FirstDayCompany

v1.0.0·Updated 2026-08-27

Day one of a new save always departs to the Company building on 71-Gordion. Every other day is left to RandomMoonFX or the terminal. Host-authoritative, configurable target moon, works standalone.

About this mod Author’s original text

FIRST DAY COMPANY

Language / Язык: English · Русский

FIRST DAY COMPANY

Author: Solo00n

The very first departure of a new save file always lands at the Company building on 71-Gordion, and every day after that is handed straight back to whatever else picks the moon.

WHAT IT DOES

  • Day one is always the Company — pull the lever on a fresh save and the ship reroutes itself to 71-Gordion, no matter where the terminal was pointed.
  • The reroute is free — the crew credits are passed through unchanged, so a forced route never costs anything.
  • Day two onward is untouched — the mod bows out the moment the game day counter leaves zero, and the route goes back to RandomMoonFX or the terminal.
  • The last day still belongs to RandomMoonFX — if day one somehow is also the deadline day, this mod stands down and lets RandomMoonFX do its own Company routing.
  • The terminal cannot get around it — routing elsewhere on day one is simply ignored at take-off; routing to Gordion by hand is honoured and the ship just leaves.
  • Any moon, not only Gordion — the target is a config value and matches modded moons too.
  • Works standalone — RandomMoonFX is a companion, not a requirement.

HOW IT WORKS

  • The day check is the game own counter, StartOfRound.gameStats.daysSpent == 0 — the same condition vanilla uses to play the first-day ship animation. It is bumped in EndOfGame when the ship returns to orbit, so a second trip is never day one.
  • The hook is a prefix on StartOfRound.StartGame, ordered ahead of RandomMoonFX (HarmonyBefore plus Priority.First). That is the last moment the destination can still change — after any terminal route and after any randomizer.
  • On day one the ship is rerouted with ChangeLevelServerRpc and the take-off is swallowed; a pass-through postfix on TravelToLevelEffects waits out the arrival and starts the landing with StartGameServerRpc.
  • RandomMoonFX is handed its own IsStarting flag for that take-off, so it steps aside on its own terms — its config, blacklist, visited-moons list and last-day logic are never touched.
  • The moon is resolved from the live moon list every departure: displayed name with the leading number ignored (Gordion matches 71 Gordion), then scene name, then the Company shape — no day cycle and nothing spawning on it.
  • The whole RandomMoonFX binding is reflection-based, so a missing, older or newer version degrades to standalone instead of a load error.

MULTIPLAYER (HOST-AUTHORITATIVE)

Only the host needs the mod. It decides a shared route once and lets the game distribute it.

Route: the reroute goes out over the game own ChangeLevel RPC, so every client follows with no desync and no version check.

Take-off: StartGame only ever runs on the server, so the decision is made in exactly one place.

Clients: installing it as a client in a lobby whose host does not have it is harmless — the hooks simply never fire.

REQUIREMENTS

  • BepInEx 5.4.21+ (BepInEx-BepInExPack-5.4.2305)
  • Lethal Company V81
  • RandomMoonFX by Zigzag — optional companion, verified against 1.4.3

INSTALLATION

  • Mod manager (r2modman Mod Manager): search for the mod and click Install.
  • Manual: install the BepInEx pack, then drop Solon.FirstDayCompany.dll into BepInEx/plugins.

CONFIGURATION

File: BepInEx/config/Solon.FirstDayCompany.cfg (created on first launch).

KeyDefaultDescription

ForceFirstDaytrueMaster switch. Off means the first day is left alone.

FirstDayMoonGordionTarget moon for day one. Matched on the displayed name with the leading number ignored, then on the scene name, so modded moons work.

TakeoffDelay1.5Seconds between arriving at the forced moon and starting the landing.

DebugModefalseLog every departure decision: the day, the resolved moon and who is handling the route.

If FirstDayMoon matches nothing in the moon list, the mod logs a warning and leaves the departure alone rather than guessing. Raise TakeoffDelay if a moon-visuals mod (Celestial Tint, Chameleon) uses a longer routing animation.

INTEG

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
FirstDayCompany-1.0.0.zip
File size
27.7 KiB