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[UniversalRadar]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[VALORANT_AGENTS]
## Allow source to write logs
@ -2577,7 +2703,7 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[WeatherRegistry]
[VeryLateCompany]
## Allow source to write logs
# Setting type: Boolean
@ -2591,77 +2717,7 @@ Enabled = true
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[WeatherRegistry SunAnimator]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[WeatherRegistry TimeOfDay]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[WeatherTweaks]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[WeatherTweaks BaseGameWeatherPatches]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[WeatherTweaks LLL]
## Allow source to write logs
# Setting type: Boolean
# Default value: true
Enabled = true
## What levels to write
# Setting type: LogLevel
# Default value: All
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All
[WeatherTweaks WeatherSelection]
[voxx.TerraMesh]
## Allow source to write logs
# Setting type: Boolean

View File

@ -1,4 +1,4 @@
## Settings file was created by plugin Starlancer AI Fix v3.9.0
## Settings file was created by plugin Starlancer AI Fix v3.11.1
## Plugin GUID: AudioKnight.StarlancerAIFix
[General]

View File

@ -1,4 +1,4 @@
## Settings file was created by plugin LobbyCompatibility v1.4.0
## Settings file was created by plugin LobbyCompatibility v1.5.1
## Plugin GUID: BMX.LobbyCompatibility
[General]
@ -15,6 +15,11 @@ Default Lobby Filter Type = CompatibleFirst
# Acceptable values: All, Compatible, Incompatible, Unknown
Default ModList Tab = All
## Whether to add [MOD] to the lobby name
# Setting type: Boolean
# Default value: true
Change Lobby Name = true
[Visual]
## The color used to respresent compatible plugins

View File

@ -79,7 +79,7 @@ LogLevels = Fatal, Error, Warning, Message, Info
## Include unity log messages in log file output.
# Setting type: Boolean
# Default value: false
WriteUnityLog = false
WriteUnityLog = true
## Appends to the log file instead of overwriting, on game startup.
# Setting type: Boolean

View File

@ -1,25 +1,116 @@
[LoadingScreen]
[1. LoadingScreen]
## Display a loading window with information about game load progress on game start-up.
# Setting type: Boolean
# Default value: true
Enabled = true
## FakeGame = Makes a window with the same icon as the game, tries to mimic the game till it appears
[2. Window]
## FakeGame = Makes a window with the same icon as the game, tries to mimic the game till it appears
## FixedWindow = A fixed loading screen on top of all windows, cant move or close and is not on the taskbar (Same behavior as v1.0.5 and less).
# Setting type: String
# Default value: FakeGame
# Acceptable values: FakeGame, FixedWindow
WindowType = FakeGame
## Seconds extra to mantain the loading screen starting when the game window shows up
## Good for big modpacks where the lethal company window stays blank loading for a few seconds
# Setting type: Int32
# Default value: 1
ExtraWaitTime = 1
## The window width in pixels (Gets affected by windows screen scale config)
## Height is automatically calculated by the image aspect ratio.
# Setting type: Int32
# Default value: 640
WindowWidth = 640
## Seconds extra to maintain the loading screen starting when the game window shows up.
## Good for big modpacks where the game window stays blank loading for a few seconds
# Setting type: Int32
# Default value: 1
# Acceptable value range: From 0 to 60
ExtraWaitTime = 1
## Hex color for the window's title bar (e.g. 1E90FF for DodgerBlue). Leave as FFFFFF for default behavior. Requires Windows 10 build 1809+
# Setting type: String
# Default value: FFFFFF
TitleBarColor = FFFFFF
## Hex color for the background (Custom images cover this)
# Setting type: String
# Default value: 000000
BackgroundColor = 000000
[3. Text]
## Text color in hex format (e.g. FFFFFF for white).
# Setting type: String
# Default value: FFFFFF
TextColor = FFFFFF
## Font name used for the loading text (e.g. Arial, Segoe UI, Consolas). Must match an installed system font.
## For a list of default Windows fonts, visit: https://learn.microsoft.com/en-us/typography/fonts/windows_10_font_list
# Setting type: String
# Default value: Segoe UI
TextFont = Segoe UI
## Hex color for background behind the text (e.g. 595959 for gray)
# Setting type: String
# Default value: 595959
TextBackgroundColor = 595959
[4. ProgressBar]
## Whether to use a customizable progress bar (allows changing colors) instead of the Windows native one
# Setting type: Boolean
# Default value: true
UseCustomProgressBar = true
## Progress bar color, use a hex color (e.g. 34b233 for Wageningen Green)
# Setting type: String
# Default value: 34b233
ProgressBarColor = 9a0100
## Progress bar background color, use a hex color (e.g. FFFFFF for white)
# Setting type: String
# Default value: FFFFFF
ProgressBarBackgroundColor = FFFFFF
## Border thickness in pixels (0-4)
# Setting type: Int32
# Default value: 0
# Acceptable value range: From 0 to 4
ProgressBarBorderSize = 0
## Border color in hex format (e.g. FF0000)
# Setting type: String
# Default value: FFFFFF
ProgressBarBorderColor = FFFFFF
## Loading bar smoothness when changing (0-100)
# Setting type: Int32
# Default value: 25
# Acceptable value range: From 0 to 100
ProgressBarSmoothness = 25
## Animation curve used to interpolate the loading bar value smoothly over time.
## Available curves:
## - Linear: Constant speed
## - EaseIn: Starts slow, speeds up
## - EaseOut: Starts fast, slows down
## - EaseInOut: Slow start and end
## - SmootherStep: Smoothest transition
## - Exponential: Very slow start, accelerates
## - Elastic: Overshoots and bounces into place
## - Bounce: Bounces like a ball at the end
## - BackIn: Starts by going backward, then forward
## - BackOut: Overshoots slightly and comes back
## - Spring: Oscillates like a spring
# Setting type: String
# Default value: EaseOut
# Acceptable values: Linear, EaseIn, EaseOut, EaseInOut, SmootherStep, Exponential, Elastic, Bounce, BackIn, BackOut, Spring
ProgressBarCurve = EaseOut
[5. Other]
## Generate information about how many time each plugin took to load (File will generate in BepInEx/Patchers/Bertogim-LoadingScreen/Debug)
# Setting type: Boolean
# Default value: false
GenerateStartupPluginLoadTimeInfo = false

View File

@ -31,10 +31,10 @@ KeepItemListInverse = KeyItem,FlashlightItem,WalkieTalkie,BoomboxItem,ExtensionL
## true/false if items should drain battery charge
# Setting type: Boolean
# Default value: true
DrainItem = false
DrainItem = true
## The percentage (as float 0 to 1) of total charge that battery items lose when teleporting
# Setting type: Single
# Default value: 0.5
DrainPercent = 0
DrainPercent = 2.5

View File

@ -23,7 +23,7 @@ DisplayShipParts = true
## Whether to door can be opened while in orbit.
# Setting type: Boolean
# Default value: false
ShipDoorAccess = false
ShipDoorAccess = true
[3. Debugging]

2310
config/CodeRebirth.cfg Normal file

File diff suppressed because it is too large Load Diff

View File

@ -1,25 +0,0 @@
## Settings file was created by plugin ConcordScrap v1.0.0
## Plugin GUID: ConcordScrap
[General]
## Spawn Concord cases in the facility
# Setting type: Boolean
# Default value: true
Enabled = true
## How likely Concord cases are able to spawn
# Setting type: Int32
# Default value: 120
Rarity weight = 120
## Minimum value, must be > 0
# Setting type: Int32
# Default value: 5
Min value = 5
## Maximum value, must be > minimum value
# Setting type: Int32
# Default value: 10
Max value = 10

View File

@ -0,0 +1,36 @@
## Settings file was created by plugin Masked Model Replacement v1.3.1.0
## Plugin GUID: CubeMath.MaskedModelReplacementMod
[General]
## Log the unlockable names of the available suits into the console when you spawn in the ship.
## Names will be written in lowercase and spaces will be removed.
# Setting type: Boolean
# Default value: false
Log Available Suits = false
## Masked enemies should only pick model replacements and ignore all suits that does not have a model replacement.
# Setting type: Boolean
# Default value: false
Model Replacements Only = false
## This setting causes the the random generator to use Shuffle instead of random only.
## The Shuffle-list will be cleared during each round begin.
##
# Setting type: Boolean
# Default value: true
Use Shuffle per Moon = true
## Comma separated list of suits that the masked enemy should be excluded.
## Example: "default, greensuit, hazardsuit, pajamasuit, purplesuit, beesuit"
# Setting type: String
# Default value:
Masked Ignore Suits =
## Comma separated list of suits that the masked enemy should wear for specific moons.
## This setting will overwrite the "Masked Ignore Suits" configuration if entries matches for the current moon.
## Example: "assurance: greensuit hazardsuit pajamasuit,offense: purplesuit beesuit bunnysuit"
# Setting type: String
# Default value:
Preferred Suits per Moon =

View File

@ -5,17 +5,6 @@
<tag language="de" />
</tags>
<strings>
<!--
German v0
(de)
Translation Notes:
By default, any of the `FunnyNote` or `Death` strings are dynamically chosen at random.
If the `SeriousDeathMessages` option is enabled, the first `Death` message found in the file is used,
so make this one literal and specific.
The other ones can be puns or jokes, and options can be added or removed as needed, just make sure
to keep the correct tags, and make sure that there is at least one message for each `Death` type.
-->
<UINotes text="Anmerkungen: " />
<UICauseOfDeath text="Todesursache: " />

View File

@ -51,6 +51,37 @@
<FunnyNote text="Hasn't called their mother in a while." />
<FunnyNote text="Has IP address 127.0.0.1." /> <!-- TN: This note pretends to dox the user but actually specifies the loopback IP address. -->
<FunnyNote text="Secretly a lizard." />
<FunnyNote text="Gone the longest without blinking." />
<FunnyNote text="Rethinking life choices." />
<FunnyNote text="Homesick." />
<FunnyNote text="Has the hiccups." />
<FunnyNote text="Hungry enough to eat a Bracken." />
<FunnyNote text="Found an entity kind of cute." />
<FunnyNote text="Found an entity repulsive." />
<FunnyNote text="Sees dead people." /> <!-- TN: The Sixth Sense reference -->
<FunnyNote text="Needs to stretch more." />
<FunnyNote text="Might have forgot something." />
<FunnyNote text="Works too hard." />
<FunnyNote text="Tried a bit too much." />
<FunnyNote text="Should lighten up a bit." />
<FunnyNote text="Shiniest helmet." />
<FunnyNote text="First to spot an entity." /> <!-- TN: This is a flat out lie, I just want to potentially induce paranoia -->
<FunnyNote text="Closest to death." />
<FunnyNote text="Locked in." />
<FunnyNote text="Softest hands." />
<FunnyNote text="Secretly cried." />
<FunnyNote text="Having a great time." />
<FunnyNote text="Hungover." />
<FunnyNote text="Thinks others can read their thoughts." />
<FunnyNote text="Afraid others are catching on." />
<FunnyNote text="French." />
<FunnyNote text="Highest IQ." />
<FunnyNote text="Lowest IQ." />
<FunnyNote text="Thinks IQ ratings are stupid." />
<FunnyNote text="Biggest Liability." />
<FunnyNote text="Has 1 pending business email." />
<FunnyNote text="Fastest thinker." />
<FunnyNote text="Lost in thought." />
<!--
TN: Generic Death Messages
@ -66,6 +97,8 @@
<DeathBlast text="Exploded." />
<DeathBlast text="Went out with a bang." />
<DeathBlast text="Was blown to smithereens." />
<DeathBlast text="Became a fine dust." />
<DeathBlast text="Became a fine red mist." />
<DeathStrangulation text="Strangled to death." />
@ -75,17 +108,23 @@
<DeathGunshots text="Shot to death." />
<DeathGunshots text="Filled to the brim with bullets." />
<DeathGunshots text="Forgot to dodge the bullets." />
<DeathGunshots text="Should have simply dodged the bullets." />
<DeathCrushing text="Crushed to death." />
<DeathDrowning text="Drowned to death." />
<DeathDrowning text="Swimming with the fishes." />
<DeathDrowning text="Forgot how to swim." />
<DeathAbandoned text="Abandoned by their coworkers." />
<DeathAbandoned text="Found out there's no 'I' in TEAM." />
<DeathAbandoned text="Turned out to be expendable." />
<DeathElectrocution text="Electrocuted to death." />
<DeathKicking text="Kicked to death." />
<DeathKicking text="Foot." />
<DeathBurning text="Burned to death." />
@ -106,17 +145,22 @@
<DeathEnemyBracken text="Had their neck snapped by a Bracken." />
<DeathEnemyBracken text="Stared at a Bracken too long." />
<DeathEnemyBracken text="Assassinated by a Bracken." />
<DeathEnemyBracken text="Was taken without a trace." />
<DeathEnemyEyelessDog text="Was eaten by an Eyeless Dog." />
<DeathEnemyEyelessDog text="Got caught using a mechanical keyboard." />
<DeathEnemyEyelessDog text="Wasn't quiet around an Eyeless Dog." />
<DeathEnemyEyelessDog text="Couldn't stay silent." />
<DeathEnemyForestGiantEaten text="Swallowed whole by a Forest Giant." />
<DeathEnemyForestGiantEaten text="Made like a tree and died to a Forest Giant." /> <!-- TN: Make like a tree and leave. -->
<DeathEnemyForestGiantDeath text="Crushed under a dying Forest Giant." /> <!-- TN: Forest Giants crush nearby players as they play their death animation. -->
<DeathEnemyForestGiantDeath text="Stood too close to a dying Forest Giant." />
<DeathEnemyCircuitBees text="Electro-stung to death by Circuit Bees." />
<DeathEnemyCircuitBees text="Tried to steal a Beehive." />
<DeathEnemyGhostGirl text="Died a mysterious death." />
<DeathEnemyGhostGirl text="Lost their mind." />
@ -125,6 +169,8 @@
<DeathEnemyGhostGirl text="???" />
<DeathEnemyEarthLeviathan text="Swallowed whole by an Earth Leviathan." />
<DeathEnemyEarthLeviathan text="Became worm food." />
<DeathEnemyEarthLeviathan text="Walked with too much rhythm." /> <!-- TN: Dune reference. -->
<DeathEnemyBaboonHawk text="Was eaten by a Baboon Hawk." />
<DeathEnemyBaboonHawk text="Was mauled by a Baboon Hawk." />
@ -138,13 +184,17 @@
<DeathEnemyCoilHead text="Mauled to death by a Coil Head." />
<DeathEnemyCoilHead text="Got in a staring contest with a Coil Head." />
<DeathEnemyCoilHead text="Lost a staring contest with a Coil Head." />
<DeathEnemyCoilHead text="Turned tail and ran from a Coil Head." />
<DeathEnemyCoilHead text="Sprung to death." />
<DeathEnemySnareFlea text="Was suffocated by a Snare Flea." />
<DeathEnemySnareFlea text="Made their best HL1 Scientist impression." /> <!-- TN: Half-Life 1 features headcrabs. -->
<DeathEnemySnareFlea text="Played the role of a Black Mesa scientist." /> <!-- TN: Half-Life 1 features headcrabs. -->
<DeathEnemySnareFlea text="A bug drowned out their cries for help." />
<DeathEnemyHygrodere text="Was absorbed by a Hygrodere." />
<DeathEnemyHygrodere text="Got lost in the sauce." />
<DeathEnemyHygrodere text="Had an oopsie with a Hygrodere." />
<DeathEnemyHygrodere text="Slimed." />
<DeathEnemyHoarderBug text="Was mauled by a Hoarder Bug." />
<DeathEnemyHoarderBug text="Was swarmed by a Hoarder Bug." />
@ -157,9 +207,11 @@
<DeathEnemySporeLizard text="Was puffed by a Spore Lizard." />
<DeathEnemyBunkerSpider text="Ensnared in the Bunker Spider's web." />
<DeathEnemyBunkerSpider text="Had an unfriendly Bunker Spider encounter." />
<DeathEnemyThumper text="Was ravaged by a Thumper." />
<DeathEnemyThumper text="Got thumped by a Thumper." />
<DeathEnemyThumper text="Couldn't outrun a Thumper." />
<!--
TN: v45 Enemy Death Messages
@ -181,6 +233,7 @@
<DeathEnemyNutcrackerShot text="Got shot by a Nutcracker." /> <!-- TN: Used when a nutcracker -->
<DeathEnemyNutcrackerShot text="Was at the wrong end of a 21-gun salute." />
<DeathEnemyNutcrackerShot text="Went the way of Old Yeller." /> <!-- Taken out back and shot like Old Yeller, A saying spawned from the 1957 Disney movie "Old Yeller" -->
<!--
TN: v50 Enemy Death Messages
@ -190,25 +243,29 @@
<DeathEnemyButlerStab text="Stabbed to death by the Butler." />
<DeathEnemyButlerStab text="Got too close to the Butler." />
<DeathEnemyButlerStab text="Shouldn't have asked Jeeves." /> <!-- TN: AskJeeves -->
<DeathEnemyButlerStab text="Death by a thousand cuts." />
<DeathEnemyButlerExplode text="Blown up by the Butler." />
<DeathEnemyButlerExplode text="Stood too close to a dying Butler." />
<DeathEnemyMaskHornets text="Stung to death by Mask Hornets." /> <!-- TN: Spawned when the Butler dies. -->
<DeathEnemyTulipSnakeDrop text="Dropped by a Tulip Snake." /> <!-- TN: When the player dies of fall damage due to a Tulip Snake. -->
<DeathEnemyOldBirdRocket text="Blown up by an Old Bird." />
<DeathEnemyOldBirdRocket text="Didn't get in the robot." /> <!-- TN: Evangelion meme -->
<DeathEnemyOldBirdStomp text="Stomped by an Old Bird." />
<DeathEnemyOldBirdStomp text="Got their butt kicked by the robot." />
<DeathEnemyOldBirdStomp text="Stepped on." />
<DeathEnemyOldBirdCharge text="Got too close to a charging Old Bird." />
<DeathEnemyOldBirdCharge text="Found out why Embrion is condemned." /> <!-- TN: See Old Bird Bestiary entry. -->
<DeathEnemyOldBirdTorch text="Got torched by an Old Bird." />
<DeathEnemyOldBirdTorch text="Got flambéed by an Old Bird." /> <!-- TN: Flambée: To douse with a liquor and ignite. -->
<DeathEnemyOldBirdTorch text="Carbonized." />
<!--
TN: v55 Enemy Death Messages
Messages used for enemies added in v55.
@ -229,6 +286,16 @@
<DeathEnemyManeater text="Dropped the baby." />
<DeathEnemyManeater text="Was a bad parent." />
<!--
TN: v70 Enemy Death Messages
Messages used for enemies added in v70.
-->
<DeathEnemyGiantSapsucker text="Was stabbed by a Giant Sapsucker." />
<DeathEnemyGiantSapsucker text="Got obliterated by a big bird." />
<DeathEnemyGiantSapsucker text="Was a bad piggy." /> <!-- TN: Angry Birds reference -->
<DeathEnemyGiantSapsucker text="Pecked to death." />
<DeathEnemyGiantSapsucker text="Death by a thousand pecks." />
<!--
TN: Player Death Messages
These are messages for when the player dies due to player-related means,
@ -248,6 +315,7 @@
<DeathPlayerMurderShovel text="Got beaten to death by a coworker." />
<DeathPlayerMurderShovel text="Had their grave dug by a coworker." />
<DeathPlayerMurderShovel text="A coworker dug their grave." />
<DeathPlayerMurderShovel text="Workplace disagreements." />
<DeathPlayerMurderStopSign text="Was beaten with a Stop Sign by a coworker." /> <!-- TN: Used when a player kills another player with a stop/yield sign. -->
<DeathPlayerMurderStopSign text="Was the victim of a murder." />
@ -256,44 +324,67 @@
<DeathPlayerMurderStopSign text="Was forced to stop by a coworker." />
<DeathPlayerMurderStopSign text="Bludgeoned by eight fantastic sides." /> <!-- TN: Jack Black's Octagon -->
<DeathPlayerMurderStopSign text="Bludgeoned by eight awesome angles." /> <!-- TN: Jack Black's Octagon -->
<DeathPlayerMurderStopSign text="Butting egos." /> <!-- TN: Turn of phrase similar to butting heads, seems to be more colloquial however -->
<DeathPlayerMurderYieldSign text="Was beaten with a Yield Sign by a coworker." /> <!-- TN: Used when a player kills another player with a stop/yield sign. -->
<DeathPlayerMurderYieldSign text="Was the victim of a murder." />
<DeathPlayerMurderYieldSign text="Got murdered." />
<DeathPlayerMurderYieldSign text="Got beaten to death by a coworker." />
<DeathPlayerMurderYieldSign text="Failed to yield to a coworker." />
<DeathPlayerMurderYieldSign text="Interpersonal conflicts." />
<DeathPlayerMurderKnife text="Was stabbed to death by a coworker." /> <!-- TN: Used when a player kills another player with a knife. -->
<DeathPlayerMurderKnife text="Was the victim of a murder." />
<DeathPlayerMurderKnife text="Got murdered." />
<DeathPlayerMurderKnife text="Got backstabbed by a coworker." />
<DeathPlayerMurderKnife text="Gutted like a cornish game hen." /> <!-- TN: Team Fortress 2 reference -->
<DeathPlayerMurderKnife text="Personality conflicts." />
<DeathPlayerMurderShotgun text="Was shot to death by a coworker." /> <!-- TN: Used when a player kills another player with the Nutcracker's shotgun. -->
<DeathPlayerMurderShotgun text="Was the victim of a murder." />
<DeathPlayerMurderShotgun text="Got murdered." />
<DeathPlayerMurderShotgun text="Got one-pumped by a coworker." />
<DeathPlayerMurderShotgun text="Got 360-noscoped by a coworker." /> <!-- TN: Call of Duty reference -->
<DeathPlayerMurderShotgun text="Forgot they weren't the one with the gun." />
<DeathPlayerElectricChair text="Got shocked by an Electric Chair." /> <!-- TN: If a player sits in the electric chair and there is a power surge, they die. -->
<DeathPlayerElectricChair text="Was sentenced to death by Electric Chair." />
<DeathPlayerElectricChair text="Paid for their crimes." />
<DeathPlayerLadder text="Got crushed by an Extension Ladder." /> <!-- TN: Used when a player stands underneath an Extension Ladder and gets crushed. -->
<DeathPlayerLadder text="Was squashed by an Extension Ladder." />
<DeathPlayerQuicksand text="Got stuck in quicksand." />
<DeathPlayerQuicksand text="Drowned in quicksand." />
<DeathPlayerQuicksand text="Suffocated in quicksand." />
<DeathPlayerStunGrenade text="Held a Stun Grenade for too long." /> <!-- TN: Yes, the stun grenade can do damage, but only if you're holding it when it goes off. -->
<DeathPlayerStunGrenade text="Was absolutely stunning." />
<DeathPlayerStunGrenade text="Blinded by the light." />
<DeathPlayerStunGrenade text="Forgot you should throw grenades." />
<DeathPlayerEasterEgg text="Got blown up by an Easter Egg." />
<DeathPlayerEasterEgg text="Had an Easter Egg thrown at them." />
<DeathPlayerEasterEgg text="Got scrambled by an Egg." />
<!-- <DeathPlayerEasterEgg text="Egg'd." /> --> <!-- TN: Not sure I'm feeling this one. -->
<DeathPlayerCruiserDriver text="Got blown up by the Company Cruiser." /> <!-- TN: Occurs on explosion or severe impacts while in the driver seat. -->
<DeathPlayerCruiserDriver text="Blew up the Company Cruiser." /> <!-- TN: Occurs on explosion or severe impacts while in the driver seat. -->
<DeathPlayerCruiserDriver text="Got rear-ended by a woman in scrubs." /> <!-- TN: Classic EliteMasticEric reference. -->
<DeathPlayerCruiserDriver text="Totalled company property." />
<DeathPlayerCruiserDriver text="Reckless driving." />
<DeathPlayerCruiserDriver text="Drunk at the wheel." />
<DeathPlayerCruiserPassenger text="Got blown up by the Company Cruiser." /> <!-- TN: Occurs on explosion or severe impacts while in the passenger seat. -->
<DeathPlayerCruiserPassenger text="Got rear-ended by a woman in scrubs." /> <!-- TN: Classic EliteMasterEric reference. -->
<DeathPlayerCruiserPassenger text="Chose the wrong designated driver." />
<DeathPlayerCruiserExplodeBystander text="Got blown up by the Company Cruiser." /> <!-- TN: Occurs when near (but not seated in) the car as it explodes. -->
<DeathPlayerCruiserExplodeBystander text="Became collateral damage." />
<DeathPlayerCruiserExplodeBystander text="Couldn't get away in time." />
<DeathPlayerCruiserExplodeBystander text="Watched a car crash in slow motion." />
<DeathPlayerCruiserRanOver text="Got hit by the Company Cruiser." /> <!-- TN: Occurs when the Company Cruiser hits and crushes a player. -->
<DeathPlayerCruiserRanOver text="Jumped into oncoming traffic." />
<DeathPlayerCruiserRanOver text="Didn't look before crossing." />
<DeathOtherItemDropship text="Was crushed by the Item Dropship." /> <!-- TN: Used when a player stands underneath the Item Dropship and gets crushed. -->
<DeathOtherItemDropship text="Couldn't wait for their items." />
@ -314,6 +405,7 @@
<!-- TN: Died to the famous split catwalk in the Facility layout. -->
<DeathPitFacilityCatwalkJump text="Tried to jump across the catwalk." />
<DeathPitFacilityCatwalkJump text="Took a leap of faith, and lost." />
<DeathPitFacilityCatwalkJump text="Tried to make THAT jump, you know the one." />
<!-- TN: Died in the Mines by falling down the elevator shaft. -->
<DeathPitMineElevator text="Fell down the elevator shaft." />
@ -335,12 +427,19 @@
<DeathOtherLandmine text="Stepped on a landmine." />
<DeathOtherTurret text="Got shot by a turret." />
<DeathOtherTurret text="Brought a shovel to a turret fight." /> <!-- TN: Knife to a gun fight -->
<DeathOtherTurret text="Swiss cheesed." /> <!-- TN: Shoot someone so full of holes they resemble a slice of Emmental cheese -->
<!-- <DeathOtherTurret text="Turned into swiss cheese." /> -->
<DeathOtherLightning text="Was struck by lightning." />
<DeathOtherLightning text="Invoked the wrath of Zeus." />
<DeathOtherLightning text="Smitten by the Gods." /> <!-- TN: Like being smitten (in love) but also smited, smote? Smote. -->
<DeathOtherLightning text="Smote." />
<DeathOtherMeteor text="Was struck by a meteor." />
<DeathOtherMeteor text="Found out what it's like to be a dinosaur." /> <!-- TN: Referencing the meteor that ended the Cretaceous period -->
<DeathOtherMeteor text="Died debating whether it's a meteor or a meteorite." />
<DeathOtherMeteor text="Hit in the head by a rock." />
<!--
TN: When the player clips out of the map while in the Facility.
@ -348,9 +447,15 @@
-->
<DeathOtherOutOfBounds text="Fell out of the world." />
<DeathOtherOutOfBounds text="Noclipped into the Backrooms." />
<DeathOtherOutOfBounds text="Visited the void." />
<DeathUnknown text="Died somehow." />
<DeathUnknown text="Most sincerely dead." /> <!-- TN: Wizard of Oz reference -->
<DeathUnknown text="Expired in an inexplicable manner." />
<DeathUnknown text="Died?" />
<DeathUnknown text="Presumed dead." />
<DeathUnknown text="Gone AWOL." />
<DeathUnknown text="M.I.A." />
<DeathUnknown text="Unauthorized absence." />
</strings>
</base>
</base>

View File

@ -75,23 +75,11 @@
<DeathDrowning text="Drowned to death." />
<DeathAbandoned text="Abandoned by their coworkers." />
<DeathAbandoned text="Found out there's no 'I' in TEAM." />
<DeathElectrocution text="Electrocuted to death." />
<DeathKicking text="Kicked to death." />
<DeathBurning text="Burned to death." />
<DeathStabbing text="Stabbed to death." />
<DeathFan text="Shredded by a fan." />
<DeathFan text="Became death's biggest fan." />
<DeathInertia text="Died to inertia." />
<DeathSnipped text="Snipped to death." />
<!--
TN: Enemy Death Messages
These are messages for when the player is killed by a specific enemy.
@ -105,10 +93,7 @@
<DeathEnemyEyelessDog text="Got caught using a mechanical keyboard." />
<DeathEnemyEyelessDog text="Wasn't quiet around an Eyeless Dog." />
<DeathEnemyForestGiantEaten text="Swallowed whole by a Forest Giant." />
<DeathEnemyForestGiantEaten text="Made like a tree and died to a Forest Giant." /> <!-- TN: Make like a tree and leave. -->
<DeathEnemyForestGiantDeath text="Crushed under a dying Forest Giant." /> <!-- TN: Forest Giants crush nearby players as they play their death animation. -->
<DeathEnemyForestGiant text="Swallowed whole by a Forest Giant." />
<DeathEnemyCircuitBees text="Electro-stung to death by Circuit Bees." />
@ -121,7 +106,6 @@
<DeathEnemyBaboonHawk text="Was eaten by a Baboon Hawk." />
<DeathEnemyBaboonHawk text="Was mauled by a Baboon Hawk." />
<DeathEnemyBaboonHawk text="Ganged up on by Baboon Hawks." />
<DeathEnemyJester text="Mauled to death by a Jester." />
<DeathEnemyJester text="Was the butt of the Jester's joke." />
@ -133,7 +117,6 @@
<DeathEnemyCoilHead text="Lost a staring contest with a Coil Head." />
<DeathEnemySnareFlea text="Was suffocated by a Snare Flea." />
<DeathEnemySnareFlea text="Made their best HL1 Scientist impression." /> <!-- TN: Half-Life 1 features headcrabs. -->
<DeathEnemyHygrodere text="Was absorbed by a Hygrodere." />
<DeathEnemyHygrodere text="Got lost in the sauce." />
@ -144,8 +127,6 @@
<DeathEnemyHoarderBug text="Was hoarded by a Hoarder Bug." />
<DeathEnemyHoarderBug text="Tried to steal from a Hoarder Bug." />
<DeathEnemyLassoMan text="Was lassoed by a Lasso Man." />
<DeathEnemySporeLizard text="Was bitten by a Spore Lizard." />
<DeathEnemySporeLizard text="Was puffed by a Spore Lizard." />
@ -163,12 +144,9 @@
<DeathEnemyMaskedPlayerWear text="Donned the Mask." /> <!-- TN: Message used when the player is transformed into a Masked Player enemy -->
<DeathEnemyMaskedPlayerWear
text="Nobody cared who they were until they put on the Mask." /> <!-- TN: The Dark Knight Rises reference -->
<DeathEnemyMaskedPlayerWear text="Became the Imposter." /> <!-- TN: Among Us reference -->
<DeathEnemyMaskedPlayerVictim text="Was killed by a Masked coworker." /> <!-- TN: Message used when a Masked Player (even one that spawned naturally) attacks and kills a player. -->
<DeathEnemyMaskedPlayerVictim text="Became a tragedy at the hands of the Mask." /> <!-- TN: A reference to the Tragedy Mask that transforms players who pick it up. -->
<DeathEnemyMaskedPlayerVictim text="Stabbed by an Imposter." /> <!-- TN: Among Us reference -->
<DeathEnemyMaskedPlayerVictim text="Died to the imposter among us." /> <!-- TN: Among Us reference -->
<DeathEnemyNutcrackerKicked text="Was kicked to death by a Nutcracker." /> <!-- TN: Used when a Nutcracker kills a player that happens to walk in its path -->
<DeathEnemyNutcrackerKicked text="Got their nuts cracked by a Nutcracker." />
@ -176,53 +154,6 @@
<DeathEnemyNutcrackerShot text="Got shot by a Nutcracker." /> <!-- TN: Used when a nutcracker -->
<DeathEnemyNutcrackerShot text="Was at the wrong end of a 21-gun salute." />
<!--
TN: v50 Enemy Death Messages
Messages used for enemies added in v50.
-->
<DeathEnemyButlerStab text="Stabbed to death by the Butler." />
<DeathEnemyButlerStab text="Got too close to the Butler." />
<DeathEnemyButlerStab text="Shouldn't have asked Jeeves." /> <!-- TN: AskJeeves -->
<DeathEnemyButlerExplode text="Blown up by the Butler." />
<DeathEnemyMaskHornets text="Stung to death by Mask Hornets." /> <!-- TN: Spawned when the Butler dies. -->
<DeathEnemyTulipSnakeDrop text="Dropped by a Tulip Snake." /> <!-- TN: When the player dies of fall damage due to a Tulip Snake. -->
<DeathEnemyOldBirdRocket text="Blown up by an Old Bird." />
<DeathEnemyOldBirdRocket text="Didn't get in the robot." /> <!-- TN: Evangelion meme -->
<DeathEnemyOldBirdStomp text="Stomped by an Old Bird." />
<DeathEnemyOldBirdStomp text="Got their butt kicked by the robot." />
<DeathEnemyOldBirdCharge text="Got too close to a charging Old Bird." />
<DeathEnemyOldBirdCharge text="Found out why Embrion is condemned." /> <!-- TN: See Old Bird Bestiary entry. -->
<DeathEnemyOldBirdTorch text="Got torched by an Old Bird." />
<DeathEnemyOldBirdTorch text="Got flambéed by an Old Bird." /> <!-- TN: Flambée: To douse with a liquor and ignite. -->
<!--
TN: v55 Enemy Death Messages
Messages used for enemies added in v55.
-->
<DeathEnemyKidnapperFox text="Was mauled by a Kidnapper Fox." />
<DeathEnemyKidnapperFox text="Dragged into the Vain Shroud by a Fox." />
<DeathEnemyBarber text="Was snipped by the Barber." />
<DeathEnemyBarber text="Was snipped in half by the Barber." />
<DeathEnemyBarber text="Had a little too much taken off the top." />
<!--
TN: v60 Player Death Messages
Messages used for players added in v60.
-->
<DeathEnemyManeater text="Was mauled by a Maneater." />
<DeathEnemyManeater text="Dropped the baby." />
<DeathEnemyManeater text="Was a bad parent." />
<!--
TN: Player Death Messages
These are messages for when the player dies due to player-related means,
@ -236,38 +167,16 @@
<DeathPlayerJetpackBlast text="Blew up while using a Jetpack." /> <!-- TN: Message used when the player uses the jetpack too long and it explodes. -->
<DeathPlayerJetpackBlast text="Turned into a firework." />
<DeathPlayerMurderShovel text="Was beaten with a Shovel by a coworker." /> <!-- TN: Used when a player kills another player with a shovel. -->
<DeathPlayerMurderShovel text="Was the victim of a murder." />
<DeathPlayerMurderShovel text="Got murdered." />
<DeathPlayerMurderShovel text="Got beaten to death by a coworker." />
<DeathPlayerMurderShovel text="Had their grave dug by a coworker." />
<DeathPlayerMurderShovel text="A coworker dug their grave." />
<DeathPlayerMurderStopSign text="Was beaten with a Stop Sign by a coworker." /> <!-- TN: Used when a player kills another player with a stop/yield sign. -->
<DeathPlayerMurderStopSign text="Was the victim of a murder." />
<DeathPlayerMurderStopSign text="Got murdered." />
<DeathPlayerMurderStopSign text="Got beaten to death by a coworker." />
<DeathPlayerMurderStopSign text="Was forced to stop by a coworker." />
<DeathPlayerMurderStopSign text="Budgeoned by eight fantastic sides." /> <!-- TN: Jack Black's Octagon -->
<DeathPlayerMurderStopSign text="Budgeoned by eight awesome angles." /> <!-- TN: Jack Black's Octagon -->
<DeathPlayerMurderYieldSign text="Was beaten with a Yield Sign by a coworker." /> <!-- TN: Used when a player kills another player with a stop/yield sign. -->
<DeathPlayerMurderYieldSign text="Was the victim of a murder." />
<DeathPlayerMurderYieldSign text="Got murdered." />
<DeathPlayerMurderYieldSign text="Got beaten to death by a coworker." />
<DeathPlayerMurderYieldSign text="Failed to yield to a coworker." />
<DeathPlayerMurderKnife text="Was stabbed to death by a coworker." /> <!-- TN: Used when a player kills another player with a knife. -->
<DeathPlayerMurderKnife text="Was the victim of a murder." />
<DeathPlayerMurderKnife text="Got murdered." />
<DeathPlayerMurderKnife text="Got backstabbed by a coworker." />
<DeathPlayerMurderKnife text="Gutted like a cornish game hen." /> <!-- TN: Team Fortress 2 reference -->
<DeathPlayerMurderMelee text="Was bludgeoned to death by a coworker." /> <!-- TN: Used when a player kills another player with a shovel. -->
<DeathPlayerMurderMelee text="Was the victim of a murder." />
<DeathPlayerMurderMelee text="Got murdered." />
<DeathPlayerMurderMelee text="Got backstabbed by a coworker." />
<DeathPlayerMurderShotgun text="Was shot to death by a coworker." /> <!-- TN: Used when a player kills another player with the Nutcracker's shotgun. -->
<DeathPlayerMurderShotgun text="Was the victim of a murder." />
<DeathPlayerMurderShotgun text="Got murdered." />
<DeathPlayerMurderShotgun text="Got one-pumped by a coworker." />
<DeathPlayerMurderShotgun text="Got 360-noscoped by a coworker." /> <!-- TN: Call of Duty reference -->
<DeathPlayerMurderShotgun text="Got 360-noscoped by a coworker." />
<DeathPlayerLadder text="Got crushed by an Extension Ladder." /> <!-- TN: Used when a player stands underneath an Extension Ladder and gets crushed. -->
<DeathPlayerLadder text="Was squashed by an Extension Ladder." />
@ -278,46 +187,10 @@
<DeathPlayerStunGrenade text="Held a Stun Grenade for too long." /> <!-- TN: Yes, the stun grenade can do damage, but only if you're holding it when it goes off. -->
<DeathPlayerStunGrenade text="Was absolutely stunning." />
<DeathPlayerEasterEgg text="Got blown up by an Easter Egg." />
<DeathPlayerEasterEgg text="Had an Easter Egg thrown at them." />
<DeathPlayerCruiserDriver text="Got blown up by the Company Cruiser." /> <!-- TN: Occurs on explosion or severe impacts while in the driver seat. -->
<DeathPlayerCruiserPassenger text="Got blown up by the Company Cruiser." /> <!-- TN: Occurs on explosion or severe impacts while in the passenger seat. -->
<DeathPlayerCruiserExplodeBystander text="Got blown up by the Company Cruiser." /> <!-- TN: Occurs when near (but not seated in) the car as it explodes. -->
<DeathPlayerCruiserRanOver text="Got hit by the Company Cruiser." /> <!-- TN: Occurs when the Company Cruiser hits and crushes a player. -->
<DeathOtherItemDropship text="Was crushed by the Item Dropship." /> <!-- TN: Used when a player stands underneath the Item Dropship and gets crushed. -->
<DeathOtherItemDropship text="Couldn't wait for their items." />
<DeathOtherItemDropship text="Got too impatient for their items." />
<DeathOtherSpikeTrap text="Crushed by a Spike Trap." />
<DeathOtherSpikeTrap text="Was turned into a pancake." />
<!-- TN: Used for falling deaths inside the facility. -->
<!-- Unknown/generic pits. -->
<DeathPitGeneric text="Fell into a pit." />
<!-- TN: Jumped the railing and died in the Facility layout, outside the split catwalk. -->
<DeathPitFacilityPit text="Fell into a pit in the Facility." />
<DeathPitFacilityPit text="Jumped the railing and fell." />
<!-- TN: Died to the famous split catwalk in the Facility layout. -->
<DeathPitFacilityCatwalkJump text="Tried to jump across the catwalk." />
<DeathPitFacilityCatwalkJump text="Took a leap of faith, and lost." />
<!-- TN: Died in the Mines by falling down the elevator shaft. -->
<DeathPitMineElevator text="Fell down the elevator shaft." />
<!-- TN: Jumped the railing and died in the Mines layout, outside the split catwalk. -->
<DeathPitMinePit text="Jumped the railing and fell." />
<!-- TN: Fell in a hole and died in the caves in the Mines layout. -->
<DeathPitMineCave text="Fell into a pit while spelunking." />
<!--
TN: Messages for the tentacle that kills players at the company building.
Performance reports don't show up at the company building so this is unused.
@ -325,19 +198,13 @@
<DeathOtherDepositItemsDesk text="Received a demotion." />
<DeathOtherDepositItemsDesk text="Was put on disciplinary leave." />
<DeathOtherLandmine text="Stepped on a landmine." />
<DeathOtherTurret text="Got shot by a turret." />
<DeathOtherLightning text="Was struck by lightning." />
<!--
TN: When the player clips out of the map while in the Facility.
If they fall out of the map while outside the facility, they teleport back.
-->
<DeathOtherOutOfBounds text="Fell out of the world." />
<DeathOtherOutOfBounds text="Noclipped into the Backrooms." />
<DeathUnknown text="Died somehow." />
<DeathUnknown text="Most sincerely dead." /> <!-- TN: Wizard of Oz reference -->
<DeathUnknown text="Expired in an inexplicable manner." />

View File

@ -0,0 +1,25 @@
<?xml version="1.0" encoding="utf-8"?>
<base xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xmlns:xsd="http://www.w3.org/2001/XMLSchema" type="string">
<tags>
<tag language="en" />
</tags>
<strings>
<!--
Translation Notes:
This is the default localization file for Coroner.
By default, any of the `FunnyNote` or `Death` strings are dynamically chosen at random.
If the `SeriousDeathMessages` option is enabled, the first `Death` message found in the file is used,
so make this one literal and specific.
The other ones can be puns or jokes, and options can be added or removed as needed, just make sure
to keep the correct tags, and make sure that there is at least one message for each `Death` type.
-->
<!-- TN: Killed by a Mimic -->
<DeathEnemyMimic text="Got swallowed by a Mimic." />
<DeathEnemyMimic text="Picked the wrong door." />
<DeathEnemyMimic text="Went through the wrong Fire Exit." />
<DeathEnemyMimic text="Got duped by a Mimic." />
</strings>
</base>

View File

@ -5,18 +5,6 @@
<tag language="es" />
</tags>
<strings>
<!--
Spanish v0
(es)
Translation Notes:
By default, any of the `FunnyNote` or `Death` strings are dynamically chosen at random.
If the `SeriousDeathMessages` option is enabled, the first `Death` message found in the file is used,
so make this one literal and specific.
The other ones can be puns or jokes, and options can be added or removed as needed, just make sure
to keep the correct tags, and make sure that there is at least one message for each `Death` type.
-->
<UINotes text="Notas: " />
<UICauseOfDeath text="Causa de la muerte: " />

View File

@ -5,18 +5,6 @@
<tag language="fr" />
</tags>
<strings>
<!--
French v0
(fr)
Translation Notes:
By default, any of the `FunnyNote` or `Death` strings are dynamically chosen at random.
If the `SeriousDeathMessages` option is enabled, the first `Death` message found in the file is used,
so make this one literal and specific.
The other ones can be puns or jokes, and options can be added or removed as needed, just make sure
to keep the correct tags, and make sure that there is at least one message for each `Death` type.
-->
<UINotes text="Notes: " />
<UICauseOfDeath text="Cause de la mort: " />

View File

@ -5,17 +5,6 @@
<tag language="hu" />
</tags>
<strings>
<!--
Hungarian v0
(hu)
By default, any of the `FunnyNote` or `Death` strings are dynamically chosen at random.
If the `SeriousDeathMessages` option is enabled, the first `Death` message found in the file is used,
so make this one literal and specific.
The other ones can be puns or jokes, and options can be added or removed as needed, just make sure
to keep the correct tags, and make sure that there is at least one message for each `Death` type.
-->
<UINotes text="Megjegyzések: " />
<UICauseOfDeath text="Halál oka: " />

View File

@ -5,17 +5,6 @@
<tag language="it" />
</tags>
<strings>
<!--
Italian v0
(it)
By default, any of the `FunnyNote` or `Death` strings are dynamically chosen at random.
If the `SeriousDeathMessages` option is enabled, the first `Death` message found in the file is used,
so make this one literal and specific.
The other ones can be puns or jokes, and options can be added or removed as needed, just make sure
to keep the correct tags, and make sure that there is at least one message for each `Death` type.
-->
<UINotes text="Appunti: " />
<UICauseOfDeath text="Causa della Morte: " />

View File

@ -5,16 +5,6 @@
<tag language="ko" />
</tags>
<strings>
<!--
Korean v0
(ko)
By default, any of the `FunnyNote` or `Death` strings are dynamically chosen at random.
If the `SeriousDeathMessages` option is enabled, the first `Death` message found in the file is used,
so make this one literal and specific.
The other ones can be puns or jokes, and options can be added or removed as needed, just make sure
to keep the correct tags, and make sure that there is at least one message for each `Death` type.
-->
<UINotes text="노트: " />
<UICauseOfDeath text="사망 원인: " />

View File

@ -5,27 +5,9 @@
<tag language="nl" />
</tags>
<strings>
<!--
Dutch v4
(nl)
By default, any of the `FunnyNote` or `Death` strings are dynamically chosen at random.
If the `SeriousDeathMessages` option is enabled, the first `Death` message found in the file is used,
so make this one literal and specific.
The other ones can be puns or jokes, and options can be added or removed as needed, just make sure
to keep the correct tags, and make sure that there is at least one message for each `Death` type.
-->
<UINotes text="Notities: " />
<UICauseOfDeath text="Doodsoorzaak: " />
<!--
TN: Funny Notes
If the player has not died, and has no performance notes to display,
one of these will be chosen at random, so that nobody has no notes.
-->
<FunnyNote text="De coolste pinda." />
<FunnyNote text="De schattigste medewerker." />
<FunnyNote text="Had het meeste pret." />
@ -47,39 +29,33 @@
<FunnyNote text="Heeft het IP address 127.0.0.1." />
<FunnyNote text="Stiekem een hagedis." />
<!--
TN: Generic Death Messages
Generally, causes of death like bludgeoning, strangulation, and blasts will be overridden by messages specific to that type.
These are fallbacks for when there is no specific message. Try to make these broadly applicable.
-->
<DeathAbandoned text="In de steek gelaten door hun collega's." />
<DeathBlast text="Had een knallend idee." />
<DeathBlast text="Ontploft." />
<DeathBlast text="Werd in stukken geblazen." />
<DeathBludgeoning text="Doodgeslagen." />
<DeathBurning text="Verband." />
<DeathCrushing text="Geplet." />
<DeathDrowning text="Verdronken." />
<DeathElectrocution text="Geëlektrocuteerd." />
<DeathFan text="Verscheurd door een ventilator." />
<DeathGravity text="Van een klif gevallen." />
<DeathGravity text="Viel hun dood tegemoet." />
<DeathGunshots text="Neergeschoten." />
<DeathGunshots text="Tot de rand gevuld met kogels." />
<DeathInertia text="Stierf door inertie." />
<DeathKicking text="Doodgetrapt." />
<DeathMauling text="Verscheurd." />
<DeathSnipped text="Doodgeknipt." />
<DeathStabbing text="Neergestoken." />
<DeathGravity text="Van een klif gevallen." />
<DeathBlast text="Ontploft." />
<DeathBlast text="Had een knallend idee." />
<DeathBlast text="Werd in stukken geblazen." />
<DeathStrangulation text="Dood gewurgd." />
<DeathSuffocation text="Verstikt." />
<!--
TN: Enemy Death Messages
These are messages for when the player is killed by a specific enemy.
Try to keep these high quality since they will be the ones players see the most.
-->
<DeathMauling text="Verscheurd." />
<DeathGunshots text="Neergeschoten." />
<DeathGunshots text="Tot de rand gevuld met kogels." />
<DeathCrushing text="Geplet." />
<DeathDrowning text="Verdronken." />
<DeathAbandoned text="In de steek gelaten door hun collega's." />
<DeathElectrocution text="Geëlektrocuteerd." />
<DeathKicking text="Doodgetrapt." />
<DeathEnemyBracken text="Had hun nek gebroken door een Bracken." />
<DeathEnemyBracken text="Heeft te lang naar een Bracken gestaard." />
@ -88,20 +64,16 @@
<DeathEnemyEyelessDog text="Was veel te luid rond een Eyeless Dog." />
<DeathEnemyEyelessDog text="Kon niet stil zijn rond een Eyeless Dog." />
<DeathEnemyForestGiantEaten text="Werd opgeslokt door een Forest Giant." />
<DeathEnemyForestGiantEaten text="Made like a tree and died to a Forest Giant." /> <!-- TN: Make like a tree and leave. -->
<DeathEnemyForestGiant text="Werd opgeslokt door een Forest Giant." />
<DeathEnemyForestGiantDeath text="Verpletterd onder een stervende Forest Giant." /> <!-- TN: Forest Giants crush nearby players as they play their death animation. -->
<DeathEnemyCircuitBees text="Werd neergestoken door Circuit Bees." />
<DeathEnemyGhostGirl text="Op mysterieuze wijze gestorven." />
<DeathEnemyGhostGirl text="Onzeker." />
<DeathEnemyGhostGirl text="Had heel veel hoofdpijn." />
<DeathEnemyGhostGirl text="???" />
<DeathEnemyGhostGirl text="Hun hoofd deed dat gewoon... Dat denken we toch, opstenminst." />
<DeathEnemyEarthLeviathan text="Opgeslokt door een Earth Leviathan." />
<DeathEnemyEarthLeviathan text="Verslind door een Earth Leviathan." />
<DeathEnemyBaboonHawk text="Verslind door een Baboon Hawk." />
<DeathEnemyBaboonHawk text="Verscheurd door een Baboon Hawk." />
@ -115,7 +87,6 @@
<DeathEnemyCoilHead text="Zat vast in een staarwedstrijd met een Coil Head." />
<DeathEnemyCoilHead text="Verloor een staarwedstrijd tegen een Coil Head." />
<DeathEnemySnareFlea text="Probeerde een HL-1 wetenschapper te imiteren." /> <!-- TN: Half-Life 1 features headcrabs. -->
<DeathEnemySnareFlea text="Werd verstikt door een Snare Flea." />
<DeathEnemyHygrodere text="Werd geabsorbeerd door een Hygrodere." />
@ -127,8 +98,6 @@
<DeathEnemyHoarderBug text="Werd opgepot door een Hoarder Bug." />
<DeathEnemyHoarderBug text="Probeerde te stelen van een Hoarder Bug." />
<DeathEnemyLassoMan text="Was lassoed by a Lasso Man." />
<DeathEnemySporeLizard text="Werd doodgebeten door een Spore Lizard." />
<DeathEnemySporeLizard text="Op een of andere manier overleden aan een Spore Lizard" />
@ -137,15 +106,9 @@
<DeathEnemyThumper text="Werd verscheurd door een Thumper." />
<DeathEnemyThumper text="Werd gethumped door een Thumper." />
<!--
TN: v45 Enemy Death Messages
Messages used for enemies added in v45.
Most of these enemies have multiple ways they can kill you, so make sure you don't mix them up.
-->
<DeathEnemyMaskedPlayerWear text="Werd de bedrieger." /> <!-- TN: Among Us reference -->
<DeathEnemyMaskedPlayerWear text="Had een vervloekt masker opgezet." />
<DeathEnemyMaskedPlayerWear text="Een comedische tragedie." />
<DeathEnemyMaskedPlayerWear
text="Een comedische tragedie." />
<DeathEnemyMaskedPlayerVictim text="Werd vermoord door een Masked medewerker." />
<DeathEnemyMaskedPlayerVictim text="Werd een tragedie van de Masked." />
@ -156,59 +119,6 @@
<DeathEnemyNutcrackerShot text="Werd neergeschoten door een Nutcracker." />
<DeathEnemyNutcrackerShot text="Was aan de verkeerde kant van een jachtgeweer gaan staan." />
<!--
TN: v50 Enemy Death Messages
Messages used for enemies added in v50.
-->
<DeathEnemyButlerStab text="Neergestoken door een Butler." />
<DeathEnemyButlerStab text="Stond te dicht bij een Butler." />
<DeathEnemyButlerStab text="Was te lang alleen met een Butler." /> <!-- TN: AskJeeves -->
<DeathEnemyButlerExplode text="Opgeblazen door een Butler." />
<DeathEnemyMaskHornets text="Doodgestoken door Mask Hornets." /> <!-- TN: Spawned when the Butler dies. -->
<DeathEnemyTulipSnakeDrop text="Verraden door Tulip Snakes." /> <!-- TN: When the player dies of fall damage due to a Tulip Snake. -->
<DeathEnemyOldBirdRocket text="Opgeblazen door een Old Bird." />
<DeathEnemyOldBirdRocket text="Is niet in de robot gaan zitten." /> <!-- TN: Evangelion meme -->
<DeathEnemyOldBirdStomp text="Vertrapt door een Old Bird." />
<DeathEnemyOldBirdStomp text="Doodgestampt door een Old Bird." />
<DeathEnemyOldBirdCharge text="Is te dicht bij een aanvallende Old Bird gaan staan." />
<DeathEnemyOldBirdCharge text="Ontdekte waarom Embrion veroordeelt wordt." /> <!-- TN: See Old Bird Bestiary entry. -->
<DeathEnemyOldBirdTorch text="In brand gestoken door een Old Bird." />
<DeathEnemyOldBirdTorch text="Werd geflambeerd door een Old Bird." /> <!-- TN: Flambée: To douse with a liquor and ignite. -->
<!--
TN: v55 Enemy Death Messages
Messages used for enemies added in v55.
-->
<DeathEnemyKidnapperFox text="Verscheurd door een Kidnapper Fox." />
<DeathEnemyKidnapperFox text="In de bosjes verslonden door een Kidnapper Fox." />
<DeathEnemyBarber text="Werd gesnipt door een Barber." />
<DeathEnemyBarber text="In twee geknipt door een Barber." />
<DeathEnemyBarber text="Was niet tevreden met hun nieuwe kapsel." />
<!--
TN: v60 Player Death Messages
Messages used for players added in v60.
-->
<DeathEnemyManeater text="Werd verscheurd door een Maneater." />
<DeathEnemyManeater text="Heeft de baby laten vallen." />
<DeathEnemyManeater text="Was een slechte voogd." />
<!--
TN: Player Death Messages
These are messages for when the player dies due to player-related means,
such as murder or using an item improperly.
-->
<DeathPlayerJetpackGravity text="Viel tijdens het gebruik van een Jetpack." />
<DeathPlayerJetpackGravity text="Te dicht bij de zon gevlogen." />
<DeathPlayerJetpackGravity text="Raakte zonder brandstof tijdens het gebruik van een Jetpack." />
@ -221,36 +131,11 @@
<DeathPlayerMurderMelee text="Werd vermoord." />
<DeathPlayerMurderMelee text="Werd in de rug gestoken door een medewerker." />
<DeathPlayerMurderShovel text="Werd doodgeslagen met een schep door een medewerker." /> <!-- TN: Used when a player kills another player with a shovel. -->
<DeathPlayerMurderShovel text="Was het slachtoffer van een moord." />
<DeathPlayerMurderShovel text="Werd vermoord." />
<DeathPlayerMurderShovel text="Werd doodgeslagen door een medewerker." />
<DeathPlayerMurderStopSign text="Werd doodgeslagen met een stopbord door een medewerker." /> <!-- TN: Used when a player kills another player with a stop/yield sign. -->
<DeathPlayerMurderStopSign text="Was het slachtoffer van een moord." />
<DeathPlayerMurderStopSign text="Werd vermoord." />
<DeathPlayerMurderStopSign text="Werd doodgeslagen door een medewerker." />
<DeathPlayerMurderStopSign text="Werd gedwongen om te stoppen door een medewerker." />
<DeathPlayerMurderStopSign text="Doodgeslagen met acht fantastische kanten." /> <!-- TN: Jack Black's Octagon -->
<DeathPlayerMurderYieldSign text="Werd doodgeslagen met een voorrangsbord door een medewerker." /> <!-- TN: Used when a player kills another player with a stop/yield sign. -->
<DeathPlayerMurderYieldSign text="Was het slachtoffer van een moord." />
<DeathPlayerMurderYieldSign text="Werd vermoord." />
<DeathPlayerMurderYieldSign text="Werd doodgeslagen door een medewerker." />
<DeathPlayerMurderYieldSign text="Gaf hun medewerker geen voorrang." />
<DeathPlayerMurderKnife text="Werd neergestoken door een medewerker." /> <!-- TN: Used when a player kills another player with a knife. -->
<DeathPlayerMurderKnife text="Was het slachtoffer van een moord." />
<DeathPlayerMurderKnife text="Werd vermoord." />
<DeathPlayerMurderKnife text="Werd in de rug gestoken door een medewerker." />
<DeathPlayerMurderShotgun text="Werd doodgeschoten door een medewerker." /> <!-- TN: Used when a player kills another player with the Nutcracker's shotgun. -->
<DeathPlayerMurderShotgun text="Werd neergeschoten door een mederwerker." />
<DeathPlayerMurderShotgun text="Was het slachtoffer van een moord." />
<DeathPlayerMurderShotgun text="Werd vermoord." />
<DeathPlayerMurderShotgun text="Werd vermoord" />
<DeathPlayerMurderShotgun text="Heeft helaas niet de Victory Royale gekregen." />
<DeathPlayerMurderShotgun text="Kon de kogels van hun medewerker niet ontwijken." /> <!-- TN: Call of Duty reference -->
<DeathPlayerLadder text="Verpletterd door een verlengladder." /> <!-- TN: Used when a player stands underneath an Extension Ladder and gets crushed. -->
<DeathPlayerMurderShotgun text="Kon de kogels van hun medewerker niet ontwijken." />
<DeathPlayerQuicksand text="Raakte vast in drijfzand." />
<DeathPlayerQuicksand text="Verdronken in drijfzand." />
@ -258,66 +143,19 @@
<DeathPlayerStunGrenade text="Werd geflashbangd door een collega." />
<DeathPlayerStunGrenade text="Was het slachtoffer van een moord." />
<DeathPlayerEasterEgg text="Opgeblazen door een paaseitje." />
<DeathPlayerEasterEgg text="Had niet genoeg plek in hun paasmandje." />
<DeathPlayerCruiserDriver text="Opgeblazen door de bedrijfscruiser." /> <!-- TN: Occurs on explosion or severe impacts while in the driver seat. -->
<DeathPlayerCruiserPassenger text="Opgeblazen door de bedrijfscruiser." /> <!-- TN: Occurs on explosion or severe impacts while in the passenger seat. -->
<DeathPlayerCruiserExplodeBystander text="Opgeblazen door de bedrijfscruiser." /> <!-- TN: Occurs when near (but not seated in) the car as it explodes. -->
<DeathPlayerCruiserRanOver text="Overreden door de bedrijfscruiser." /> <!-- TN: Occurs when the Company Cruiser hits and crushes a player. -->
<DeathOtherDepositItemsDesk text="Received a demotion." />
<DeathOtherDepositItemsDesk text="Was put on disciplinary leave." />
<DeathOtherItemDropship text="Werd verpletterd door het itemdropship." />
<DeathOtherItemDropship text="Kon niet wachten op hun voorwerpen." />
<DeathOtherItemDropship text="Werd te ongeduldig voor hun voorwerpen." />
<DeathOtherSpikeTrap text="Verpletterd door een spijkerval." />
<!-- TN: Used for falling deaths inside the facility. -->
<!-- Unknown/generic pits. -->
<DeathPitGeneric text="In een put gevallen." />
<!-- TN: Jumped the railing and died in the Facility layout, outside the split catwalk. -->
<DeathPitFacilityPit text="In een put gevallen in de faciliteit." />
<DeathPitFacilityPit text="Sprong over de veiligheidsreling en viel in een put." />
<!-- TN: Died to the famous split catwalk in the Facility layout. -->
<DeathPitFacilityCatwalkJump text="Probeerde over de catwalk te springen." />
<!-- TN: Died in the Mines by falling down the elevator shaft. -->
<DeathPitMineElevator text="In de liftschacht gevallen." />
<!-- TN: Jumped the railing and died in the Mines layout, outside the split catwalk. -->
<DeathPitMinePit text="Sprong over de veiligheidsreling en viel in een put." />
<!-- TN: Fell in a hole and died in the caves in the Mines layout. -->
<DeathPitMineCave text="Verlangde naar de mijnen en viel in een kuil." />
<!--
TN: Messages for the tentacle that kills players at the company building.
Performance reports don't show up at the company building so this is unused.
-->
<DeathOtherDepositItemsDesk text="Received a demotion." />
<DeathOtherDepositItemsDesk text="Was put on disciplinary leave." />
<DeathOtherLandmine text="Is op een landmijn gaan staan." />
<DeathOtherTurret text="Werd neergeschoten door een turret." />
<DeathOtherLightning text="Werd getroffen door de bliksem." />
<DeathOtherMeteor text="Werd getroffen door een meteoor." />
<!--
TN: When the player clips out of the map while in the Facility.
If they fall out of the map while outside the facility, they teleport back.
-->
<DeathOtherOutOfBounds text="Uit de wereld gevallen." />
<DeathOtherOutOfBounds text="Viel in de leegte." />
<DeathUnknown text="Op de een of andere manier gestorven." />
<DeathUnknown text="Hoogst oprecht dood." />
<DeathUnknown text="Op onverklaarbare wijze gestorven." />

View File

@ -0,0 +1,159 @@
<?xml version="1.0" encoding="utf-8"?>
<base xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xmlns:xsd="http://www.w3.org/2001/XMLSchema" type="string">
<tags>
<tag language="pt-br" />
</tags>
<strings>
<UINotes text="Notas: " />
<UICauseOfDeath text="Causa da Morte: " />
<FunnyNote text="O amendo mais bobo." />
<FunnyNote text="O funcionário mais fofo." />
<FunnyNote text="Se divertiu demais." />
<FunnyNote text="Se divertiu de menos." />
<FunnyNote text="O funcionário mais corajoso." />
<FunnyNote text="Deu um mortal daora." />
<FunnyNote text="Bateu o dedinho do pé." />
<FunnyNote text="O mais provável a morrer da próxima vez." />
<FunnyNote text="O menos provável a morrer da próxima vez." />
<FunnyNote text="Não gosta de fumaça." />
<FunnyNote text="Um jogador de equipe." />
<FunnyNote text="Show de bola." />
<FunnyNote text="Comeu a maioria dos salgadinhos." />
<FunnyNote text="Eu acho que esse é um assassino." />
<FunnyNote text="Ordinario." />
<FunnyNote text="Não liga para sua mãe tem um tempo." />
<FunnyNote text="Tem o endereço de IP 127.0.0.1." />
<FunnyNote text="Secretamente um jacaré." />
<DeathBludgeoning text="Espancado até a morte." />
<DeathGravity text="Se espatifou no chão ." />
<DeathGravity text="Caiu de um penhasco." />
<DeathBlast text="Explodiu." />
<DeathBlast text="Foi um estouro." />
<DeathStrangulation text="Enforcado até a morte." />
<DeathSuffocation text="Sufocado até a morte." />
<DeathMauling text="Devorado até a morte." />
<DeathGunshots text="Morreu baleado." />
<DeathCrushing text="Foi esmagado." />
<DeathDrowning text="Morreu afogado." />
<DeathAbandoned text="Abandonado por seus colegas de trabalho." />
<DeathElectrocution text="Morreu eletrocutado." />
<DeathKicking text="Chutado até a morte." />
<DeathEnemyBracken text="Teve o seu pescoço quebrado por um Bracken." />
<DeathEnemyBracken text="Encarou um Bracken por muito tempo." />
<DeathEnemyEyelessDog text="Foi devorado por um Eyeless Dog." />
<DeathEnemyEyelessDog text="Foi pego usando um teclado mecânico." />
<DeathEnemyEyelessDog text="Não fez silêncio do lado de um Eyeless Dog." />
<DeathEnemyForestGiant text="Engolido por um Forest Giant." />
<DeathEnemyCircuitBees text="Eletro-picado até a morte por Circuit Bees." />
<DeathEnemyGhostGirl text="Morreu de uma forma misteriosa." />
<DeathEnemyGhostGirl text="Ficou louco da cabeça." />
<DeathEnemyGhostGirl text="Tinha uma dor de cabeça muito forte." />
<DeathEnemyGhostGirl text="???" />
<DeathEnemyEarthLeviathan text="Foi engolido por um Earth Leviathan." />
<DeathEnemyBaboonHawk text="Foi devorado por um Baboon Hawk." />
<DeathEnemyBaboonHawk text="Foi atacado por um Baboon Hawk." />
<DeathEnemyJester text="Foi devorado por um Jester." />
<DeathEnemyJester text="Não achou a saída a tempo." />
<DeathEnemyJester text="Parece que você foi a piada aqui." />
<DeathEnemyCoilHead text="Foi atacado por um Coil Head." />
<DeathEnemyCoilHead text="Desafiou um Coil Head para ver quem pisca primeiro." />
<DeathEnemyCoilHead text="Piscou primeiro contra um Coil Head." />
<DeathEnemySnareFlea text="Foi sufocado por um Snare Flea." />
<DeathEnemyHygrodere text="Foi engolido por um Hygrodere." />
<DeathEnemyHygrodere text="Viajou na maionese." />
<DeathEnemyHygrodere text="Escorregou dentro de um Hygrodere." />
<DeathEnemyHoarderBug text="Foi atacado por um Hoarder Bug." />
<DeathEnemyHoarderBug text="Foi levado por um Hoarder Bug." />
<DeathEnemyHoarderBug text="É o mais novo item da coleção de um Hoarder Bug." />
<DeathEnemyHoarderBug text="Achou que conseguia roubar doce de criança." />
<DeathEnemySporeLizard text="Foi mordido por um Spore Lizard." />
<DeathEnemySporeLizard text="Foi envenenado por um Spore Lizard." />
<DeathEnemyBunkerSpider text="Enrolado em uma teia de aranha." />
<DeathEnemyThumper text="Foi atropelado por um Thumper." />
<DeathEnemyThumper text="Foi espancado por um Thumper." />
<DeathEnemyMaskedPlayerWear text="Usou a máscara." />
<DeathEnemyMaskedPlayerWear text="Achou que conseguiría virar o Máskara." />
<DeathEnemyMaskedPlayerVictim text="Foi morto por um empregado mascarado." />
<DeathEnemyMaskedPlayerVictim text="Virou uma tragédia nas mãos de uma máscara." />
<DeathEnemyNutcrackerKicked text="Foi pisoteado por um Quebra-Nozes." />
<DeathEnemyNutcrackerKicked text="Teve suas nozes quebradas por um Quebra-Nozes." />
<DeathEnemyNutcrackerShot text="Foi baleado por um Quebra-Nozes." />
<DeathEnemyNutcrackerShot text="Estava na ponta errada de uma 12." />
<DeathPlayerJetpackGravity text="Caiu enquanto usava uma Jetpack." />
<DeathPlayerJetpackGravity text="Voou perto demais do sol." />
<DeathPlayerJetpackGravity text="Ficou sem combustível." />
<DeathPlayerJetpackBlast text="Explodiu enquanto usava uma Jetpack." />
<DeathPlayerJetpackBlast text="Virou fogos de artifício." />
<DeathPlayerMurderMelee text="Foi atacado por um colega de trabalho." />
<DeathPlayerMurderMelee text="Foi a vítima de um assassinato." />
<DeathPlayerMurderMelee text="Foi assassinado." />
<DeathPlayerMurderMelee text="Foi esfaqueado por um colega de trabalho." />
<DeathPlayerMurderShotgun text="Foi baleado por um colega de trabalho." />
<DeathPlayerMurderShotgun text="Foi a vítima de um assassinato." />
<DeathPlayerMurderShotgun text="Foi assassinado." />
<DeathPlayerMurderShotgun text="Levou um tiro de 12 de um colega de trabalho." />
<DeathPlayerMurderShotgun text="Levou um 360 no-scope de um colega de trabalho." />
<DeathPlayerQuicksand text="Ficou preso em areia movediça." />
<DeathPlayerQuicksand text="Se afogou em areia movediça." />
<DeathPlayerStunGrenade text="Foi cegado por uma granada de luz ." />
<DeathPlayerStunGrenade text="Foi bangado por um colega de trabalho." />
<DeathPlayerStunGrenade text="Foi a vítima de um assassinato." />
<DeathOtherDepositItemsDesk text="Foi demitido." />
<DeathOtherDepositItemsDesk text="Não precisou de aviso prévio." />
<DeathOtherItemDropship text="Foi esmagado pela Nave de Encomendas." />
<DeathOtherItemDropship text="Não conseguia esperar por sua entrega." />
<DeathOtherItemDropship text="Ficou impaciente esperando sua entrega." />
<DeathOtherLandmine text="Pisou em uma mina terrestre." />
<DeathOtherTurret text="Foi baleado por uma torreta." />
<DeathOtherLightning text="Foi atingido por um raio." />
<DeathOtherLightning text="Acreditou que um raio não cai duas vezes no mesmo lugar.." />
<DeathUnknown text="Morreu de algum jeito." />
<DeathUnknown text="Provavelmente morto." />
<DeathUnknown text="???." />
</strings>
</base>

View File

@ -0,0 +1,163 @@
<?xml version="1.0" encoding="utf-8"?>
<base xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xmlns:xsd="http://www.w3.org/2001/XMLSchema" type="string">
<tags>
<tag language="en" />
</tags>
<strings>
<UINotes text="Notes: " />
<UICauseOfDeath text="Cause of Death: " />
<FunnyNote text="The goofiest goober." />
<FunnyNote text="The cutest employee." />
<FunnyNote text="Had the most fun." />
<FunnyNote text="Had the least fun." />
<FunnyNote text="The bravest employee." />
<FunnyNote text="Did a sick flip." />
<FunnyNote text="Stubbed their toe." />
<FunnyNote text="The most likely to die next time." />
<FunnyNote text="The least likely to die next time." />
<FunnyNote text="Dislikes smoke." />
<FunnyNote text="A team player." />
<FunnyNote text="A real go-getter." />
<FunnyNote text="Ate the most snacks." />
<FunnyNote text="Passed GO and collected $200." />
<FunnyNote text="Got freaky on a Friday night." />
<FunnyNote text="I think this one's a serial killer." />
<FunnyNote text="Perfectly unremarkable." />
<FunnyNote text="Hasn't called their mother in a while." />
<FunnyNote text="Has IP address 127.0.0.1." />
<FunnyNote text="Secretly a lizard." />
<DeathBludgeoning text="Bludgeoned to death." />
<DeathGravity text="Fell to their death." />
<DeathGravity text="Fell off a cliff." />
<DeathBlast text="Exploded." />
<DeathBlast text="Went out with a bang." />
<DeathBlast text="Was blown to smithereens." />
<DeathStrangulation text="Strangled to death." />
<DeathSuffocation text="Suffocated to death." />
<DeathMauling text="Mauled to death." />
<DeathGunshots text="Shot to death." />
<DeathGunshots text="Filled to the brim with bullets." />
<DeathCrushing text="Crushed to death." />
<DeathDrowning text="Drowned to death." />
<DeathAbandoned text="Abandoned by their coworkers." />
<DeathElectrocution text="Electrocuted to death." />
<DeathKicking text="Kicked to death." />
<DeathEnemyBracken text="Had their neck snapped by a Bracken." />
<DeathEnemyBracken text="Stared at a Bracken too long." />
<DeathEnemyEyelessDog text="Was eaten by an Eyeless Dog." />
<DeathEnemyEyelessDog text="Got caught using a mechanical keyboard." />
<DeathEnemyEyelessDog text="Wasn't quiet around an Eyeless Dog." />
<DeathEnemyForestGiant text="Swallowed whole by a Forest Giant." />
<DeathEnemyCircuitBees text="Electro-stung to death by Circuit Bees." />
<DeathEnemyGhostGirl text="Died a mysterious death." />
<DeathEnemyGhostGirl text="Lost their mind." />
<DeathEnemyGhostGirl text="Got a real bad headache." />
<DeathEnemyGhostGirl text="???" />
<DeathEnemyEarthLeviathan text="Swallowed whole by an Earth Leviathan." />
<DeathEnemyBaboonHawk text="Was eaten by a Baboon Hawk." />
<DeathEnemyBaboonHawk text="Was mauled by a Baboon Hawk." />
<DeathEnemyJester text="Mauled to death by a Jester." />
<DeathEnemyJester text="Was the butt of the Jester's joke." />
<DeathEnemyJester text="Got pranked by the Jester." />
<DeathEnemyJester text="Got popped like a weasel." />
<DeathEnemyCoilHead text="Mauled to death by a Coil Head." />
<DeathEnemyCoilHead text="Got in a staring contest with a Coil Head." />
<DeathEnemyCoilHead text="Lost a staring contest with a Coil Head." />
<DeathEnemySnareFlea text="Was suffocated by a Snare Flea." />
<DeathEnemyHygrodere text="Was absorbed by a Hygrodere." />
<DeathEnemyHygrodere text="Got lost in the sauce." />
<DeathEnemyHygrodere text="Had an oopsie with a Hygrodere." />
<DeathEnemyHoarderBug text="Was mauled by a Hoarder Bug." />
<DeathEnemyHoarderBug text="Was swarmed by a Hoarder Bug." />
<DeathEnemyHoarderBug text="Was hoarded by a Hoarder Bug." />
<DeathEnemyHoarderBug text="Tried to steal from a Hoarder Bug." />
<DeathEnemySporeLizard text="Was bitten by a Spore Lizard." />
<DeathEnemySporeLizard text="Was puffed by a Spore Lizard." />
<DeathEnemyBunkerSpider text="Ensnared in the Bunker Spider's web." />
<DeathEnemyThumper text="Was ravaged by a Thumper." />
<DeathEnemyThumper text="Got thumped by a Thumper." />
<DeathEnemyMaskedPlayerWear text="Donned the Mask." />
<DeathEnemyMaskedPlayerWear
text="Nobody cared who they were until they put on the Mask." />
<DeathEnemyMaskedPlayerVictim text="Was killed by a Masked coworker." />
<DeathEnemyMaskedPlayerVictim text="Became a tragedy at the hands of the Mask." />
<DeathEnemyNutcrackerKicked text="Was kicked to death by a Nutcracker." />
<DeathEnemyNutcrackerKicked text="Got their nuts cracked by a Nutcracker." />
<DeathEnemyNutcrackerShot text="Got shot by a Nutcracker." />
<DeathEnemyNutcrackerShot text="Was at the wrong end of a 21-gun salute." />
<DeathPlayerJetpackGravity text="Fell while using a jetpack." />
<DeathPlayerJetpackGravity text="Flew too close to the sun." />
<DeathPlayerJetpackGravity text="Ran out of fuel." />
<DeathPlayerJetpackBlast text="Blew up while using a Jetpack." />
<DeathPlayerJetpackBlast text="Turned into a firework." />
<DeathPlayerMurderMelee text="Was bludgeoned to death by a coworker." />
<DeathPlayerMurderMelee text="Was the victim of a murder." />
<DeathPlayerMurderMelee text="Got murdered." />
<DeathPlayerMurderMelee text="Got backstabbed by a coworker." />
<DeathPlayerMurderShotgun text="Was shot to death by a coworker." />
<DeathPlayerMurderShotgun text="Was the victim of a murder." />
<DeathPlayerMurderShotgun text="Got murdered." />
<DeathPlayerMurderShotgun text="Got one-pumped by a coworker." />
<DeathPlayerMurderShotgun text="Got 360-noscoped by a coworker." />
<DeathPlayerQuicksand text="Got stuck in quicksand." />
<DeathPlayerQuicksand text="Drowned in quicksand." />
<DeathPlayerStunGrenade text="Got flashbanged by a coworker." />
<DeathPlayerStunGrenade text="Was the victim of a murder." />
<DeathOtherDepositItemsDesk text="Received a demotion." />
<DeathOtherDepositItemsDesk text="Was put on disciplinary leave." />
<DeathOtherItemDropship text="Was crushed by the Item Dropship." />
<DeathOtherItemDropship text="Couldn't wait for their array." />
<DeathOtherItemDropship text="Got too impatient for their array." />
<DeathOtherLandmine text="Stepped on a landmine." />
<DeathOtherTurret text="Got shot by a turret." />
<DeathOtherLightning text="Was struck by lightning." />
<DeathUnknown text="Died somehow." />
<DeathUnknown text="Most sincerely dead." />
<DeathUnknown text="Expired in an inexplicable manner." />
</strings>
</base>

View File

@ -5,362 +5,159 @@
<tag language="ru" />
</tags>
<strings>
<!--
Russian v3
(ru)
By default, any of the `FunnyNote` or `Death` strings are dynamically chosen at random.
If the `SeriousDeathMessages` option is enabled, the first `Death` message found in the file is used,
so make this one literal and specific.
The other ones can be puns or jokes, and options can be added or removed as needed, just make sure
to keep the correct tags, and make sure that there is at least one message for each `Death` type.
-->
<UINotes text="Заметки: " />
<UICauseOfDeath text="Причина смерти: " />
<UINotes text="Заметки: " /> <!-- TN: First line of the notes if the player hasn't died. -->
<UICauseOfDeath text="Причина смерти: " /> <!-- TN: First line of the notes if the player has died. -->
<!--
TN: Funny Notes
If the player has not died, and has no performance notes to display,
one of these will be chosen at random, so that nobody has no notes.
-->
<FunnyNote text="Самый тупой болван." /> <!-- TN: Spongebob reference -->
<FunnyNote text="Милейший сотрудник." />
<FunnyNote text="Веселился больше всех." />
<FunnyNote text="Чёт приуныл." />
<FunnyNote text="Храбрейший сотрудник." />
<FunnyNote text="Неудачно сделал сальто." />
<FunnyNote text="Ударился мизинцем о тумбочку." />
<FunnyNote text="Скорее всего в следующий раз он умрёт." />
<FunnyNote text="Вряд ли он умрёт в следующий раз." />
<FunnyNote text="Явно накуренный." />
<FunnyNote text="Самый тупой болван." />
<FunnyNote text="Самый милый сотрудник." />
<FunnyNote text="Получил больше веселья чем другие." />
<FunnyNote text="Получил меньше веселья чем другие." />
<FunnyNote text="Самый смелый сотрудник." />
<FunnyNote text="Сделал крутой кувырок." />
<FunnyNote text="Ушиб палец на ноге." />
<FunnyNote text="Скорее всего, умрёт в следующий раз." />
<FunnyNote text="Вряд ли умрёт в следующий раз." />
<FunnyNote text="Не любит курящих." />
<FunnyNote text="Командный игрок." />
<FunnyNote text="Реально отличный сотрудник." />
<FunnyNote text="Съел все чипсы." />
<FunnyNote text="Слишком много сидит в Тик-Токе." /> <!-- RU-TN: TikTok reference -->
<FunnyNote text="Находится в ожидании ближайшей вписки." />
<FunnyNote text="Ведёт себя как маньяк." />
<FunnyNote text="Совершенно ничем не примечательный." />
<FunnyNote text="Давно не звонил своей маме." />
<FunnyNote text="Доигрался. Его IP-адрес: 127.0.0.1." /> <!-- TN: This note pretends to dox the user but actually specifies the loopback IP address. -->
<FunnyNote text="Скрывает свою связь с гуманоидами." />
<!--
TN: Generic Death Messages
Generally, causes of death like bludgeoning, strangulation, and blasts will be overridden by messages specific to that type.
These are fallbacks for when there is no specific message. Try to make these broadly applicable.
-->
<FunnyNote text="Настоящий мусорщик." />
<FunnyNote text="Съел больше всего закусок." />
<FunnyNote text="Прошел GO и получил 200$" />
<FunnyNote text="Нажрался в пятницу вечером." />
<FunnyNote text="Я думаю, что это серийный убийца." />
<FunnyNote text="Совершенно ничем не примечателен." />
<FunnyNote text="Давненько не звонил матери." />
<FunnyNote text="Имеет IP-адрес 127.0.0.1." />
<FunnyNote text="Тайно ящерка." />
<DeathBludgeoning text="Забит до смерти." />
<DeathGravity text="Разбился насмерть." />
<DeathGravity text="Упал со скалы." />
<DeathGravity text="Разбежавшись, прыгнул со скалы." /> <!-- RU-TN: Korol i Shut reference -->
<DeathGravity text="Упал с обрыва." />
<DeathBlast text="Взорвался." />
<DeathBlast text="БОМБезно ушёл." />
<DeathBlast text="Разлетелся на атомы." />
<DeathBlast text="Ушёл с фейерверком." />
<DeathBlast text="Был разнесён вдребезги." />
<DeathStrangulation text="Задушен." />
<DeathSuffocation text="Умер от нехватки воздуха." />
<DeathMauling text="Растерзан." />
<DeathMauling text="Изуродован до смерти." />
<DeathGunshots text="Застрелен." />
<DeathGunshots text="Забит пулями по самое не хочу." />
<DeathGunshots text="Набит до краев пулями." />
<DeathCrushing text="Раздавлен." />
<DeathDrowning text="Утонул." />
<DeathAbandoned text="Брошен своими коллегами." />
<DeathAbandoned text="Не нашёл своего места в команде." />
<DeathElectrocution text="Был ПОРАЖЁН током." />
<DeathElectrocution text="Убит электрическим током." />
<DeathKicking text="Запинали до смерти." />
<DeathBurning text="Сгорел, почернел." />
<DeathStabbing text="Был зарезан." />
<DeathEnemyBracken text="Брекен свернул ему шею." />
<DeathEnemyBracken text="Проиграл Брекену в гляделки." />
<DeathFan text="Обнялся с вентилятором." />
<DeathFan text="Завентилирован." />
<DeathEnemyEyelessDog text="Был съеден Слепой собакой." />
<DeathEnemyEyelessDog text="Был пойман за использование механической клавиатуры." />
<DeathEnemyEyelessDog text="Чихнул рядом со Слепой собакой." />
<DeathInertia text="Не учил физику и погиб от инерции." />
<DeathEnemyForestGiant text="Проглочен Лесным гигантом." />
<DeathSnipped text="Был зарезан до смерти." />
<!--
TN: Enemy Death Messages
These are messages for when the player is killed by a specific enemy.
Try to keep these high quality since they will be the ones players see the most.
-->
<DeathEnemyBracken text="Брэкен свернул ему шею." />
<DeathEnemyBracken text="Проиграл Брэкену в гляделки." />
<DeathEnemyEyelessDog text="Был съеден Слепой Собакой." />
<DeathEnemyEyelessDog text="Его подвела его механическая клавиатура." />
<DeathEnemyEyelessDog text="Чихнул рядом со Слепой Собакой." />
<DeathEnemyForestGiantEaten text="Проглочен Хранителем Леса." />
<DeathEnemyForestGiantEaten text="Перепутал Хранителя Леса с деревом." /> <!-- TN: Make like a tree and leave. -->
<DeathEnemyForestGiantDeath text="Раздавлен умирающим Хранителем Леса." /> <!-- TN: Forest Giants crush nearby players as they play their death animation. -->
<DeathEnemyCircuitBees text="Получил разряд от Электропчёл." />
<DeathEnemyCircuitBees text="Был зажарен Электропчелами." />
<DeathEnemyGhostGirl text="Умер загадочной смертью." />
<DeathEnemyGhostGirl text="Потерял рассудок." />
<DeathEnemyGhostGirl text="Получил сильную головную боль." /> <!-- TN: The Ghost Girl causes the player's head to explode. -->
<DeathEnemyGhostGirl text="Получил сильную головную боль." />
<DeathEnemyGhostGirl text="???" />
<DeathEnemyEarthLeviathan text="Проглочен Левиафаном." />
<DeathEnemyEarthLeviathan text="Проглочен Земным Левиафаном." />
<DeathEnemyBaboonHawk text="Был съеден Бабуиновым Ястребом." />
<DeathEnemyBaboonHawk text="Был изуродован Бабуиновым Ястребом." />
<DeathEnemyBaboonHawk text="Его гоп-стопнули Бабуиновые Ястребы." /> <!-- RU-TN: Russian slang -->
<DeathEnemyBaboonHawk text="Был съеден Бабуиновым ястребом." />
<DeathEnemyBaboonHawk text="Был изуродован Бабуиновым ястребом." />
<DeathEnemyJester text="Был растерзан Джестером." />
<DeathEnemyJester text="Не выкупил рофла от шкатулки." />
<DeathEnemyJester text="Его разыграла 'музыкальная коробка'." />
<DeathEnemyJester text="Увидел чёртика из табакерки." /> <!-- TN: "Pop Goes The Weasel" is the song used by Jack-in-the-box toys. -->
<DeathEnemyJester text="Был изуродован Шутом." />
<DeathEnemyJester text="Стал объектом шутки Шута." />
<DeathEnemyJester text="Это всего лишь пранк, Бро!" />
<DeathEnemyJester text="Умер от кринжа." />
<DeathEnemyCoilHead text="Был изуродован Пружиноголовым." />
<DeathEnemyCoilHead text="Неудачно моргнул." />
<DeathEnemyCoilHead text="Проиграл Пружиноголовому в гляделки." />
<DeathEnemySnareFlea text="Был задушен Многоножкой." />
<DeathEnemySnareFlea text="Закосплеил зомби из Чёрной Мезы." /> <!-- TN: Half-Life 1 features headcrabs. -->
<DeathEnemyHygrodere text="Был поглощён Гидрорером." />
<DeathEnemyHygrodere text="Решил попробовать 'соус' на вкус." />
<DeathEnemyHygrodere text="Слайм-момент." />
<DeathEnemyHygrodere text="Был поглощен Гигродером." />
<DeathEnemyHygrodere text="Потерялся в соусе." />
<DeathEnemyHygrodere text="Превратился в лужу." />
<DeathEnemyHoarderBug text="Был изуродован Жуком-собирателем." />
<DeathEnemyHoarderBug text="Разозлил Жука-собирателя." />
<DeathEnemyHoarderBug text="Был окружен Жуком-собирателем." />
<DeathEnemyHoarderBug text="Был собран Жуком-собирателем." />
<DeathEnemyHoarderBug text="Неудачно ограбил Жука-собирателя." />
<DeathEnemyHoarderBug text="Пытался украсть у Жука-собирателя." />
<DeathEnemyLassoMan text="Лассо унёс его в Казахстан." /> <!-- RU-TN: Kazakhstan meme -->
<DeathEnemySporeLizard text="Был укушен Споровиком." />
<DeathEnemySporeLizard text="Был отравлен Споровиком." />
<DeathEnemySporeLizard text="Был укушен Споровой ящерицей." />
<DeathEnemySporeLizard text="Был отравлен Споровой ящерицей." />
<DeathEnemyBunkerSpider text="Попался в сети Бункерного паука." />
<DeathEnemyThumper text="Был съеден Тампером." />
<DeathEnemyThumper text="Был раздавлен Тампером." />
<!--
TN: v45 Enemy Death Messages
Messages used for enemies added in v45.
Most of these enemies have multiple ways they can kill you, so make sure you don't mix them up.
-->
<DeathEnemyMaskedPlayerWear text="Надел Маску." />
<DeathEnemyMaskedPlayerWear text="Никого не волновало, кем он был, пока не надел Маску." />
<DeathEnemyMaskedPlayerWear text="Надел Маску." /> <!-- TN: Message used when the player is transformed into a Masked Player enemy -->
<DeathEnemyMaskedPlayerWear text="Думал, что привратится в зелёного красавчика, одев Маску." /> <!-- RU-TN: The Mask (1994 film) reference -->
<DeathEnemyMaskedPlayerWear text="Стал предателем СРЕДИ НАС." /> <!-- TN: Among Us reference -->
<DeathEnemyMaskedPlayerVictim text="Был убит коллегой в Маске." />
<DeathEnemyMaskedPlayerVictim text="Стал трагедией от рук Маски." />
<DeathEnemyMaskedPlayerVictim text="Был убит коллегой в Маске." /> <!-- TN: Message used when a Masked Player (even one that spawned naturally) attacks and kills a player. -->
<DeathEnemyMaskedPlayerVictim text="Стал трагедией в Маске." /> <!-- TN: A reference to the Tragedy Mask that transforms players who pick it up. -->
<DeathEnemyMaskedPlayerVictim text="Зарезан предателем СРЕДИ НАС." /> <!-- TN: Among Us reference -->
<DeathEnemyMaskedPlayerVictim text="Погиб от рук предателя СРЕДИ НАС." /> <!-- TN: Among Us reference -->
<DeathEnemyNutcrackerKicked text="Был забит до смерти Щелкунчиком." />
<DeathEnemyNutcrackerKicked text="Щелкунчик расколол его орехи." />
<DeathEnemyNutcrackerKicked text="Был пнут Щелкунчиком." /> <!-- TN: Used when a Nutcracker kills a player that happens to walk in its path -->
<DeathEnemyNutcrackerKicked text="Его орешки были расколоты Щелкунчиком." />
<DeathEnemyNutcrackerShot text="Был застрелен Щелкунчиком." />
<DeathEnemyNutcrackerShot text="Был не на том конце салюта из 21 калибра." />
<DeathEnemyNutcrackerShot text="Был застрелен Щелкунчиком." /> <!-- TN: Used when a nutcracker -->
<DeathEnemyNutcrackerShot text="Оказался не на том конце салюта из 21 калибра." />
<!--
TN: v50 Enemy Death Messages
Messages used for enemies added in v50.
-->
<DeathEnemyButlerStab text="Был зарезан Дворецким." />
<DeathEnemyButlerStab text="Подошел слишком близко к Дворецкому." />
<DeathEnemyButlerStab text="Пообщался с обслуживающим персоналом." />
<DeathEnemyButlerExplode text="Подорван Дворецким." />
<DeathEnemyMaskHornets text="Был зажален пчёлами дворецкого." /> <!-- TN: Spawned when the Butler dies. -->
<DeathEnemyTulipSnakeDrop text="Решил полетать с Тюльпановыми Змеями." /> <!-- TN: When the player dies of fall damage due to a Tulip Snake. -->
<DeathEnemyOldBirdRocket text="Был взорван Старинной Птицей." />
<DeathEnemyOldBirdRocket text="Не полез в Еву." /> <!-- TN: Evangelion meme -->
<DeathEnemyOldBirdRocket text="Понял, почему роботы плачут." /> <!-- TN: Old Bird makes a crying sound. -->
<DeathEnemyOldBirdStomp text="Был растоптан Старинной Птицей." />
<DeathEnemyOldBirdStomp text="Робот надрал ему задницу." />
<DeathEnemyOldBirdCharge text="Подошел слишком близко к Старинной Птице." />
<DeathEnemyOldBirdCharge text="Узнал, почему '5-Embrion' необитаем." /> <!-- TN: See Old Bird Bestiary entry. -->
<DeathEnemyOldBirdTorch text="Был сожжен Старинной Птицей." />
<DeathEnemyOldBirdTorch text="Был фламбирован Старинной Птицей." /> <!-- TN: Flambée: To douse with a liquor and ignite. -->
<DeathEnemyOldBirdTorch text="Стал огоньком надежды в глазах Старинной Птицы." />
<!--
TN: v55 Enemy Death Messages
Messages used for enemies added in v55.
-->
<DeathEnemyKidnapperFox text="Был изувечен Лисом-Похитителем." />
<DeathEnemyKidnapperFox text="Лис затащил его в кусты." />
<DeathEnemyKidnapperFox text="'Жулик, не воруй' - это были последние его слова." /> <!-- RU-TN: Dora the Explorer reference -->
<DeathEnemyBarber text="Был разрезан пополам Парикмахером." />
<DeathEnemyBarber text="Не оставил чаевых Парикмахеру." />
<DeathEnemyBarber text="Не оценил стрижку." />
<!--
TN: v60 Player Death Messages
Messages used for players added in v60.
-->
<DeathEnemyManeater text="Был съеден Людоедом" />
<DeathEnemyManeater text="Не обратил внимание на плач." />
<DeathEnemyManeater text="Был плохим родителем." />
<!--
TN: Player Death Messages
These are messages for when the player dies due to player-related means,
such as murder or using an item improperly.
-->
<DeathPlayerJetpackGravity text="Упал, используя джетпак." /> <!-- TN: Message used when the player dies of fall damage while holding a jetpack. -->
<DeathPlayerJetpackGravity text="Подлетел слишком близко к солнцу." /> <!-- TN: Reference to Icarus of Greek mythology -->
<DeathPlayerJetpackGravity text="Упал используя Джетпак." />
<DeathPlayerJetpackGravity text="Подлетел слишком близко к солнцу." />
<DeathPlayerJetpackGravity text="Закончилось топливо." />
<DeathPlayerJetpackBlast text="Взорвался, используя джетпак." /> <!-- TN: Message used when the player uses the jetpack too long and it explodes. -->
<DeathPlayerJetpackBlast text="Превратился в фейрверк." />
<DeathPlayerJetpackBlast text="Взорвался используя Джетпак." />
<DeathPlayerJetpackBlast text="Превратился в фейерверк." />
<DeathPlayerMurderShovel text="Был забит лопатой своего коллеги." /> <!-- TN: Used when a player kills another player with a shovel. -->
<DeathPlayerMurderShovel text="Получил лопатой в лицо." />
<DeathPlayerMurderShovel text="Был убит коллегой." />
<DeathPlayerMurderShovel text="Стал жертвой маньяка." />
<DeathPlayerMurderShovel text="Был избит до смерти коллегой." />
<DeathPlayerMurderShovel text="Коллега выкопал ему могилу." />
<DeathPlayerMurderShovel text="Коллега его вскопал." />
<DeathPlayerMurderMelee text="Был забит до смерти коллегой." />
<DeathPlayerMurderMelee text="Стал жертвой убийства." />
<DeathPlayerMurderMelee text="Был убит." />
<DeathPlayerMurderMelee text="Получил удар в спину от коллеги." />
<DeathPlayerMurderStopSign text="Был забит знаком 'Стоп' своим коллегой." /> <!-- TN: Used when a player kills another player with a stop/yield sign. -->
<DeathPlayerMurderStopSign text="Остановился по правилам ПДД." />
<DeathPlayerMurderStopSign text="Был убит коллегой." />
<DeathPlayerMurderStopSign text="Стал жертвой маньяка." />
<DeathPlayerMurderStopSign text="Господь дал ему ЗНАК." />
<DeathPlayerMurderStopSign text="Остановлен коллегой." />
<DeathPlayerMurderStopSign text="Гоп-СТОПнулся об коллегу." /> <!-- RU-TN: Russian slang -->
<DeathPlayerMurderStopSign text="Однажды и его вела дорога к приключениям, а потом... знак 'Стоп' и лицо." /> <!-- TN: Skyrim refference -->
<DeathPlayerMurderYieldSign text="Был забит знаком 'Уступите дорогу'." /> <!-- TN: Used when a player kills another player with a stop/yield sign. -->
<DeathPlayerMurderYieldSign text="Уступил дорогу." />
<DeathPlayerMurderYieldSign text="Был убит коллегой." />
<DeathPlayerMurderYieldSign text="Стал жертвой маньяка." />
<DeathPlayerMurderYieldSign text="Господь дал ему ЗНАК." />
<DeathPlayerMurderYieldSign text="Уступил дорогу своему коллеге." />
<DeathPlayerMurderYieldSign text="Не уступил дорогу своему коллеге." />
<DeathPlayerMurderKnife text="Был зарезан до смерти коллегой." /> <!-- TN: Used when a player kills another player with a knife. -->
<DeathPlayerMurderKnife text="Проиграл в ножички." /> <!-- RU-TN: In Soviet times, there was a game "nozhichki", which included. -->
<DeathPlayerMurderKnife text="Был убит коллегой." />
<DeathPlayerMurderKnife text="Стал жертвой маньяка." />
<DeathPlayerMurderKnife text="Получил удар ножом в спину от коллеги." />
<DeathPlayerMurderKnife text="Выпотрошен, как курица из Корнуолла." /> <!-- TN: Team Fortress 2 reference -->
<DeathPlayerMurderShotgun text="Выступил в роли мишени для своего коллеги." /> <!-- TN: Used when a player kills another player with the Nutcracker's shotgun. -->
<DeathPlayerMurderShotgun text="Был убит коллегой." />
<DeathPlayerMurderShotgun text="Стал жертвой маньяка." />
<DeathPlayerMurderShotgun text="Застрелен коллегой." />
<DeathPlayerMurderShotgun text="Получил '360NOSCOPE-OMG-MLG' от коллеги." /> <!-- TN: Call of Duty reference -->
<DeathPlayerLadder text="Был раздавлен приставной лестницей." /> <!-- TN: Used when a player stands underneath an Extension Ladder and gets crushed. -->
<DeathPlayerLadder text="Расфигачен приставной лестницей." />
<DeathPlayerMurderShotgun text="Был застрелен коллегой." />
<DeathPlayerMurderShotgun text="Стал жертвой убийства." />
<DeathPlayerMurderShotgun text="Был убит." />
<DeathPlayerMurderShotgun text="Был нафарширован коллегой." />
<DeathPlayerMurderShotgun text="Получил 360 в лицо от коллеги." />
<DeathPlayerQuicksand text="Застрял в зыбучих песках." />
<DeathPlayerQuicksand text="Утонул в зыбучих песках." />
<DeathPlayerQuicksand text="Искупался в зыбучих песках." />
<DeathPlayerStunGrenade text="Слишком долго держал светошумовую гранату." /> <!-- TN: Yes, the stun grenade can do damage, but only if you're holding it when it goes off. -->
<DeathPlayerStunGrenade text="Посмотрел на гранату и ЯРКО умер." />
<DeathPlayerStunGrenade text="ФЛЕШКА НА МИД!" /> <!-- RU-TN: Counter-Strike reference -->
<DeathPlayerStunGrenade text="Был убит светошумовой гранатой." />
<DeathPlayerStunGrenade text="Стал жертвой убийства." />
<DeathPlayerEasterEgg text="Был взорван Пасхальным Яйцом." />
<DeathPlayerEasterEgg text="В него бросили Пасхальное Яйцо." />
<DeathPlayerEasterEgg text="ЯЙЦА." />
<DeathPlayerEasterEgg text="Нашёл пасхалку!" />
<DeathPlayerEasterEgg text="Не съел кулич на Пасху." /> <!-- RU-TN: The tradition of the Easter holiday -->
<DeathOtherDepositItemsDesk text="Получил понижение в должности." />
<DeathOtherDepositItemsDesk text="Был отправлен в дисциплинарный отпуск." />
<DeathPlayerCruiserDriver text="Был взорван Грузовиком." /> <!-- TN: Occurs on explosion or severe impacts while in the driver seat. -->
<DeathPlayerCruiserDriver text="Устроил летальное ДТП." />
<DeathPlayerCruiserPassenger text="Был взорван Грузовиком." /> <!-- TN: Occurs on explosion or severe impacts while in the passenger seat. -->
<DeathPlayerCruiserPassenger text="Доверился человеку с купленными водительскими правами." />
<DeathPlayerCruiserExplodeBystander text="Был взорван Грузовиком." /> <!-- TN: Occurs when near (but not seated in) the car as it explodes. -->
<DeathPlayerCruiserExplodeBystander text="Решил посмотреть на взрыв Грузовика поближе." />
<DeathPlayerCruiserRanOver text="Был сбит Грузовиком." /> <!-- TN: Occurs when the Company Cruiser hits and crushes a player. -->
<DeathPlayerCruiserRanOver text="Переехали Грузовиком." />
<DeathOtherItemDropship text="Был раздавлен Десантной Капсулой." /> <!-- TN: Used when a player stands underneath the Item Dropship and gets crushed. -->
<DeathOtherItemDropship text="Не дождался своего заказа." />
<DeathOtherItemDropship text="Слишком нетерпелив к доставке." />
<DeathOtherSpikeTrap text="Раздавлен ловушкой с шипами." />
<DeathOtherSpikeTrap text="Превратился в отбивную." />
<!-- TN: Used for falling deaths inside the facility. -->
<!-- Unknown/generic pits. -->
<DeathPitGeneric text="Упал в яму." />
<!-- TN: Jumped the railing and died in the Facility layout, outside the split catwalk. -->
<DeathPitFacilityPit text="Упал в яму где-то в Комплексе." />
<DeathPitFacilityPit text="Допаркурился." />
<!-- TN: Died to the famous split catwalk in the Facility layout. -->
<DeathPitFacilityCatwalkJump text="Допаркурился." />
<DeathPitFacilityCatwalkJump text="Сделал прыжок веры. Не получилось." /> <!-- RU-TN: Assassins Creed reference -->
<!-- TN: Died in the Mines by falling down the elevator shaft. -->
<DeathPitMineElevator text="Провалился в шахту лифта." />
<!-- TN: Jumped the railing and died in the Mines layout, outside the split catwalk. -->
<DeathPitMinePit text="Допаркурился." />
<!-- TN: Fell in a hole and died in the caves in the Mines layout. -->
<DeathPitMineCave text="Упал в яму во время спелеологических работ." />
<DeathPitMineCave text="Не смотрел под ноги, изучая пещеры." />
<!--
TN: Messages for the tentacle that kills players at the company building.
Performance reports don't show up at the company building so this is unused.
-->
<DeathOtherDepositItemsDesk text="Понижен в должности." />
<DeathOtherDepositItemsDesk text="Вызван на ковёр к начальству." />
<DeathOtherItemDropship text="Был раздавлен десантной капсулой." />
<DeathOtherItemDropship text="Не мог дождаться своих товаров." />
<DeathOtherItemDropship text="Был слишком нетерпелив с десантной капсулой." />
<DeathOtherLandmine text="Наступил на мину." />
<DeathOtherLandmine text="Проверил работоспособность мины." />
<DeathOtherTurret text="Был застрелен турелью." />
<DeathOtherLightning text="Был ПОРАЖЁН молнией." />
<!--
TN: When the player clips out of the map while in the Facility.
If they fall out of the map while outside the facility, they teleport back.
-->
<DeathOtherOutOfBounds text="Выпал из мира." />
<DeathOtherOutOfBounds text="Провалился в Бекрумс." />
<DeathOtherOutOfBounds text="Познал Закулисье Летальной Компании." />
<DeathOtherLightning text="Был поражен молнией." />
<DeathUnknown text="Умер как-то." />
<DeathUnknown text="Не понятно как умер." />
<DeathUnknown text="Истёк срок годности." />
<DeathUnknown text="Неизвестна." />
<DeathUnknown text="Самый искренний мертвец." />
<DeathUnknown text="Срок годности истек необъяснимым образом." />
</strings>
</base>

View File

@ -2,498 +2,213 @@
<base xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xmlns:xsd="http://www.w3.org/2001/XMLSchema" type="string">
<tags>
<tag language="test" />
<tag language="en" />
</tags>
<strings>
<!--
Debug v4
(test)
Translation Notes:
* There is no need to translate this file, as it is only used for debugging.
* Causes of death marked with `[GENERIC]` should never appear during gameplay.
This is the default localization file for Coroner.
By default, any of the `FunnyNote` or `Death` strings are dynamically chosen at random.
If the `SeriousDeathMessages` option is enabled, the first `Death` message found in the file is used,
so make this one literal and specific.
The other ones can be puns or jokes, and options can be added or removed as needed, just make sure
to keep the correct tags, and make sure that there is at least one message for each `Death` type.
-->
<UINotes text="Notes: " />
<UICauseOfDeath text="Cause of Death: " />
<FunnyNote text="FunnyNote 1" />
<FunnyNote text="FunnyNote 2" />
<FunnyNote text="FunnyNote 3" />
<FunnyNote text="FunnyNote 4" />
<FunnyNote text="FunnyNote 5" />
<FunnyNote text="FunnyNote 6" />
<FunnyNote text="FunnyNote 7" />
<FunnyNote text="FunnyNote 8" />
<FunnyNote text="FunnyNote 9" />
<DeathBludgeoning text="[GENERIC] Bludgeoning 1" />
<DeathBludgeoning text="[GENERIC] Bludgeoning 2" />
<DeathBludgeoning text="[GENERIC] Bludgeoning 3" />
<DeathBludgeoning text="[GENERIC] Bludgeoning 4" />
<DeathBludgeoning text="[GENERIC] Bludgeoning 5" />
<DeathGravity text="Gravity 1" />
<DeathGravity text="Gravity 2" />
<DeathGravity text="Gravity 3" />
<DeathGravity text="Gravity 4" />
<DeathGravity text="Gravity 5" />
<DeathBlast text="[GENERIC] Blast 1" />
<DeathBlast text="[GENERIC] Blast 2" />
<DeathBlast text="[GENERIC] Blast 3" />
<DeathBlast text="[GENERIC] Blast 4" />
<DeathBlast text="[GENERIC] Blast 5" />
<DeathStrangulation text="[GENERIC] Strangulation 1" />
<DeathStrangulation text="[GENERIC] Strangulation 2" />
<DeathStrangulation text="[GENERIC] Strangulation 3" />
<DeathStrangulation text="[GENERIC] Strangulation 4" />
<DeathStrangulation text="[GENERIC] Strangulation 5" />
<DeathSuffocation text="[GENERIC] Suffocation 1" />
<DeathSuffocation text="[GENERIC] Suffocation 2" />
<DeathSuffocation text="[GENERIC] Suffocation 3" />
<DeathSuffocation text="[GENERIC] Suffocation 4" />
<DeathSuffocation text="[GENERIC] Suffocation 5" />
<DeathMauling text="[GENERIC] Mauling 1" />
<DeathMauling text="[GENERIC] Mauling 2" />
<DeathMauling text="[GENERIC] Mauling 3" />
<DeathMauling text="[GENERIC] Mauling 4" />
<DeathMauling text="[GENERIC] Mauling 5" />
<DeathGunshots text="[GENERIC] Gunshots 1" />
<DeathGunshots text="[GENERIC] Gunshots 2" />
<DeathGunshots text="[GENERIC] Gunshots 3" />
<DeathGunshots text="[GENERIC] Gunshots 4" />
<DeathGunshots text="[GENERIC] Gunshots 5" />
<DeathCrushing text="[GENERIC] Crushing 1" />
<DeathCrushing text="[GENERIC] Crushing 2" />
<DeathCrushing text="[GENERIC] Crushing 3" />
<DeathCrushing text="[GENERIC] Crushing 4" />
<DeathCrushing text="[GENERIC] Crushing 5" />
<DeathDrowning text="Drowned 1" />
<DeathDrowning text="Drowned 2" />
<DeathDrowning text="Drowned 3" />
<DeathDrowning text="Drowned 4" />
<DeathDrowning text="Drowned 5" />
<DeathAbandoned text="Abandoned 1" />
<DeathAbandoned text="Abandoned 2" />
<DeathAbandoned text="Abandoned 3" />
<DeathAbandoned text="Abandoned 4" />
<DeathAbandoned text="Abandoned 5" />
<DeathElectrocution text="[GENERIC] Electrocution 1" />
<DeathElectrocution text="[GENERIC] Electrocution 2" />
<DeathElectrocution text="[GENERIC] Electrocution 3" />
<DeathElectrocution text="[GENERIC] Electrocution 4" />
<DeathElectrocution text="[GENERIC] Electrocution 5" />
<DeathKicking text="[GENERIC] Kicking 1" />
<DeathKicking text="[GENERIC] Kicking 2" />
<DeathKicking text="[GENERIC] Kicking 3" />
<DeathKicking text="[GENERIC] Kicking 4" />
<DeathKicking text="[GENERIC] Kicking 5" />
<DeathBurning text="[GENERIC] Burning 1" />
<DeathBurning text="[GENERIC] Burning 2" />
<DeathBurning text="[GENERIC] Burning 3" />
<DeathBurning text="[GENERIC] Burning 4" />
<DeathBurning text="[GENERIC] Burning 5" />
<DeathStabbing text="[GENERIC] Stabbing 1" />
<DeathStabbing text="[GENERIC] Stabbing 2" />
<DeathStabbing text="[GENERIC] Stabbing 3" />
<DeathStabbing text="[GENERIC] Stabbing 4" />
<DeathStabbing text="[GENERIC] Stabbing 5" />
<DeathFan text="Fan 1" />
<DeathFan text="Fan 2" />
<DeathFan text="Fan 3" />
<DeathFan text="Fan 4" />
<DeathFan text="Fan 5" />
<DeathInertia text="[GENERIC] Inertia 1" />
<DeathInertia text="[GENERIC] Inertia 2" />
<DeathInertia text="[GENERIC] Inertia 3" />
<DeathInertia text="[GENERIC] Inertia 4" />
<DeathInertia text="[GENERIC] Inertia 5" />
<DeathSnipped text="[GENERIC] Snipped 1" />
<DeathSnipped text="[GENERIC] Snipped 2" />
<DeathSnipped text="[GENERIC] Snipped 3" />
<DeathSnipped text="[GENERIC] Snipped 4" />
<DeathSnipped text="[GENERIC] Snipped 5" />
<DeathEnemyBracken text="Bracken 1" />
<DeathEnemyBracken text="Bracken 2" />
<DeathEnemyBracken text="Bracken 3" />
<DeathEnemyBracken text="Bracken 4" />
<DeathEnemyBracken text="Bracken 5" />
<DeathEnemyEyelessDog text="Eyeless Dog 1" />
<DeathEnemyEyelessDog text="Eyeless Dog 2" />
<DeathEnemyEyelessDog text="Eyeless Dog 3" />
<DeathEnemyEyelessDog text="Eyeless Dog 4" />
<DeathEnemyEyelessDog text="Eyeless Dog 5" />
<DeathEnemyForestGiantEaten text="Forest Giant (Eaten) 1" />
<DeathEnemyForestGiantEaten text="Forest Giant (Eaten) 2" />
<DeathEnemyForestGiantEaten text="Forest Giant (Eaten) 3" />
<DeathEnemyForestGiantEaten text="Forest Giant (Eaten) 4" />
<DeathEnemyForestGiantEaten text="Forest Giant (Eaten) 5" />
<DeathEnemyForestGiantDeath text="Forest Giant (Crushed) 1" />
<DeathEnemyForestGiantDeath text="Forest Giant (Crushed) 2" />
<DeathEnemyForestGiantDeath text="Forest Giant (Crushed) 3" />
<DeathEnemyForestGiantDeath text="Forest Giant (Crushed) 4" />
<DeathEnemyForestGiantDeath text="Forest Giant (Crushed) 5" />
<DeathEnemyCircuitBees text="Circuit Bees 1" />
<DeathEnemyCircuitBees text="Circuit Bees 2" />
<DeathEnemyCircuitBees text="Circuit Bees 3" />
<DeathEnemyCircuitBees text="Circuit Bees 4" />
<DeathEnemyCircuitBees text="Circuit Bees 5" />
<DeathEnemyGhostGirl text="Ghost Girl 1" />
<DeathEnemyGhostGirl text="Ghost Girl 2" />
<DeathEnemyGhostGirl text="Ghost Girl 3" />
<DeathEnemyGhostGirl text="Ghost Girl 4" />
<DeathEnemyGhostGirl text="Ghost Girl 5" />
<DeathEnemyEarthLeviathan text="Earth Leviathan 1" />
<DeathEnemyEarthLeviathan text="Earth Leviathan 2" />
<DeathEnemyEarthLeviathan text="Earth Leviathan 3" />
<DeathEnemyEarthLeviathan text="Earth Leviathan 4" />
<DeathEnemyEarthLeviathan text="Earth Leviathan 5" />
<DeathEnemyBaboonHawk text="Baboon Hawk 1" />
<DeathEnemyBaboonHawk text="Baboon Hawk 2" />
<DeathEnemyBaboonHawk text="Baboon Hawk 3" />
<DeathEnemyBaboonHawk text="Baboon Hawk 4" />
<DeathEnemyBaboonHawk text="Baboon Hawk 5" />
<DeathEnemyJester text="Jester 1" />
<DeathEnemyJester text="Jester 2" />
<DeathEnemyJester text="Jester 3" />
<DeathEnemyJester text="Jester 4" />
<DeathEnemyJester text="Jester 5" />
<DeathEnemyCoilHead text="Coil Head 1" />
<DeathEnemyCoilHead text="Coil Head 2" />
<DeathEnemyCoilHead text="Coil Head 3" />
<DeathEnemyCoilHead text="Coil Head 4" />
<DeathEnemyCoilHead text="Coil Head 5" />
<DeathEnemySnareFlea text="Snare Flea 1" />
<DeathEnemySnareFlea text="Snare Flea 2" />
<DeathEnemySnareFlea text="Snare Flea 3" />
<DeathEnemySnareFlea text="Snare Flea 4" />
<DeathEnemySnareFlea text="Snare Flea 5" />
<DeathEnemyHygrodere text="Hygrodere 1" />
<DeathEnemyHygrodere text="Hygrodere 2" />
<DeathEnemyHygrodere text="Hygrodere 3" />
<DeathEnemyHygrodere text="Hygrodere 4" />
<DeathEnemyHygrodere text="Hygrodere 5" />
<DeathEnemyHoarderBug text="Hoarder Bug 1" />
<DeathEnemyHoarderBug text="Hoarder Bug 2" />
<DeathEnemyHoarderBug text="Hoarder Bug 3" />
<DeathEnemyHoarderBug text="Hoarder Bug 4" />
<DeathEnemyHoarderBug text="Hoarder Bug 5" />
<DeathEnemyLassoMan text="Lasso Man 1" />
<DeathEnemyLassoMan text="Lasso Man 2" />
<DeathEnemyLassoMan text="Lasso Man 3" />
<DeathEnemyLassoMan text="Lasso Man 4" />
<DeathEnemyLassoMan text="Lasso Man 5" />
<DeathEnemySporeLizard text="Spore Lizard 1" />
<DeathEnemySporeLizard text="Spore Lizard 2" />
<DeathEnemySporeLizard text="Spore Lizard 3" />
<DeathEnemySporeLizard text="Spore Lizard 4" />
<DeathEnemySporeLizard text="Spore Lizard 5" />
<DeathEnemyBunkerSpider text="Bunker Spider 1" />
<DeathEnemyBunkerSpider text="Bunker Spider 2" />
<DeathEnemyBunkerSpider text="Bunker Spider 3" />
<DeathEnemyBunkerSpider text="Bunker Spider 4" />
<DeathEnemyBunkerSpider text="Bunker Spider 5" />
<DeathEnemyThumper text="Thumper 1" />
<DeathEnemyThumper text="Thumper 2" />
<DeathEnemyThumper text="Thumper 3" />
<DeathEnemyThumper text="Thumper 4" />
<DeathEnemyThumper text="Thumper 5" />
<DeathEnemyMaskedPlayerWear text="Masked Player (Wear) 1" />
<DeathEnemyMaskedPlayerWear text="Masked Player (Wear) 2" />
<DeathEnemyMaskedPlayerWear text="Masked Player (Wear) 3" />
<DeathEnemyMaskedPlayerWear text="Masked Player (Wear) 4" />
<DeathEnemyMaskedPlayerWear text="Masked Player (Wear) 5" />
<DeathEnemyMaskedPlayerVictim text="Masked Player (Victim) 1" />
<DeathEnemyMaskedPlayerVictim text="Masked Player (Victim) 2" />
<DeathEnemyMaskedPlayerVictim text="Masked Player (Victim) 3" />
<DeathEnemyMaskedPlayerVictim text="Masked Player (Victim) 4" />
<DeathEnemyMaskedPlayerVictim text="Masked Player (Victim) 5" />
<DeathEnemyNutcrackerKicked text="Nutcracker (Kicked) 1" />
<DeathEnemyNutcrackerKicked text="Nutcracker (Kicked) 2" />
<DeathEnemyNutcrackerKicked text="Nutcracker (Kicked) 3" />
<DeathEnemyNutcrackerKicked text="Nutcracker (Kicked) 4" />
<DeathEnemyNutcrackerKicked text="Nutcracker (Kicked) 5" />
<DeathEnemyNutcrackerShot text="Nutcracker (Shot) 1" />
<DeathEnemyNutcrackerShot text="Nutcracker (Shot) 2" />
<DeathEnemyNutcrackerShot text="Nutcracker (Shot) 3" />
<DeathEnemyNutcrackerShot text="Nutcracker (Shot) 4" />
<DeathEnemyNutcrackerShot text="Nutcracker (Shot) 5" />
<DeathEnemyButlerStab text="Butler (Stab) 1" />
<DeathEnemyButlerStab text="Butler (Stab) 2" />
<DeathEnemyButlerStab text="Butler (Stab) 3" />
<DeathEnemyButlerStab text="Butler (Stab) 4" />
<DeathEnemyButlerStab text="Butler (Stab) 5" />
<DeathEnemyButlerExplode text="Butler (Explode) 1" />
<DeathEnemyButlerExplode text="Butler (Explode) 2" />
<DeathEnemyButlerExplode text="Butler (Explode) 3" />
<DeathEnemyButlerExplode text="Butler (Explode) 4" />
<DeathEnemyButlerExplode text="Butler (Explode) 5" />
<DeathEnemyMaskHornets text="Mask Hornets 1" />
<DeathEnemyMaskHornets text="Mask Hornets 2" />
<DeathEnemyMaskHornets text="Mask Hornets 3" />
<DeathEnemyMaskHornets text="Mask Hornets 4" />
<DeathEnemyMaskHornets text="Mask Hornets 5" />
<DeathEnemyTulipSnakeDrop text="Tulip Snake (Drop) 1" />
<DeathEnemyTulipSnakeDrop text="Tulip Snake (Drop) 2" />
<DeathEnemyTulipSnakeDrop text="Tulip Snake (Drop) 3" />
<DeathEnemyTulipSnakeDrop text="Tulip Snake (Drop) 4" />
<DeathEnemyTulipSnakeDrop text="Tulip Snake (Drop) 5" />
<DeathEnemyOldBirdRocket text="Old Bird (Rocket) 1" />
<DeathEnemyOldBirdRocket text="Old Bird (Rocket) 2" />
<DeathEnemyOldBirdRocket text="Old Bird (Rocket) 3" />
<DeathEnemyOldBirdRocket text="Old Bird (Rocket) 4" />
<DeathEnemyOldBirdRocket text="Old Bird (Rocket) 5" />
<DeathEnemyOldBirdStomp text="Old Bird (Stomp) 1" />
<DeathEnemyOldBirdStomp text="Old Bird (Stomp) 2" />
<DeathEnemyOldBirdStomp text="Old Bird (Stomp) 3" />
<DeathEnemyOldBirdStomp text="Old Bird (Stomp) 4" />
<DeathEnemyOldBirdStomp text="Old Bird (Stomp) 5" />
<DeathEnemyOldBirdCharge text="Old Bird (Charge) 1" />
<DeathEnemyOldBirdCharge text="Old Bird (Charge) 2" />
<DeathEnemyOldBirdCharge text="Old Bird (Charge) 3" />
<DeathEnemyOldBirdCharge text="Old Bird (Charge) 4" />
<DeathEnemyOldBirdCharge text="Old Bird (Charge) 5" />
<DeathEnemyOldBirdTorch text="Old Bird (Torch) 1" />
<DeathEnemyOldBirdTorch text="Old Bird (Torch) 2" />
<DeathEnemyOldBirdTorch text="Old Bird (Torch) 3" />
<DeathEnemyOldBirdTorch text="Old Bird (Torch) 4" />
<DeathEnemyOldBirdTorch text="Old Bird (Torch) 5" />
<DeathEnemyKidnapperFox text="Kidnapper Fox 1" />
<DeathEnemyKidnapperFox text="Kidnapper Fox 2" />
<DeathEnemyKidnapperFox text="Kidnapper Fox 3" />
<DeathEnemyKidnapperFox text="Kidnapper Fox 4" />
<DeathEnemyKidnapperFox text="Kidnapper Fox 5" />
<DeathEnemyBarber text="Barber 1" />
<DeathEnemyBarber text="Barber 2" />
<DeathEnemyBarber text="Barber 3" />
<DeathEnemyBarber text="Barber 4" />
<DeathEnemyBarber text="Barber 5" />
<DeathEnemyManeater text="Maneater 1" />
<DeathEnemyManeater text="Maneater 2" />
<DeathEnemyManeater text="Maneater 3" />
<DeathEnemyManeater text="Maneater 4" />
<DeathEnemyManeater text="Maneater 5" />
<DeathPlayerCruiserDriver text="Cruiser (Driver) 1" />
<DeathPlayerCruiserDriver text="Cruiser (Driver) 2" />
<DeathPlayerCruiserDriver text="Cruiser (Driver) 3" />
<DeathPlayerCruiserDriver text="Cruiser (Driver) 4" />
<DeathPlayerCruiserDriver text="Cruiser (Driver) 5" />
<DeathPlayerCruiserPassenger text="Cruiser (Passenger) 1" />
<DeathPlayerCruiserPassenger text="Cruiser (Passenger) 2" />
<DeathPlayerCruiserPassenger text="Cruiser (Passenger) 3" />
<DeathPlayerCruiserPassenger text="Cruiser (Passenger) 4" />
<DeathPlayerCruiserPassenger text="Cruiser (Passenger) 5" />
<DeathPlayerCruiserExplodeBystander text="Cruiser (Explode) 1" />
<DeathPlayerCruiserExplodeBystander text="Cruiser (Explode) 2" />
<DeathPlayerCruiserExplodeBystander text="Cruiser (Explode) 3" />
<DeathPlayerCruiserExplodeBystander text="Cruiser (Explode) 4" />
<DeathPlayerCruiserExplodeBystander text="Cruiser (Explode) 5" />
<DeathPlayerCruiserRanOver text="Cruiser (Ran Over) 1" />
<DeathPlayerCruiserRanOver text="Cruiser (Ran Over) 2" />
<DeathPlayerCruiserRanOver text="Cruiser (Ran Over) 3" />
<DeathPlayerCruiserRanOver text="Cruiser (Ran Over) 4" />
<DeathPlayerCruiserRanOver text="Cruiser (Ran Over) 5" />
<DeathPlayerJetpackGravity text="Jetpack (Gravity) 1" />
<DeathPlayerJetpackGravity text="Jetpack (Gravity) 2" />
<DeathPlayerJetpackGravity text="Jetpack (Gravity) 3" />
<DeathPlayerJetpackGravity text="Jetpack (Gravity) 4" />
<DeathPlayerJetpackGravity text="Jetpack (Gravity) 5" />
<DeathPlayerJetpackBlast text="Jetpack (Blast) 1" />
<DeathPlayerJetpackBlast text="Jetpack (Blast) 2" />
<DeathPlayerJetpackBlast text="Jetpack (Blast) 3" />
<DeathPlayerJetpackBlast text="Jetpack (Blast) 4" />
<DeathPlayerJetpackBlast text="Jetpack (Blast) 5" />
<DeathPlayerMurderShovel text="Murder (Shovel) 1" />
<DeathPlayerMurderShovel text="Murder (Shovel) 2" />
<DeathPlayerMurderShovel text="Murder (Shovel) 3" />
<DeathPlayerMurderShovel text="Murder (Shovel) 4" />
<DeathPlayerMurderShovel text="Murder (Shovel) 5" />
<DeathPlayerMurderStopSign text="Murder (Stop Sign) 1" />
<DeathPlayerMurderStopSign text="Murder (Stop Sign) 2" />
<DeathPlayerMurderStopSign text="Murder (Stop Sign) 3" />
<DeathPlayerMurderStopSign text="Murder (Stop Sign) 4" />
<DeathPlayerMurderStopSign text="Murder (Stop Sign) 5" />
<DeathPlayerMurderYieldSign text="Murder (Yield Sign) 1" />
<DeathPlayerMurderYieldSign text="Murder (Yield Sign) 2" />
<DeathPlayerMurderYieldSign text="Murder (Yield Sign) 3" />
<DeathPlayerMurderYieldSign text="Murder (Yield Sign) 4" />
<DeathPlayerMurderYieldSign text="Murder (Yield Sign) 5" />
<DeathPlayerMurderKnife text="Murder (Knife) 1" />
<DeathPlayerMurderKnife text="Murder (Knife) 2" />
<DeathPlayerMurderKnife text="Murder (Knife) 3" />
<DeathPlayerMurderKnife text="Murder (Knife) 4" />
<DeathPlayerMurderKnife text="Murder (Knife) 5" />
<DeathPlayerMurderShotgun text="Murder (Shotgun) 1" />
<DeathPlayerMurderShotgun text="Murder (Shotgun) 2" />
<DeathPlayerMurderShotgun text="Murder (Shotgun) 3" />
<DeathPlayerMurderShotgun text="Murder (Shotgun) 4" />
<DeathPlayerMurderShotgun text="Murder (Shotgun) 5" />
<DeathPlayerLadder text="Ladder 1" />
<DeathPlayerLadder text="Ladder 2" />
<DeathPlayerLadder text="Ladder 3" />
<DeathPlayerLadder text="Ladder 4" />
<DeathPlayerLadder text="Ladder 5" />
<DeathPlayerQuicksand text="Quicksand 1" />
<DeathPlayerQuicksand text="Quicksand 2" />
<DeathPlayerQuicksand text="Quicksand 3" />
<DeathPlayerQuicksand text="Quicksand 4" />
<DeathPlayerQuicksand text="Quicksand 5" />
<DeathPlayerStunGrenade text="Stun Grenade 1" />
<DeathPlayerStunGrenade text="Stun Grenade 2" />
<DeathPlayerStunGrenade text="Stun Grenade 3" />
<DeathPlayerStunGrenade text="Stun Grenade 4" />
<DeathPlayerStunGrenade text="Stun Grenade 5" />
<DeathPlayerEasterEgg text="Easter Egg 1" />
<DeathPlayerEasterEgg text="Easter Egg 2" />
<DeathPlayerEasterEgg text="Easter Egg 3" />
<DeathPlayerEasterEgg text="Easter Egg 4" />
<DeathPlayerEasterEgg text="Easter Egg 5" />
<DeathOtherItemDropship text="Item Dropship 1" />
<DeathOtherItemDropship text="Item Dropship 2" />
<DeathOtherItemDropship text="Item Dropship 3" />
<DeathOtherItemDropship text="Item Dropship 4" />
<DeathOtherItemDropship text="Item Dropship 5" />
<DeathOtherSpikeTrap text="Spike Trap 1" />
<DeathOtherSpikeTrap text="Spike Trap 2" />
<DeathOtherSpikeTrap text="Spike Trap 3" />
<DeathOtherSpikeTrap text="Spike Trap 4" />
<DeathOtherSpikeTrap text="Spike Trap 5" />
<DeathPitGeneric text="Pit (Generic) 1" />
<DeathPitGeneric text="Pit (Generic) 2" />
<DeathPitGeneric text="Pit (Generic) 3" />
<DeathPitGeneric text="Pit (Generic) 4" />
<DeathPitGeneric text="Pit (Generic) 5" />
<DeathPitFacilityPit text="Pit (Facility) 1" />
<DeathPitFacilityPit text="Pit (Facility) 2" />
<DeathPitFacilityPit text="Pit (Facility) 3" />
<DeathPitFacilityPit text="Pit (Facility) 4" />
<DeathPitFacilityPit text="Pit (Facility) 5" />
<DeathPitFacilityCatwalkJump text="Pit (Catwalk Jump) 1" />
<DeathPitFacilityCatwalkJump text="Pit (Catwalk Jump) 2" />
<DeathPitFacilityCatwalkJump text="Pit (Catwalk Jump) 3" />
<DeathPitFacilityCatwalkJump text="Pit (Catwalk Jump) 4" />
<DeathPitFacilityCatwalkJump text="Pit (Catwalk Jump) 5" />
<DeathPitMineElevator text="Pit (Mine Elevator) 1" />
<DeathPitMineElevator text="Pit (Mine Elevator) 2" />
<DeathPitMineElevator text="Pit (Mine Elevator) 3" />
<DeathPitMineElevator text="Pit (Mine Elevator) 4" />
<DeathPitMineElevator text="Pit (Mine Elevator) 5" />
<DeathPitMinePit text="Pit (Mine Pit) 1" />
<DeathPitMinePit text="Pit (Mine Pit) 2" />
<DeathPitMinePit text="Pit (Mine Pit) 3" />
<DeathPitMinePit text="Pit (Mine Pit) 4" />
<DeathPitMinePit text="Pit (Mine Pit) 5" />
<DeathPitMineCave text="Pit (Mine Cave) 1" />
<DeathPitMineCave text="Pit (Mine Cave) 2" />
<DeathPitMineCave text="Pit (Mine Cave) 3" />
<DeathPitMineCave text="Pit (Mine Cave) 4" />
<DeathPitMineCave text="Pit (Mine Cave) 5" />
<DeathOtherDepositItemsDesk text="Deposit Items Desk 1" />
<DeathOtherDepositItemsDesk text="Deposit Items Desk 2" />
<DeathOtherDepositItemsDesk text="Deposit Items Desk 3" />
<DeathOtherDepositItemsDesk text="Deposit Items Desk 4" />
<DeathOtherDepositItemsDesk text="Deposit Items Desk 5" />
<DeathOtherLandmine text="Landmine 1" />
<DeathOtherLandmine text="Landmine 2" />
<DeathOtherLandmine text="Landmine 3" />
<DeathOtherLandmine text="Landmine 4" />
<DeathOtherLandmine text="Landmine 5" />
<DeathOtherTurret text="Turret 1" />
<DeathOtherTurret text="Turret 2" />
<DeathOtherTurret text="Turret 3" />
<DeathOtherTurret text="Turret 4" />
<DeathOtherTurret text="Turret 5" />
<DeathOtherLightning text="Lightning 1" />
<DeathOtherLightning text="Lightning 2" />
<DeathOtherLightning text="Lightning 3" />
<DeathOtherLightning text="Lightning 4" />
<DeathOtherLightning text="Lightning 5" />
<DeathOtherMeteor text="Meteor 1" />
<DeathOtherMeteor text="Meteor 2" />
<DeathOtherMeteor text="Meteor 3" />
<DeathOtherMeteor text="Meteor 4" />
<DeathOtherMeteor text="Meteor 5" />
<DeathOtherOutOfBounds text="Out of Bounds 1" />
<DeathOtherOutOfBounds text="Out of Bounds 2" />
<DeathOtherOutOfBounds text="Out of Bounds 3" />
<DeathOtherOutOfBounds text="Out of Bounds 4" />
<DeathOtherOutOfBounds text="Out of Bounds 5" />
<DeathUnknown text="!!!UNKNOWN!!!" />
<UINotes text="Notes: " /> <!-- TN: First line of the notes if the player hasn't died. -->
<UICauseOfDeath text="Cause of Death: " /> <!-- TN: First line of the notes if the player has died. -->
<!--
TN: Funny Notes
If the player has not died, and has no performance notes to display,
one of these will be chosen at random, so that nobody has no notes.
-->
<FunnyNote text="The goofiest goober." /> <!-- TN: Spongebob reference -->
<FunnyNote text="The cutest employee." />
<FunnyNote text="Had the most fun." />
<FunnyNote text="Had the least fun." />
<FunnyNote text="The bravest employee." />
<FunnyNote text="Did a sick flip." />
<FunnyNote text="Stubbed their toe." />
<FunnyNote text="The most likely to die next time." />
<FunnyNote text="The least likely to die next time." />
<FunnyNote text="Dislikes smoke." /> <!-- TN: Legend of Zelda reference -->
<FunnyNote text="A team player." />
<FunnyNote text="A real go-getter." />
<FunnyNote text="Ate the most snacks." />
<FunnyNote text="Passed GO and collected $200." /> <!-- TN: Spongebob reference -->
<FunnyNote text="Got freaky on a Friday night." /> <!-- TN: Friday Night Funkin' reference -->
<FunnyNote text="I think this one's a serial killer." />
<FunnyNote text="Perfectly unremarkable." />
<FunnyNote text="Hasn't called their mother in a while." />
<FunnyNote text="Has IP address 127.0.0.1." /> <!-- TN: This note pretends to dox the user but actually specifies the loopback IP address. -->
<FunnyNote text="Secretly a lizard." />
<!--
TN: Generic Death Messages
Generally, causes of death like bludgeoning, strangulation, and blasts will be overridden by messages specific to that type.
These are fallbacks for when there is no specific message. Try to make these broadly applicable.
-->
<DeathBludgeoning text="Bludgeoned to death." />
<!--
<DeathGravity text="Fell to their death." />
<DeathGravity text="Fell off a cliff." />
-->
<DeathBlast text="Exploded." />
<DeathBlast text="Went out with a bang." />
<DeathBlast text="Was blown to smithereens." />
<DeathStrangulation text="Strangled to death." />
<DeathSuffocation text="Suffocated to death." />
<DeathMauling text="Mauled to death." />
<DeathGunshots text="Shot to death." />
<DeathGunshots text="Filled to the brim with bullets." />
<DeathCrushing text="Crushed to death." />
<DeathDrowning text="Drowned to death." />
<DeathAbandoned text="Abandoned by their coworkers." />
<DeathElectrocution text="Electrocuted to death." />
<DeathKicking text="Kicked to death." />
<!--
TN: Enemy Death Messages
These are messages for when the player is killed by a specific enemy.
Try to keep these high quality since they will be the ones players see the most.
-->
<DeathEnemyBracken text="Had their neck snapped by a Bracken." />
<DeathEnemyBracken text="Stared at a Bracken too long." />
<DeathEnemyEyelessDog text="Was eaten by an Eyeless Dog." />
<DeathEnemyEyelessDog text="Got caught using a mechanical keyboard." />
<DeathEnemyEyelessDog text="Wasn't quiet around an Eyeless Dog." />
<DeathEnemyForestGiant text="Swallowed whole by a Forest Giant." />
<DeathEnemyCircuitBees text="Electro-stung to death by Circuit Bees." />
<DeathEnemyGhostGirl text="Died a mysterious death." />
<DeathEnemyGhostGirl text="Lost their mind." />
<DeathEnemyGhostGirl text="Got a real bad headache." /> <!-- TN: The Ghost Girl causes the player's head to explode. -->
<DeathEnemyGhostGirl text="???" />
<DeathEnemyEarthLeviathan text="Swallowed whole by an Earth Leviathan." />
<DeathEnemyBaboonHawk text="Was eaten by a Baboon Hawk." />
<DeathEnemyBaboonHawk text="Was mauled by a Baboon Hawk." />
<DeathEnemyJester text="Mauled to death by a Jester." />
<DeathEnemyJester text="Was the butt of the Jester's joke." />
<DeathEnemyJester text="Got pranked by the Jester." />
<DeathEnemyJester text="Got popped like a weasel." /> <!-- TN: "Pop Goes The Weasel" is the song used by Jack-in-the-box toys. -->
<DeathEnemyCoilHead text="Mauled to death by a Coil Head." />
<DeathEnemyCoilHead text="Got in a staring contest with a Coil Head." />
<DeathEnemyCoilHead text="Lost a staring contest with a Coil Head." />
<DeathEnemySnareFlea text="Was suffocated by a Snare Flea." />
<DeathEnemyHygrodere text="Was absorbed by a Hygrodere." />
<DeathEnemyHygrodere text="Got lost in the sauce." />
<DeathEnemyHygrodere text="Had an oopsie with a Hygrodere." />
<DeathEnemyHoarderBug text="Was mauled by a Hoarder Bug." />
<DeathEnemyHoarderBug text="Was swarmed by a Hoarder Bug." />
<DeathEnemyHoarderBug text="Was hoarded by a Hoarder Bug." />
<DeathEnemyHoarderBug text="Tried to steal from a Hoarder Bug." />
<DeathEnemySporeLizard text="Was bitten by a Spore Lizard." />
<DeathEnemySporeLizard text="Was puffed by a Spore Lizard." />
<DeathEnemyBunkerSpider text="Ensnared in the Bunker Spider's web." />
<DeathEnemyThumper text="Was ravaged by a Thumper." />
<DeathEnemyThumper text="Got thumped by a Thumper." />
<!--
TN: v45 Enemy Death Messages
Messages used for enemies added in v45.
Most of these enemies have multiple ways they can kill you, so make sure you don't mix them up.
-->
<DeathEnemyMaskedPlayerWear text="Donned the Mask." /> <!-- TN: Message used when the player is transformed into a Masked Player enemy -->
<DeathEnemyMaskedPlayerWear
text="Nobody cared who they were until they put on the Mask." /> <!-- TN: The Dark Knight Rises reference -->
<DeathEnemyMaskedPlayerVictim text="Was killed by a Masked coworker." /> <!-- TN: Message used when a Masked Player (even one that spawned naturally) attacks and kills a player. -->
<DeathEnemyMaskedPlayerVictim text="Became a tragedy at the hands of the Mask." /> <!-- TN: A reference to the Tragedy Mask that transforms players who pick it up. -->
<DeathEnemyNutcrackerKicked text="Was kicked to death by a Nutcracker." /> <!-- TN: Used when a Nutcracker kills a player that happens to walk in its path -->
<DeathEnemyNutcrackerKicked text="Got their nuts cracked by a Nutcracker." />
<DeathEnemyNutcrackerShot text="Got shot by a Nutcracker." /> <!-- TN: Used when a nutcracker -->
<DeathEnemyNutcrackerShot text="Was at the wrong end of a 21-gun salute." />
<!--
TN: Player Death Messages
These are messages for when the player dies due to player-related means,
such as murder or using an item improperly.
-->
<DeathPlayerJetpackGravity text="Fell while using a jetpack." /> <!-- TN: Message used when the player dies of fall damage while holding a jetpack. -->
<DeathPlayerJetpackGravity text="Flew too close to the sun." /> <!-- TN: Reference to Icarus of Greek mythology -->
<DeathPlayerJetpackGravity text="Ran out of fuel." />
<DeathPlayerJetpackBlast text="Blew up while using a Jetpack." /> <!-- TN: Message used when the player uses the jetpack too long and it explodes. -->
<DeathPlayerJetpackBlast text="Turned into a firework." />
<DeathPlayerMurderMelee text="Was bludgeoned to death by a coworker." /> <!-- TN: Used when a player kills another player with a shovel. -->
<DeathPlayerMurderMelee text="Was the victim of a murder." />
<DeathPlayerMurderMelee text="Got murdered." />
<DeathPlayerMurderMelee text="Got backstabbed by a coworker." />
<DeathPlayerMurderShotgun text="Was shot to death by a coworker." /> <!-- TN: Used when a player kills another player with the Nutcracker's shotgun. -->
<DeathPlayerMurderShotgun text="Was the victim of a murder." />
<DeathPlayerMurderShotgun text="Got murdered." />
<DeathPlayerMurderShotgun text="Got one-pumped by a coworker." />
<DeathPlayerMurderShotgun text="Got 360-noscoped by a coworker." />
<DeathPlayerLadder text="Got crushed by an Extension Ladder." /> <!-- TN: Used when a player stands underneath an Extension Ladder and gets crushed. -->
<DeathPlayerLadder text="Was squashed by an Extension Ladder." />
<DeathPlayerQuicksand text="Got stuck in quicksand." />
<DeathPlayerQuicksand text="Drowned in quicksand." />
<DeathPlayerStunGrenade text="Got flashbanged by a coworker." /> <!-- TN: Yes, the stun grenade can do damage, but not very much. -->
<DeathPlayerStunGrenade text="Was the victim of a murder." />
<DeathOtherItemDropship text="Was crushed by the Item Dropship." /> <!-- TN: Used when a player stands underneath the Item Dropship and gets crushed. -->
<DeathOtherItemDropship text="Couldn't wait for their items." />
<DeathOtherItemDropship text="Got too impatient for their items." />
<!--
TN: Messages for the tentacle that kills players at the company building.
Performance reports don't show up at the company building so this is unused.
-->
<DeathOtherDepositItemsDesk text="Received a demotion." />
<DeathOtherDepositItemsDesk text="Was put on disciplinary leave." />
<DeathOtherLandmine text="Stepped on a landmine." />
<DeathOtherTurret text="Got shot by a turret." />
<DeathOtherLightning text="Was struck by lightning." />
<DeathUnknown text="Died somehow." />
<DeathUnknown text="Most sincerely dead." /> <!-- TN: Wizard of Oz reference -->
<DeathUnknown text="Expired in an inexplicable manner." />
</strings>
</base>

View File

@ -0,0 +1,26 @@
<?xml version="1.0" encoding="utf-8"?>
<base xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xmlns:xsd="http://www.w3.org/2001/XMLSchema" type="string">
<tags>
<tag language="en" />
</tags>
<strings>
<!--
Translation Notes:
This is the default localization file for Coroner.
By default, any of the `FunnyNote` or `Death` strings are dynamically chosen at random.
If the `SeriousDeathMessages` option is enabled, the first `Death` message found in the file is used,
so make this one literal and specific.
The other ones can be puns or jokes, and options can be added or removed as needed, just make sure
to keep the correct tags, and make sure that there is at least one message for each `Death` type.
-->
<!-- TN: Killed by a Mimic -->
<DeathEnemyMimic text="Mimic 1" />
<DeathEnemyMimic text="Mimic 2" />
<DeathEnemyMimic text="Mimic 3" />
<DeathEnemyMimic text="Mimic 4" />
<DeathEnemyMimic text="Mimic 5" />
</strings>
</base>

View File

@ -0,0 +1,164 @@
<?xml version="1.0" encoding="utf-8"?>
<base xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xmlns:xsd="http://www.w3.org/2001/XMLSchema" type="string">
<tags>
<tag language="zh-CN" />
</tags>
<strings>
<UINotes text="笔记: " />
<UICauseOfDeath text="死因: " />
<FunnyNote text="真是个蠢蛋" />
<FunnyNote text="最可爱的雇员" />
<FunnyNote text="玩得很开心" />
<FunnyNote text="玩得很不开心" />
<FunnyNote text="最勇敢的雇员" />
<FunnyNote text="做了一个牛逼的后空翻" />
<FunnyNote text="踢伤了他们的脚趾" />
<FunnyNote text="下次最有可能死掉" />
<FunnyNote text="下次最不可能死掉" />
<FunnyNote text="不喜欢抽烟" />
<FunnyNote text="一个团队型玩家" />
<FunnyNote text="一个真正的干将" />
<FunnyNote text="吃的零食最多" />
<FunnyNote text="回到了原点并得到了$200" />
<FunnyNote text="明天就放假,疯狂星期五" />
<FunnyNote text="我认为他是一个连环杀手" />
<FunnyNote text="完全不起眼" />
<FunnyNote text="好久没给妈妈打电话了" />
<FunnyNote text="IP地址为127.0.0.1" />
<FunnyNote text="秘密是一只蜥蜴" />
<DeathBludgeoning text="被打死了" />
<DeathGravity text="摔死了" />
<DeathGravity text="从悬崖上掉了下来" />
<DeathBlast text="爆炸了" />
<DeathBlast text="bang的一声爆炸了" />
<DeathBlast text="被炸得粉身碎骨" />
<DeathStrangulation text="被勒死" />
<DeathSuffocation text="窒息而死" />
<DeathMauling text="被打死了" />
<DeathGunshots text="被枪杀" />
<DeathGunshots text="里面装满了子弹" />
<DeathCrushing text="被压死了" />
<DeathDrowning text="被淹死了" />
<DeathAbandoned text="被同事抛弃了" />
<DeathElectrocution text="触电身亡" />
<DeathKicking text="被踢死了" />
<DeathEnemyBracken text="脖子被蕨菜折断了" />
<DeathEnemyBracken text="盯着蕨菜看太久了" />
<DeathEnemyEyelessDog text="被一只无眼狗吃掉了" />
<DeathEnemyEyelessDog text="被抓到使用机械键盘" />
<DeathEnemyEyelessDog text="在无眼狗周围聒噪" />
<DeathEnemyForestGiant text="被森林巨人吞下" />
<DeathEnemyCircuitBees text="被电路蜜蜂电蛰死" />
<DeathEnemyGhostGirl text="神秘地死去" />
<DeathEnemyGhostGirl text="失去了理智" />
<DeathEnemyGhostGirl text="头痛得很厉害" />
<DeathEnemyGhostGirl text="???" />
<DeathEnemyEarthLeviathan text="被地球利维坦整个吞噬" />
<DeathEnemyBaboonHawk text="被狒狒鹰吃掉了" />
<DeathEnemyBaboonHawk text="被狒狒鹰咬伤" />
<DeathEnemyJester text="被小丑咬死" />
<DeathEnemyJester text="真是一个笑柄" />
<DeathEnemyJester text="被小丑恶作剧了" />
<DeathEnemyJester text="像黄鼠狼一样被打爆了" />
<DeathEnemyCoilHead text="被线圈头咬死了" />
<DeathEnemyCoilHead text="与线圈头进行了一场凝视比赛" />
<DeathEnemyCoilHead text="在与线圈头的凝视比赛中失败" />
<DeathEnemySnareFlea text="被圈套跳蚤缠绕窒息而死" />
<DeathEnemyHygrodere text="被史莱姆吸收" />
<DeathEnemyHygrodere text="迷失在酱汁中" />
<DeathEnemyHygrodere text="和史莱姆发生了一次意外事件" />
<DeathEnemyHoarderBug text="被囤积虫咬伤" />
<DeathEnemyHoarderBug text="被囤积虫包围" />
<DeathEnemyHoarderBug text="被囤积虫囤积了" />
<DeathEnemyHoarderBug text="试图从囤积虫那里偷东西" />
<DeathEnemySporeLizard text="被孢子蜥蜴咬了" />
<DeathEnemySporeLizard text="被孢子蜥蜴气化了" />
<DeathEnemyBunkerSpider text="陷入到蜘蛛网中" />
<DeathEnemyThumper text="被重击者蹂躏" />
<DeathEnemyThumper text="被重击者重击了" />
<DeathEnemyMaskedPlayerWear text="戴上了面具" />
<DeathEnemyMaskedPlayerWear
text="在戴上面具之前没人在乎他们是谁" />
<DeathEnemyMaskedPlayerVictim text="被面具同事杀死" />
<DeathEnemyMaskedPlayerVictim text="在面具手中变成了一场悲剧" />
<DeathEnemyNutcrackerKicked text="被胡桃夹子踢死了" />
<DeathEnemyNutcrackerKicked text="他们的坚果被胡桃夹子敲碎了" />
<DeathEnemyNutcrackerShot text="被胡桃夹子射中" />
<DeathEnemyNutcrackerShot text="在《21响礼炮》中走错了方向" />
<DeathPlayerJetpackGravity text="使用喷气背包时摔倒" />
<DeathPlayerJetpackGravity text="飞得离太阳太近了" />
<DeathPlayerJetpackGravity text="燃料耗尽了" />
<DeathPlayerJetpackBlast text="使用喷气背包时爆炸" />
<DeathPlayerJetpackBlast text="变成了烟花" />
<DeathPlayerMurderMelee text="被同事打死了" />
<DeathPlayerMurderMelee text="是一起谋杀案的受害者。" />
<DeathPlayerMurderMelee text="被谋杀了" />
<DeathPlayerMurderMelee text="被同事背后捅刀子了" />
<DeathPlayerMurderShotgun text="被同事开枪打死" />
<DeathPlayerMurderShotgun text="是一起谋杀案的受害者" />
<DeathPlayerMurderShotgun text="被谋杀了" />
<DeathPlayerMurderShotgun text="被同事“射”死了" />
<DeathPlayerMurderShotgun text="被同事360度全方位观察" />
<DeathPlayerQuicksand text="被困在流沙里了" />
<DeathPlayerQuicksand text="淹死在流沙里" />
<DeathPlayerStunGrenade text="被同事闪击了" />
<DeathPlayerStunGrenade text="是一起谋杀案的受害者" />
<DeathOtherDepositItemsDesk text="受到降职" />
<DeathOtherDepositItemsDesk text="被纪律处分" />
<DeathOtherItemDropship text="被空投舱压碎了" />
<DeathOtherItemDropship text="等不及拿到他们的货物了" />
<DeathOtherItemDropship text="对空投舱太不耐烦了" />
<DeathOtherLandmine text="踩到地雷了" />
<DeathOtherTurret text="被炮塔击中了" />
<DeathOtherLightning text="被闪电击中" />
<DeathUnknown text="不知何故死了" />
<DeathUnknown text="诚心地死去" />
<DeathUnknown text="莫名其妙地过期了
" />
</strings>
</base>

View File

@ -67,7 +67,7 @@ Neck Break = true
# Default value: true
Select Effect = true
## Hold shift to fly!
## Double tap space to fly!!! (Like Minecraft!)
# Setting type: Boolean
# Default value: true
Fly = true
@ -82,6 +82,11 @@ Lever Shake = true
# Default value: true
Hyper Shake = true
## Landmines are now moving!
# Setting type: Boolean
# Default value: true
Moving Landmines = true
## Spawned a coilhead outside!
# Setting type: Boolean
# Default value: true
@ -547,6 +552,41 @@ Three`s Company = true
# Default value: false
Freebird Trap = false
## Freebird that has a higher chance to target players
# Setting type: Boolean
# Default value: false
Evil Freebird Enemy = false
## It so Smol
# Setting type: Boolean
# Default value: false
Micro Trap = false
## Coming to you soon!
# Setting type: Boolean
# Default value: true
ManyAds = true
## Tulip Bombers
# Setting type: Boolean
# Default value: true
Tulip Bombers = true
## IT'S ALIVE! ALIVE!!!!!!!!!!!!!!
# Setting type: Boolean
# Default value: true
Mad Science = true
## Kaboom
# Setting type: Boolean
# Default value: false
Special Detonate = false
## Random Emote Time!!!
# Setting type: Boolean
# Default value: true
Random Emote Time = true
## More Teleporter Traps spawned inside!
# Setting type: Boolean
# Default value: true
@ -577,7 +617,63 @@ Friends = true
# Default value: true
Inside Shrimps = true
Moving Landmines = true
Tornado = true
Airsupply = true
Amazon Shipping = true
Moving Crates = true
I Feel Safe = true
Fans = true
Moving Fans = true
Follower Fan = true
Paparazzi = true
Flashers = true
Chrome Dome = true
Microwave = true
Freebird Jimothy = true
Cleaning Crew = true
The Rumbling = true
Smol Crane = true
Beeg Crane = true
The Desert = true
Oxyde Penalty = false
Zortin = true
Zortin 2 = true
Maybe Healers = true
ManyMistress = true
GuardsmanOutside = true
PeaceTreaty = true
Happy Family = true
Immortal Snailcat = true
Et Tu Brute = true
Heat Seaking Cutie Fly = true
Become Small = true
@ -722,6 +818,11 @@ Embrion = 58
# Default value: true
Pussy mode = false
## Do Ads play while dead.
# Setting type: Boolean
# Default value: true
Dead Ads = true
## Removes Copyright sounds over 10 seconds
# Setting type: Boolean
# Default value: false
@ -732,6 +833,68 @@ Copyright Free = false
# Default value: 0.75
Sound Volume = 0.75
[Code Rebirth Die Spawn rates]
## Default spawn rate for all levels. Mainly for setting up spawn rates for either new beta moons or modded ones.
# Setting type: Int32
# Default value: 25
Default = 25
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 16
Experimentation = 16
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 26
Assurance = 26
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 25
Vow = 25
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 17
Offense = 17
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 27
March = 27
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 26
Rend = 26
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 36
Dine = 36
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 25
Titan = 25
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 15
Adamance = 15
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 28
Artifice = 28
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 45
Embrion = 45
[Custom]
## Sets the Number of Custom Enemy Events
@ -773,7 +936,7 @@ Neck Break = false
# Default value: false
Select Effect = false
## Hold shift to fly!
## Double tap space to fly!!! (Like Minecraft!)
# Setting type: Boolean
# Default value: false
Fly = false
@ -788,6 +951,11 @@ Lever Shake = false
# Default value: false
Hyper Shake = false
## Landmines are now moving!
# Setting type: Boolean
# Default value: false
Moving Landmines = false
## Spawned a coilhead outside!
# Setting type: Boolean
# Default value: false
@ -1253,6 +1421,41 @@ Three`s Company = false
# Default value: false
Freebird Trap = false
## Freebird that has a higher chance to target players
# Setting type: Boolean
# Default value: false
Evil Freebird Enemy = false
## It so Smol
# Setting type: Boolean
# Default value: false
Micro Trap = false
## Coming to you soon!
# Setting type: Boolean
# Default value: false
ManyAds = false
## Tulip Bombers
# Setting type: Boolean
# Default value: false
Tulip Bombers = false
## IT'S ALIVE! ALIVE!!!!!!!!!!!!!!
# Setting type: Boolean
# Default value: false
Mad Science = false
## Kaboom
# Setting type: Boolean
# Default value: false
Special Detonate = false
## Random Emote Time!!!
# Setting type: Boolean
# Default value: false
Random Emote Time = false
## More Teleporter Traps spawned inside!
# Setting type: Boolean
# Default value: false
@ -1283,23 +1486,70 @@ Friends = false
# Default value: false
Inside Shrimps = false
## Adds a weather to the day
# Setting type: Boolean
# Default value: false
Tornado = false
Airsupply = false
Amazon Shipping = false
Moving Crates = false
I Feel Safe = false
Fans = false
Moving Fans = false
Follower Fan = false
Paparazzi = false
Flashers = false
Chrome Dome = false
Microwave = false
Freebird Jimothy = false
Cleaning Crew = false
The Rumbling = false
Smol Crane = false
Beeg Crane = false
The Desert = false
Oxyde Penalty = false
Zortin = false
Zortin 2 = false
Maybe Healers = false
ManyMistress = false
GuardsmanOutside = false
PeaceTreaty = false
Happy Family = false
Immortal Snailcat = false
Et Tu Brute = false
Heat Seaking Cutie Fly = false
Add Weather = false
## Sunshiny Day
# Setting type: Boolean
# Default value: false
Clear Weather = false
## New weather time!
# Setting type: Boolean
# Default value: false
Random Weather = false
Moving Landmines = false
Become Small = false
Size Switcher = false
@ -1428,6 +1678,11 @@ Spawn Barber = true
# Default value: false
Lovers On Start = false
## Turns on inside jokes for stuff
# Setting type: Boolean
# Default value: false
Inside Joke = false
## Toggles april fools mode
# Setting type: Boolean
# Default value: false
@ -1475,23 +1730,29 @@ Display Results = DEFAULT
# Default value: true
Debug Menu Closes After = true
## If set to true makes the cursed IDs and cursed randomly actually do stuff :D
# Setting type: Boolean
# Default value: false
ToggleCursed = false
## Curses players whose steam IDs you put in here seperated by a comma
# Setting type: String
# Default value: 76561198984467725
Cursed IDs = 76561198984467725
## Makes it to where random players are picked every quota for curses instead of the Cursed IDs List
# Setting type: Boolean
# Default value: false
Cursed Randomly = false
Disable Size Based Stuff = false
[Module Effects]
## Adds a weather to the day
# Setting type: Boolean
# Default value: true
Add Weather = true
## Sunshiny Day
# Setting type: Boolean
# Default value: true
Clear Weather = true
## New weather time!
# Setting type: Boolean
# Default value: true
Random Weather = true
[NeckBreak]
@ -1535,11 +1796,6 @@ NeckSpin SpeedModifier = 3
[New Debug]
## Enables the New Debug Menu
# Setting type: Boolean
# Default value: true
New Debug Menu = true
## Locks input while the UI is open
# Setting type: Boolean
# Default value: true
@ -1667,10 +1923,134 @@ Artifice = 21
# Default value: 38
Embrion = 38
[Sacrificer Spawn rates]
## Default spawn rate for all levels. Mainly for setting up spawn rates for either new beta moons or modded ones.
# Setting type: Int32
# Default value: 20
Default = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
Experimentation = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
Assurance = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
Vow = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
Offense = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
March = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 35
Rend = 35
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 38
Dine = 38
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 23
Titan = 23
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
Adamance = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 35
Artifice = 35
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 41
Embrion = 41
[SizeDifference]
Size Change Option = close
[Steve Le Dice Spawn rates]
## Default spawn rate for all levels. Mainly for setting up spawn rates for either new beta moons or modded ones.
# Setting type: Int32
# Default value: 25
Default = 25
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 16
Experimentation = 16
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 26
Assurance = 26
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 25
Vow = 25
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 17
Offense = 17
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 27
March = 27
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 26
Rend = 26
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 36
Dine = 36
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 25
Titan = 25
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 15
Adamance = 15
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 28
Artifice = 28
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 45
Embrion = 45
[Surfaced Die Spawn rates]
## Default spawn rate for all levels. Mainly for setting up spawn rates for either new beta moons or modded ones.
@ -1761,64 +2141,28 @@ Embrion = 60
[The Sacrificer Spawn rates]
## Default spawn rate for all levels. Mainly for setting up spawn rates for either new beta moons or modded ones.
# Setting type: Int32
# Default value: 20
Default = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
Experimentation = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
Assurance = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
Vow = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
Offense = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
March = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 35
Rend = 35
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 38
Dine = 38
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 23
Titan = 23
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 20
Adamance = 20
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 35
Artifice = 35
## Sets how often this item spawns on this level. 0-10 is very rare, 10-25 is rare, 25+ is common. This is only from my observations. -Theronguard (These numbers are with no modded scrap from my observations - Slayer)
# Setting type: Int32
# Default value: 41
Embrion = 41
[The Saint Spawn rates]

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@ -1,4 +1,4 @@
## Settings file was created by plugin LoadingTips v1.1.6
## Settings file was created by plugin LoadingTips v1.1.7
## Plugin GUID: Enova.LoadingTips
[General]

View File

@ -53,7 +53,7 @@ FixVanillaContainerDesyncBug = false
# Setting type: Int32
# Default value: 4
# Acceptable value range: From 0 to 20
NumHotbarSlots = 5
NumHotbarSlots = 4
## [Host only] The amount of hotbar slots that can be purchased
# Setting type: Int32

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@ -1,4 +1,4 @@
## Settings file was created by plugin ReservedItemSlotCore v2.0.49
## Settings file was created by plugin ReservedItemSlotCore v2.0.52
## Plugin GUID: FlipMods.ReservedItemSlotCore
[Client-side]

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@ -1,4 +1,4 @@
## Settings file was created by plugin TooManyEmotes v2.3.3
## Settings file was created by plugin TooManyEmotes v2.3.10
## Plugin GUID: FlipMods.TooManyEmotes
[Accessibility]
@ -153,6 +153,12 @@ DisableChatLogRandomEmote = true
# Default value: false
ToggleRotateCharacterInEmote = false
## [Host only] Enter emote names, separated by a comma. Case-insensitive.
## Blacklisted emotes will not appear in game for any players.
# Setting type: String
# Default value:
Blacklist Emotes =
[Emote Store]
## [Host only] If true, every emote will have the same likelyhood of appearing in the emote store.

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@ -1,4 +1,4 @@
## Settings file was created by plugin HDLCPatch v1.4.0
## Settings file was created by plugin HDLCPatch v1.4.1
## Plugin GUID: HDLCPatch
[AntiAilasing]
@ -42,7 +42,7 @@ DisableResolutionConfig = false
## Feature is automatically disabled if HDLethalCompany is not found.
# Setting type: Boolean
# Default value: false
DisableShadowConfig = false
DisableShadowConfig = true
## Disables the toggle for post-processing effects.
## Check this if you have an issue with post-processing.

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@ -0,0 +1,7 @@
[Visuals]
## Disable terrameshed terrain
# Setting type: Boolean
# Default value: false
Make wesleys eyes bleed again = false

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@ -1,4 +1,4 @@
## Settings file was created by plugin JLL v1.9.5
## Settings file was created by plugin JLL v1.9.8
## Plugin GUID: JacobG5.JLL
[LCCutscene]

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@ -1,4 +1,4 @@
## Settings file was created by plugin WesleyMoonScripts v1.1.2
## Settings file was created by plugin WesleyMoonScripts v1.1.5
## Plugin GUID: JacobG5.WesleyMoonScripts
[Core]

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@ -0,0 +1,97 @@
## Settings file was created by plugin Flickering Flashlight v1.0.0
## Plugin GUID: Juzlus.FlickeringFlashlight
[Chance]
## Chance (%) that the flashlight will flicker when battery is low.
# Setting type: Single
# Default value: 0.01
# Acceptable value range: From 0.01 to 10
Low Energy Flicker Chance = 0.01
## Flashlight start flickering when player fear goes above this percentage.
# Setting type: Single
# Default value: 0.4
# Acceptable value range: From 0 to 1
Minimal Fear Level = 0.4
## Flashlight starts flickering when player insanity goes above this percentage (You gain insanity by being alone).
# Setting type: Single
# Default value: 0.9
# Acceptable value range: From 0 to 1
Minimal Insanity Level = 0.9
[Debug]
## Show debug messages in the console about flashlight flickering.
# Setting type: Boolean
# Default value: false
Enable Logs = false
[Duration]
## Duration (in seconds) of flashlight flickering.
# Setting type: Single
# Default value: 1.5
# Acceptable value range: From 0.2 to 15
Flicker Duration = 1.5
## Minimum delay (in seconds) between flickers.
# Setting type: Single
# Default value: 0.05
# Acceptable value range: From 0.01 to 2
Min Flicker Delay = 0.05
## Maximum delay (in seconds) between flickers.
# Setting type: Single
# Default value: 0.2
# Acceptable value range: From 2 to 8
Max Flicker Delay = 2
## Minimum delay (in seconds) between flashlight flickers when battery is low.
# Setting type: Single
# Default value: 10
# Acceptable value range: From 0 to 60
Next Low Flick = 10
## Delay (in seconds) between flashlight flickers when battery is critically low.
# Setting type: Single
# Default value: 3
# Acceptable value range: From 0 to 30
Next Critical Flick = 3
[Energy Threshold]
## The battery level (%) below which the flashlight starts flickering.
# Setting type: Single
# Default value: 0.3
# Acceptable value range: From 0 to 1
Low Energy Threshold = 0.3
## The battery level (%) at which the flashlight enters critical mode (heavy flickering).
# Setting type: Single
# Default value: 0.1
# Acceptable value range: From 0 to 1
Critical Energy Threshold = 0.1
[Frequency]
## Multiplier applied to flicker frequency when battery is at low level.
# Setting type: Single
# Default value: 10
# Acceptable value range: From 1 to 20
Low Energy Flicker Multiplier = 10
## Multiplier applied to flicker frequency when battery is at critical level.
# Setting type: Single
# Default value: 2
# Acceptable value range: From 1 to 20
Critical Energy Flicker Multiplier = 2
[Other]
## Prevents the flashlight battery from dropping below 5% (infinity critical energy).
# Setting type: Boolean
# Default value: false
Infinity Critical Energy = false

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@ -1,4 +1,4 @@
## Settings file was created by plugin FootballEntity v1.1.11
## Settings file was created by plugin FootballEntity v1.1.12
## Plugin GUID: Kittenji.FootballEntity
[General]

View File

@ -1,4 +1,4 @@
## Settings file was created by plugin LethalCompanyHarpGhost v1.3.19
## Settings file was created by plugin LethalCompanyHarpGhost v1.3.23
## Plugin GUID: LethalCompanyHarpGhost
[Ethereal Enforcer General]

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@ -1,22 +1,8 @@
## Settings file was created by plugin LethalPerformance v1.1.5
## Settings file was created by plugin LethalPerformance v1.2.0
## Plugin GUID: LethalPerformance
[Caching]
## Should Entrance Teleport be cached for better performance. Note it causing blocked entrance on some custom interiors.
## You can find the tracking issue here: https://github.com/DiFFoZ/LethalPerformance/issues/15
##
## If you see this popup, it means that interior is misconfigurated and causing Lethal Performance to confuse about where the entrance teleport should be.
##
## Known mods that causing this issue:
## - [Tartarus](https://thunderstore.io/c/lethal-company/p/Teaisnt/Tartarus/)
## - [Sector Alpha](https://thunderstore.io/c/lethal-company/p/v0xx/SectorAlpha_Interior/)
## - [Hadal Laboratories](https://thunderstore.io/c/lethal-company/p/Tolian/Hadal_Laboratories/)
## - [MapImprovements](https://thunderstore.io/c/lethal-company/p/SpookyBuddy/MapImprovements/)
##
## To fix the issue you can set CacheEntranceTeleports to false or remove these mods above, until they fix the issue on their side.
# Setting type: Boolean
# Default value: true
Cache entrance teleport = true
[Experimental]

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@ -1,4 +1,4 @@
## Settings file was created by plugin LethalPhones v1.3.15
## Settings file was created by plugin LethalPhones v1.3.17
## Plugin GUID: LethalPhones
[Balance]

View File

@ -1,4 +1,4 @@
## Settings file was created by plugin LethalSponge v1.1.9
## Settings file was created by plugin LethalSponge v1.1.10
## Plugin GUID: LethalSponge
[Cameras]

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@ -1 +1,7 @@
Create tips by editing the LoadingTips.txt file in your BepInEx config directory.
Extending Lethal or something like that....
You like jazz?
You are never alone
Jump first, ask questions later.
Our Artists take commissions!
Consider supporting us on Ko-Fi!
It sees you...

320
config/Mirage.Enemies.cfg Normal file
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@ -0,0 +1,320 @@
[Enemies]
# Setting type: Boolean
# Default value: false
Red pill = false
# Setting type: Boolean
# Default value: false
Flowerman = false
# Setting type: Boolean
# Default value: false
Centipede = false
# Setting type: Boolean
# Default value: false
MouthDog = false
# Setting type: Boolean
# Default value: false
Crawler = false
# Setting type: Boolean
# Default value: false
Hoarding bug = false
# Setting type: Boolean
# Default value: false
Bunker Spider = false
# Setting type: Boolean
# Default value: false
Blob = false
# Setting type: Boolean
# Default value: false
ForestGiant = false
# Setting type: Boolean
# Default value: false
Girl = false
# Setting type: Boolean
# Default value: false
Lasso = false
# Setting type: Boolean
# Default value: false
Spring = false
# Setting type: Boolean
# Default value: false
Earth Leviathan = false
# Setting type: Boolean
# Default value: false
Jester = false
# Setting type: Boolean
# Default value: false
Puffer = false
# Setting type: Boolean
# Default value: false
Manticoil = false
# Setting type: Boolean
# Default value: false
Docile Locust Bees = false
# Setting type: Boolean
# Default value: false
Red Locust Bees = false
# Setting type: Boolean
# Default value: false
Baboon hawk = false
# Setting type: Boolean
# Default value: false
Nutcracker = false
# Setting type: Boolean
# Default value: true
Masked = true
# Setting type: Boolean
# Default value: false
RadMech = false
# Setting type: Boolean
# Default value: false
Butler = false
# Setting type: Boolean
# Default value: false
Butler Bees = false
# Setting type: Boolean
# Default value: false
Tulip Snake = false
# Setting type: Boolean
# Default value: false
Clay Surgeon = false
# Setting type: Boolean
# Default value: false
Maneater = false
# Setting type: Boolean
# Default value: false
GiantKiwi = false
# Setting type: Boolean
# Default value: false
Ogopogo = false
# Setting type: Boolean
# Default value: false
Vermin = false
# Setting type: Boolean
# Default value: false
Boom bird = false
# Setting type: Boolean
# Default value: false
Leaf boy = false
# Setting type: Boolean
# Default value: false
Prototax = false
# Setting type: Boolean
# Default value: false
Coil Crab = false
# Setting type: Boolean
# Default value: false
Aloe = false
# Setting type: Boolean
# Default value: false
Baboon duck = false
# Setting type: Boolean
# Default value: false
Arachnohead = false
# Setting type: Boolean
# Default value: false
Elder = false
# Setting type: Boolean
# Default value: false
Dark Spring = false
# Setting type: Boolean
# Default value: false
Peeper = false
# Setting type: Boolean
# Default value: false
Football = false
# Setting type: Boolean
# Default value: false
RollingGiant = false
# Setting type: Boolean
# Default value: false
InternNPC = false
# Setting type: Boolean
# Default value: false
Locker = false
# Setting type: Boolean
# Default value: false
Boomba = false
# Setting type: Boolean
# Default value: false
Maggie = false
# Setting type: Boolean
# Default value: false
Crystal Ray = false
# Setting type: Boolean
# Default value: false
ImmortalSnail = false
# Setting type: Boolean
# Default value: false
HarpGhost = false
# Setting type: Boolean
# Default value: false
BagpipeGhost = false
# Setting type: Boolean
# Default value: false
EnforcerGhost = false
# Setting type: Boolean
# Default value: false
VileVendingMachine = false
# Setting type: Boolean
# Default value: false
Miss Delight = false
# Setting type: Boolean
# Default value: false
Huggy Wuggy = false
# Setting type: Boolean
# Default value: false
Dogday = false
# Setting type: Boolean
# Default value: false
Boxy Boo = false
# Setting type: Boolean
# Default value: false
Bobby Critter = false
# Setting type: Boolean
# Default value: false
Catnap Critter = false
# Setting type: Boolean
# Default value: false
Bubba Critter = false
# Setting type: Boolean
# Default value: false
Crafty Critter = false
# Setting type: Boolean
# Default value: false
Dogday Critter = false
# Setting type: Boolean
# Default value: false
Hoppy Critter = false
# Setting type: Boolean
# Default value: false
Kickin Critter = false
# Setting type: Boolean
# Default value: false
Picky Critter = false
# Setting type: Boolean
# Default value: false
SCP 106 = false
# Setting type: Boolean
# Default value: false
Shy guy = false
# Setting type: Boolean
# Default value: false
Men-stalker = false
# Setting type: Boolean
# Default value: false
Cabinet = false
FireStorm = false
Hurricane = false
Tornado = false
Guardsman = false
Cactus Budling = false
Rabbit Magician = false
Peace Keeper = false
Lord Of The Manor = false
Janitor = false
Driftwood Menace = false
Nancy = false
CutieFly = false
Monarch = false
Mistress = false
Redwood Titan = false
Carnivorous Plant = false
Real Enemy SnailCat = false
Duck = false
Transporter = false
RedWoodGiant = false
DriftWoodGiant = false
WaxSoldier = false
Shrimp = false

105
config/Mirage.General.cfg Normal file
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@ -0,0 +1,105 @@
[Imitate voice]
## Chance for masked enemy to start mimicking a player's suit, cosmetics, and voice.
# Setting type: Int32
# Default value: 100
# Acceptable value range: From 0 to 100
Mimic chance (masked enemies) = 100
## Chance for non-masked enemies to start mimicking a player's voice.
# Setting type: Int32
# Default value: 100
# Acceptable value range: From 0 to 100
Mimic chance (non-masked enemies) = 100
## The minimum amount of time in between voice playbacks for masked enemies (in milliseconds).
# Setting type: Int32
# Default value: 7000
# Acceptable value range: From 1 to 600000
Minimum delay (masked enemy) = 7000
## The maximum amount of time in between voice playbacks for masked enemies (in milliseconds).
# Setting type: Int32
# Default value: 12000
# Acceptable value range: From 1 to 600000
Maximum delay (masked enemy) = 12000
## The minimum amount of time in between voice playbacks for non-masked enemies (in milliseconds).
# Setting type: Int32
# Default value: 7000
# Acceptable value range: From 1 to 600000
Minimum delay (non-masked enemies) = 7000
## The maximum amount of time in between voice playbacks for non-masked enemies (in milliseconds).
# Setting type: Int32
# Default value: 12000
# Acceptable value range: From 1 to 600000
Maximum delay (non-masked enemies) = 12000
## If true, players will always be able to hear monsters mimicking their voice.
## If false, players will only be able to hear monsters mimicking their voice while the player is dead.
# Setting type: Boolean
# Default value: true
Enable the ability for players to hear enemies mimicking their voice while the player is alive. = true
## If true, the microphone will always be recording during the round (after the lever is pulled).
## If false, the microphone will only record while the player is alive (after the lever is pulled).
# Setting type: Boolean
# Default value: false
Enable recording player voices while the player is dead. = false
[Masked enemy]
## Whether the zombie arms animation should be used.
# Setting type: Boolean
# Default value: false
Enable arms-out animation = false
## Whether the masked enemy's mask texture should be shown.
# Setting type: Boolean
# Default value: false
Enable mask texture = false
## Whether masked enemies should spin on the radar.
# Setting type: Boolean
# Default value: false
Enable radar spin = false
## Whether or not masked enemies should mimic voices while hiding on the ship
# Setting type: Boolean
# Default value: false
Mimic voice while hiding = false
## Whether or not masked enemies should copy the player's visuals of who it's mimicking
# Setting type: Boolean
# Default value: true
Copy masked visuals = true
[Player]
## Whether or not name tags above a player should show. Useful for making it harder to distinguish masked enemies from players.
# Setting type: Boolean
# Default value: true
Enable player name tags = true
[Spawn control]
## If set to false, masked enemy spawns are untouched and are left at the vanilla spawn rates.
## If set to true, masked enemy spawns will use the configured spawn chance.
# Setting type: Boolean
# Default value: true
Enable spawn control (masked enemies) = true
## The percentage chance a masked enemy should naturally spawn. Spawn weights are internally calculated and modified to fit this percentage based on the moon.
## Note: The spawn chance is based on each attempt the game tries to spawn an enemy. If you want a basically guaranteed spawn each round, set this to 25
# Setting type: Single
# Default value: 0.5
# Acceptable value range: From 0.1 to 50
Masked enemy spawn chance = 2
## The maximum number of masked enemies that can be naturally spawned within the same round.
## Note: If this config option isn't working, it's often due to other mods overwriting the max spawns after Mirage sets it.
# Setting type: Int32
# Default value: 2
Max spawned masked enemies = 2

3219
config/Mirage.Items.cfg Normal file

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You can put .json files from the advanced folder here in the config/MoreSuitsConfig folder and they'll be used instead of the ones in the advanced folder. Use this for setting custom prices for suits.

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## Settings file was created by plugin Majority Vote v1.1.1
## Plugin GUID: MrHydralisk.MajorityVote
[ShipLeaveEarly]
## Will count required votes for Ship to Leave Early based on total amount of players in lobby instead of amount of dead players?
## Vanilla value False.
## [Votes count functionality is fully Server-side, but Clients would need this mod too for proper value on HUD]
# Setting type: Boolean
# Default value: true
MVoteEnabled = true
## The percentage of all players who need to vote for Ship to Leave Early.
## Values between 0-1. Will round amount of needed votes to the nearest integer.
## P | 1 | 0,75 | 0,65 | 0,5 | 0,35 | 0,25
## 2 2 2 1 1 1 1
## 3 3 2 2 2 1 1
## 4 4 3 3 2 1 1
## 5 5 4 3 3 2 1
## 6 6 5 4 3 2 2
# Setting type: Single
# Default value: 0.5
MVotePercent = 0.5
## Minimum amount of votes for Ship to Leave Early. Useful for lobby with small amount of players.
## Values between 1-31.
# Setting type: Int32
# Default value: 1
MVoteMin = 1
## Minimum amount of votes for Ship to Leave Early. Useful for lobby with giant amount of players.
## Values between 1-31.
# Setting type: Int32
# Default value: 31
MVoteMax = 31

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## Settings file was created by plugin MrovLib v0.2.26
## Settings file was created by plugin MrovLib v0.3.5
## Plugin GUID: MrovLib
[General]
## Enable debug logging
# Setting type: Boolean
# Default value: false
# Setting type: LoggingType
# Default value: Basic
# Acceptable values: Basic, Debug, Developer
Logging levels = Basic
Debug = false

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## Settings file was created by plugin LC End of day CountDown v1.1.0
## Plugin GUID: NoteBoxz.CountDownMod
[General]
## Starts the countdown when ship is voted to leave early.
# Setting type: Boolean
# Default value: true
StartCountdownWhenShipVotedLeaveEarly = true
## Enables info like TimeOfDay in the modding console and allows you to play the countdown animation by pressing the 5 key
# Setting type: Boolean
# Default value: false
DebugMode = false
## Stops the countdown when the player dies
# Setting type: Boolean
# Default value: true
StopCountdownAfterDeath = true
## Stop the countdown if the ship leaves during the countdown.
# Setting type: Boolean
# Default value: true
StopCountdownAfterShipLeaves = true
## Stop the countdown when it's 12 AM during the countdown.
# Setting type: Boolean
# Default value: true
StopCountdownAfter12Am = true
[UI]
## Changes the sorting order of the Countdown UI canvas
# Setting type: Int32
# Default value: 0
CountdownUISortOrder = 0
## Changes the count down's UI to be camera space, meaning that it will disappear at the same time the other UI disappear and it won't overlay the pause meun. Note that this could also cause so visual errors
# Setting type: Boolean
# Default value: true
ShouldCountdownBeCameraSpace = true

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## Settings file was created by plugin SmilingCritters v2.1.1
## Plugin GUID: Nuclear_Fox.SmilingCritters
[Creatures]
## The method to add scrap to the level.
## Default = All
## Vanilla
## Modded
## List (Not yet implemented for creatures, defaults to All)
# Setting type: RarityAddTypes
# Default value: All
# Acceptable values: All, Modded, Vanilla, List
Registration Method = All
## Adjust how often you see the enemy Bobby Bearhug as a ruined critter. [0-100]
# Setting type: Int32
# Default value: 10
Bobby Bearhug Critter = 10
## Adjust how often you see the enemy Bubba Bubbaphant as a ruined critter. [0-100]
# Setting type: Int32
# Default value: 10
Bubba Bubbaphant Critter = 10
## Adjust how often you see the enemy Catnap as a ruined critter. [0-100]
# Setting type: Int32
# Default value: 10
Catnap Critter = 10
## Adjust how often you see the enemy Craftycorn as a ruined critter. [0-100]
# Setting type: Int32
# Default value: 10
Craftycorn Critter = 10
## Adjust how often you see the enemy Dogday as a ruined critter. [0-100]
# Setting type: Int32
# Default value: 10
Dogday Critter = 10
## Adjust how often you see the enemy Hoppy Hopscotch as a ruined critter. [0-100]
# Setting type: Int32
# Default value: 10
Hoppy Hopscotch Critter = 10
## Adjust how often you see the enemy Kickin Chicken as a ruined critter. [0-100]
# Setting type: Int32
# Default value: 10
Kickin Chicken Critter = 10
## Adjust how often you see the enemy Picky Piggy as a ruined critter. [0-100]
# Setting type: Int32
# Default value: 10
Picky Piggy Critter = 10
[Enabled]
## Whether scrap is enabled or not. Will override everything and disable or enable scrap.
## True by default
# Setting type: Boolean
# Default value: true
Item Rarity = true
[Item Rarity]
## Adjust how often you see Bobby Bearhug. [0-100]
# Setting type: Int32
# Default value: 20
Bobby Bearhug = 20
## Adjust how often you see Bubba Bubbaphant. [0-100]
# Setting type: Int32
# Default value: 20
Bubba Bubbaphant = 20
## Adjust how often you see Catnap. [0-100]
# Setting type: Int32
# Default value: 15
Catnap = 15
## Adjust how often you see CraftyCorn. [0-100]
# Setting type: Int32
# Default value: 20
CraftyCorn = 20
## Adjust how often you see Dogday. [0-100]
# Setting type: Int32
# Default value: 15
Dogday = 15
## Adjust how often you see Hoppy Hopscotch. [0-100]
# Setting type: Int32
# Default value: 20
Hoppy Hopscotch = 20
## Adjust how often you see Kickin Chicken. [0-100]
# Setting type: Int32
# Default value: 20
Kickin Chicken = 20
## Adjust how often you see Picky Piggy. [0-100]
# Setting type: Int32
# Default value: 20
Picky Piggy = 20
## Adjust how often you see empty toyboxes or toys. [0-100]
# Setting type: Int32
# Default value: 6
Empty Toybox Items = 6
## Adjust how often you see ruined toyboxes or toys. [0-100]
# Setting type: Int32
# Default value: 6
Ruined Toybox Items = 6
## Adjust how often you see damaged toyboxes or toys. [0-100]
# Setting type: Int32
# Default value: 7
Damaged Toybox Items = 7
## Adjust how often you see pristine toyboxes or toys. [0-100]
# Setting type: Int32
# Default value: 20
Pristine Toybox Items = 20
## Adjust how often you see generic scrap items related to Poppy Playtime. Not related to toys.
## A misc. category for things that aren't smiling critters or toys. [0-100]
# Setting type: Int32
# Default value: 20
Other items = 20
## Adjust how often you see golden statues. [0-100]
# Setting type: Int32
# Default value: 2
Golden Statue Items = 2
[Scrap Values]
## Adjust the scrap value of the main 8 smiling critters. [0.25-2.5]
# Setting type: Single
# Default value: 1
Smiling Critter scrap values = 1
## Adjust the scrap value of empty box items. [0.25-2.5]
# Setting type: Single
# Default value: 1
Empty toybox scrap values = 1
## Adjust the scrap value of ruined box items. [0.25-2.5]
# Setting type: Single
# Default value: 1
Ruined toybox values = 1
## Adjust the scrap value of damaged box items. [0.25-2.5]
# Setting type: Single
# Default value: 1
Damaged toybox scrap values = 1
## Adjust the scrap value of pristine box items. [0.25-2.5]
# Setting type: Single
# Default value: 1
Pristine toybox scrap values = 1
## Adjust the scrap value of fully intact toys. [0.25-2.5]
# Setting type: Single
# Default value: 1
Pristine standalone toy values = 1
## Adjust the scrap value of remaining generic misc items. [0.25-2.5]
# Setting type: Single
# Default value: 1
Generic scrap values = 1
## Adjust the scrap value of golden statues. [0.25-2.5]
# Setting type: Single
# Default value: 1
Golden Statue values = 1
[Where to register scrap.]
## The method to add scrap to the level.
## Default = All
## Vanilla
## Modded
## List
# Setting type: RarityAddTypes
# Default value: All
# Acceptable values: All, Modded, Vanilla, List
Registration Method = All
## The list of moons to register scrap. Requires "List" to be selected in order to work.
##
## Use a comma seperated list like this:
## assurance, rend
## Note: Registration will try both what you enter and with the first letter capitalized. Assurance or assurance would work in your list for example. If you had a moon named Mare it would also work with mare or Mare.
# Setting type: String
# Default value: Experimentation, Assurance
Registration List = Experimentation, Assurance

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@ -1,4 +1,4 @@
## Settings file was created by plugin LCOffice v2.2.1
## Settings file was created by plugin LCOffice v2.3.3
## Plugin GUID: Piggy.LCOffice
[General]

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## Settings file was created by plugin PiggyVarietyMod v1.3.19
## Plugin GUID: Piggy.PiggyVarietyMod
[Generic]
## (Default 1) Sets the sound volume for Tesla Gate.
# Setting type: Single
# Default value: 1
TeslaGateVolume = 1
## (Experimental, Default false) Shake the screen when near Tesla Gate.
# Setting type: Boolean
# Default value: false
TeslaGateShake = false
## (Default 70) Sets the maximum amount of damage the Revolver can deals on the player.
# Setting type: Int32
# Default value: 70
RevolverMaxPlayerDamage = 70
## (Default 4) Sets the maximum amount of damage the Revolver can deals on the monster.
# Setting type: Int32
# Default value: 4
RevolverMaxMonsterDamage = 4
## (Default 22) Sets the maximum amount of damage the Rifle can deals on the player.
# Setting type: Int32
# Default value: 22
RifleMaxPlayerDamage = 22
## (Default 1) Sets the amount of damage the Rifle deals to monsters.
# Setting type: Int32
# Default value: 1
RifleMonsterDamage = 1
## (Default false) If true, reloading custom guns will no longer require ammo.
# Setting type: Boolean
# Default value: false
CustomGunInfinityAmmo = false
## (Default false) If true, changes the rifle to a two-handed item.
# Setting type: Boolean
# Default value: false
TwoHandedRifle = false
[Scrap]
## (Default 20) Sets the spawn rarity for the Revolver.
# Setting type: Int32
# Default value: 20
RevolverRarity = 20
## (Default 60) Sets the spawn rarity for the Revolver ammo.
# Setting type: Int32
# Default value: 60
RevolverAmmoRarity = 60
## (Default 0) Sets the spawn rarity for the Gummy flashlight.
# Setting type: Int32
# Default value: 0
GummylightAmmoRarity = 0
## (Default 0) Sets the spawn rarity for the Axe.
# Setting type: Int32
# Default value: 0
AxeRarity = 0
## (Default 20) Sets the spawn rarity for the Rifle.
# Setting type: Int32
# Default value: 20
RifleRarity = 20
## (Default 60) Sets the spawn rarity for the Rifle magazine.
# Setting type: Int32
# Default value: 60
RifleMagRarity = 60
## (Default 30) Sets the spawn rarity for the Bulb.
# Setting type: Int32
# Default value: 30
BulbRarity = 30
## (Default 30) Sets the spawn rarity for the Chemical.
# Setting type: Int32
# Default value: 30
ChemicalRarity = 30
[Spawn]
## (Default 1) Sets the spawn weight for the Tesla Gate.
# Setting type: Single
# Default value: 1
TeslaGateWeight = 1
[Store]
## (Recommended -1 or 550) Set the price of the Revolver. If -1, removes the item from the store list.
# Setting type: Int32
# Default value: -1
RevolverPrice = -1
## (Recommended -1 or 30) Set the price of the Revolver ammo. If -1, removes the item from the store list.
# Setting type: Int32
# Default value: -1
RevolverAmmoPrice = -1
## (Recommended 30) Set the price of the Gummy flashlight. If -1, removes the item from the store list.
# Setting type: Int32
# Default value: 30
GummylightAmmoPrice = 30
## (Recommended -1 or 1,000~) Set the price of the Rifle (M4A1). If -1, removes the item from the store list.
# Setting type: Int32
# Default value: -1
RiflePrice = -1
## (Recommended -1 or 400~) Set the price of the Rifle magazine. If -1, removes the item from the store list.
# Setting type: Int32
# Default value: -1
RifleMagPrice = -1
## (Recommended 45) Set the price of the Axe. If -1, removes the item from the store list.
# Setting type: Int32
# Default value: 45
AxePrice = 45
[Translation]
## Set language to Korean.
# Setting type: Boolean
# Default value: false
Enable Korean = false

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## Settings file was created by plugin Scoopy's Variety Mod v1.2.0
## Plugin GUID: ScoopysVarietyMod
[Castle Interior]
## Adjusts likelihood of the dungeon interior spawning. Higher values increases the chance of spawning. At a value of 300, the spawn chance would be approx 50% on vanilla moons
# Setting type: Int32
# Default value: 300
# Acceptable value range: From 0 to 99999
CastleDungeonSpawnChance = 150
## Specifies the moons that the dungeon interior can spawn on. Vanilla moons can be selected using 'vanilla', or all modded moons using 'modded'.
## All moons (vanilla & modded) can be selected using 'all'. Paid moons can be selected using 'paid'.
## Individual moons (including modded) can be specified using 'list' and altering the CastleDungeonMoonsList config entry.
# Setting type: String
# Default value: vanilla
# Acceptable values: vanilla, modded, all, paid, list
CastleDungeonMoons = all
## Note: Requires 'CastleDungeonMoons' to be set to 'list'.
## Can be used to specify a list of moons with individual rarities for moons to spawn on.
## Rarity values will override the default rarity value provided in CastleDungeonSpawnChance and will override CastleDungeonGuaranteed. To guarantee dungeon spawning on a moon, assign arbitrarily high rarity value (e.g. 99999).
## Moons and rarities should be provided as a comma seperated list in the following format: 'NameRarity' Example: rend300,dine20,experimentation13
## Note: Moon names are checked by string matching, i.e. the moon name 'dine' would enable spawning on 'dine', 'diner' and 'undine'. Be careful with modded moon names.
# Setting type: String
# Default value:
CastleDungeonMoonsList =
## If enabled, the dungeon interior will be effectively guaranteed to spawn on moons where it can spawn as per CastleDungeonMoons. Note: Using
# Setting type: Boolean
# Default value: false
CastleDungeonGuaranteed = false
## Defines the maximum castle size multiplier, reducing multipliers above this to this value.
## For reference, the vanilla modifiers are as follows: Experimentation 1x, Assurance 1x, Vow 1.15x, Rend 1.2x, Offense 1.25x, Dine 1.3x, March 2x, Titan 2.35x,
# Setting type: Single
# Default value: 2
# Acceptable value range: From 0.1 to 300
MaxCastleSizeMultiplier = 2
## Defines the minimum castle size multiplier, increasing multipliers below this to this value.
## For reference, the vanilla modifiers are as follows: Experimentation 1x, Assurance 1x, Vow 1.15x, Rend 1.2x, Offense 1.25x, Dine 1.3x, March 2x, Titan 2.35x,
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0.1 to 300
MinCastleSizeMultiplier = 1
[Scrap]
## Frequency of Guitar scrap spawning. Higher values are more common. Set to 0 to disable spawns.
# Setting type: Int32
# Default value: 10
# Acceptable value range: From 0 to 300
GuitarRarity = 10
## Frequency of Fire Axe scrap spawning. Higher values are more common. Set to 0 to disable spawns.
# Setting type: Int32
# Default value: 5
# Acceptable value range: From 0 to 300
FireaxeRarity = 5
## Damage of Fire Axe scrap spawning. Higher values are more damage. Damage of base game shovel is 1.
# Setting type: Int32
# Default value: 4
# Acceptable value range: From 0 to 99999
FireaxeDamage = 4
[Sewer Interior]
## Adjusts likelihood of the sewer interior spawning. Higher values increases the chance of spawning. At a value of 300, the spawn chance would be approx 50% on vanilla moons
# Setting type: Int32
# Default value: 300
# Acceptable value range: From 0 to 99999
SewerDungeonSpawnChance = 150
## Specifies the moons that the sewer interior can spawn on. Vanilla moons can be selected using 'vanilla', or all modded moons using 'modded'.
## All moons (vanilla & modded) can be selected using 'all'. Paid moons can be selected using 'paid'.
## Individual moons (including modded) can be specified using 'list' and altering the SewerDungeonMoonsList config entry.
# Setting type: String
# Default value: vanilla
# Acceptable values: vanilla, modded, all, paid, list
SewerDungeonMoons = all
## Note: Requires 'SewerDungeonMoons' to be set to 'list'.
## Can be used to specify a list of moons with individual rarities for moons to spawn on.
## Rarity values will override the default rarity value provided in sewerDungeonSpawnChance and will override SewerDungeonGuaranteed. To guarantee dungeon spawning on a moon, assign arbitrarily high rarity value (e.g. 99999).
## Moons and rarities should be provided as a comma seperated list in the following format: 'NameRarity' Example: rend300,dine20,experimentation13
## Note: Moon names are checked by string matching, i.e. the moon name 'dine' would enable spawning on 'dine', 'diner' and 'undine'. Be careful with modded moon names.
# Setting type: String
# Default value:
SewerDungeonMoonsList =
## If enabled, the sewer interior will be effectively guaranteed to spawn on moons where it can spawn as per SewerDungeonMoons. Note: Using
# Setting type: Boolean
# Default value: false
SewerDungeonGuaranteed = false
## Defines the maximum sewer size multiplier, reducing multipliers above this to this value.
## For reference, the vanilla modifiers are as follows: Experimentation 1x, Assurance 1x, Vow 1.15x, Rend 1.2x, Offense 1.25x, Dine 1.3x, March 2x, Titan 2.35x,
# Setting type: Single
# Default value: 2
# Acceptable value range: From 0.1 to 300
MaxSewerSizeMultiplier = 2
## Defines the minimum sewer size multiplier, increasing multipliers below this to this value.
## For reference, the vanilla modifiers are as follows: Experimentation 1x, Assurance 1x, Vow 1.15x, Rend 1.2x, Offense 1.25x, Dine 1.3x, March 2x, Titan 2.35x,
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0.1 to 300
MinSewerSizeMultiplier = 1

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## Settings file was created by plugin GeneralImprovements v1.4.11
## Settings file was created by plugin GeneralImprovements v1.4.13
## Plugin GUID: ShaosilGaming.GeneralImprovements
[Enemies]
@ -231,18 +231,17 @@ FixInternalFireExits = true
## Fixes items falling through furniture on the ship when loading the game.
# Setting type: Boolean
# Default value: true
FixItemsFallingThrough = true
FixItemsFallingThrough = false
## Fixes items all facing the same way when loading a save file. Now they will store their rotations as well.
# Setting type: Boolean
# Default value: true
FixItemsLoadingSameRotation = true
## Sets the max amount of items the company selling counter will hold at one time. Vanilla = 12.
# Setting type: Int32
# Default value: 24
# Acceptable value range: From 12 to 999
SellCounterItemLimit = 24
## Fixes the map seed always being set to zero for new saves, which prevents randomized sales and weather.
# Setting type: Boolean
# Default value: true
RandomizeNewSaveSeed = true
[GameLaunch]
@ -382,6 +381,13 @@ StartingMoneyFunction = Disabled
# Default value: false
UnlockDoorsFromInventory = false
[Misc]
## Allows customization of the very small easter egg text, if set to anything other than the word 'Default'. 12 character limit.
# Setting type: String
# Default value: Default
EasterEggLabel = Default
[Scanner]
## If set to true, will tweak the behavior of the scan action and more reliably ping items closer to you, and the ship/main entrance.

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@ -1,169 +0,0 @@
## Settings file was created by plugin ShipInventory v1.2.5
## Plugin GUID: ShipInventory
[Chute]
## Allows certain employees to store items in the chute.
# Setting type: PermissionLevel
# Default value: EVERYONE
# Acceptable values: HOST_ONLY, CLIENTS_ONLY, EVERYONE, NO_ONE
ChutePermission = EVERYONE
## Prevents players from putting items inside the chute when the ship is on a planet.
# Setting type: Boolean
# Default value: false
ChuteInOrbit = false
## Time in seconds to hold to store an item.
# Setting type: Single
# Default value: 0.5
TimeToStore = 0.5
## Time in seconds between each item spawn.
# Setting type: Single
# Default value: 0.5
ChuteDelay = 0.5
## Limits the amount of items that can be spawned inside the chute.
##
## This is to prevent further lag when retrieve too many items.
# Setting type: Int32
# Default value: 30
ChuteMaxCapacity = 30
## List of items that are not allowed in the chute.
##
## The items' name should be separated by a comma (,).
## You can edit the config directly in the file for a better experience.
# Setting type: String
# Default value:
ChuteBlacklist =
[Debug]
OverrideTrigger = NONE
LetAsItem = false
[Inventory]
## Allows certain employees to retrieve items from the inventory.
# Setting type: PermissionLevel
# Default value: EVERYONE
# Acceptable values: HOST_ONLY, CLIENTS_ONLY, EVERYONE, NO_ONE
InventoryPermission = EVERYONE
## Prevents the ship's inventory from clearing when all players die.
# Setting type: Boolean
# Default value: false
ChuteSafe = false
## Prevents the ship's inventory from clearing when the crew gets fired.
# Setting type: Boolean
# Default value: false
PersistThroughFire = false
## Limits the amount of items that can be inside the ship's inventory.
##
## If the ship's inventory already has too many items, it won't empty the excess.
# Setting type: Int32
# Default value: 5000
MaxItemCount = 1000
## Defines how likely each item is to be kept when wiping.
# Setting type: Single
# Default value: 0
KeepRate = 0
## Determines in what order the items are displayed in the inventory.
# Setting type: SortOrder
# Default value: NAME_ASC
# Acceptable values: NONE, NAME_ASC, NAME_DESC, VALUE_ASC, VALUE_DESC
InventorySortOrder = NAME_ASC
## Determines if the option 'retrieve all' is enable for all players.
# Setting type: Boolean
# Default value: true
KeepRemoveAll = true
[Language]
# Setting type: String
# Default value: en
Language = en
Lang = en
[Network]
## Time in seconds between each refresh call.
##
## The lower the refresh rate is, the more accurate the inventory is. However, it will be more WIFI-hungry.
##
## <b>*You will need to close the lobby*</b>
# Setting type: Single
# Default value: 15
InventoryRefreshRate = 15
## Removes the log message when the inventory is up to date.
##
## It's recommended to keep this setting as it is, since it can remove crucial information that would allow the authors to debug a problem.
# Setting type: Boolean
# Default value: false
InventoryUpdateCheckSilencer = false
## Forces the update of the cache when you are storing an item.
# Setting type: Boolean
# Default value: true
ForceUpdateUponAdding = true
## Forces the update of the cache when you are retrieving an item.
# Setting type: Boolean
# Default value: true
ForceUpdateUponRemoving = true
[Terminal]
## Determines the command to type to access the ship's inventory.
# Setting type: String
# Default value: ship
InventoryCommand = ship
## Automatically places the cursor on the 'YES' option when retrieving items.
# Setting type: Boolean
# Default value: false
YesPlease = false
## Shows the confirmation when retrieving items.
# Setting type: Boolean
# Default value: true
ShowConfirmation = true
## Determines if the mod shows the company's trademark in the terminal.
# Setting type: Boolean
# Default value: true
ShowTrademark = true
NoSteamID = false
[Unlock]
## Determines if the chute is an unlockable item or if it is always available.
##
## <b>*You will need to close the lobby*</b>
# Setting type: Boolean
# Default value: true
ChuteIsUnlock = true
## Determines how expensive it is to unlock the chute.
# Setting type: Int32
# Default value: 60
ChuteUnlockCost = 60
## Determines the text to type in order to unlock the chute.
##
## Note that some texts like 'inventory' can already been taken by other unlockables.
# Setting type: String
# Default value: ship inventory
ChuteUnlockName = ship inventory

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@ -143,7 +143,7 @@ ShowTrademark = true
## <b>*You will need to close the lobby*</b>
# Setting type: Boolean
# Default value: true
ChuteIsUnlock = true
ChuteIsUnlock = false
## Determines the ID the unlock will use. Everyone playing should have the same value here to avoid desync.
# Setting type: Int32

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@ -1,4 +1,4 @@
## Settings file was created by plugin Lethal Hands v22.1.7
## Settings file was created by plugin Lethal Hands v22.1.8
## Plugin GUID: SlapitNow.LethalHands
[Balancing]

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@ -1,4 +1,4 @@
## Settings file was created by plugin LethalInternship v0.19.8
## Settings file was created by plugin LethalInternship v0.20.3
## Plugin GUID: Szumi57.LethalInternship
[1. Internship program]
@ -55,6 +55,11 @@ Randomness of identities = true
[3. Behaviour]
## Can the intern lose the player if he goes too far ?
# Setting type: Boolean
# Default value: false
Can lose the player = false
## Should the intern crouch like the player is crouching ?
# Setting type: Boolean
# Default value: true

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@ -1,144 +0,0 @@
## Settings file was created by plugin TerminalFormatter v0.2.29
## Plugin GUID: TerminalFormatter
[General]
## Show difficulty in `preview all` setting
# Setting type: Boolean
# Default value: false
Show Difficulty in All = false
## Enable detailed scan page
# Setting type: Boolean
# Default value: true
Detailed Scan Page = true
## Show numbered planet names in terminal
# Setting type: Boolean
# Default value: false
Show Numbered Planet Names = false
## Show decorations in terminal
# Setting type: Boolean
# Default value: false
Show Decorations = false
## Show group divider lines in terminal
# Setting type: Boolean
# Default value: false
Show Group Divider Lines = false
## Show help text in terminal
# Setting type: Boolean
# Default value: false
Show Help Text = false
## Number of lines to scroll per mouse wheel tick
# Setting type: Int32
# Default value: 15
Lines to Scroll = 15
[Last Used LLL Option]
## Last used preview setting
# Setting type: String
# Default value: All
Last Used Preview = All
## Last used filter setting
# Setting type: String
# Default value: None
Last Used Filter = None
## Last used sort setting
# Setting type: String
# Default value: Price
Last Used Sort = Price
[Moons]
## Use shortened weathers in moons catalogue
# Setting type: Boolean
# Default value: false
Use Shortened Weathers = false
## Multiplier for the amount of scrap spawned
# Setting type: Int32
# Default value: 4
# Acceptable value range: From 1 to 8
Difficulty String Length = 4
## Always display hidden moons in moons catalogue
# Setting type: Boolean
# Default value: false
Always Display Hidden Moons = false
[Nodes]
## Enable node Moons
# Setting type: Boolean
# Default value: true
Moons = true
## Enable node RouteLocked
# Setting type: Boolean
# Default value: true
RouteLocked = true
## Enable node Simulate
# Setting type: Boolean
# Default value: true
Simulate = true
## Enable node Route
# Setting type: Boolean
# Default value: true
Route = true
## Enable node RouteAfter
# Setting type: Boolean
# Default value: true
RouteAfter = true
## Enable node Scan
# Setting type: Boolean
# Default value: true
Scan = true
## Enable node Store
# Setting type: Boolean
# Default value: true
Store = true
## Enable node Buy
# Setting type: Boolean
# Default value: true
Buy = true
## Enable node BuyAfter
# Setting type: Boolean
# Default value: true
BuyAfter = true
## Enable node CannotAfford
# Setting type: Boolean
# Default value: true
CannotAfford = true
## Enable node Bestiary
# Setting type: Boolean
# Default value: true
Bestiary = true
## Enable node Storage
# Setting type: Boolean
# Default value: true
Storage = true
[Store]
## Number of items per shop section (set to 0 to disable)
# Setting type: Int32
# Default value: 5
Divide shop page into groups = 5

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@ -0,0 +1,35 @@
## Settings file was created by plugin DoorBreach v1.4.4
## Plugin GUID: TestAccount666.DoorBreach
[Door Breach]
## If true, will enable door breach
# Setting type: Boolean
# Default value: true
1. Door Breach Enabled = true
## What mode should door breach use? Destroy will destroy the door and unusable will make it unusable (This may cause bugs)
# Setting type: DoorBreachMode
# Default value: DESTROY
# Acceptable values: DESTROY, UNUSABLE, OPEN
2. Door Breach Mode = DESTROY
## The minimum health a door has
# Setting type: Int32
# Default value: 8
# Acceptable value range: From 1 to 16
3. Minimum Door Health = 8
## This value defines how much additional health a door can have (On default values, this means a door's health can be between 8 and 24)
# Setting type: Int32
# Default value: 16
# Acceptable value range: From 0 to 16
4. Possible Additional Door Health = 16
## Defines what can breach doors
# Setting type: SelectableSource
# Default value: ALL
# Acceptable values: SHOTGUN_ENEMY, SHOTGUN_ACCIDENT, TURRET, LANDMINE, TOIL_HEAD, MOBILE_TURRET, PLAYER, ALL
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
5. Allowed Door Breach Sources = ALL

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@ -1,13 +1,52 @@
## Settings file was created by plugin ShipWindows v1.11.0
## Settings file was created by plugin ShipWindows v2.5.1
## Plugin GUID: TestAccount666.ShipWindows
[Door Window (Door)]
## If Door Window is enabled
# Setting type: Boolean
# Default value: true
1. Enabled = true
## If Door Window is always unlocked
# Setting type: Boolean
# Default value: false
2. Always unlocked = true
## Cost to unlock Door Window
# Setting type: Int32
# Default value: 100
3. Unlock Cost = 100
[Fixes]
## If set to true, will add a check to enemy's ai to prevent them from killing you through the windows. Enabling this might cause some issues though.
# Setting type: Boolean
# Default value: true
# Default value: false
Enable Enemy Fix = true
[Floor Window (Floor)]
## If Floor Window is enabled
# Setting type: Boolean
# Default value: true
1. Enabled = true
## If Floor Window is always unlocked
# Setting type: Boolean
# Default value: false
2. Always unlocked = true
## Cost to unlock Floor Window
# Setting type: Int32
# Default value: 100
3. Unlock Cost = 100
## If set to true, will spawn additional floodlights underneath the ship
# Setting type: Boolean
# Default value: true
4. Spawn Underlights = true
[General]
## Enable this to preserve vanilla network compatability. This will disable unlockables and the shutter toggle switch. (default = false)
@ -15,141 +54,67 @@ Enable Enemy Fix = true
# Default value: false
VanillaMode = false
## Defines what material will be used for the glass. Iridescence will give you some nice rainbow colors. They are more visible with Refraction, but Refraction breaks some VFX.
# Setting type: WindowMaterial
# Default value: NO_REFRACTION_IRIDESCENCE
# Acceptable values: NO_REFRACTION, NO_REFRACTION_IRIDESCENCE, REFRACTION, REFRACTION_IRIDESCENCE
WindowMaterial = NO_REFRACTION_IRIDESCENCE
## Enable the window shutter to hide transitions between space and the current moon. (default = true)
# Setting type: Boolean
# Default value: true
EnableWindowShutter = true
## Should the planet and moon outside the ship be hidden?
# Setting type: Boolean
# Default value: false
HideSpaceProps = false
## Set this value to control how the outside space looks.
# Setting type: SpaceOutside
# Default value: SPACE_HDRI
# Acceptable values: OTHER_MODS, SPACE_HDRI, BLACK_AND_STARS
SpaceOutside = SPACE_HDRI
## Disable the flood lights added under the ship if you have the floor window enabled.
# Setting type: Boolean
# Default value: false
DisableUnderLights = true
## Don't move the poster that blocks the second window if set to true.
# Setting type: Boolean
# Default value: false
DontMovePosters = false
## Sets the rotation speed of the space skybox for visual effect. Requires 'SpaceOutside' to be set to 1 or 2.
# Setting type: Single
# Default value: 0.1
# Acceptable value range: From -1 to 1
RotateSpaceSkybox = 0.1
## OBSOLETE: Download [Ship Windows 4K Skybox] from the Thunderstore to enable!
# Setting type: Int32
# Default value: 0
SkyboxResolution = 0
## Adds the windows to the terminal as ship upgrades. Set this to false and use below settings to have them enabled by default.
# Setting type: Boolean
# Default value: true
WindowsUnlockable = false
## The base cost of the window behind the terminal / right of the switch.
# Setting type: Int32
# Default value: 60
Window1Cost = 60
## The base cost of the window across from the terminal / left of the switch.
# Setting type: Int32
# Default value: 60
Window2Cost = 60
## The base cost of the large floor window.
# Setting type: Int32
# Default value: 100
Window3Cost = 100
## The base cost of the door windows.
# Setting type: Int32
# Default value: 75
Window4Cost = 75
## Enable the window to the right of the switch, behind the terminal.
# Setting type: Boolean
# Default value: true
EnableWindow1 = true
## Enable the window to the left of the switch, across from the first window.
# Setting type: Boolean
# Default value: true
EnableWindow2 = true
## Enable the large floor window.
# Setting type: Boolean
# Default value: true
EnableWindow3 = true
## Enable the door windows.
# Setting type: Boolean
# Default value: true
EnableWindow4 = true
## If set as unlockable, start the game with window to the right of the switch unlocked already.
# Setting type: Boolean
# Default value: true
UnlockWindow1 = true
## If set as unlockable, start the game with window across from the terminal unlocked already.
# Setting type: Boolean
# Default value: false
UnlockWindow2 = false
## If set as unlockable, start the game with the floor window unlocked already.
# Setting type: Boolean
# Default value: false
UnlockWindow3 = true
## If set as unlockable, start the game with the door windows unlocked already.
# Setting type: Boolean
# Default value: false
UnlockWindow4 = true
[Left Window (SideLeft)]
## If Left Window is enabled
# Setting type: Boolean
# Default value: true
1. Enabled = true
## If Left Window is always unlocked
# Setting type: Boolean
# Default value: false
2. Always unlocked = true
## Cost to unlock Left Window
# Setting type: Int32
# Default value: 100
3. Unlock Cost = 100
[Misc]
## If set to true, will close the window shutters when routing to a new moon.Disabling this will look weird, if CelestialTint isn't installed.
# Setting type: Boolean
# Default value: true
Shutters hide moon transitions = true
## If set to true, will change the tool tip for the light switch to match the shutter's tool tip.
# Setting type: Boolean
# Default value: true
Change light switch tool tip = true
## If set to true, will load and use Wesley's voice lines for opening/closing the window shutters.
# Setting type: Boolean
# Default value: true
Enable Wesley shutter voice lines = false
## If set to true, will play the voice lines, if opening/closing the window shutters is caused by a transition.
# Setting type: Boolean
# Default value: true
Play Wesley shutter voice lines on transitions = false
## If set to true, will enable the scan node for the shutter switch.
# Setting type: Boolean
# Default value: true
Enable Shutter Switch scan node = true
## If set to true, will add the wesley sell audio to the rare audio list.
# Setting type: Boolean
# Default value: false
@ -158,17 +123,149 @@ Make Wesley Sell Audio Rare = false
## If set to true, will add the wesley sell audio to the audio list.
# Setting type: Boolean
# Default value: true
Enable Wesley Sell Audio = true
Enable Wesley Sell Audio = false
Shutters hide moon transitions = true
Change light switch tool tip = true
Enable Wesley shutter voice lines = false
Play Wesley shutter voice lines on transitions = false
Enable Shutter Switch scan node = true
Allow Enemy Trigger Through Windows = true
[Other Mods]
CelestialTintOverrideSpace = false
[Right Window (SideRight)]
## If Right Window is enabled
# Setting type: Boolean
# Default value: true
1. Enabled = true
## If Right Window is always unlocked
# Setting type: Boolean
# Default value: false
2. Always unlocked = true
## Cost to unlock Right Window
# Setting type: Int32
# Default value: 100
3. Unlock Cost = 100
## If set to true, will move the poster that's obstructing the window
# Setting type: Boolean
# Default value: true
4. Move Posters = true
[Roof Window (Roof)]
## If Roof Window is enabled
# Setting type: Boolean
# Default value: true
1. Enabled = true
## If Roof Window is always unlocked
# Setting type: Boolean
# Default value: false
2. Always unlocked = true
## Cost to unlock Roof Window
# Setting type: Int32
# Default value: 100
3. Unlock Cost = 100
[Shutter]
## If enabled, will hide the transition between space and moon.
# Setting type: Boolean
# Default value: true
Hide Moon Landing = true
## If set to true, will close the window shutters when routing to a new moon.Disabling this will look weird, if CelestialTint isn't installed.
# Setting type: Boolean
# Default value: true
Hide Moon Transitions = true
## If set to true, will enable the scan node for the shutter switch.
# Setting type: Boolean
# Default value: true
Enable Shutter Switch scan node = true
[Shutter Misc]
## If set to true, will play Wesley's voice lines for opening/closing the window shutters.
# Setting type: Boolean
# Default value: true
Play Wesley Shutter Voice Lines On Shutter Toggle = false
## If set to true, will play the voice lines, if opening/closing the window shutters is caused by a transition.
# Setting type: Boolean
# Default value: true
Play Wesley Shutter Voice Lines On Transitions = false
## If set to true, will play the voice lines, if opening/closing the window shutters is caused by a landing.
# Setting type: Boolean
# Default value: true
Play Wesley Shutter Voice Lines On Landing = false
[Shutter Switch]
## If false, Shutter Switch will not be registered.
# Setting type: Boolean
# Default value: true
1. Enabled = true
## If true, Shutter Switch will always be unlocked. Otherwise you need to unlock it.
# Setting type: Boolean
# Default value: false
2. Always unlocked = true
## Price to unlock Shutter Switch. Obviously doesn't matter, if 'Always Unlocked' is true.
# Setting type: Int32
# Default value: 50
# Acceptable value range: From 0 to 100000
3. Price = 50
[Skybox]
## Set this value to control how the outside space looks.
# Setting type: SpaceOutside
# Default value: SPACE_HDRI
# Acceptable values: OTHER_MODS, SPACE_HDRI, BLACK_AND_STARS
Skybox Type = SPACE_HDRI
## If Celestial Tint is installed, override the skybox. Only effective if skybox is set to Space HDRRI Volume.
# Setting type: Boolean
# Default value: true
Override Celestial Tint Skybox = true
## Sets the rotation speed of the space skybox for visual effect.
# Setting type: Single
# Default value: 0.1
# Acceptable value range: From -1 to 1
Skybox Rotation Speed = 0.1
## Should the planet and moon outside the ship be hidden?
# Setting type: Boolean
# Default value: false
HideSpaceProps = false
[Windows]
## Defines what material will be used for the glass. Iridescence will give you some nice rainbow colors. They are more visible with Refraction, but Refraction breaks some VFX.
# Setting type: WindowMaterial
# Default value: NO_REFRACTION_IRIDESCENCE
# Acceptable values: NO_REFRACTION, NO_REFRACTION_IRIDESCENCE, REFRACTION, REFRACTION_IRIDESCENCE
Window Material = NO_REFRACTION_IRIDESCENCE
## If set to true, will allow you to trigger enemies through windows. Will also allow enemies to see you through windows. Does not have any effect on vanilla mode.
# Setting type: Boolean
# Default value: true
Allow Enemy Trigger Through Windows = true
[Other Mods]
## If Celestial Tint is installed, override the skybox. Only effective if skybox is set to Space HDRRI Volume.
# Setting type: Boolean
# Default value: false
CelestialTintOverrideSpace = false

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@ -1,4 +1,4 @@
## Settings file was created by plugin TheGiantSpecimens v2.2.1
## Settings file was created by plugin TheGiantSpecimens v2.3.0
## Plugin GUID: TheGiantSpecimens
[Enemy Options]

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@ -60,6 +60,11 @@ Unspec in Orbit Only = true
# Default value: false
Disable Unspec = false
## Disables the ability to gain XP on entity death.
# Setting type: Boolean
# Default value: false
Disable XP from Enemies = false
## Keep your progress after being fired
# Setting type: Boolean
# Default value: false
@ -94,9 +99,9 @@ Health Regen Enabled = true
# Default value: 20
Health Regen Max Level = 20
## How much does the health regen skill increase per level?
## **Warning** - Making this multiplier too high will make you almost never lose HP. Multiplier x Max Level should equal 1 at most. (1hp every 1 second)
# Setting type: Single
# Default value: 0.5
# Default value: 0.05
Health Regen Multiplier = 0.5
[Jump Height]
@ -150,6 +155,23 @@ Max Health Max Level = 50
# Default value: 2
Max Health Multiplier = 2
[Ship Hangar Door]
## Enable the Ship Door Battery skill?
# Setting type: Boolean
# Default value: true
Ship Door Battery Enabled = true
## Maximum level for the Ship Door Battery life.
# Setting type: Int32
# Default value: 4
Ship Door Battery Life Max Level = 4
## How much does the Ship Door Battery life skill increase per level?
# Setting type: Single
# Default value: 25
Ship Door Battery Life Multiplier = 25
[Sprint Speed]
## Enable the Sprint Speed skill?
@ -201,3 +223,20 @@ Strength Max Level = 75
# Default value: 1
Strength Multiplier = 1
[UI]
## If you prefer to not have a notification when levelling up, set this is true
# Setting type: Boolean
# Default value: false
Disable Level Up Notification = false
## Options are: 1 = Top, 0 = Bottom
# Setting type: Int32
# Default value: 0
Level Up Notification Position = 0
## How large the notification should display, 1 = 100%, 0 = 0% (hidden)
# Setting type: Single
# Default value: 0.5
Level Up Notification Scale = 0.5

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@ -0,0 +1,52 @@
## Settings file was created by plugin TheCabinet v1.8.1
## Plugin GUID: VectorV.TheCabinet
[Customization]
## The time it take for the Cabinet to get angry when looked at.
# Setting type: Single
# Default value: 1.5
Warning duration = 1.5
## The movement speed of the Cabinet when angry.
# Setting type: Single
# Default value: 10
Killing state speed = 10
## Does the Cabinet drop all the items it is carrying when angry ?
# Setting type: Boolean
# Default value: false
Drop items when angry = false
## The maximum weight in pounds the Cabinet can carry.
# Setting type: Single
# Default value: 100
Max carry weight = 100
[Optimization]
## Do the blood particles spawn blood decals on collision ?
## Disable this if you experience lag spikes when the Cabinet kills someone.
# Setting type: Boolean
# Default value: true
Decals enabled = true
## The amount of blood particles emitted on kill.
## Lower this if you experience lag spikes when the Cabinet kills someone.
# Setting type: Int32
# Default value: 500
Particles amount = 500
[Spawning]
## The spawn weight for The Cabinet for every Moon not specified in the setting below.
# Setting type: Int32
# Default value: 5
Spawn weight by default = 5
## The spawn weight for The Cabinet on a specific Moon.
## You can specify any Vanilla or Modded Moon name.
# Setting type: String
# Default value: Experimentation:1,Assurance:0,Vow:7,Offense:0,March:8,Adamance:12,Rend:150,Dine:20,Titan:80,Embrion:40,Artifice:310,attenuation:1,retinue:8,volition:45,detritus:30,icebound:26,collateral:2,hydro:6,landslide:1,integrity:28,humidity:36,submersion:13,corrosion:2,vertigo:18,brutality:80,devastation:9,acidir:29,asteroid13:0,atlantica:0,Berunah:17,calist:19,core:0,cubatres:31,demetrica:14,dreck:9,ducksteroid14:0,empra:56,etern:31,faith:19,filitrios:14,fissionc:20,gratar:0,hyve:0,hyx:20,infernis:0,junic:0,lecaro:0,motra:0,polarus:16,Repress:18,Roart:8,thalasso:0,trite:19,utril:11,wither:56
Spawn weight per Moons = Experimentation:1,Assurance:0,Vow:7,Offense:0,March:8,Adamance:12,Rend:150,Dine:20,Titan:80,Embrion:40,Artifice:310,attenuation:1,retinue:8,volition:45,detritus:30,icebound:26,collateral:2,hydro:6,landslide:1,integrity:28,humidity:36,submersion:13,corrosion:2,vertigo:18,brutality:80,devastation:9,acidir:29,asteroid13:0,atlantica:0,calist:19,cubatres:31,demetrica:14,ducksteroid14:0,empra:56,etern:31,filitrios:14,fissionc:20,gratar:0,hyve:0,hyx:20,infernis:0,junic:0,lecaro:0,motra:0,polarus:16,thalasso:0,trite:19,utril:11,wither:56

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@ -1,4 +1,4 @@
## Settings file was created by plugin WeatherTweaks v1.1.3
## Settings file was created by plugin WeatherTweaks v1.1.4
## Plugin GUID: WeatherTweaks
[0> General]
@ -89,10 +89,6 @@ FirstDaySpecial = true
# Default value: true
FirstDayRandomSeed = true
[Foggy patch]
Foggy patch =
[Multiplier Settings]
## Maximum difficulty multiplier (between 0 and 1). Overrides GameLengthMultiplier and GamePlayersMultiplier

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@ -0,0 +1,10 @@
## Settings file was created by plugin ReXuvination v1.1.0
## Plugin GUID: XuuXiaolan.ReXuvination
[EnemyAICollisionDetect Options]
## comma separated list of enemies to not optimise.
# Setting type: String
# Default value:
Enemies | Blacklist =

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@ -0,0 +1,3 @@
## Settings file was created by plugin SoftMaskKiller v0.0.1
## Plugin GUID: XuuXiaolan.SoftMaskKiller

10
config/YieldDmgTweak.cfg Normal file
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@ -0,0 +1,10 @@
## Settings file was created by plugin YieldDmgTweak v1.0.0
## Plugin GUID: YieldDmgTweak
[General]
## The damage a yield sign will do, a normal shovel does 1.
# Setting type: Int32
# Default value: 2
Damage = 2

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@ -1,4 +1,4 @@
## Settings file was created by plugin CustomStoryLogs v1.5.0
## Settings file was created by plugin CustomStoryLogs v1.5.2
## Plugin GUID: Yorimor.CustomStoryLogs
[PlacementTool]

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@ -1,4 +1,4 @@
## Settings file was created by plugin OpenBodyCams v3.0.5
## Settings file was created by plugin OpenBodyCams v3.0.7
## Plugin GUID: Zaggy1024.OpenBodyCams
[Camera]
@ -120,7 +120,7 @@ ModelDestructionDebuggingPatchEnabled = false
## The last version of the mod that loaded/saved this config file. Used for setting migration.
# Setting type: String
# Default value:
LastConfigVersion = 3.0.5
LastConfigVersion = 3.0.7
[Experimental]

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@ -1,4 +1,4 @@
## Settings file was created by plugin PathfindingLagFix v2.2.1
## Settings file was created by plugin PathfindingLagFix v2.2.3
## Plugin GUID: Zaggy1024.PathfindingLagFix
[Behavior]

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@ -1,4 +1,4 @@
## Settings file was created by plugin Buttery Fixes v1.13.3
## Settings file was created by plugin Buttery Fixes v1.14.7
## Plugin GUID: butterystancakes.lethalcompany.butteryfixes
[Audio]
@ -15,6 +15,13 @@ MusicDopplerLevel = Vanilla
# Default value: true
RestoreArtificeAmbience = true
[Compatibility]
## Fixes stamina being wasted if you hold the sprint button on ladders. This will prevent other mods (Better Ladders, Fast Climbing, Better Stamina, General Improvements, etc.) from allowing ladder sprint as a feature.
# Setting type: Boolean
# Default value: true
PatchLadders = true
[Extra]
## Allows the "scan" command on the terminal to count the value of items on your ship in orbit. Butlers' knives will be visible on the map and "scan" command before they are killed.
@ -23,7 +30,7 @@ RestoreArtificeAmbience = true
ScanImprovements = false
## The camera will be frozen when you use the terminal, and typing should be more immediately responsive.
## This will also lock the camera when charging items or pulling the lever.
## This will also lock the camera when charging items, pulling the lever, or sitting in the sofa chair.
# Setting type: Boolean
# Default value: false
LockInTerminal = false
@ -82,7 +89,7 @@ MaskHornetsPower = false
# Default value: true
FixJumpCheese = true
## (Host only) Fixes some errors with the vanilla bee hive pricing logic. This will let different hives be worth different values on the same day, and also reduces the price of hives that spawn extremely close to the ship.
## (Host only) Fixes individual bee hives not having separate prices from one another. (In vanilla, all hives fall into two price classes depending on distance from ship)
# Setting type: Boolean
# Default value: true
FixHivePrices = true
@ -102,17 +109,12 @@ FixGiantSight = true
# Acceptable values: Low, High, DontChange
GameResolution = DontChange
## Restores film grain effects from pre-release versions of the game. WARNING: Be aware that this will cause white screens on certain hardware.
## Restores film grain effects from pre-release versions of the game. WARNING: Be aware that this might cause white screens on certain hardware.
# Setting type: FilmGrains
# Default value: None
# Acceptable values: MenusOnly, NotRadar, Full, None
# Acceptable values: MenusOnly, Full, None
RestoreFilmGrain = None
## Show the ship icon on the radar (next to the compass) when it is following an outside player. This doesn't display properly in vanilla (bug?)
# Setting type: Boolean
# Default value: true
RestoreShipIcon = true
## Actually show the apparatus' value on the scanner instead of "???" (in vanilla, it is always $80)
# Setting type: Boolean
# Default value: false
@ -123,3 +125,9 @@ ShowApparatusValue = true
# Default value: true
DisableLODFade = true
## Fixes some issues with dead bodies not displaying badges, using the wrong suit, not having attachments (bee and bunny), etc. Also burns corpses when killed by explosions.
## If you use ModelReplacementAPI I would strongly suggest disabling this if you run into issues!
# Setting type: Boolean
# Default value: true
PlayermodelPatches = true

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@ -1,4 +1,4 @@
## Settings file was created by plugin Chameleon v2.1.2
## Settings file was created by plugin Chameleon v2.2.0
## Plugin GUID: butterystancakes.lethalcompany.chameleon
[Exterior]
@ -16,7 +16,7 @@ RecolorRandomRocks = true
## March is constantly rainy, as described in its terminal page. This is purely visual and does not affect quicksand generation.
# Setting type: Boolean
# Default value: true
RainyMarch = true
RainyMarch = false
## Allows for storms on Gordion, as described in its terminal page. This is purely visual and lightning does not strike at The Company.
# Setting type: GordionStorms
@ -76,44 +76,44 @@ PowerOffWindows = true
BlackoutWindows = false
## A list of moons for which to assign "Pasture" windows, with their respective weights.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
## Upon hosting a lobby, the full list of moon names will be printed in the debug log, which you can use as a guide.
# Setting type: String
# Default value: Vow:100,March:100,Adamance:100,Artifice:100
PastureWindowsList = Vow:100,March:100,Adamance:100,Artifice:100
## A list of moons for which to assign "Canyon" windows, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value: Experimentation:100,Assurance:100,Offense:100,Titan:100
CanyonWindowsList = Experimentation:100,Assurance:100,Offense:100,Titan:100
## A list of moons for which to assign "Snowy" windows, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value: Rend:100,Dine:100
SnowyWindowsList = Rend:100,Dine:100
## A list of moons for which to assign "Flowery" windows, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value: Embrion:100
FloweryWindowsList = Embrion:100
## A list of moons for which to assign "Beach" windows, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value:
BeachWindowsList =
## A list of moons for which to assign "Hot Springs" windows, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value:
HotSpringsWindowsList =
## A list of moons for which to assign "Broken Screen" windows, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value:
BrokenScreenWindowsList =
@ -121,46 +121,58 @@ BrokenScreenWindowsList =
[Interior.Mineshaft]
## A list of moons for which to assign "Vanilla" caves, with their respective weights.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
## Upon hosting a lobby, the full list of moon names will be printed in the debug log, which you can use as a guide.
# Setting type: String
# Default value: Vow:100,March:100,Adamance:100,Artifice:87
VanillaCavesList = Vow:100,March:100,Adamance:100,Artifice:87
## A list of moons for which to assign "Mesa" caves, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value: Experimentation:100,Titan:100
MesaCavesList = Experimentation:100,Titan:100
## A list of moons for which to assign "Desert" caves, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value: Assurance:100,Offense:100
DesertCavesList = Assurance:100,Offense:100
## A list of moons for which to assign "Ice" caves, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value: Rend:100,Dine:100
IceCavesList = Rend:100,Dine:100
## A list of moons for which to assign "Amethyst" caves, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value: Embrion:100
AmethystCavesList = Embrion:100
## A list of moons for which to assign "Gravel" caves, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.)
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value: Artifice:13
GravelCavesList = Artifice:13
## Automatically enable ice caverns on modded levels that are snowy.
## If you have Artifice Blizzard installed, this will also change the caverns to ice specifically when the blizzard is active.
## A list of moons for which to assign "Salt" caves, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value:
SaltCavesList =
## A list of moons for which to assign "Slate" caves, with their respective weights. Leave empty to disable.
## Moon names are not case-sensitive, and can be left incomplete (ex. "as" will map to both Assurance and Asteroid-13.) "ALL" will add that weight to every moon's pool.
# Setting type: String
# Default value:
SlateCavesList =
## Automatically enable ice (or salt, without Buttery Fixes) caverns on modded levels that are snowy.
## If you have Artifice Blizzard installed, this will also change the caverns specifically only when the blizzard is active.
# Setting type: Boolean
# Default value: true
# Default value: false
AutoAdaptSnow = true
[Rendering]

View File

@ -1,14 +1,8 @@
## Settings file was created by plugin Enemy Sound Fixes v1.7.0
## Settings file was created by plugin Enemy Sound Fixes v1.8.1
## Plugin GUID: butterystancakes.lethalcompany.enemysoundfixes
[Misc]
## (Host only, requires game restart) Fixes masks' broken audio intervals.
## Disabling this is useful if you use a voice mimicking mod. (Skinwalkers, Mirage, etc.)
# Setting type: Boolean
# Default value: true
FixMasks = false
## Mimic footstep volume and distance are altered to sound more accurate to actual players.
# Setting type: Boolean
# Default value: true
@ -19,6 +13,11 @@ BetterMimicSteps = true
# Default value: true
ThumperNoThunder = true
## Makes eyeless dogs play their stun sound effect on death, rather than falling silently.
# Setting type: Boolean
# Default value: true
ShootTheDog = true
## What audio sources should be muted on the Cruiser when in orbit. (Engine sounds, the horn, the radio, etc.)
# Setting type: CruiserMute
# Default value: NotRadio
@ -30,5 +29,3 @@ SpaceMutesCruiser = NotRadio
# Default value: true
FixDoorSounds = true
DontFixMasks = false

View File

@ -1,4 +1,4 @@
## Settings file was created by plugin Mask Fixes v1.3.0
## Settings file was created by plugin Mask Fixes v1.4.1
## Plugin GUID: butterystancakes.lethalcompany.maskfixes
[Bonus]
@ -8,7 +8,8 @@
# Default value: false
Random Suits = false
## (Client-side) A comma-separated list of suits that natural Masked are permitted to wear. This is not case-sensitive, and will match strings from front-to-back. (Example: "cLAss" will find "Classic suit" successfully)
## (Client-side) A comma-separated list of suits that natural Masked are permitted to wear. This is not case-sensitive, and will match strings from front-to-back. (Example: "bROw" will find "Brown suit" successfully)
## Entering only "all" instead will automatically add every suit to the list.
# Setting type: String
# Default value: orange,green,hazard,pajama,purple,bee,bunny
Suit Whitelist = orange,green,hazard,pajama,purple,bee,bunny

View File

@ -1,4 +1,4 @@
## Settings file was created by plugin Loadstone v0.1.22
## Settings file was created by plugin Loadstone v0.1.23
## Plugin GUID: com.adibtw.loadstone
[AsyncDungeon]
@ -57,7 +57,7 @@ Should Loading Music Play = false
## Should the loading music loop?
# Setting type: Boolean
# Default value: true
Should Loading Music Loop = true
Should Loading Music Loop = false
## How long should it take for the loading music to fade out
# Setting type: Single

View File

@ -6,7 +6,7 @@
## Shows how much ammo you have in the shotgun.
# Setting type: Boolean
# Default value: false
Ammo Indicator = false
Ammo Indicator = true
## False is more compact, True is more wordy. You can always change this mid game using LethalConfig without a restart
# Setting type: Boolean

View File

@ -1,4 +1,4 @@
## Settings file was created by plugin Coroner v2.2.0
## Settings file was created by plugin Coroner v2.3.0
## Plugin GUID: com.elitemastereric.coroner
[General]

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