RemoteLever
Adds the ability to remotely operate the ship's lever.
About this mod Author’s original text
RemoteLever
This mod adds the ability to remotely operate the lever on the ship. This allows the host to operate the spaceship's departure lever using a designated key, without having to interact with the lever directly.
It also provides an optional automatic departure feature that can return the ship to orbit at a configured in game time.
Features
The ship lever supports both manual and remote operation and is fully compatible with multiplayer gameplay.
Remote Ship Control
The Remote Lever Key can be configured to remotely operate the ship lever. The default key is F5.
Pressing the key once performs the appropriate ship operation based on the current game state.
Orbit → Moon:
- Starts the trip to the current moon when the ship is in the ship phase and has not yet landed.
Moon → Orbit:
- Returns the ship to orbit after it has landed on a moon.
Remote lever operation is available exclusively to the host. Other players can continue to operate the lever manually as usual. If a non-host player presses the configured key, the operation is ignored and a notification is displayed.
Remote lever input is also ignored while the player is using the terminal or chat, preventing unintended ship operations during these interactions.
This restriction also applies to Automatic Departure.
Automatic Departure
The mod can automatically return the ship to orbit at a configured in-game time.
Automatic Departure is disabled by default.
When enabled:
- The ship lands on a moon.
- he configured departure time is monitored.
- When the in-game time reaches or passes the configured time, the mod automatically activates the ship lever.
- The ship returns to orbit.
The configured time uses a 12-hour format with AM/PM.
Terminal and Chat Input Protection
Remote lever input is ignored while the player is using the terminal or typing in chat.
This includes:
- The terminal menu being open.
- The player typing in chat.
- The terminal currently being in use.
This prevents the configured Remote Lever Key from unintentionally activating the ship while the same key is being used during another interaction.
Config
You can change the settings in the config file.
Edit the config if desired. We recommend editing the file using LethalConfig by AinaVT.
If old configuration source files remain, the configuration settings may not be applied correctly. In that case, please follow the steps below.
- Access the profile in the Thunder Store's local files.
Mod Manager/DataFolder/LethalCompany/profiles/(Optional profiles)
- Delete the RemoteLever configuration source file from the BepInEx directory.
BepInEx/config/azumi.remotelever.cfg
- In the Thunder Store, click Modded on the relevant profile to launch the game. This will automatically generate a new configuration file.
Controls
You can optionally set the assignment for the following key in the config.
| Setting | Default | Consideration |
| --------- | ------- | ------------- |
| Lever Key | F5 | Host only. |
Auto
You can optionally configure Automatic Departure using the following settings.
| Setting | Default | Consideration |
| --------------------- | ------- | --------------------------------- |
| Enable Auto Departure | False | Host only. |
| Auto Departure Hour | 6 | Min: 1 / Max: 12 (12-hour format) |
| Auto Departure Minute | 0 | Min: -237.0 / Max: 237.0 |
| Auto Departure AM/PM | PM | AM or PM |
Installation
In addition to installing and managing mods through the Thunder Store, if you wish to install this mod directly via the mod manager linked to the Thunder Store, please follow the steps below.
- Access the profile in the Thunder Store's local files.
Mod Manager/DataFolder/LethalCompany/profiles/(Optional profiles)
- Place RemoteLever.dll in the BepInEx directory.
BepInEx/plugins/azumi-RemoteLever/RemoteLever.dll
- In the Thunder Store, click Modded on the relevant profile to launch the game.
Notes
- This mod is primarily intended for the
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: