Contracted
Contracts on every moon, with rewards, penalties and mid-round escalations.
Screenshots 5 screenshots
About this mod Author’s original text
Contracted
I am Y4NGZ, an up and coming rapper out of NYC/Detroit. All of my mods are
inspired by the music I write. If you are interested in knowing more about me,
check out my SoundCloud:
Generative AI usage
The entire code base of this mod was created with generative AI. Assets are
free, licensed, paid for, or generated with AI tools. If you do not wish to play
with AI-generated content, do not install this mod.
What Contracted does
The goal of Contracted is to enhance the vanilla gameplay loop by adding "Contracts"
as a guaranteed part of every moon landing, including rewards and penalties for successfully
completing or failing a contract. All contracts scale with risk level, and are intended
to be vanilla friendly in regards to assets and theme. Additionally there are "Escalations"
which are random events that have a chance to occur mid-round to disrupt the mission including:
a chainsaw killer, a special-ops team, and a mysterious congregation outside of the facility. All
features can be individually enabled or disabled in the config.
How it works
- Route to a moon. The terminal and ship monitor show the contract attached to it.
- Land and complete the objective before you leave, or fail it.
- The performance report settles it: success lowers your quota by the moon's risk percentage,
failure raises it by the same percentage.
| Risk | D | C | B | A | S |
| --- | --- | --- | --- | --- | --- |
| Quota +/- | 15% | 15% | 20% | 25% | 30% |
Defaults shown. The host can change the table per risk tier or per contract.
Requirements
Your mod manager installs these automatically:
- BepInExPack
- LethalLib
- DawnLib
- CSync
- LethalNetworkAPI
- LethalCompany InputUtils
- Y4NGZCore
Contracts
Contracts are assigned when you route to a moon and are locked to that route. Every time the
ship returns to orbit contracts are re-rolled and moons get a new contract.
Blackout Audit
The facility starts without power. Find and reset every breaker box; each one restores part of
the power, and moon risk sets how many breakers there are and how often the power flickers back on.
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Survey
Carry survey beacons to marked rooms deep in the facility and deploy each one.
Show preview
Containment Breach
Stay inside the locked-down facility and survive every enemy wave; leaving before the last wave
fails the contract. Enemies come from the moon's own enemy pool, and the config sets how many spawn.
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Shadow Raid
Collect the drill from the drop ship, drop it in front of the sealed container, wait for it to
finish drilling, then recover the hard drive inside.
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Payload
Push a heavy cargo cart through the facility and deliver it to the ship.
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Whistleblower
An informant is hiding deep in the facility and runs for an exit. Find and kill him before he
escapes, or the contract fails.
Pest Control
Lure a monster onto the containment platform, drop the cage on it, and leave the moon with it.
Show preview
Waste Disposal
Feed scrap into the waste incinerator up to the target value, repair any malfunctions, and wait
for the burn to finish before you leave.
Show preview
Lategame Upgrades contracts (optional)
With Lategame Upgrades installed, five of its contracts join the rotation. They are
assigned like any other contract and play as Lategame Upgrades built them, with its loot on
top of the contract reward:
- Data Retrieval - Find the abandoned laptop, run bruteforce on its IP from the ship
terminal, log in, and download survey.db.
- Extermination - Kill the hoarding bugs guarding the nest, then destroy the nest.
- Extraction - Find the downed scavenger, treat him with a medkit, and carry him back to
the ship.
- Exorcism - Find the pentagram, run demon with the demon's name on the terminal for its
item list, and place those items in the pentagram. A wrong item calls ghost girls onto the
crew and fails the contract.
- Defusal - Find the armed device, run loo
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: