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Configuration
LCDirectLAN is configured via a text file located at BepInEx/config/TIRTAGT.LCDirectLAN.cfg, for the most part, the default configuration should be suitable for most players.
If you're trying to adjust the mod's inner workings or advanced features, you'd probably more interested in the Advanced Configuration page instead.
The configuration file is divided into several sections, each section contains a set of options that can be adjusted to change LCDirectLAN behavior.
By default, LCDirectLAN does not change the default LAN username format, that is Player #{ActualClientID}.
However LCDirectLAN offers a custom username for that will also be visible to other players in the lobby aslong as they are also using LCDirectLAN and have the Custom Username option enabled.
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Type:
Boolean -
Default:
false -
Description:
This patch registeres additional RPCs in both Server and Client(s) to be able to broadcast and sync players custom usernames, this additional RPC does not break vanilla compatibility, players that have this disabled or didn't install LCDirectLAN will still see the default username format.Lethal Company stores the username of each player in a array locally cached on each client, the server is also a client, and has its own local player list.
When a Client/Player joined, they broadcast their username to the server, the server updates that player username in the server side player list, and then broadcasts a request to all clients to refresh their local player list.
If set to
true, the custom username feature will be enabled, and the RPCs will be registered. If set tofalse, the custom username patches will be disabled, therefore all options inside theCustom Usernamesection will not be used.
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Type:
String - Default:
Lethal Hoster - Description:
This username is used when the player is hosting a game (acts as the host/server).
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Type:
Boolean -
Default:
true -
Description:
Create input field for Host Username in the game's host configuration window, this will move other elements on the UI and may not be compatible with other mods that also changes the host UI.Requires MergeDefaultUsername disabled in order to work correctly
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Type:
Vector3 -
Default:
{"x":3.0,"y":-4.0,"z":-4.0} -
Description:
Y Offsets for multiple UI elements that were moved to make room for HostUsernameInput if it is enabledX value is the Header and the Remote/Local selection button
Y value is the confirm button
Z value is the back button
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Type:
String - Default:
Lethal Player - Description:
This username is used when the player is joining a game (acts as a client), additionally player can decide to change their username in-game right before joining a game.
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Type:
Boolean -
Default:
false -
Description:
If set totrue, the JoinDefaultUsername will be used both for hosting and joining lobbies. If set tofalse, the HostDefaultUsername will be used while hosting, and JoinDefaultUsername will be used while joining.Having this option enabled will make the HostDefaultUsername and CreateHostUsernameInput options useless, so they will be ignored/disabled when this option is enabled.
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Type:
Boolean - Default:
false - Description:
Should the game listen on IPv6 when hosting instead of IPv4 ?
If hosting with "Local" option selected, the host will listen on::1
If hosting with "Allow remote connection", the host will listen on::
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Type:
UInt16 - Default:
7777 - Description:
The default port that the server will listen to for incoming connections, by default this follows the game default port which is7777.
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Type:
Boolean -
Default:
true -
Description:
If set totrue, an extra button will be created in the join menu and all other buttons position will be adjusted, this will allow player to use the default game join method or the new join method provided by LCDirectLAN.If set to
false, the extra button will be replaced by the new join method provided by LCDirectLAN.
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Type:
String -
Default:
127.0.0.1 -
Description:
The IP address or Hostname that the client will use to connect to the server, by default this follows the game default address which is127.0.0.1, additionally player can change this in-game right before joining a game.This option is also used to remember the last used address, so the next time the player opens the join menu, the in-game address input field will be pre-filled.
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Type:
UInt16 -
Default:
7777 -
Description:
The default port that the client will use to connect to the server, by default this follows the game default port which is7777, additionally player can change this in-game right before joining a game.This option is also used to remember the last used port, so the next time the player opens the join menu, the in-game port input field will be pre-filled.
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Type:
Boolean -
Default:
false -
Description:
If set totrue, the last used address and port will be remembered as the new default values and will overwrite whatever is previously set in theDefaultAddressandDefaultPortconfiguration options, in the next game launch, the remembered address and port will be used to pre-fill the in-game address and port input fields.If set to
false, the last used address and port will not be remembered, in the next game launch, theDefaultAddressandDefaultPortconfiguration options will be used to pre-fill the in-game address and port input fields.
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Type:
Byte -
Default:
3 -
Description:
By default, LCDirectLAN will hide the default/last server address and port, this is useful for streamers to avoid server connection details leak to their viewers while joining a game lobby.However, players can choose whether to lessen or thighten the security of the join data, the following options are available (from the least secure to the most secure):
-
0- Show anything (Disabled/No Hiding) -
1- Hide IP Address -
2- Hide Port Number -
3- Hide IP and Port -
4- Hide Hostname / DNS Name -
7- Hide all of them (IP,Port,Hostname)
The values are bitwise, so you can combine them by adding any individual values (not combined values) together.
For example, if you want to hide both IP and Hostname, you can set the value to5(4 + 1).In fact, the default value
3is a combination for hiding IP and Port (1 + 2). -
-
Type:
Boolean - Default:
false - Description:
Prefer IPv6 over IPv4 for SRV Record host lookup when using DNS SRV Record to join
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Type:
Boolean -
Default:
true -
Description:
This patch registeres additional RPCs in both Server and Client(s) to be able to ping the lobby server/host.For this to work, the server must have the
Latency HUDoption enabled in order for Player(s)/Client(s) to send ping packets to the server and measure latency as the default game does not have this feature.Latency is measured in milliseconds (ms), and will only be displayed while players have spawned in the lobby (basically when the game HUDManager is active).
If set to
true, the latency HUD will be enabled, and the latency will be displayed as an text in the player's HUD.
If set tofalse, the latency HUD related patches will be disabled.
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Type:
Boolean - Default:
false - Description:
If set totrue, LCDirectLAN's custom RPC to measure latency will not be used, instead LCDirectLAN will use UnityTransport's GetCurrentRtt() for measuring latency, additional warning feature will be disabled too.
-
Type:
Boolean - Default:
true - Description:
Hide the Latency HUD when hosting a game, since measuring latency to host (yourself) is not really useful.
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Type:
Boolean -
Default:
true -
Description:
If set totrue, the latency HUD will measure the Round-Trip Time (RTT), this is the time it takes for a packet to be sent from the client to the server and back to the client and is more representative of the actual latency experienced by the player. The RTT value is double of the OWD in the perfect network conditions.If set to
false, the latency HUD will measure the One-Way Delay (OWD), this is the time it takes for a packet to be sent from the client to the server.
-
Type:
Boolean - Default:
true - Description:
If set totrue, LCDirectLAN will Display an in-game warning when there is a problem with LatencyHUDPatch functionality.
-
Type:
Single - Default:
0 - Description:
Adjusts the horizontal position of the latency HUD display.
Higher value moves the HUD to the right, lower value moves the HUD to the left
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Type:
Single - Default:
0 - Description:
Adjusts the vertical position of the latency HUD display.
Higher value moves the HUD to the top, lower value moves the HUD to the bottom
-
Type:
Single - Default:
13 - Description:
Adjusts the size of the latency HUD text.
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Type:
Boolean -
Default:
false -
Description:
Whether or not to modify the game default networking system to apply patches related toUnity Networkingsection of the config.If set to
true, theUnity Networkingpatches will be enabled. If set tofalse, theUnity Networkingpatches will be disabled.
-
Type:
Single -
Default:
-1 -
Description:
Adjusts the time in seconds that the client will wait for a connection to be established before giving up, I recommended value for this is between 5 and 10 seconds, I personally use 5 seconds as that is still plenty of time for the client to connect to the server.Setting this to a zero or negative value will use the game default value, which is 60 seconds (it is indeed a very long time).