SimpleSell
Host-only chat commands: selling, buying and organizing the ship. Lobby tools (whitelist, bans, guard, firewall) are in SimpleLobby. Written by Claude & Chonk.Changelog
0.1.40
- The lobby features moved to the new SimpleLobby plugin: whitelist, bans, Steam identity checks, the
lobby guard, the RPC and item firewall, late join, safer joins, the invisible-joiner and crew-list fixes,
the join log, the hidden mod tag, the longer host chat box, and
/lobby,/players,/kick,/guard,/whitelist,/ban,/unban,/bans. Same code, same settings: SimpleLobby copies them from this plugin's config the first time it runs. Without SimpleLobby those commands say where they went, and the host is told once per lobby that there are no bans or guard. - Whitelisted friends still run SimpleSell's commands; SimpleSell asks SimpleLobby who is whitelisted, which
commands they may use (
WhitelistedCommands) and the!prefix. SimpleHQ's bank still finds the whitelist here (WhitelistInfo), now answered by SimpleLobby. - The sell-desk beam block,
/returnand the automatic return stay here.DeskGuardRangeandAutoReturnBeamedItemsmoved from[Lobby]to[Selling](copied once). The old[Lobby]and[Firewall]lines stay inlocal.simplesell.cfguntouched, so going back to 0.1.39 keeps them. /help sellpoints to/help lobby.
0.1.39
- Fixed:
/overtime(/ot) was $15 too high (Oct 23). The game pays the overtime bonus after the ship leaves, and it ends the day first: selling at the Company on the deadline day (0 days left) is paid as -1 day, i.e. $15 less than "overshoot / 5 + 15 x days left" with the days you see./otnow works the bonus out with the days the game will really use (same step the game takes), says so when they differ from the days shown, and shows a negative day part as a deduction (a bonus below $0 pays $0, as in the game)./ot <target>asks for the extra $75 of scrap (15 x 5) that this costs on the deadline day. Selling at the Company with days to spare was already right and is unchanged.
0.1.38
- Fixed: a late joiner could be invisible (just their name floating in the ship, no body; Oct 22, LitCedar).
If a player dies and then leaves before the day ends, the game hides their body and never shows it again,
so whoever is given that player slot next has no body. SimpleSell now shows the body again when the slot is
freed and when someone takes it. Fixes it on your screen; other players see it fixed if they also run 0.1.38.
Config
[Lobby] FixInvisibleJoiners(on). - Fixed: a late joiner inherited the previous player's identity. Taking over a slot, the newcomer
briefly (or, with a hacked client, indefinitely) still carried the old occupant's Steam ID. Oct 22: Fishez
(whitelisted) left, vvitchof joined into that slot and was told "you're trusted" (
[WhitelistPerks] whitelisted client 73 (?) joined). Whitelist, chat commands, lever/equipment perks, bans,/ban,/playersand the auto-ban now use the ID the joining connection itself reported (or Steam's), never the leftover one. After a/ban, the next joiner in that slot is no longer at risk of being kicked as the banned player. - The player log records joiners as soon as their name arrives (LitCedar and vvitchof were never logged).
[Identity] Steam identity lookup gave up: …is logged once per lobby, saying why Steam's own ID couldn't be read.
0.1.37
- Fixed: a late join could crash the whole lobby. When two players joined in the same moment with one
slot free, both were let in. The game then gave the second one the host's own player, hit an error and
shut the lobby down for everyone (Oct 17, 7:28 PM). Players who are still connecting now count as taking a
slot, so the second one is told "Lobby is full!". Uses the game's real slot count, so bigger lobbies from
other mods still work. Config
[Lobby] ReserveJoinSlots(on). - Safety net: if someone still gets in with no free slot, only they are turned away ("Lobby is full!").
The host's player is never handed out and the lobby stays up. Config
[Lobby] RefuseJoinWithoutSlot(on). - Fixed: a stuck joiner was retried every frame forever (thousands of "same key has already been added"
errors, and the player hung half-joined until the host quit). If the game fails to send the world to a
joiner, or a joiner hasn't finished joining after 45 s, only that player is disconnected and can try
again. Config
[Lobby] DropStuckJoiners(on),StuckJoinSeconds(45). - Before each join, spawned objects that still point at a parent object that no longer exists are fixed
(that stale link is what made the world sync fail). Nothing else is touched. Config
[Lobby] RepairJoinSync(on). - Fixed: real Steam IDs. The
[Identity]check said "Steam identity unavailable" on every join, so bans, kicks andRefuseForgedSteamIdonly ever saw the ID the player's game reported. SimpleSell now reads the ID from the Steam connection itself and logs[Identity] client N is <id> (claim matches Steam). If it can't read it for someone, it behaves exactly as before. Config[Lobby] VerifySteamIdentity(on).
0.1.36
- Big
/buyorders over the 12-item dropship cap are batched instead of refused: up to 12 now, and each next batch is ordered automatically once the previous dropship has opened (or left). Status linesBatch k/N sent (…)andBatched order complete. The whole order must be affordable up front, and each batch is charged when it's sent. If money runs out mid-way, the item that no longer fits is refused and the rest is dropped (never charged). The queue is host-only and is cancelled cleanly by/buy cancel, leaving the Company, ship take-off, everyone dead, or disconnect. Cruiser orders are never batched. Config[Buying] BatchLargeOrders(on),MaxBatchedOrderItems(60). With batching on, the per-itemMaxQuantityPerCommandcap gives way to the total cap. - Order codes for big orders: new longer "v2" codes (counts up to 255, up to 32 item types, 15-bit checksum) are used only when an order doesn't fit the old format. Small orders give exactly the same codes as 0.1.35, and every 0.1.35 code still decodes. Favourites work with big orders.
- Company dropship fast leave: at the Company the item dropship takes off ~2 s after opening
instead of idling 30 s (host-side, vanilla
ShipLeaveClientRpc, so clients stay synced). With a batch waiting, the next one lands ~15 s after take-off. The cruiser drop is untouched. ConfigCompanyDropshipFastLeave(on),CompanyDropshipLeaveDelay,NextBatchArrivalSeconds.
0.1.35
- Reorder codes: every successful
/buyreceipt ends withReorder: /buy ORD-XXXX-XXXX./buy <code>places the same order again in any game or lobby. The code packs each item's name hash and count plus a 10-bit checksum, so nothing is stored and typos are rejected. It uses case-insensitive Crockford base32 (no I/L/O/U), and hyphens are optional. Codes go through every normal check: Company only, credits, 12-item dropship cap, large-order confirm, host/whitelist rules. - Favourites:
/buy save <name>saves the last successful order,/buy <name>reorders it,/buy favslists them with codes, and/buy delete <name>removes one./buy listnow shows the store and then favourites. Stored inBepInEx/config/SimpleSell.favorites.txt. Names that clash with store items,/buywords, numbers or codes are refused. /buy help. Config:[Buying] ShowOrderCode(default on) shows or hides the code in receipts.
0.1.34
- Multi-item
/buy: at the Company, one line can order many items —/buy 2 stun 2 weed 4 belt,/buy 2 weed killer 1 tzp, bare names for qty 1, andx2/2xforms (/buy stun x2,/buy 2x shovel). Legacy/buy <item> [qty]still works. - Validates the whole cart first: an unknown or ambiguous name buys nothing and names the bad word; not enough credits buys nothing (total vs balance); more items than the dropship can still take (vanilla cap 12, minus what's already on the way) buys nothing and says so.
- One-line receipt on success: items, credits spent, credits left. Large carts still use
/buy confirmwhenConfirmLargePurchasesis on. Cruiser stays alone (/buy cruiser). - Config:
[Buying] AllowMultiItemBuy(default on).MaxQuantityPerCommandstill caps each item in the cart. Host-authoritative; RpcFirewall unchanged.
0.1.33
- One command to pin a spot:
/organize set <item>, and you choose the spot by placing the item. Put one of the item exactly where you want it (floor, shelf, cupboard, ship or cruiser), then/organize set <item> [pile|stack]. The spot is where that item sits, height included. Where you're standing no longer matters. The spot is taken from the copy you put down last (if it's still where you left it); if you didn't just put one down, from the one you're looking at. If neither, nothing is saved and you're told:Place a Lockpicker where you want it (or look at one), then /o set lockpicker./e set,/scrap setandshotgun@Nwork the same way (forshotgun@2, put down a gun with 2 shells). Bare/e set//e set ship|cruisersets the default gear spot from the item you put down last (or are looking at). /organize shelfstill works and does the same asset, but it's no longer in the help.- Fixed: shelf spots took the spot from the wrong copy. 0.1.32's
/organize shelfused the copy nearest your feet. With several of one item, that was usually the pile already on the floor next to you, so the lockpickers never went onto the cruiser's top shelf (shotguns only worked withshotgun@N, which matches a single gun). The newsetnever guesses by distance. - Removing a spot:
/organize remove <item>or/organize delete <item>(unsetandclearstill work),shotgun@2included. Same for/eand/scrap. Before, "remove" was read as an item name and you got "Unknown item". - Stacks: the emptiest item on top. On a
stackspot, the item with the least battery, shells, spray or TZP left goes on top (grab it first), and each item below it has more left, down to the fullest at the bottom. Items with nothing to run out of keep their order, below those. Turn off with[Organize] StackLeastFullOnTop = false. Piles are not affected. /organize helpand/help organizeexplain spots;/help sellshowssetandremove|delete./organize anchorsmarks each spotexact(keeps its height) orfloor(older spots), and flags spots that are never used: a name that matches no item, or a spot in the gear list for an item that now counts as scrap (and the other way round).- Organizing into the cruiser no longer hides the icon of the item you're holding in your hotbar.
- Spots you already have keep working exactly as before (floor spots and shelf spots).
- Lobby guard: clients can't pull the lever before you've started. When a save is first loaded,
the game only lets the host pull the lever ("[ Must be server host. ]") until the first landing.
A modded client could pull it anyway, and the firewall only checked that someone had pulled it
and was standing at it. Now, until you've started a game this session, a client's lever pull or
landing request is refused, the lever is put back up for everyone, and the player is banned as a
forged RPC (
[Firewall] BanForgedRpc). Whitelisted players are allowed, see below. Their pull no longer counts as "someone pulled the lever". After your first lever pull, clients pull the lever exactly as before. Your own pulls are never checked. - Picking up items before the game has started (which the game doesn't allow anyone, host included, except items like the clipboard) is now refused for clients the vanilla way. Not a ban. Except during a SimpleHQ tournament: teams stage the kit before the lever (SimpleHQ lets every player pick things up then), so pre-start pick-ups aren't refused while a tournament is on. Reach and the other item checks still apply.
- Whitelisted players can start the game, move equipment before the start, and use
/buy.- Lever: a whitelisted player may pull the lever before you've started, and the host accepts it. The usual checks still apply: they must be at the lever, in the ship, in orbit. The game locks a client's lever on their own machine, so they need SimpleSell installed. When they join, your SimpleSell tells theirs they're whitelisted, and their lever unlocks ("Start game : [LMB]").
- Equipment before the start: whitelisted players with SimpleSell, and you, can pick up and move equipment before the first landing: anything that isn't scrap, plus items on your gear list (e.g. the shotgun). Scrap stays locked until the first landing, for you too, as in vanilla. Before, the game didn't let even the host pick up equipment before the start.
/buyand/creditsare now whitelisted commands, before the start too. They work from plain chat (no mods needed on the friend's side) and spend the ship's credits. Your existing config getsbuy, creditsadded toWhitelistedCommandsonce. Remove them and they stay removed./whitelist addand/whitelist removetake effect right away for a player who's connected.- A whitelisted friend without SimpleSell still gets
/buyand the other commands. Their own game keeps the lever and pre-start pick-ups locked, so nothing reaches you to accept or refuse. When they join before the start, you get a private note saying so. - Everyone else keeps the strict rules: a lever pull before you start is refused and banned, and pre-start pick-ups are refused.
0.1.32
- Shotguns organize by shells loaded.
/organize shotgun@2,/organize shotgun@1and/organize shotgun@0move only the guns with exactly that many shells (the host's count). Plain/organize shotgunstill moves every shotgun./organize shotgun @ 1works too. - A spot per shell count.
/organize set shotgun@2(andshelf,unset) pins a spot for the loaded guns only. A gun without its own@spot uses the plain Shotgun spot. - Shotguns on a shared spot are grouped. On the plain Shotgun spot, guns with 2 shells go on
the spot itself, 1 shell 0.4 m to the side and empty guns 0.8 m to the side (towards the middle of
the ship or cruiser; shelf spots stay on the shelf). The default gear spot puts them in separate
clumps too. Turn it off with
[Equipment] GroupShotgunsByShells = false. - After organizing, the reply counts the guns:
Organized 5 item(s). Shotguns: @2 x2 · @1 x1 · @0 x2. - Shotgun name fix. The default weapon list looked for "Double-barrel", a name v81 doesn't have (the gun is "Shotgun"), so the shotgun was never added as gear and organized as plain scrap. New configs now get Shotgun, Kitchen knife and Ammo. Existing gear lists are not changed. "double barrel" and "shotty" now mean the Shotgun.
- If an item's spot is in the other list (pinned while it counted as gear, and it's scrap now, or
the other way round),
/organizesays so instead of skipping it silently. @on anything that isn't a shotgun (ammo@1,knife@2) is refused with a hint. Shells ("Ammo") organize as before.
0.1.31
- Late join works. It didn't before. Once you'd landed, the game had closed its Steam lobby, so
/lobby late onsaid the lobby was open when nobody could actually join. Now SimpleSell opens a new Steam lobby for your running game whenever you're in orbit with late join on. It has the same name, privacy and version. The oldRecreateSteamLobbyoption (off by default) is replaced by[Lobby] ReopenSteamLobby, which is on by default and only does anything while late join is on. - The lobby's "joinable" state now always matches the window. It's checked every 2 seconds, so it also closes during a reroute, the firing cutscene and SimpleHQ tournament mode, and opens again after each one.
/lobby inviteopens Steam's invite window. The pause-menu invite button is greyed out once the game has started.- Players who join mid-run can play right away. The game only marks a run as started for a player at their first landing. Before that, a mid-run joiner couldn't pick anything up or pull the lever. With SimpleSell installed, the joiner is now told that the run has started, and gets the host's weather for every moon.
- Weather is no longer re-rolled for players already in the game when someone joins mid-run. The 0.1.x protection only ran on the host, where the re-roll never happens.
- Someone who tries to join while you're landed, or while SimpleHQ tournament mode is on, is told why and when to try again, instead of "Game has already started!".
- A player who takes the slot of someone who dropped out on a moon no longer counts as "disconnected" on the end-of-day screen.
0.1.30
- Private Lobby Guard messages. The host can now send a chat line that only one player sees,
even players without mods. It shows as
[Lobby Guard] ...on their screen only. The host gets a grey "(to <name> only)" copy. - Belt bags: warning first, ban on repeats. The first forbidden belt-bag attempt (scrap, the two
excluded items, a bag into itself) is refused, and the player privately gets: "Your belt bag mod
won't work in this lobby — vanilla belt bag rules are enforced. Further attempts will result in a
ban." After that, the 3rd further attempt bans (
[Firewall] BeltBagStrikes, 0 = never). Attempts within 1 second count as one, so a mod's single batch can't instantly ban. Strikes follow the real Steam id and reset with each new lobby. Forged landings, purchases and other impossible requests still ban straight away. - Players whose sell or item mods get blocked are told once, privately, why ("Your sell mod's teleporting won't work here: carry items to the desk, or ask the host to /sell.").
- Longer chat box for the host (
[Lobby] HostChatLimit, 120): commands like/lobby namecan now be longer than the game's 49 characters. Other players' chat is unchanged. /lobby nameis clamped to Steam's limit and warns that the game's lobby list only shows the first 40 characters.
0.1.29
- Belt bags only hold what the game allows. In the base game a belt bag takes any non-scrap
item (tools, shotgun shells, keys, flashlights, even another bag), except two Maneater-related
items, up to 15 things, into the bag in your hand. The game only checks this on the player's own
screen, so a client mod could bag scrap or anything else. The host now checks it too:
- scrap (or the two excluded items, or a bag into itself) is treated as forged: an automatic ban
when
BanForgedRpcis on; - a full bag, a bag that isn't in your hand, or an item out of reach is just refused.
- scrap (or the two excluded items, or a bag into itself) is treated as forged: an automatic ban
when
- Anything already in a bag that shouldn't be is dropped on the floor under the bag for everyone, every couple of seconds.
- New option
[Firewall] BeltBagVanillaRule(on). Turn it off only if the whole lobby, host included, runs a mod that lets belt bags hold scrap.
0.1.28
- Other players' mods can no longer move items. Client sell and teleport mods use the game's own
pick-up, drop and place requests on items they aren't holding. The host now checks every one:
- you can only drop, place or deposit an item you're actually holding;
- you can only pick up an item within reach;
- you can only place it, or throw it, near you;
- belt-bag moves get the same checks.
Moving an item you aren't holding from far away is treated as forged: an automatic ban when
BanForgedRpcis on. Everything else is just refused.
- Fixed: items stuck on the sell desk. Depositing at the desk is two requests: "add to the counter", then "put it there". The old desk guard refused only the first. The item still landed on the counter, but the desk never registered it, so it could never be sold or picked up. Now an item only goes on the counter if the desk accepted it. A refused item is dropped at the player's feet instead.
- Desk janitor: at the Company, anything sitting on the desk that the desk hasn't registered goes
back on the ship by itself within a few seconds.
/returnstill works by hand. - Fixed: the 0.1.27 firewall's credit, route and lever resyncs only ran on the host, not on other players' screens.
- Your own
/sellis unaffected: the host's own requests are never checked.
0.1.27
- A host-side firewall for the game's own network calls. Cheat menus don't need networked mods:
they call the game's own requests directly, which the lobby guard never saw. That is how a player
could land the ship without touching the lever, or unlock every ship cosmetic at once. The host now
knows who sent each request and checks it:
- landing needs a lever pull from that player, at the lever, in the ship, in orbit;
- unlockables, store items, the cruiser and routes must be paid for, from the terminal;
- furniture moves and chat must come from the player they claim to;
- debug commands from other players are refused.
- Automatic ban for the impossible ones (a spoofed player, a debug command, a landing when nobody
pulled the lever), by real Steam id, through the same safe kick as
/ban. Whitelisted players are never banned. Turn off with[Firewall] BanForgedRpc. - Every check was compared against the game's own v81 code. Prices include sales, the cruiser warranty and the 9-item bundle; upgrades like the teleporter are priced from their own store entry; dead players can still pull the lever to leave.
- Price mismatches and spam are refused and logged, never banned, since other client mods can cause
them. Everything lands in the log as
[RpcFirewall]. - Items beamed to the sell desk now name who did it.
- Fixed: a whitelisted friend's commands could be run by someone else claiming to be them.
0.1.26
- The lobby guard knows SimpleHQ's chat-clear and arena messages, so nobody is flagged for them.
0.1.25
- Fixed: banning someone left a ghost holding a lobby slot, so later joiners were turned away with "Lobby is full!" from a lobby that wasn't. The ban kicked them while they were still connecting, and the game only cleans up after a player it has finished registering, so the slot was never freed.
- A ban now waits until the player is fully connected before kicking, and never kicks the same client twice.
0.1.24
/helpworks for whitelisted friends now. It was host-only by accident: help was never added to the allowed commands, so trusted players were told to ask the host what they were allowed to type.- Their help lists what they can use, not the host's full set, with the
!prefix noted in case another chat mod eats their slashes. - Players who aren't whitelisted still get nothing, as before: the mod stays invisible to strangers.
0.1.23
- Fixed: SimpleSell failed to load at all in 0.1.22. The new kick patch named the game's argument wrongly, Harmony refused the patch, and the exception stopped the rest of the plugin starting. None of SimpleSell's commands existed until this.
0.1.22
- Fixed: the real Steam ID couldn't actually be read (0.1.21 logged "Steam identity unavailable" on every join, so bans quietly fell back to trusting the client). Netcode's client ids aren't the transport's, so the lookup was searching the right table with the wrong key. It maps the id first now.
0.1.21
- Kicks and bans now hold against modded clients. The game checks the Steam ID the joining client sends about itself, so a client that reports a different number walks back in after a kick or a ban. SimpleSell now checks the identity Steam reports for the connection, which a client cannot forge, and bans and kicks are recorded against that.
- A client whose Steam ID doesn't match Steam's is refused outright. That mismatch is the trick
itself; no vanilla player ever produces one. Turn it off with
RefuseForgedSteamId. /banrecords the real ID, and both IDs when a client's story differs, so neither gets them back.- Vanilla's own kick list gets the real ID too, so "You cannot rejoin after being kicked" starts meaning it.
- Every join logs the claimed and the real ID, so anything that slips through can be named afterwards.
0.1.20
-
/otworks for whitelisted friends. Overtime is in the whitelisted commands now, so anyone you trust can check the quota and the overtime bonus from normal chat (/ot, or!otif another chat mod eats their slashes). Existing configs have it added once; take it back out ofWhitelistedCommandsand it stays out. -
The lobby guard knows SimpleHQ's placement reply as well, so a friend on SimpleHQ 0.4.4 isn't flagged for answering the host.
0.1.19
- The lobby guard knows SimpleHQ's new item-placement message, so a friend running SimpleHQ 0.4.3 isn't flagged for "networked mods" when the host hands out a kit.
0.1.18
-
Late join can open a new lobby for a game already in progress. The game drops its Steam lobby the first time you land, so switching late join on after that left nothing for anyone to join. With
RecreateSteamLobbyon, SimpleSell opens a fresh lobby for the session you're already hosting: same name, same privacy, same version, and only while you're in orbit. Friends can find it or be invited to it, and they land in the game you're already playing. Off by default, and it needs/lobby late ontoo. -
Fixed: late join claimed the lobby was open when it wasn't. The game closes its Steam lobby the first time you land, for the rest of the session, so after that nobody can join or be invited however the mod is set.
/lobby latenow says that plainly instead of reporting "OPEN", and/lobby statusexplains why there's no lobby to change. -
Fixed: the hourly scrap update and
/stockquoted more than you could sell. Both counted the protected weapons (the Kitchen knife, Double-barrel, Shotgun shells and Homemade flashbang that SimpleSell shields from/sellby default), so the figure never matched what selling actually paid. They now report what/sellcan take, and say "+$180 protected" separately when there's anything held back. -
The Homemade flashbang is no longer protected from selling by default: it's a consumable, not gear. Configs that already protect it have it lifted once, and
/sell excludeputs it back for good.
0.1.17
-
Items beamed to the sell desk go back on the ship by themselves. When a networked selling mod pushes the ship's scrap onto the counter, the guard already refused the sale, but the items were left stranded there unsold. Now they're put back on the ship floor a couple of seconds later, taken off the desk's list first so a later sale can't trip over them.
/returndoes it by hand if anything is missed (/return 20to look further), andAutoReturnBeamedItemsturns it off. -
The startup line no longer counts SimpleBuy: its commands are part of SimpleSell now.
-
Buying is part of SimpleSell now.
/buy <item> [qty],/buy list,/buy cruiser,/buy confirm,/buy canceland/credits(/cr) moved in from the standalone SimpleBuy, which was never published and is retired. Selling and buying are two halves of the same job, and it's one less mod for friends to install. Same rules as before: host (or a whitelisted friend if you addbuyto WhitelistedCommands), one vehicle at a time and at the Company only, a confirmation for orders over 500 credits, and nothing during a tournament. -
Ordering only works at the Company (Josh's rule), vehicles and everything else. Vanilla will deliver to a moon mid-run; this won't, so gear can't arrive while the crew is inside.
/buy listand/creditsstill read anywhere. -
/bstill means the briefing here, so buying is/buy. -
If anyone still has the old SimpleBuy installed, it answers
/buyand SimpleSell stays quiet, so nothing is ordered twice.
0.1.16
-
The lobby guard knows SimpleOptimize 0.1.8's per-player spray messages, so friends aren't flagged for them.
-
Fixed: a whitelisted friend's
/organize setand/organize shelfused the HOST's position. Those commands run on the host, so "where I'm standing" was the host's feet, not the friend's. Spots are now taken from whoever typed the command, and/organize shelflooks for the nearest placed item to them as well.
0.1.15
/ban <name>works for players who have left. Their Steam ID comes from the join log, so a custom profile URL (steamcommunity.com/id/...) no longer gets in the way: it never shows the number the ban list needs. Pasting a numeric profile link works too. Several matches are listed with their IDs so you can pick.- Bans are checked a second time once a player is in the lobby, against the Steam ID the game reports rather than the one their game announced while connecting. A banned player who slips past the first check is kicked straight away.
0.1.14
- The lobby guard also knows SimpleWeather 0.1.5's fog handshake, so friends running SimpleWeather are never flagged for it.
0.1.13
- The lobby guard recognises SimpleHQ 0.3.0's tournament hello, so friends running SimpleHQ are never flagged (or kicked in kick mode) for it.
0.1.12
- Tournament mode (SimpleHQ): while a tournament runs, this mod's commands are off and its gameplay extras switch off, so the game plays as close to vanilla as possible. That includes
/time,/s u, the day briefing, auto merge and late join. The lobby guard stays on.
0.1.11
/overtimeshows the part of the overshoot that doesn't count. The bonus pays $1 per whole $5 of overshoot and throws the rest away, so a plan could land a few dollars short./overtime <target>works out how much more to sell for a given bonus, for example/overtime 1500./sell <amount>no longer lands a credit short on days when the Company pays less than 100%, where the payout is rounded down.
0.1.10
- Fixed: the day briefing didn't post at all after 0.1.7. It was hooked to a part of the game too small for mods to hook reliably. It now starts from the moment the moon finishes loading and posts as the doors open. It no longer posts when landing at the Company.
- Fixed: late join left the lobby open all day. It only closed when the ship left the moon, so players kept trying to join mid-day and got "Game has already started!". It now closes when you pull the lever to land and reopens back in orbit.
0.1.9
- SimpleHQ uses this whitelist to decide who can use bank commands, so there's still one list,
managed with
/whitelist.
0.1.8
- The lobby guard no longer flags players for having SimpleBlackBox (its testing lock sends a small "I have it" message to the host).
0.1.7
- The day briefing posts the moment the ship doors open, instead of about 20 seconds later.
- Hives and sapsucker eggs are counted separately. They're scrap items too, so they used to be in the scrap count as well as listed: "17 scrap, 1 hive" really meant 16 scrap plus the hive. Now it reads "16 scrap ($X) · 1 hive ($Y)", with values for each.
- Sapsucker eggs get their own line when they appear. The bird lays them when it spawns, usually partway through the day, so the landing briefing can't include them.
0.1.6
- Fixed:
/mergedid nothing while the cruiser was docked. The game counts a docked cruiser's contents as ship cargo, and/mergefollowed that, so it saw an empty cruiser. It now goes by where items physically are. This also fixes the automatic merge when you reach orbit (/merge auto), which had quietly stopped working. /merge autois now off by default. Turn it on with/merge autoif you want cruiser scrap moved to the ship each time you reach orbit.
0.1.5
- Fixed:
/stockdidn't show the scrap bank. SimpleSell found SimpleHQ through a plugin object that the game destroys after startup, so the lookup quietly failed every time.
0.1.4
- Cruiser shelf spots work while the cruiser is docked. The game counts everything in a docked cruiser as ship cargo, and spots followed that: a shelf spot captured in the docked cruiser was saved as a ship spot, so items went back there as ship items and were left floating in mid-air when the cruiser drove off. Spots now go by where the item physically sits, so an item in the cruiser is a cruiser item, docked or not, and leaves with it.
- Unspotted gear sitting in a docked cruiser now stays in the cruiser on
/organize, the same as when it's undocked, instead of being pulled to the ship's gear pile.
0.1.3
/stockshows the scrap bank when SimpleHQ is installed, and counts it in the total, since/sell bankcan sell it./overtimecounts it as scrap on hand too.
0.1.2
/lobby friendsworks after the game has started. The game closes its Steam lobby at the first landing, so this said "No active lobby". It now records the choice anyway, which is what SimpleHQ checks to unlock its bank.- No more strangers in the pause menu crew list. The game adds a name as soon as someone
enters the Steam lobby and never removes it if they're turned away (lobby full, kicked, banned)
or give up, and it can write it over a real player's row. Public lobbies filled the list with
random names. The list is now rebuilt from who is really in the game whenever someone enters or
leaves the lobby. Turn off with
[Lobby] FixCrewList. - Late join is off every time you start the game.
/lobby late onused to be saved, so it stayed on in later sessions. Now it lasts until you quit. - "shotgun shell" works as an item name. The game calls shotgun shells "Ammo", so
/organize shelf shotgun shell,/sell shotgun shellsand the rest found nothing. "shotgun shell", "shells" and "shotgun ammo" now mean Ammo. A real item whose name matches still wins.
0.1.1
/organizeat the Company now also picks up the items the cargo dropship just delivered and moves them onto the ship (or to their spots), so you don't have to carry them in./sell bankis left to the SimpleHQ mod, which sells from its scrap bank.- Credit line: written by Claude & Chonk.
0.1.0
First release on Thunderstore.
- Selling:
/sellby amount, quota, item or everything, with protected items and bodies sold first./stockand/overtime. - Organizing: pin items to spots, including shelf height, and tidy with
/organize. Cruiser scrap merging with/merge. - Lobby: player list, kick, warn or kick for networked mods, permanent Steam ID bans, whitelisted friends, lobby visibility, name and tag controls.
- Late join while in orbit, off by default. Joining doesn't re-roll the weather.
- Day briefing when you land, and hourly cruiser value updates.
