ChillaxSCRAPS
A custom modpack for Lethal Company that started as a Discord friend-group experiment and grew into one of our most successful community projects.
Project Overview
One of the most successful projects my friend and I have developed is a custom modpack for the hit indie game Lethal Company. We originally built it to improve sessions with our personal Discord friend group, then packaged the work into public modules: Chillax Scraps, Chillax Suits, Chillax FM, and Chillax IMG.
What started as a weekend side project quickly evolved into a viral community hit, with our flagship module, Chillax Scraps, reaching over 1m downloads.
My Role & Tech Stack
Team Workflow
Two-person iteration loop: build, test in live sessions, gather feedback, then ship focused updates to the community.
The Development Process
Phase 1: Humble Beginnings & Technical Hurdles
We kept scope intentionally small at first: add static scrap items with no special perks. We used community tooling such as Evaisa-HookGenPatcher and Evaisa-LethalLib to hook into game code.
Challenge: early item rotation and size-scaling issues appeared when objects were held by players or dropped on the floor.
Solution: we debugged and fixed those transform issues so items behaved consistently in all states.
Early implementation focused on stable transforms and readable item presentation in player hands and world space.
Phase 2: Iterating for "Fun"
Once stable, static items felt too flat, so we pivoted toward interaction-based perks that mixed utility with comedy.
The Boink: a physics item that launches the player backward, useful for skilled movement and funny for unsuspecting teammates.
Interactive Decor: items like Cup Noodle (health restore) and Freddy Fazbear (constant distracting noise).
Boink playtest footage: a single item can function as movement tech for experts and pure chaos for everyone else.
Phase 3: Pushing Boundaries (Advanced Mechanics)
To push the mod further, I conceptualized items that required custom UI and deeper gameplay logic.
Death Note custom UI implementation used for player and enemy targeting, then balanced with one-time use behavior.
Creator Recognition
The highlight of this project was seeing major creators play and share our work. It validated our design direction and proved that chaotic meme ideas can still become polished, replayable mechanics when balanced around real player behavior.
Key Takeaways
This project was a major learning experience in rapid iteration, player-centric design, and debugging inside third-party frameworks. Most importantly, it showed me how to turn "meme" concepts into functional game systems that players genuinely enjoy.