Opens The Last Caretaker's own built-in admin menu with F1, adds the Bulk Battery button the menu is missing, and adds a button that puts the game's own weather back after the menu's Weather page has changed it.
Works on Update 6 "The Jump" (tested on release build 0.10.0.653173, Unreal Engine 5.8.2). The mod is plain Lua and ships no cooked assets, so an engine update does not take it down.
The game already contains a full admin panel. It just has no key bound to it. This mod binds one, and fills in a button the developers left out.
Not included yet: the 2026-08-31 patch added three bulk containers and the cheat menu got buttons for none of them. Only Bulk Battery can be added without risking the game — see Why only Bulk Battery. Bulk Petrol Tank and Bulk Diesel Tank are deliberately left out until the game makes them reachable.
Latest release — two archives, pick one:
AdminMenuMod-<ver>-with-UE4SS.zip |
Everything, UE4SS included. Extract into Voyage\Binaries\Win64\ and start the game. |
AdminMenuMod-<ver>.zip |
Just the mod, for anyone already running UE4SS. Same place. |
Nothing to edit either way. The mod enables itself.
Also on Nexus Mods - same files, and the place for comments, endorsements and update notifications.
- F1 opens and closes the game's admin menu.
- You can walk while the menu is open. The mouse works the menu and the movement keys still move the character, so several things can be placed one after another without closing the menu in between. The camera stays still until the menu closes.
- CTRL + F1 is a panic key. It hands input back to the game whatever state the menu is in, so a stuck menu never means killing the game.
- Adds Bulk Battery to Cheats → Spawn/Craft → Storage Modules. It looks like the buttons the game ships, because its appearance is copied from a neighbouring button at runtime, and it builds the battery through the game's own crafter - build animation, correct placement, correct starting charge.
- Adds Reset Weather to Default at the bottom of the menu's Weather page. See Weather stuck after using the admin menu.
Everything is in the menu. The mod adds no console commands.
Update 6 "The Jump" made temperature part of the game: cold now hurts you and slows you down. The Customize option on the admin menu's Weather page changes the weather that covers the whole world, and that change is saved with your game. If you have ever used it, a snowy region can stay warm and sunny for good, and the game itself has no way to undo it.
Reset Weather to Default, at the bottom of the Weather page, does. Press it, then save the game. The label changes to Weather reset - save to keep so you can see it worked, and cold regions are cold again.
It puts the world-wide weather back to the game's own preset and removes any preset you picked in the menu this session. Nothing else is touched: the game's regional weather - the snow biome and the local wind and rain zones the game spawns - is left alone.
A mod shipped as cooked blueprint assets is tied to the engine version it was cooked for. When the game moves to a new engine version, as it did on 2026-08-31 from 5.7 to 5.8.1, those assets stop loading and the mod has to be rebuilt.
This mod is plain Lua. It ships no game content and no compiled assets. It asks the game to open a widget the game already has, and to build an item the game already knows how to build, so an engine bump does not break it.
The 2026-08-31 patch added three bulk storage containers, and the cheat menu got buttons for none of them. Only one of the three can be added honestly.
The game builds modules through an item system that addresses everything by soft asset reference. Bulk Battery is in the game's craftable list, as "Large Battery", so the mod can ask the game's own crafter to build it and everything comes out right.
Bulk Petrol Tank and Bulk Diesel Tank are not in that list - not in the craftable enum, not in the recipe data. The only way to place them is to spawn the actor directly, which produces a module the game never initialised: a fill gauge showing charge that is not there, and, in testing, a hard crash inside the module's own startup. A mod that can crash the game is worse than a mod that does less, so those two are left out.
UE4SS, a build that supports Unreal Engine 5.8. The -with-UE4SS archive ships the
official build unmodified, so with that one there is nothing more to get.
With the mod-only archive, install UE4SS yourself first. Take the experimental-latest
release from RE-UE4SS releases, not the
stable release: only the experimental build knows Unreal Engine 5.8. Verified against
commit 24b12662, which reports itself as v3.0.1 Beta #0 in UE4SS.log - the same
version number as the old stable release, so go by the commit and the asset date, not
the version string.
Check the release asset date rather than the tag date when judging how current a build is. The tag can be years older than the file.
-
Install UE4SS into the game, so that
dwmapi.dllandue4ss/sit in the folder below. If you took the-with-UE4SSarchive, extracting it there does this for you:<SteamLibrary>/steamapps/common/Voyage/Voyage/Binaries/Win64/ -
Extract the
ue4ssfolder from the release archive into that same folder. You should end up with:Voyage/Binaries/Win64/ue4ss/Mods/AdminMenuMod/enabled.txt Voyage/Binaries/Win64/ue4ss/Mods/AdminMenuMod/Scripts/*.lua -
Start the game and load a save. Press F1.
There is nothing to edit. enabled.txt turns the mod on by itself - mods.txt does not
need touching.
Delete ue4ss/Mods/AdminMenuMod. The mod writes no files and changes no settings. What
you do in the admin menu - modules you build, weather you change on the Weather page - is
saved with your game and stays after the mod is gone. Reset Weather to Default only
ever puts the weather back to the game's own values, so if you changed the weather, press
it and save before you uninstall.
A module put down on the boat does not follow the deck through the swell. It stays where the world put it while the boat rides up and down. This is not a fault in the mod - the game's own admin menu does the same with its own modules.
To make one part of the boat, it has to go through the game's own building. Small modules can simply be picked up and placed. Larger ones - Medium Battery and Bulk Battery among them - cannot be carried at all: break them down with the Dismantle Tool for parts, then build them again from the in-game build menu.
If another mod has already bound F1, this mod does not take the key. UE4SS.log says so,
and TOGGLE_KEY at the top of main.lua is where to pick another one.
Voyage/Binaries/Win64/ue4ss/UE4SS.log records what the mod did, step by step, right up
to the moment anything went wrong. Attach it to any bug report - the last line before a
crash usually names the exact call that caused it.
tools/build.ps1 produces both release archives.
Four of the files under AdminMenuMod/Scripts are developer tools and are deliberately
left out of them: menu.lua adds a menuscan command that walks the game's live
widget tree, craft.lua adds craftlist and craftdata, which read the game's
craftable list and recipe data, patterns.lua adds patterns, which lists the build
and craft patterns not yet unlocked, and weather.lua adds weatherscan, which lists
every weather volume in the world with its priority, climate and preset, plus commands
that change a volume - each previews first and only acts with confirm. main.lua loads
them with pcall, so their absence is normal.
They are worth keeping. If a patch renames the menu panel this mod injects into,
menuscan finds the new name in a minute. If a patch makes the bulk tanks craftable,
craftlist bulk is the command that says so.
tools/ also holds luacheck.py, which checks the Lua for syntax errors and for local
functions used before they are declared, test_weatherreset.py, which runs the weather
reset against stand-in objects without the game, and jmap.py, which reads objects out
of a UE4SS reflection dump.
MIT, © 2026 Nerfus. See LICENSE.
UE4SS is a separate project, MIT licensed, © 2022 Narknon. It is not part of this
repository. The -with-UE4SS release archive redistributes the official build unmodified,
with its licence alongside it in ue4ss/LICENSE.