FirstDayCompany
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.
模組介紹 作者原文
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
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。
下面這些內容需要先安裝,否則該模組不會生效: