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SimpleHQ
Scrap bank for long runs plus tournament mode. Bank ship scrap with /bank to cut lag, see it in the terminal, sell it at the Company. Kit codes set the moon, seed, weather and gear for set-seed tournaments. Written by Claude & Chonk.
By Chonkzilla
| Date uploaded | 5 days ago |
| Version | 0.4.2 |
| Download link | Chonkzilla-SimpleHQ-0.4.2.zip |
| Downloads | 9 |
| Dependency string | Chonkzilla-SimpleHQ-0.4.2 |
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
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 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 |
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.
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.
- The host, in orbit, types
tournamentat the terminal (or/tournament startin chat). No code yet. - Everyone in the lobby types
/agreein 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. - 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.
- When the organisers release the code, the host types
tournamentat 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,3qand 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.
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 (found shotguns and knives count, kit items never do); equipment stays for the next day. 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.
The run record comes in a later update.
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.
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.
CHANGELOG
Changelog
0.4.4
- Kit items and withdrawals spawn without a parent, and are put on the ship afterwards on every machine. Spawning an item already attached to the ship only ever works when nobody else is connected, which is why other players still saw an empty floor in 0.4.3.
- Players now tell the host what they managed to place, so the host's log (and a chat line) says plainly when someone is missing items, instead of the answer living only in their log.
0.4.3
- Fixed: a kit's spray paint arrived empty. Kit tools were spawned as if restoring a saved item with nothing stored in it, and an empty value is a real one: a spray can loaded with zero is an empty can. Kit gear now keeps what it comes with, so cans are full and a kit shotgun is loaded.
- Fixed: other players couldn't see kit tools or withdrawn items. The host spawned them and told everyone where they landed with the game's own "item dropped" message, which a player whose copy of the item is still arriving throws away. The items existed, at position zero inside the ship floor, visible to nobody but the host. SimpleHQ now sends the resting place itself and keeps trying for a few seconds until every player has the item, and both sides log what they placed.
0.4.2
- Tournament builder: make your own kit codes in the terminal. Type
tournament builderand answer six questions (moon, seed, weather, crew size, starting items, format). Research a seed with SimpleBlackBox, play it, then build a code for it and send it to whoever you want to race. No kit files, nothing from us. - The builder asks what to call it. First question, up to 16 characters, and the name travels inside the code, so the kit announces itself by name when someone loads it.
- You can pick your kit up before the lever. In tournament mode the crew can take the gear off the ship floor while the run is still staging in orbit, instead of waiting for the landing to touch it.
- Items are typed the way you buy them, several to a line:
shovel 2 weed 4 jet 1 pro 2. Short names work when they match one item, and a wrong answer asks again instead of starting over. Only store gear can go in a kit, so nobody starts a run holding scrap. - The finished code is written to
BepInEx/config/SimpleHQ/kits.txtwith the kit spelled out in plain words, because a code is too long to copy off the terminal screen. The terminal says so. - Every code is read back before you get it: if the decoded kit doesn't match what you typed, down to each item and count, the builder tells you which part disagreed instead of handing out a code that would play something else.
- Fixed: codes for Embrion and Dine played the wrong moon. A code carried only 6 bits of the moon's name, and in this game Embrion collides with Experimentation and Dine collides with Vow, so those two kits would have loaded the other moon without saying anything. Moon keys are 10 bits now and item keys 14, which nothing in the game collides in. Codes are version 4: the one code made before this (PILOT1) has been rebuilt, and any older code is refused rather than misread.
- Kits can include a Company Cruiser, on the magnet. A kit with a cruiser starts with one
already attached to the ship in orbit, magnet switched on, so it drops with you instead of costing
you the first minutes of the run waiting for a delivery. Ask for it in the builder by typing
cruiser 1with the rest of the gear. - Longer formats say they're in beta: 1-off only for now. Quota runs still play from codes we build by hand.
0.4.1
- The bank shows on the terminal, beside the credits at the top right, in smaller orange text:
$430 $1240. No label, and it never wraps, so six-figure totals still fit on the credits' line. It appears only when there's something in the bank, and only for players with SimpleHQ. Turn it off withShowBankOnTerminalin the config.
0.4.0
- Kits are codes now. A tournament kit is a code the organisers hand out, like an old save-game
password:
23280-01HWG-.... The host types it at the terminal after everyone agrees. Nothing is shipped inside the mod any more, so organisers can run their own kits without a mod update, and a mistyped code is refused instead of loading the wrong thing. - Removed the sealed kits and their decryption. Kit codes are plain, checkable data.
- A code carries the kit exactly: name (up to 31 characters, as typed), format, hardcore flag, crew range, credits, cruiser, days (moon, seed, weather), starting items and fixed quotas. KitCoder proves every code rebuilds its kit field for field before printing it, and can turn a code back into a kit file.
- The unused
scoringfield is gone: the run total is the score. - Long kit codes fit at the terminal now: the code screen lifts the typing limit, and if a code still gets cut, type the rest on the next line and it loads as soon as it's complete.
- Series: load another code in the same lobby and its score is added to the last one, so a
bracket can play one code per round (handed out only when everyone has finished the round) without
anyone leaving the lobby.
/tournamentshows the series total, and/tournament endposts every run and the final score. - Kits can end the run on any death, not just a wipe (
"deathsEndRun": true). The day's scrap doesn't count, and the results say who died.
0.3.0
Tournament mode, stage 2: the kit applies itself.
- New flow. The host types
tournament(or/tournament start) with no code, and everyone agrees to tournament mode itself. Then the lobby locks and the ship flies to the Company and waits: routing locked to the Company, and the lever won't land. When the host enters the code (tournamentat the terminal again, or/tournament load <code>), the kit applies at once, with no second vote, and the lever unlocks.
When the code is entered, in orbit:
- The ship routes to the kit's moon, and routing is locked to it for the run.
- The moon's weather is fixed to the kit's on every player's game, right away (no waiting a day).
- The kit's seed is set, so every team gets the same interior, scrap count and single-item day.
- Credits are set to the kit's, and its tools appear on the ship floor.
- Every player now needs SimpleHQ for tournament mode: the game has no way to send weather, so
each player's SimpleHQ sets it.
/agreefrom a player without it says so and doesn't count. - Formats: a kit is a whole tournament:
1o(one day) or1q,3q... (three moon days per quota), each day with its own moon, seed and weather, routed automatically. Normal runs get a Company day after each quota to sell and meet it (vanilla rules, fired on a miss); hardcore runs have no Company days and each quota is checked against the scrap banked in its three days. Kits can fix their quotas and the crew size (exact, or a range like 1 to 2 players); a lobby that doesn't fit is refused. When the run is over the results go to chat and the ship waits at the Company. - Scoring: at the end of every tournament day, the scrap brought back goes into the bank and
onto a run total shown in chat and in
/tournament. Kit items never count; found shotguns and knives do. A crew wipe loses it all, like vanilla. - Clean ship: when the code is entered, everything on the ship is removed, so nothing from before the run counts. At the end of each day the scrap is banked and removed (players drop what they hold); equipment stays for the next day.
- Title card: entering the code shows "TOURNAMENT: <NAME>" on every player's screen (on the game's own quota card) with the first quota and the format, instead of a "quota reached" popup.
- Run timer for set-seed speedruns: from the first lever pull to the end of the run, shown in
/tournamentand in the results. - When tournament mode turns on, credits go to $0 and anything ordered before it is cancelled.
- Routing is free in a tournament: the ship routes itself, and routing by hand to the day's moon just says it's already routed instead of charging.
- A kit whose moon, weather or items aren't in the game is refused when the code is entered.
- Loading another kit mid-run takes the old kit's tools back off the floor;
/tournament endputs the weather and seed back to normal. - Fixed: a kit's tools didn't appear. The game's JSON reader skipped the item list, so it's read separately now.
- Chat messages from SimpleHQ are labelled "HQ" (red-orange) instead of "Bank".
- Bank withdrawals no longer label tools with a value (only scrap gets one).
0.2.0
Tournament mode, stage 1. Sealed tournament kits ship inside the mod; the host unlocks one with its code, every player agrees, and the lobby locks.
- The host types
tournamentat the terminal, then the kit's code on the next line (or/tournament load <code>in chat). Codes are case sensitive. - The kit is shown to the lobby, and every connected player types
/agreein chat within 2 minutes. Players don't need any mods to agree. - Tournament mode ON: the lobby locks and refuses joins, and every suite mod switches its commands
and gameplay extras off.
/tournamentshows the state; the host ends it with/tournament end. - Kits are encrypted with their code, so the seed and moon can't be read before the code is released.
- Stage 2 will apply the kit: credits, tools on the floor, cruiser, moon, seed and weather.
0.1.5
- Auto deposit hooks the end of the day at a sturdier point in the game, the same fix as SimpleSell's briefing.
0.1.4
/bank info(orbank infoat the terminal) tells the whole lobby the bank exists and how to use it from chat, which works for players without SimpleHQ.- Only the host and whitelisted players can use bank commands. Anyone can still type
/bankto see the total. The whitelist is SimpleSell's (/whitelist); without SimpleSell, bank commands are host-only.
0.1.3
- Sell from the terminal when the host also runs SimpleSell:
sell 500,sell quota,sell all,sell gold bar 2, andsell bank 300. Without SimpleSell on the host,sellisn't added to the terminal (exceptsell bank). - Auto deposit:
/bank auto on|off(orbank auto onat the terminal) deposits all the scrap on the ship at the end of each day, just before the game saves. Off by default; the setting is remembered between sessions. - Fixed: withdraw could duplicate items. Its second step ran on a plugin object the game destroys after startup, which would crash after the items appeared but before they left the bank. It now uses its own helper, and the bank is always updated.
- Bank files are never overwritten by another run. Save managers like LCBetterSaves rename save slots, so a slot's bank file can belong to a different run. It's now kept under a new name instead, and that run finds it again when loaded.
0.1.2
- The bank's value shows in SimpleSell's
/stock(SimpleSell 0.1.3 or newer). - Withdraw:
/bank withdraw <item> [count|all](orbank withdraw ...at the terminal) puts items back on the ship with their exact value. No count means 1; the most valuable come out first. - Deposits and withdrawals only work in orbit or at the Company, not while landing on or exploring a moon.
0.1.1
- Bank commands work in the terminal. Type
bank deposit 100,bank deposit all,bank listorbank sell 300at the terminal, no slash needed. The result shows in chat. Typing justbankstill shows the bank. - The public-lobby lock message now says how to unlock it: host as Friends only, or
/lobby friends.
0.1.0
First version.
- Scrap bank:
/bank deposit <amount|all|item>takes scrap off the ship and keeps its value. /sell bank <amount|quota|all>sells from the bank at the Company.bankin the terminal shows the bank to every player with SimpleHQ.- Mirrors vanilla: the bank is lost when the crew is wiped out, and emptied when you're fired.
- Private lobbies only. The game save is never changed.