Dan’s Colonists
WARNING: This is a StationeersLaunchPad Plugin Mod. It requires Bepinex to be installed with the StationeersLaunchPad plugin.
See: https://github.com/StationeersLaunchPad/StationeersLaunchPad
I felt like Stationeers needed NPCs, so I added some.
Your guests can:
Mine
Build
Clean
Farm
Smelt (arc furnace)
Sort lockers by color (rename to ignore to skip a locker)
Eat (and pay you for it)
drink (and pay you for it)
sleep (and pay you for it)
and sit… And pay you for it.
The original concept was to have tourists that could stay in your base that you would have to keep alive. It grew a bit beyond that with the other features.
They are slightly okay at handling their own suit oxygen and batteries. They expect a big canister to get oxygen from.
You can turn on or off features by placing a sign and adding "Don’t mine, don’t build, don’t clean, don’t farm, don’t smelt" turning off whatever features you want.
Key considerations when using this mod.
Mining: You must have a chute inlet named "Mining" or MiningIce" for the mining system to trigger. The Ice keyword allows ice to also be mined. Give them mining backpacks!
Farming: They don’t replant yet, and there isn’t a system for putting things in a fridge. It winds up in lockers due to the cleaning system. (Farming update is next on the list.)
Cleaning: Built for those of us who throw everything on the ground! Basic alphanumeric sorting. If there are lockers inside, they will pick stuff up and put it away.
Building: They aren’t so good at telling when their torch runs out, but… Functional… Unless they weld themselves into a frame.
Running NPCs is expensive, only start with one or two. I’ve run tests with twenty, not suggested.
If you want more NPCs, build respawn points. It spawns one NPC plus one for each respawn point. (It spawns none initially due to people requesting that. Will be configurable in the future.)
Airlocks and doors are now handled automatically (Jan 15 2026 update)
If they ever get lost or stuck, just pick up a coffee mug. It clears their state and makes them move toward you… Even when unconscious.
If you need to access their inventory, or are just tired of their BS, light up a flare and toss it to them. Bonus points if cleaning is on and they play hot potato with it.
I’ve left out their ability to operate doors until a more robust room->transition->room system is built. Implemented.
This project is less than a month old, so there WILL be jank and bugs.
Future plans:
Make the NPCs not use the hosts interaction code, preventing interrupting player building. (Most of the cleaning code is switched over, so far.) Done!
Airlock detection and pathfinding without the requirement for door labeling. Done!
Robust room to room pathfinding system that takes safe atmosphere into account. Done! But sometimes they derp out!
Ability to ignore specific doors for pathfinding (automatic doors with a prox sensor) Not needed anymore!
Optional LLM integration for state machine control.
Better handling of tools.
Better sorting/stacking behaviors.
Resurrection mechanic compatibility (They are harder to kill than normal players now, to offset.)
Smash down all the weird bugs that pop up. (Today was colonists randomly detonating after being exposed to flares.)
Their output UI is, from left to right, food, water, hygiene, mood, suit oxygen, suit waste, battery charge.