Opens The Last Caretaker's own built-in admin menu with F1, and adds the Bulk Battery button the menu is missing.
Works on the current game version, Unreal Engine 5.8.1. 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年08月31日 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.
- F1 opens and closes the game's admin menu.
- 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.
Everything is in the menu. The mod adds no console commands.
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年08月31日 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年08月31日 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. Nothing else is modified: the mod writes no files,
changes no settings, and touches nothing in your saves.
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.
Two 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, and craft.lua adds craftlist and craftdata, which read the game's
craftable list and recipe data. main.lua loads both 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, 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.