Weather

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Weather is a mechanic intended to add difficulty on moons. Players can check the forecast on a moon through the text in brackets beside each moon's name within the ‘moons’ terminal command, provided the day has fully changed. Weather does not affect the amount and value of scrap.

Weather types[edit]

Eclipsed[edit]

A moon experiencing an eclipse

This weather phenomenon allows for immediate spawns of nighttime entities and significantly increases the spawn rate of entities both indoors and outdoors, making eclipsed moons much more dangerous to explore with no additional benefit.

During an eclipse, the minEnemiesToSpawn(indoor entities) and minOutsideEnemiesToSpawn(nighttime outdoor entities) are changed according to the table below. See Mechanics for a detailed explanation of these two variables.

minEnemiesToSpawn minOutsideEnemiesToSpawn
Experimentation 1
Assurance 1
Vow 1
Offense 4
March 2
Rend 3
Dine 4
Titan 3

Flooded[edit]

The moon begins to flood, making it impossible to traverse its exterior after a certain point.

Moving on flooded terrain slows employees down considerably and makes them unable to sprint. It also drains stamina, preventing it from regenerating until the employee is out of the water. Being underwater for a prolonged period of time drowns the employee.

Flooding is based on the time of the day and progresses as time goes on, making the moon more dangerous to navigate the longer that employees stay.

Time until Maximum Flood level: Approx. 5 pm, may vary between moons.

Foggy[edit]

The entire moon's exterior is covered in thick fog, making it difficult to navigate.

Be warned that Forest Giants do not get affected by the fog, and can see perfectly fine through it.

Rainy[edit]

Rain leaves dark patches of quicksand on the ground, posing a swift and lethal threat to employees. It is possible to escape the quicksand by reacting quickly and moving out before going too deep. A quicksand patch looks a bit like a large puddle of brown dirt on the ground and especially at night, it can be quite hard to spot it.

March will have permanently fixed quicksand patches on the ground even if it is not rainy (March cannot have rainy weather anyway).

Stormy[edit]

A sparking item
The sound played when an item is sparking

During a thunderstorm, conductive items lying on the ground or held by employees can acquire an electric charge that causes them to be struck by lightning after a short delay. When this happens, the item audibly begins to spark. Lighting strikes can be avoided by dropping the item and moving away.

Random lightning strikes can also occur around the map independently of conductive items and may strike employees without warning.

  • If an employee has a conductive item in their inventory but is not actively holding it, sparks will still appear and they can identify the charged item by rotating through inventory slots.
  • Lightning may strike a metal object multiple times, so it is advised to wait for a second or two before picking the items back up.
  • If a sparking item is located below a cover such as a roof, the lightning bolt will instead strike on the roof and not hit the item directly. This mainly works on solid roofs or the ship's ceiling. There might be other spots where this works depending on the map, but this is not always a reliable strategy.
  • If lightning strikes the ship, the ship's lights and monitor will turn off. They can be turned on again with the light switch or a Remote, and the power button on the side of the monitor, respectively.
  • It is possible for employees to avoid lightning to some extent by standing close to a wall when holding a sparking item, or by having a tulip snake on them.
  • The "Lightning strike warning" cannot appear when an object in an employee's inventory is sparking.
  • Items bought during Stormy weather are not conductive and stay that way until the ship enters orbit again.

For a full list of conductive items, check the scrap page and also the equipment list, or take a look at the conductive items category.

Weather choice[edit]

Firstly, the game decides how many moons will be affected by weather. This value is evaluated from a curve with a random input value between 0 and 1. If the following criteria are met, the evaluated value is multiplied by a random number between 1.5 and 2.5:

  • The crew consists of at least 2 employees (Multiplayer)
  • The number of days all employees survived in a row without dying is a multiple of 3 (at least 3 days)

Note: The evaluated value is converted to an integer and clamped between 0 and the number of moons, which means that if the value is above 8, all moons will be affected by weather.

The curve on the left is the default curve for determining how many moons will be affected by weather conditions. The curve on the right is multiplied by 2.5, the maximum possible multiplier, used when the above criteria are met. For every moon that has been selected, a random index in the list of the moon's possible weather then determines the type of weather the moon will have on that day.

See also[edit]