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Getting started

Installing BepInEx and StationeersLaunchPad

Step by step from the bare game to the first loaded code mod, including the mod pack.

Last changed: Oct 7, 2026

On its own, Stationeers only loads XML mods (recipes, stack sizes, ore veins and the like). A DLL in the mod folder is completely ignored by the game. Eleven of my twelve mods, however, are code mods with their own devices and their own logic. To get those running, you need two helpers:

  • BepInEx injects code into the game at startup.
  • StationeersLaunchPad (LaunchPad or SLP for short) builds on that: it loads the mods, sorts them, manages their settings and, since version 1.0, the mod packs as well.

The only exception is the Furnace Mod: a pure XML mod, subscribing is enough.

Danger

Before you install anything: back up your saves. A missing or broken mod can make a save unloadable. How to do that is described under Backing up saves.

What you need

PartVersionWhere from
Stationeers0.2.6428.27798 (tested with)Steam
BepInEx5.4.23.5, file BepInEx_win_x64_5.4.23.5.zipgithub.com/BepInEx/BepInEx/releases
StationeersLaunchPad1.0 (ships with LaunchPadBooster 0.3.1)github.com/StationeersLaunchPad/StationeersLaunchPad

Why exactly BepInEx 5.4.23.5? The game runs on Unity 2022.3.62f3, and 5.4.23.5 is the first BepInEx version that works cleanly with exactly this Unity version. All my mods are built and tested with it.

1. Find the game folder

In Steam: Library → right-click Stationeers → Manage → Browse local files. For a default installation that is:

C:\Program Files (x86)\Steam\steamapps\common\Stationeers

You are in the right place if rocketstation.exe is in there.

2. Extract BepInEx

Extract the contents of the zip file directly into the game folder, i.e. next to rocketstation.exe. Afterwards you will find there, among other things:

  • the folder BepInEx
  • winhttp.dll
  • doorstop_config.ini
Warning

The most common mistake: the extraction tool creates a subfolder BepInEx_win_x64_5.4.23.5. Then winhttp.dll sits one level too deep and BepInEx never starts. The file has to be directly next to rocketstation.exe.

3. Start the game once

Start Stationeers until the main menu appears, then quit again. On the first start BepInEx creates its folders (BepInEx\config, BepInEx\plugins …) and writes the log file BepInEx\LogOutput.log.

Quick test: open BepInEx\LogOutput.log. The first line reads BepInEx 5.4.23.5 - rocketstation. If the file is missing, BepInEx did not start, see above.

4. Install StationeersLaunchPad

Extract the LaunchPad client zip into the folder BepInEx\plugins\. Result:

Stationeers\BepInEx\plugins\StationeersLaunchPad\StationeersLaunchPad.dll
Stationeers\BepInEx\plugins\StationeersLaunchPad\LaunchPadBooster.dll

LaunchPadBooster is a library that many mods build on (mine too). It comes with LaunchPad, you don't have to get it separately.

5. Check

On the next start the LaunchPad window with the mod list appears on the loading screen. BepInEx\LogOutput.log now contains a line like:

[Info   :   BepInEx] Loading [StationeersLaunchPad 1.0.0]

LaunchPad checks for new versions by itself at startup. Its settings are stored in BepInEx\config\stationeers.launchpad.cfg.

6. Subscribe to mods

Click Subscribe on the mod's Workshop page. Steam downloads the mod to steamapps\workshop\content\544550\<Workshop ID>\.

ModWorkshop ID
Power Engineering (Stromtechnik)3814576969
Steam Power (Dampfkraft)3814813154
Electric Smelter3814799972
World Map3814800174
BMA Fire Alarm System3814265035
IC10 Editor Tablet3813685110
Electric Furnace T1 & T23813753764
Barren Stacks (Ingot Stacks)3813769841
Ice Generator3813684862
Gas Freezer3813684977
Deep Miner Ice3813684684
Furnace Mod3691523188

7. Add to the mod pack

Since LaunchPad 1.0, only what is in the active mod pack gets loaded. A freshly subscribed mod is not in there automatically.

  1. Start the game and open the LaunchPad window on the loading screen.
  2. Find the new mod in the mod list.
  3. Tick the checkbox at the start of the row. As LaunchPad's own hint says: "Changes in the mod list save to the active pack".
  4. Let it load.

More on this, including the typical pitfalls: Mod packs.

8. Loaded?

LaunchPad loads the mods alphabetically by name, dependencies first. You can see whether everything is there in three places:

  • in the mod list in the LaunchPad window,
  • in BepInEx\LogOutput.log and Player.log (see Reporting bugs),
  • in the console F3: strom status, dampf status, schmelzofen status and bma status answer with a version number if the respective mod is running.

Updating mods

Steam updates subscribed mods by itself, usually on the next start. If a mod is stuck on an old version: unsubscribe in the Workshop, wait a moment, subscribe again and then add it to the pack again.

Warning

Make a backup before every mod update. In multiplayer, the host and all other players must have the same version afterwards, otherwise the server rejects players.

Uninstalling

  • Removing a mod: untick it in the pack or unsubscribe. Check first whether the save contains devices from the mod. If the mod is missing, such a save no longer loads.
  • Disabling BepInEx: rename winhttp.dll in the game folder. The game then starts without code mods. Renaming it back switches everything on again.

Common problems

SymptomCauseFix
No LaunchPad window, no LogOutput.logBepInEx is in the wrong folderwinhttp.dll has to be next to rocketstation.exe
LogOutput.log exists, but no LaunchPadLaunchPad not in BepInEx\plugins\extract the zip there
Mod subscribed, but not in the gamenot in the active packtick the checkbox at the start of the row
Save does not load, message The specified type was not recognized: name='…savedata'a mod with devices in the save is missing from the packadd the mod to the pack, restart
Log shows TargetException: Object does not match target typethe same mod is active twice (local copy and Workshop)remove one of the two versions from the pack
Found a mistake? Let us know. Support
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