ShipStarterKit

v1.0.0·Updated 2026-09-15

On first load of a save, pile configurable store equipment on the ship floor (belt bags, flashlights, jetpacks, and more).

About this mod Author’s original text

ShipStarterKit

Lethal Company BepInEx mod that pre-supplies the ship with configurable store equipment on the first load of each save file. Items appear in separate piles per type on the ship floor.

namespace: MrGlim

Author: Ben Hough (MrGlim)

GUID: com.benhough.lethal.ShipStarterKit

Requirements

  • BepInEx Pack

Behavior

  • Host-only spawn — the host instantiates networked GrabbableObjects (same pattern as vanilla LoadShipGrabbableItems / dropship delivery) so clients see the piles.
  • First load per save only — an ES3 flag ShipStarterKit_Supplied is written on GameNetworkManager.currentSaveFileName (e.g. LCSaveFile1). Reloading that save or returning from moons does not re-spawn. Starting a new game on the slot clears the flag via ResetSavedGameValues.
  • Config per store item — defaults of 10 for belt bags, pro flashlights, jetpacks, lockpickers, spray paint, weed killer, and shovels. All other buyable store equipment is listed at 0 (raise in config as desired).
  • HostModGate (MrGlim.ShipStarterKit) — advantage QoL; features follow host enable state.

Config (BepInEx/config/com.benhough.lethal.ShipStarterKit.cfg)

| Section | Key | Default | Notes |

|---------|-----|---------|-------|

| General | Enabled | true | Master toggle |

| General | VerboseLogging | false | Match / pile logs |

| General | SpawnOncePerSave | true | Keep true unless testing |

| ItemCounts | BeltBag, ProFlashlight, Jetpack, Lockpicker, SprayPaint, WeedKiller, Shovel | 10 each | Flexible name match |

| ItemCounts | (other buyables) | 0 | Auto-bound after Terminal loads |

First-load gate (detail)

  • Hook: StartOfRound.Start Postfix on server (after vanilla LoadShipGrabbableItems).
  • StartOfRound persists across moon trips, so this does not fire every landing.
  • Persistence: ES3 on the current save file name; file fallback under BepInEx/config/ShipStarterKit/ if ES3 reflection fails.

Spawn API

Instantiate(item.spawnPrefab, pos, identity, elevatorTransform)

→ GrabbableObject setup (fallTime=0, isInShipRoom, scrapPersistedThroughRounds)

→ NetworkObject.Spawn(false)

License

MIT — Ben Hough, 2026

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
ShipStarterKit-1.0.0.zip
File size
59.4 KiB