Malfunctions

v1.10.3·Updated 2026-04-07

Adds random malfunctions to the ship and intends to improve the core game loop with interesting new events.

About this mod Author’s original text

Malfunctions #

The ship has experienced its fair share of crews and their eventual expiration. Even though it's stood for long, it's got some scratches of its own and they're showing more and more as the days go on.

This mod adds random malfunctions to the ship and intends to improve the core game loop with interesting new metagame events.

Events ##

Route Table Offset / Navigation Malfunction ###

This malfunction appears after the ship goes back into orbit. It overwrites all routing commands and steers the ship to a random moon at no cost. No information about the moon or the weather is given to the players forcing them to possibly go on a tough expedition.

A warning is given after the ship enters orbit. The terminal routing will be blocked until the ship leaves the rerouted planet.

Atomic Misalignment / Teleporter Malfunction ###

This malfunction causes teleporters to become temporarily disabled during an expedition.

It has a high chance of happening moments after landing but can also happen over the course of an expedition at a random moment. A warning after triggering is given to all players.

Hidden moons are included in possible destinations - be wary

Electromagnetic Disturbance / Communication Malfunction ###

This malfunction causes the communication and map systems to fail during an expedition. Teleporters are still functional but target players at random. Use with caution.

Ship terminal and map displays are either disabled immediately or after a random interval. Walkie talkies lose functionality as well. A warning after triggering is given to all players.

Crackdown Protocol / Door Malfunction ###

This malfunction causes the ship to go into a lockdown, causing the door to remain closed until 10pm. The door controls are disabled as well.

The malfunction triggers randomly over the course of a day if it's active. A warning after triggering is given to all players.

Hydraulics Jam / Lever Malfunction ###

This malfunction causes the ship to broadcast a message stating the manual hydraulics are about to fail, blocking the lever at a certain time until the autopilot takes off.

The malfunction triggers randomly between 12pm and 4pm but gives players a 3 hour warning to decide whether they want to stay or take off before failure.

Core Surge / Power Malfunction ###

This malfunction causes the ship to lose power to all its primary systems. This means batteries can not be recharged, doors can't be closed, the map can't be used, players can't be teleported and the terminal remains disabled. Furthermore, there might not be enough energy left to take off with only the emergency autopilot being the last option.

This is the worst type of malfunction.

To add onto that, no warning is given with this malfunction. The only solution to restore power is to use the remainder to launch back into orbit, possibly only through the autopilot reserves.

Mechanics ##

Though the chance of malfunctions occurring is completely random, there are a few parameters that influence when they occur:

Chances & Penalty ###

The company likes its employees in one piece and while it does maintain your ship, incurring extra casualties is certainly removing it from that maintenance budget.

In general the idea for malfunctions was that over the course of 2 in game weeks of each 4 days, there is about a 25% chance of a malfunction being encountered by default statistically speaking. This percentage has changed with the amount of additional malfunction mechanics I have added to this mod and as such overall default chances have been adjusted accordingly.

There is no weighted system in place meaning they are fully random. Due to it being pure randomness, you can have a run with back-to-back malfunctions. The likelihood of this happening are less than a percent though. Additionally, if a malfunction of a type was triggered it can not be triggered the next day.

To make malfunctions feel less random at times and more as a punishing mechanic, a penalty mecha

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-BepInExPackxilophor-LethalNetworkAPI

File & checksum

Filename
Malfunctions-1.10.3.zip
File size
125.0 KiB