SimpleSell
Host-only chat commands: selling, buying and organizing the ship. Lobby tools (whitelist, bans, guard, firewall) are in SimpleLobby. Written by Claude & Chonk.SimpleSell
Written by Claude & Chonk
Chat commands for selling, buying and organizing the ship in Lethal Company v81.
Host only. Only the host installs it and only the host can run the commands. Everyone else can join with no mods at all.
Selling
All /sell commands need you landed at a sell desk, such as The Company. Bodies are always
sold first, then scrap fills the rest.
| Command | What it does |
|---|---|
/sell <amount> |
Sells enough that you receive that many credits, worked out through the day's buying rate |
/sell quota |
Sells until the remaining quota is met |
/sell all |
Sells everything on the ship and in the cruiser |
/sell <item> [count|all] |
Sells a specific item |
/sell exclude <item> |
Protects an item type from being sold |
/sell include <item> |
Removes that protection |
/sell exclusions |
Lists protected items |
/stock |
Ship value, cruiser value, total, and quota left. With SimpleHQ it also shows the scrap bank and counts it in the total |
/overtime (/ot) |
The overtime bonus you'd get, or what selling everything on hand would pay |
Overtime pays 1 credit for every 5 you sell over quota, plus 15 for each day left, counted the
way the game counts them: the day ends before the bonus is paid, so selling on the deadline day
(0 days left) costs 15 (it counts as -1 day). Selling with 1 day left pays +15, 2 days +30. Each
day early is worth as much as 75 extra credits of scrap. /ot already does this sum for you.
Buying
Order from the store in chat while you're at the Company (same place you sell). Host, or a
whitelisted friend with buy in WhitelistedCommands.
| Command | What it does |
|---|---|
/buy <item> [qty] |
Orders one item (qty defaults to 1). Same as before: /buy shovel, /buy stun 2 |
/buy 2 stun 2 weed 4 belt |
Orders several items in one line. Qty before each name, or a bare name for 1 |
/buy 2 weed killer 1 tzp |
Multi-word names work; longest match wins |
/buy stun x2 / /buy 2x stun |
x2 / 2x qty forms |
/buy list |
Store catalogue with prices (and sales), then your saved favourites. Works anywhere |
/buy ORD-J8SF-V4KV-2HPR |
Reorder from a code. Every successful order shows its code |
/buy save <name> |
Save your last successful order as a favourite |
/buy <name> |
Reorder a favourite |
/buy favs |
Just the favourites, with their codes |
/buy delete <name> |
Remove a favourite |
/buy help |
Buy help |
/buy confirm / /buy cancel |
Confirm or drop a large order. /buy cancel also stops the remaining batches of a big order |
/buy 30 shovel 6 flashlight |
Over 12 items: sent in batches of up to 12 (0.1.36) |
/credits (/cr) |
Group credits. Works anywhere |
Names match the store loosely (stun → Stun grenade, weed → Weed killer, belt → Belt bag).
If any word doesn't match, nothing is bought and you're told which word failed. Same if the
group can't afford the total, or if the order would overfill the dropship (vanilla cap: 12 items
on the way, counting what's already ordered). Big orders still ask for /buy confirm when
ConfirmLargePurchases is on. Turn multi-buy off with [Buying] AllowMultiItemBuy = false.
Order codes and favourites (0.1.35). After a successful order the receipt ends with
Reorder: /buy ORD-XXXX-XXXX. The code is the order (each item's name plus its count, with a
checksum), so it works in any lobby or save with nothing stored. Codes are case-insensitive, hyphens
are optional, and O/I/L are read as 0/1. A mistyped code is rejected, not guessed. A code
goes through the same checks as a typed order (Company only, credits, 12-item dropship cap, confirm,
host/whitelist rules). Codes from a store with different item mods may name items this store doesn't sell.
In that case nothing is bought.
Big orders over the dropship cap (0.1.36). Orders over vanilla's 12 items go out in batches.
The first batch goes now. Each next batch is ordered once the previous dropship has opened (or left), with chat lines like
Batch 1/3 sent (12 items: …) for N credits. M left. and Batched order complete … Reorder: /buy ORD-….
The whole order must be affordable up front, but each batch is charged only when it's sent, so a cancelled
queue never costs anything for items that never came. If credits run short later (someone spent them), the
item that doesn't fit is refused and the rest of the queue is dropped. The queue stops on /buy cancel,
leaving the Company, ship take-off, everyone dead, or losing the host connection. While it runs, other
/buy orders wait. Cruiser orders are never batched. Settings: [Buying] BatchLargeOrders (on), MaxBatchedOrderItems (60).
Codes for big orders are a bit longer (ORD-RY8Y-3506-4B7 = 30 shovels + 6 flashlights). Codes from 0.1.35 still work.
Faster Company dropship (0.1.36). At the Company, the item dropship takes off about 2 s after its
doors open and its items drop, instead of idling for 30 s. With a batch waiting, the next one lands about 15 s
after take-off (vanilla: 40 s). This is host-side, uses the vanilla leave RPC (clients stay in sync), and the cruiser drop is
untouched. Settings: [Buying] CompanyDropshipFastLeave (on), CompanyDropshipLeaveDelay (2),
NextBatchArrivalSeconds (15).
Favourites live in BepInEx/config/SimpleSell.favorites.txt (name=code lines). Names are one word
(letters, digits, -, _) and can't be a store item name, a /buy word, a number, or start with
ord. Hide the code in receipts with [Buying] ShowOrderCode = false.
Organizing
Pin each item type to a spot, then tidy everything with one command.
| Command | What it does |
|---|---|
/organize (/o) |
Moves gear and pinned scrap to their spots. At the Company it also brings in what the dropship just delivered |
/organize scrap / /organize equipment |
Only one kind |
/organize <item> |
Only that item |
/organize shotgun@0 / @1 / @2 |
Only the shotguns with exactly that many shells loaded. Plain shotgun means every gun |
/organize set <item> [pile|stack] |
Put the item where you want it (floor, shelf, cupboard, ship or cruiser), then run this. The spot is where that item sits, height included. /organize set shotgun@2 pins a spot for guns with 2 shells only |
/organize remove <item> / /organize delete <item> |
Removes a spot (shotgun@2 too) |
/organize anchors |
Lists every spot, and flags the ones that are never used |
/organize help |
How spots work (also /help organize) |
/merge [item|auto] |
Moves scrap from the cruiser into piles by the ship door. auto toggles doing it every time you reach orbit |
/scrap update |
Posts cruiser scrap value every in-game hour |
To pin a spot, put one of the item exactly where you want the pile, then run
/organize set <item>. Where you're standing doesn't matter. The spot is taken from the one you
put down last. If you didn't just put one down, it uses the one you're looking at. If neither,
nothing is saved and it tells you to place one. Shelves work the same as the floor, on the ship and
in the cruiser, docked or not: items in the cruiser stay cruiser items and leave with it.
For shotgun@2, put down a gun with 2 shells. /organize set picks the gear or scrap list for you;
/e set and /scrap set work the same way but force that list; bare /e set (or /e set ship|cruiser) sets the default gear spot from the
item you put down last. Spots you pinned with older versions keep working as they are.
On a stack spot the item with the least left goes on top, so it's the one you grab first, and
the fullest is at the bottom: battery charge for anything with a battery (a dead battery counts as
empty), shells for shotguns, the tank for spray paint and weed killer, fuel for TZP. Items with
nothing to run out of stay below, in their usual order. [Organize] StackLeastFullOnTop = false
turns this off. Piles aren't sorted.
Item names match loosely, so part of a name works. Shotgun shells are called "Ammo" by the game; "shotgun shell", "shells" and "ammo" all work. The gun itself is "Shotgun" ("double barrel" works too).
Shotguns can be sorted by the shells in them. A gun with its own shotgun@N spot goes there.
Otherwise, on the plain Shotgun spot, guns with 2 shells go on the spot, 1 shell beside it and empty
guns beside that, so guns with the same ammo end up together. [Equipment] GroupShotgunsByShells = false puts them back in one pile. Guns someone is holding are never moved, and organizing never
changes a gun's shells or safety.
Information
| Command | What it does |
|---|---|
/time (/t) |
Current in-game time |
/briefing live|private|off |
When the ship doors open, posts the interior type, scrap count and value, and hives, each counted once. Sapsucker eggs get their own line when the bird lays them |
Your lobby## Your lobby
Moved to SimpleLobby in 0.1.40: /lobby, /players, /kick, /guard, /whitelist, /ban,
/unban, /bans, late join, the firewall and the lobby guard. Install SimpleLobby next to SimpleSell and
everything works as before, with your settings copied over the first time it runs. Without SimpleLobby,
SimpleSell's commands are host-only, those commands say where they went, and the host is told once per
lobby that there are no bans or guard.
Whitelisted friends (managed with SimpleLobby's /whitelist) can still run the SimpleSell commands listed
in SimpleLobby's WhitelistedCommands (default stock, time, overtime, gear, organize, merge,
buy, credits), from normal chat with no mods on their side, or with ! instead of /.
Sell desk
Items beamed onto the sell desk from far away are blocked ([Selling] DeskGuardRange) and go back on the
ship by themselves ([Selling] AutoReturnBeamedItems), or with /return. With SimpleLobby's item firewall
on, SimpleLobby checks desk deposits instead, and SimpleSell still puts refused items back.
orth knowing
- Automatic merging is off. Turn it on with
/merge autoto move cruiser scrap onto the ship each time you reach orbit. - Items beamed onto the sell desk from far away are always blocked, since that's a cheat.
Everything is configurable in local.simplesell.cfg.
Install
Drop SimpleSell.dll into BepInEx/plugins, or install with a mod manager. Requires
BepInEx 5.4.2100. For the lobby features install SimpleLobby too.
