OneHandNeededHostversion
Host-required QoL rework of deprecated two-handed mods (HandsNotFull-inspired). Optional host->client config sync; clients do nothing if host lacks the mod.
| Last updated | 11 hours ago |
| Total downloads | 10 |
| Total rating | 0 |
| Categories | Mods Server-side Tweaks & Quality Of Life |
| Dependency string | HoppinsHauler-OneHandNeededHostversion-3.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
OneHandNeededRework (Host Required)
⚠️ THIS IS A REWORK OF A DEPRECATED MOD CONCEPT
This project is a host-required QoL rework inspired by the deprecated but widely used mod: https://thunderstore.io/c/lethal-company/p/Swaggies/HandsNotFull/
That mod has long been treated as a QoL convenience (not a cheat) by the community.
This rework exists to provide a safer multiplayer experience with clearer rules and config sync.
Repository: https://github.com/BeInForIt/OneHandNeededHostversion
What it does
Vanilla behavior:
- Two-handed items set the player into a
Hands Fullstate.
This mod:
- Reduces / removes that restriction as a quality-of-life improvement.
- Adds host-controlled rules and optional host->client config synchronization.
IMPORTANT: Host Required (Safe Mode)
✅ The mod only activates if the host also has the mod installed.
- If the host does not run the mod, clients will not get any client-only behavior.
- This avoids confusing partial functionality and reduces desync risks in public lobbies.
Configuration
Host Settings (HOST ONLY)
TwoHandedItemsBeforeHandsFull
Meaning: how many two-handed items you can already have BEFORE picking another two-handed item causes “Hands Full”.
0= unlimited (never block due to two-handed items)2means you can end up carrying 3 two-handed items
Why “+1” can happen:
- The threshold describes the state before the next pickup.
- Depending on timing, the newly grabbed item may not be counted in inventory slots yet when the check runs.
- This is intentional and now explicitly documented.
SyncConfigToClients
true(recommended): host pushes settings to all clients.
Clients use host values at runtime regardless of their local config.false: clients use their own “Client Settings” values (still host-required).
Client Settings (CLIENT ONLY fallback)
Used only if the host disables SyncConfigToClients.
Clients still require host mod present. If host doesn’t have the mod, nothing happens.
What it does NOT do
- Does not bypass server authority
- Does not change item stats
- Does not affect living enemies (carrying living enemies remains fully vanilla)
Disclaimer
- This is a QoL mod.
- Multiplayer consistency is best when the host uses
SyncConfigToClients = true. - If you join a lobby where the host does not run this mod, it will not activate.