QuickRunReload
Host-only manual or optional automatic reload of the current landing from a pre-landing checkpoint.
About this mod Author’s original text
QuickRunReload
QuickRunReload creates a checkpoint of the active campaign save immediately before every landing. After a full crew wipe, the host can press F8, submit a configurable chat command, or optionally use automatic restart to restore that checkpoint, cleanly shut down the failed network session, and automatically host the same save again.
This is a run retry, not a campaign reset. It does not create a Day 1 save.
What is restored
- day, quota and deadline;
- group credits;
- ship upgrades and unlockables;
- ship items and furniture saved before landing;
- the exact active save slot/name;
- per-save.moddata sidecars that already exist beside the main save.
Usage
- Host a saved game normally.
- Start a landing. The checkpoint is made before StartOfRound.StartGame() changes the round.
- After everybody dies, press F8 or open chat and submit /restart. Both work while the host is dead/spectating.
- The host returns to the main menu briefly and QuickRunReload automatically hosts the restored save.
The hotkey is configurable in BepInEx/config/qup0ix.QuickRunReload.cfg. The safety option RequireAllPlayersDead defaults to true.
The chat settings are:
[Chat]
EnableChatCommand = true
ChatCommand = /restart
HideCommandMessage = true
ChatCommand may be changed to any non-empty exact message, such as /rr, /again, or /resetpls. Matching ignores case and surrounding whitespace, but does not accept arguments or partial matches. Only the host can request a reload. With HideCommandMessage = true, the exact command is consumed locally and is not sent as ordinary chat. With it set to false, a living host uses the normal game chat path; vanilla does not broadcast chat from a dead player.
Automatic restart
QuickRunReload can optionally restart the current landing automatically when every active player in the session is dead.
This does not wait for the vanilla wipe/game-over sequence. The host polls the existing player list four times per second, confirms that no active connected living players remain, waits for the configured delay, and uses the same safe reload path as the hotkey and chat command.
[AutoRestart]
EnableAutoRestart = false
AutoRestartDelay = 3
Only the host performs the reload. Empty slots, players who have not joined, disconnected players, and inactive technical slots are ignored. A negative delay is treated as zero.
If a revive or respawn mod makes any active player alive again before the delay expires, the pending automatic restart is cancelled. A later full wipe starts a new timer. Automatic restart is disabled by default so updating does not change existing behavior unexpectedly.
Because Lethal Company's supported cleanup/reload path destroys the old network host, remote players are disconnected during the retry. They can rejoin the newly created Steam lobby/invite; after joining they receive the restored campaign state from the host. No client installation is required for the checkpoint logic itself, though all players still need the same content/network mods required by the lobby.
Save safety
The backup is stored under BepInEx/config/QuickRunReload/checkpoint. On a hotkey, chat, or automatic request, the mod restores it before disconnecting and Harmony-suppresses the unconditional GameNetworkManager.SaveGame() inside Disconnect(). It restores the backup once more immediately before GameNetworkManager.StartHost() loads the slot.
If automatic hosting times out, the restored save remains on disk and can be hosted manually. The checkpoint folder is intentionally retained for recovery.
Compatibility
- LobbyControl: no hard dependency. Re-hosting uses the vanilla GameNetworkManager.StartHost() and MenuManager.StartHosting() path, so normal lobby patches can run again. If LobbyControl autosave is disabled, QuickRunReload temporarily permits exactly the pre-landing checkpoint write and then restores that setting.
- Save Before Landing: compatible and redundant; QuickRunReload also calls the game's real Sa
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: