Lethal Company
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0.4.19
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SimpleHQ

Written by Claude & Chonk

A scrap bank for long Lethal Company v81 runs. Hundreds of items on the ship make landing and takeoff lag. Deposit them into the bank instead: they leave the ship, their value is kept, and you sell straight from the bank at the Company.

Commands

Anyone can type /bank to see the total. Everything else is for the host and whitelisted players. The whitelist is SimpleSell's, managed with its /whitelist command; without SimpleSell, only the host can use bank commands. The host needs SimpleHQ; other players don't need it to type commands, only to use the terminal versions.

Command What it does
/bank How much is in the bank. The total also shows in orange beside your credits at the top right of the terminal
/bank deposit <amount> Deposits scrap adding up to at least that value, for example /bank deposit 500
/bank deposit all Deposits all the scrap on the ship
/bank deposit <item> [count|all] Deposits one kind of item, for example /bank deposit gold bar 3
/bank withdraw <item> [count|all] Takes items back out onto the ship, most valuable first. No count means 1, for example /bank withdraw gold bar 2
/bank withdraw all Takes everything out of the bank at once and lays it on the ship floor just inside the door, spread out
/bank auto on|off Deposits all the ship's scrap automatically at the end of each day. Off by default
/bank list Everything in the bank, in chat
/bank info Tells everyone in the lobby about the bank and how to use it from chat
/sell bank <amount> At the Company, sells banked scrap worth at least that many credits
/sell bank quota Sells enough to meet the quota
/sell bank all Sells the whole bank
/clear Empties your chat. From the host it empties everyone's who runs SimpleHQ; /clear me empties only the host's own. A player without SimpleHQ can't be cleared

Type bank in the terminal to see the total and a list by item. The commands work in the terminal too, without the slash: bank deposit 100, bank deposit all, bank list, bank sell 300. The result shows in chat.

! works in place of / (for example !bank) if another chat mod takes / commands first.

What gets deposited

Deposits and withdrawals only work in orbit or at the Company, never while landing on or exploring a moon.

Scrap on the ship, and in the Company Cruiser unless [Bank] IncludeCruiser = false. Never deposited: anything a player is holding, bodies, belt bags and what's inside them, and the items on [Bank] KeepOnShip (Shotgun and Kitchen knife by default).

Withdrawn items come back as real items with their exact value, at your feet if you're in the ship, otherwise at the ship's spawn point. Items banked before withdraw existed come back too.

/bank withdraw all (or bank withdraw all in the terminal) empties the whole bank in one go. Everything lands on the ship floor inside the door, in rows from the doorway inward, never outside the ship or on top of furniture. Same rules as any withdraw: host or whitelisted players, orbit or Company only, off in tournament mode. The game only saves a limited number of items on the ship (250 in vanilla, more with SimpleOptimize); if the whole bank won't fit, the most valuable items that do fit come out and the rest stay banked, with a message saying so.

Same rules as the ship

  • Crew wiped out: vanilla loses all the scrap on the ship, so the bank is lost too.
  • Fired: the bank is emptied with the rest of the run.
  • Selling: banked scrap sells at the Company's buying rate for the day, through the Company desk like any sale. Credits, quota and the end of run stats all count it. Items are picked the same way as /sell, so a sale can go slightly over the amount, never under.
  • Private lobbies only. In a public lobby the bank is locked (nothing is lost). Challenge moons don't use the bank.

Tournament mode

For organised tournament runs. A kit (its moons, seeds, weather, starting gear, credits and format) is carried by a code the organisers hand out when the event starts, the way old games kept a save in a password. Nothing ships inside the mod, and any organiser can make their own kits.

  1. The host, in orbit, types tournament at the terminal (or /tournament start in chat). No code yet.
  2. Everyone in the lobby types /agree in chat within 2 minutes. Every player needs SimpleHQ for tournament mode: the game has no way to send weather, so each player's SimpleHQ sets it.
  3. Tournament mode is on: the lobby locks, every Simple Suite mod switches its commands and extras off (bug fixes and performance work stay), and the ship flies to the Company and waits there. Routing is locked to the Company and the lever won't land.
  4. When the organisers release the code, the host types tournament at the terminal again and then the code on the next line (or /tournament load <code>). Dashes and case don't matter, and a mistyped code is refused rather than loading something wrong. Straight away:
    • the ship routes to the kit's moon, and routing is locked to it;
    • the moon's weather is fixed to the kit's, for everyone, and shows on the terminal;
    • the kit's seed is set, so the interior, scrap and single-item day are the same for every team;
    • credits are set to the kit's, and its tools are on the ship floor;
    • the lever unlocks: land when ready.

Formats. Each kit sets its format, its days and the crew size it's for (a different lobby size is refused when the code is entered):

  • 1o, a one-off: one day, then the run is over.
  • 1q, 3q and so on: that many quotas, three moon days each. The ship routes itself to each day's moon, with its own seed and weather, as soon as it's back in orbit.
    • Normal: after each quota's three days, the ship goes to the Company for a day. The banked scrap is put back on the ship to sell, shop and meet the quota, vanilla style. Missing it gets the crew fired and ends the run. A wipe loses that day's scrap; the run total stays.
    • Hardcore: no Company days. After the third day the quota is checked against the scrap banked in those three days. Met, the next quota starts; missed, or a wipe, the run is over.
  • The deadline reads 3, 2, 1 days on each quota's moon days, like vanilla. Kits can fix the quotas so every team faces the same ones.
  • 7c (any number of days up to 15), a circuit: a preloaded string of one-off days played back to back, each with its own kit: its own name, moon, seed, weather, items (shotgun shells included), cruiser and credits. All suits, decorations, hardcore and "deaths end the run" are for the whole circuit. No quotas and no Company days. Every day ends like a one-off: the scrap brought back (weapons you found too) is banked onto the run total and taken off the ship, then everything from that day's kit goes, used or not. Back in orbit, chat announces the next day ("Day 3 of 7: FROSTBITE"), the ship routes to its moon, its items are placed, its credits set, and its cruiser put on the magnet (or the last day's taken away when this day has none). A wipe only loses that day's scrap and the circuit carries on to the next day; in a hardcore circuit a wipe ends it. The deadline reads 3 days every day, as in a one-off, so each day plays exactly like that one-off would. The results list every day's total and the run total. Circuits are made with KitCoder from a kit file ("format": "7c" and a "days" list where each day has its own "name", "items", "cruiser" and "credits"); the terminal editor doesn't change them.

Scoring and a clean ship. Entering the code clears the ship (use a spare save), then places the kit's tools and sets its credits, once. At the end of every moon day, the scrap brought back goes into the bank and onto the run total and off the ship (kit items never count); equipment stays for the next day. In a multi-day run (1q and up) the weapons you find - shotguns, kitchen knives and shotgun shells - are the exception: they stay on the ship so you can use them on later days, and their value goes onto the run total only when the run ends (results say "Weapons kept: N, $X"). One that isn't aboard by then (left on a moon, shells loaded into a gun) doesn't count, and they never count toward a hardcore quota. On a wipe, the ones on the ship count right then (the game deletes them). One-off runs bank them like any scrap. When the run is over, chat posts the results, the ship goes to the Company with the lever locked, and tournament mode stays on until the host ends it.

A series of codes. Loading another code in the same lobby starts the next run and adds its score to the last: one code per round, handed out when the whole bracket has finished that round, with nobody leaving the lobby. Each code brings its own moons, gear and credits, and the ship is cleared between runs. /tournament end posts every run and the final score.

/tournament shows the state, the run total and the series total. Entering another code in orbit swaps the kit (the old kit's tools still on the floor are taken back). /tournament end turns it all off and puts the weather and seed back to normal. A kit that asks for a cruiser starts with one on the ship's magnet, in orbit, so it drops with you. A kit's Company Cruiser belongs to that run. Loading another code removes it everywhere: the magnet goes off and the save forgets it. Ending tournament mode removes it too, and its bed contents go onto the ship. Kit items are placed on every player's ship floor, and the host checks that each player got them; it re-sends or replaces any that went missing (look for [ItemPlaceNet] in the BepInEx log). An item someone has already picked up is never moved. The run record comes in a later update.

Changing a code you already have. Type tournament edit, paste it, and say only what differs: remove tzp, shovel 2, weather foggy, seed 4242, day 2 moon Rend. Type code for the new one; every edited code is read back and checked before you get it.

Making your own code. Type tournament builder at the terminal and answer six questions: moon, seed, weather, crew size, starting items and format. Items are typed the way you buy them, several to a line (shovel 2 weed 4 jet 1 pro 2), and short names work when they match one item. Type cruiser 1 there for a Company Cruiser on the magnet. Gear the store doesn't sell works too: knife 2, ammo 3, and the shotgun with its shells loaded written after an @: shotgun@2 1 is one shotgun with both shells in, shotgun@0 1 an empty one (shotgun 1 leaves it as the game makes it). Kit gear spawns at $0, so a kit knife or shotgun never scores and sells for nothing. Type suits for every suit on the rack while the run lasts: they go back when the tournament ends (anyone wearing one goes back to their own suit), and no save ever keeps them. [Tournament] AllSuits turns that on for every kit. Codes made before 0.4.13 still work. Ship decorations work the same way: decor puts every decoration on the ship for the run (disco ball, record player, jack-o-lantern, plushie pajama man and the rest of the store's rotating decor; never the teleporters, horn or signal translator), or name the ones you want: disco record jack. If an item shares the word, write decor:lights. In the editor: decor on|off, decor disco, remove disco. Only decorations the crew doesn't already own are added, and only those go back when the run ends (moved or stored ones too); nothing the crew owns is touched or moved, and no save keeps them. A piece with scrap on it waits until the scrap is taken off. A code of any length can be pasted on the code screen in one line (up to 1000 characters; a 7-day circuit is about 400). The code comes back on screen and is written to BepInEx\config\SimpleHQ\kits.txt, with the kit in plain words, so you can copy it and send it on. Every code is decoded and checked against what you typed before you get it. One-off runs for now; longer formats are still built by hand. Nothing is sent anywhere, so anyone can build a code, not just the host.

Saving

Your game save is never changed. The bank is kept in its own file per save slot, in LocalLow\ZeekerssRBLX\Lethal Company\SimpleHQ\, and is written right after the game saves the ship in orbit. If the game closes before a save, the bank and the ship both go back to that save together, so scrap can't be lost or doubled.

With SimpleSell

If the host also runs SimpleSell, sell works at the terminal too: sell 500, sell quota, sell all, sell gold bar 2 (same as SimpleSell's /sell), plus sell bank 300. Other players can only sell this way if the host's SimpleSell whitelist allows them to, same as in chat. With SimpleSell alone and no SimpleHQ, nothing is added to the terminal.

/sell bank works alongside SimpleSell's /sell. Normal /sell still sells items on the ship. SimpleSell's /stock shows the bank's value and counts it in the total.

Install

Drop SimpleHQ.dll into BepInEx/plugins, or install with a mod manager. Requires BepInEx 5.4.2100. Settings are in local.simplehq.cfg.

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