We recommend using the Thunderstore Mod Manager or an alternative for installing mods
|Date uploaded||4 months ago|
This plugin has been ported to function on Rundown 6, but has so many features that it would be impossible to adequetly test all of them. Please report any issues you run into with this plugin to mccad00#8360 on discord.
The purpose of this plugin is to expand rundown developer's capabilities, for users they simply have to install this plugin when a custom rundown requires it.
Install Tweaker and a custom rundown that depends on it, and if you want to play the base game levels with it you can download the Vanilla release here on the thunderstore. There are also some client side settings in the configs for you to use as well.
trueas it generates with
falseby default and other enable flags as well
If something is enabled in the configs it will enable a patch for the game, which may cause unintented side effects even if you're using the default settings for the config
More settings for the BioTracker. Max objects is hard limited to 20. Set up custom item/playeroffline blocks and make a copy of the settings to have multiple BioTrackers.
No per expedition setting yet, dynamically adjusts the difficulty depending on how many players are in your expedition. Solo is one player, Duo is two, Trio is three, Full is four players. Set enable to true for the party size and a value for the desired parameter to something other than 1 to have it take effect.
DataBlockId is the warden objective ID (I recommend using your high objective) and the ItemID can be anything in the item datablock except for gear. More than one item id can be specified as well as different ones to get a mixed cargo. ForceDisable will prevent usage of the elevator cargo entirely. More than one cargo setting can be used as well if you copy the default given and make a new entry in the array.
More settings for the c-foam launcher. burstShots min and max do not accept decimal values. Set up custom item/playeroffline blocks and make a copy of the settings to have multiple Foam Launchers.
No multiple item settings yeet, use a glowstick in the item datablock. pulserate is how quickly the glowstick will change colors while max and min are the range at which the colors will change.
This uses the chained puzzle id and if the zone door in a level has the same one it will apply a hack lock to it. Upon failing it will spawn a scout wave.
SetInteractionMessage will replace the text prompt for the door with a generic one.
Allows for multiple item set up,
TimeBetweenPlacements only affect the mine deployer; everything else is applied to the mines set (can even affect consumables if set up correctly).
No per expedition setting yet, determines how enemies can move around in the level and avoid each other (doesn't affect their actual collision). The default agent radius of 0.25f is too small and I suggest 0.375f or 0.35f. It's better to have a higher agent radius, but if you run into issues where enemies get stuck in the level you can set it lower. You can edit the bepinex config setting to enable use of a mesh visualizer for debug purposes, handy to see where your enemies are getting stuck. It defaults to F11 to show the mesh, Page up/Page down to move it vertically and End to reset the position.
Specify the High warden objective id and when the time runs out the player can either explode or continuously get infected. Player explosion will take priority over the infection when both are enabled.
Affects every expedition result screen text when enabled
No per expedition setting yet, can change slide force, evasion speed, model scale and b-hop alerting
Specify the high warden objective and you can adjust how much each pack gives a player, you can have different settings per expedition. Known issue: when reducing the amount of tool (class ammo) given to mines it can not always give the player a mine. This is more of an issue with base game than my plugin.
Decrypt accepts a string input and will show text above a button,
Label will replace the text of the button itself,
Heat will determine if you want to show the artifact heat for an expedition,
Status will replace the 'not completed' or expedition progression text beneath your button with a custom string,
Scale is calculated based on the inverse of scale given in the rundown datablock
Position x is left and right, y is forward and backward, z is up and down,
HideProgression will hide the expedition progression icons on the top right,
HideTiers will hide the tier labels on the right
Configure the amount of damage melee weapons deal to non-security doors.
MeleeDamageMultiplier controls the base damage multiplier of melee weapons hitting doors. It is set to 0.25 by default, which should closely mimic the vanilla damage values.
Configure the behavior and properties of the Player Bot's AI. There are too many values here to document, but nearly every single property of the bot AI is contained within the json file.
Configure the color, scale and attributes of spitters in specific levels