#ror2-modding
1 messages · Page 172 of 1
Any performance mods aside from HolyDLL, Item display remover, CollisionLODoverride, light patcher, stickybomb stunter & stutterstunter?
Nope
That's literally it
From there it's turning down your graphics settings or going into the game's config file and doing this
https://cdn.discordapp.com/attachments/560893391630499871/802996052956545065/2021-01-24_21-18-12.mp4
700x300 or something like that
ah
I looked into the cvars and there doesnt seem to be a whole lot
FYI im not exactly desperate for additional FPS, 720p is very smooth and runs at 70+ fps most of the time, I'm just into this sort of thing
btw, @vestal gulch do you wanna be credited for the jump reset idea?
Nah, credit @reef yoke
👌
Frenc was the one who came up with the idea, I'm just the dude who put it into feedback
how do I download a mod pack?
Go to Thunderstore.io
Download R2Modman
Install R2Modman
From there, you can use the browser to install a modpack
Or better yet, build one yourself for better flexibility
how do I install a mod pack using a code
OH nvm im dumb
R2Modman
Then when creating a mod profile
Click on Import/Update -> Import New Profile -> Import from Code
note: the config lists a few features that aren't actually available yet, so any that aren't mentioned in the change notes can be ignored
lemme know if it works!
if not, I probably fucked somethin up with the dll again
I've also been thinking about praymordis' idea to make the attacks that don't benefit from attack speed gain some other benefit from it
tho I'm not sure what benefit that would be
hitbox size is a funny candidate
Funny, but Merc does not need more of that
bro has dark souls 1 hitboxes
damage increasing with attack speed would be fucked as well
Red Mist scales damage with MS and AS (Well, MS and AS are converted to damage), and if you've ever used Red Mist, well
There's many reasons why Red Mist, while fun, is really strong
That passive is one of the reasons
tbh I can't think of anything that you could scale with attack speed other than duration without breaking something
Probably better to not bother with it then
Aight, time to see if you uploaded the right one in my testing profile lel
😎
note: all of the tweaks are enabled by default
so you will have
3rd m1 unaffected by attack speed
jumps reset on kill
and massacre with normal evis duration
and obviously you can toggle them on/off in the config
Jump on kill works
eyyyyyy
But yeah you weren't kidding when you said it reset ground too
ya, it looks cursed af, but it's also kinda fun
Refresh on kill works
ngl, I was kinda worried that it was just gonna do nothing lmfao
The only issue Evis has now is jumping to multiple targets, but Withor's working on that, so afterwards it should be good
yup!
and if I can find someone who can figure out how to make WW and RT unaffected by attack speed, then we'll have all 5 tweaks done!
I lowkey wonder if theres such thing as a mod for mac compatibility 😩
Hitbox size is like really painful to edit
For some reason it's part of the character body, rather than anywhere in the attack itself which is just a
I mean
There's Wine
Also, just did a run
The tweaks are
that is such a cursed way of doing hitboxes
Amazing
eyyyyyyy
once the full mod is done, I'm really looking forward to using the tweaks myself
Also, for that just replace the = 0 with -= 1 lol
oh, that is absurdly simple
Could also add an if(jumpCount > 0) in front of that if you never want it to reset ground
I'll probably do that, and make a config value for how many jumps it refunds on kill
tho I'll likely still keep the current version as a seperate config, just cus resetting the ground jump is very funny
2 jumps for 1
"fuck you physics! I do what I want!"
Updating the description for CE would be cool too, though not immediately necessary
Also, no idea what happens if you go below 0, so that might be interesting
ya, I could probably figure out how to add that in my spare time
t h e c o n f i g w a l l
so uhhhhh, it continues giving you jumps, that you don't have
thus basically giving you hopoo feathers for killing things, until you hit the ground
and I'm not really sure how I'd set a minimum
Hm, interesting
might keep it honestly, since it only applies to numbers higher than 1
@vestal gulch updated the mod again, the OG jump reset is still there, but disabled by default, the new one gives you 1 jump back by default, and lets you adjust the amount
Aight, cool
note: if you put it as anything higher than 1, it can give you more jumps than you started with
tho you'll lose the extra jumps when you land
Wheeze
kinda weird, but also kinda neat
mostly cursed tho
"4/2 jumps" just doesn't look right
ah damnit hold on
I uploaded the wrong dll again
lmao
ok, well thunderstore said it uploaded, but the page hasn't updated yet
it should be 1.2.1 when you download it
Coolio
also, the dll for the mod is deadass still just "ExamplePlugin"
because I don't know how to change it, and I'm too lazy to look it up lmfao
aaand it's fuckin 1:42 AM, so imma sleep
👌
enjoy the tweaks!
the massacre one was really funny with high attack speed when I was testing
Thanks for putting them into a mod
no problem!
Anyone know how hard/easy it is to split a project into smaller mods
is there usually stuff that gets lost along the way or smth
So how do I know whether or not my mods are conflicting with one-another?-
Nothing really worrying happens with my game, but it does crash when quitting and I’ve experienced some some odd occurrences with modded content.
crashes on quit?
same
i think it happened after some msu update
and what kind of odd stuff?
Well, I unlocked a character that I needed to be on Monsoon to get (I was playing on Rainstorm, character was the… I can’t remember their name but it was apart of the Enforcer mod I believe.), there was a visual glitch with a few equipment items that were on the floor, where I’d pick them up but a ghost of them remained on the ground. Lastly, there was just a bunch of somewhat worrying text in the console that opens while playing, I’d have to play again to tell you exactly what it was saying but from memory, some things weren’t being found and a repeated message about something being invalid.
Sorry I can’t be better at explaining this-
So, Nemfocer, here's the thing, he is a part of Enforcer mod, he has an unlock condition there, but, he also has compatibility with starstorm, which changes the unlock condition to be the same as Nemmando's, without necessarily changing the wording.
equipments being "ghosts" is rather weird, you could go to tech support channel in modding discor dand try asking there, dont forget to post logoutput from that run
That helps a ton, thanks!
Man. The Dancer character mod combined with my desire for Forgotten Land really makes me want a Kirby character mod for this game, I think it'd fit surprisingly well--
If only I could make mods myself.
Is there a mod that lets you drop items?
no idea how that works or does it even work but here
https://thunderstore.io/package/tristanmcpherson/KookehsDropItem_BepInEx/
true
yup
I’m surprised that there isn’t a mod that allows you to play as a Scavenger yet.
is there a mod that completely removes distant roost
Alright well-
I’m surprised there isn’t a mod that lets you play as a scavenger that was specifically made to be playable-
MonsterMash looks like a really fun mod tho.
Is there a mod to turn acrid into a frog?
Is there a mod to make it so the game registers that there are more players in the game than there are (more boss drops and chests)
...guys uh ive forgotten to shift the teleporter 3 fucking times now ruining my loops is there a mod that can...help me

so far I've had no luck with making WW or RT unaffected by attack speed
just changing the duration causes all sorts of issues
and any attempts to set the attack speed directly just don't do anything
DebugToolkit
Or just like, go to the command artifact.
Or any artifact.
If you're looping there's no reason not to go to the command artifact IMO
btw @timid blaze, lemme know if you ever figure out how to make whirlwind/rising thunder unaffected by attack speed, I've been trying for the past 3-ish hours with 0 progress
oh right, modding
lmfao
noice
Too busy with the vodka
Some of my mods dont work and others do anyone know why or how to fix
you mean entirely unaffected? cause for that ya can do this
public void Awake()
{
On.EntityStates.Merc.Uppercut.PlayAnim += (orig, self) =>
{
self.duration = Uppercut.baseDuration;
orig(self);
};
On.EntityStates.Merc.WhirlwindAir.PlayAnim += (orig, self) =>
{
self.duration = self.baseDuration;
orig(self);
};
On.EntityStates.Merc.WhirlwindGround.PlayAnim += (orig, self) =>
{
self.duration = self.baseDuration;
orig(self);
};
}
I'll try that out!
already tested this time, so it works
yoooo
just gotta double check to make sure you insert the code correctly i guess
holy shit ty
you're welcome
now as soon as the code to make evis single target is done, the mod will be 100% finished
right, wanted to write that too
a
you can send it as a text document
here
eyy
i actually just copied most of the fixedUpdate code to change a single line cause i don't know IL
I mean hey, if it works, it works lmfao
these 2 errors popped up, any idea how I fix them?
ah, yeah
here are my using thingies, just add any you don't have rn
using BepInEx;
using R2API;
using R2API.Utils;
using RoR2;
using RoR2.CharacterAI;
using System.Linq;
using UnityEngine;
using EntityStates.Merc;
using UnityEngine.Networking;
👌
yeah same i mostly just change numbers
btw, @timid blaze do you wanna be credited as your full discord discord tag, or just Withor?
might as well do my full tag
will do
one sec though, will get rid of the Lady since that jokes getting a bit old
done
anybody wanna do a modded run with some modded arts? if so the server adress is 109775240988471708
@vestal gulch any ideas for a good icon for the mod?
Uhhhhhh
just take a photomode mod screenshot and edit it, add in some text idk
fair enough
I would've named it MercenaryTweaks if I were you 
you can still ask in #thunderstore to deprecate that mod and then you can upload it under a different name
merc is funny tho
noice
Me when merc
one day, once i've finished my alphabet arc, i will ask them to deprecate all of them at once to reupload
What will C be is the question
I'm at D now, C was customisable spawn wave interval
Ah
I don't know why that has more downloads than the mult thing
¯\_(ツ)_/¯
People can't bear the idea of PM being balanced it seems

here's the icon for the new mod, thought it looked nice :D
MEMORIES BROKEN THE TRUTH GOES UNSPOKEN
now I just need the old mod deprecated so I can upload the new one
Add a bunch of random filters to it
man the fact you can't just rename the mod on thunderstore is just aaaaaa
I mean, I could probably just upload it come to think of it
cus this one has
-a new README
-a new manifest
-a new dll
-a different version
-and a new icon+name
i have a question why cant my friend join my lobby
do you have the same mods? shared with a code?
yes
@timid blaze fried boi
ah yes
A good rule of thumb for hosting with mods in multiplayer
If the mod is tagged as server-side or skin, just install the UnmoddedVersion mod
If it's tagged as client-side, then you don't need to do anything
If it has none of the above tags, all clients will need the same mods and config
Some mods are old, so they may not have the needed tags, so in that case read their thunderstore pages
You can also make sure your friends have the exact same mods and configs by using profile sharing with R2Modman or Thunderstore Mod Manager
what?
Good.
@timid blaze you should use this one as the icon for your next mod
looks like a weird indie album cover
The bulb
Make sure both you and your friend have the exact same mods and configs
Then invite them directly into the multiplayer game
Just use profile sharing via code
ok
It'll do the job
using lobby code also works
gonna use the unedited icon for the mod, but I will definitely admit that the filtered one looks fuckin funny
it does lmao
i have the power to make this even worse because thats what i do lmao
maybe add some text with the mods name
M E R C
maybe, but thunderstore tends to make the text really smol due to the size of the icons
Nah, Withor does it fine
scp lookin mfer
Could this be god himself?
i think it is
sugnales moment
||I made that icon||
Funny
withor's next mod
Key here is make the words very beeg
ill take your entire stock
Wait damn HIFU
🤨
crewmate
for some reason that filter kinda makes it look like an irl figurine
REX Lego figure when
a compressed one, but still lol
mod is released!
nice
lemme know if something breaks horribly
will do
yes
yooo, that's actually fuckin sick!
@vestal gulch have you gotten a chance to try the full mod yet?
No, not yet
I've been drawing
Will do!
...
Anyone know what this is and how to get it?
Same for this thing.
Dunno what mods I installed for them to show up, but they're here.
they are both from Forgotten Relics, the top will spawn randomly in a stage alongside a broken teleporter and the bottom is an item you get from using the Shrine of Tar on the mod's alternate stage 2
Aight.
As for the Enigma Box?
It's got a 60 second cooldown and can happen to use any equipment, and looks like something out of Bulwark's Ambry.
it's from fixedspawndissonance, you have to have the enigma artifact on,
it makes enigma artifact more like ror1
Ah.
can disable the change if you want
Well, the single-target code works well
But
It might be interfering with the massacre code
Since on-kill, Evis just keeps me in one spot after resetting the duration, and doesn't try to hop over to another target
Though this did occur after attempting to disable the single-target fix too
as in, you stay in place as it hits the other target, or just doesn't hit anything else?
Doesn't hit anything else
I kill one target, then it resets the duration but keeps me there in that spot
hmm
I'll have to ask withor about that tomorrow
upon a bit of testing myself, it will also just keep attacking the dead body of whatever you killed, so ya, definitely not working as intended
Yep
as far as it continuing even after being disabled
turns out I forgot to add the if statement
so I'll update that real quick
Aight
there we go
tomorrow when I get up I'll ask withor about the issues with the single-target
Coolio
new version is 1.0.1
Saw it
is there a mod that adds more eclipse levels?
Nope
there is a mod that'll make it more hellish though, kinda
DiluvianArtifact adds all Eclipse modifiers as an artifact
syzygy just seems not fun imho. not being able to full clear is just 
So from there, you can go Syzgy or use some other difficulty mod, like UntitledDifficultyMod
groovesalads(?) difficulty mod has a config to make eclipse be based on a harder difficulty
Hm, guess i'll have to look at the massacre code then
Anyone here using BetteruI with a custom sort string?
oh lord, i hate this
might be an easy fix though
I use
501243
1S36
Cuz I really don't like how the untiered items are the most top left thing in the default config because they're the least important ones and just personally prefer Lunar -> Boss -> Red instead of Yellow -> Lunar -> Red.
Else just Scrap at the most last place of a given tier instead of most last place of all items because I like having it sorted by tier
@hot echo finally got to coding it and it works fine now
this was like such an easy fix, i have no idea why it wasn't originally programmed this way
full code
private void MassacreCode(DamageReport rep)
{
CharacterBody attackerBody = rep.attackerBody;
EntityState entityState;
if (attackerBody == null)
{
entityState = null;
}
else
{
EntityStateMachine component = attackerBody.GetComponent<EntityStateMachine>();
entityState = ((component != null) ? component.state : null);
}
EntityState entityState2 = entityState;
Evis evis = entityState2 as Evis;
bool flag = evis != null && rep.attackerBody && Vector3.Distance(rep.attackerBody.transform.position, rep.victim.transform.position) < Evis.maxRadius;
if (flag)
{
Evis nextState = new Evis();
attackerBody.GetComponent<EntityStateMachine>().SetNextState(nextState);
}
}
it just sets your state to evis again once you kill an enemy, instead of editing the duration which is like really weird anyways
could probably actually get rid of some of the code above it now, but i'm too lazy to look into it
hm, wonder if i could get it to target the enemy with the lowest health
savage mercenary
perhap
@nimble field this is the most complex code i wrote in months, do you think this'll work?
it don't, fuck
oh, the > is the wrong way round, isn't it
YESSSSS
I FEEL SO FUCKING SMART RN
@hot echo also replace the OnEnter code with this
On.EntityStates.Merc.Evis.OnEnter += (orig, self) =>
{
orig(self);
BullseyeSearch bullseyeSearch = new BullseyeSearch();
bullseyeSearch.searchOrigin = self.transform.position;
bullseyeSearch.searchDirection = UnityEngine.Random.onUnitSphere;
bullseyeSearch.maxDistanceFilter = Evis.maxRadius;
bullseyeSearch.teamMaskFilter = TeamMask.GetUnprotectedTeams(TeamComponent.GetObjectTeam(self.gameObject));
bullseyeSearch.sortMode = BullseyeSearch.SortMode.Distance;
bullseyeSearch.RefreshCandidates();
bullseyeSearch.FilterOutGameObject(self.gameObject);
IEnumerable<HurtBox> a = bullseyeSearch.GetResults();
target = a.FirstOrDefault<HurtBox>();
for(int i = 0; i < a.Count<HurtBox>(); i++)
{
float health = a.ElementAt(i).healthComponent.health;
if(health < target.healthComponent.health)
{
target = a.ElementAt<HurtBox>(i);
}
}
};
makes it focus low health enemies first for max resets
Can you try a beta version of BetterUI to see if your sort strings still work correctly?
I changed the algorithm for interpreting and applying the sort string, so I need to double check that old sort strings still work the same way
so anyone with a custom sort string who could try the new version to see if it works the same as old, would be very helpful
or anyone who can check the default sort behaviour would be helpful too
Beta version in case someone wants to try it, either move the DLL in or you can import the zip as a local mod in r2modman. please let me know if you've tried it, if the sorting still works fine or if there are any issues
Heads up that the manifest stuff has all been super slimmed down now
so this would be the new manifest
Stack trace:
System.Reflection.Assembly.GetTypes () (at <2fa7a6a452ca43df998f07fd1486c0df>:IL_0000)
Moonstorm.ModuleBase.GetContentClasses[T] (System.Type excludedType) (at <831b48e6dbf54c1192c10ba199945be5>:IL_0018)
Moonstorm.SceneModuleBase.InitializeScenes () (at <831b48e6dbf54c1192c10ba199945be5>:IL_002B)
Moonstorm.Starstorm2.Scenes.Scenes.InitializeScenes () (at <3dd32d66e26d4d13abeac93d379471b9>:IL_0000)
Moonstorm.Starstorm2.Scenes.Scenes.Init () (at <3dd32d66e26d4d13abeac93d379471b9>:IL_001D)
Moonstorm.Starstorm2.Starstorm2Content+<>c.<LoadStaticContentAsync>b__18_0 () (at <3dd32d66e26d4d13abeac93d379471b9>:IL_0005)
Moonstorm.Starstorm2.Starstorm2Content+<LoadStaticContentAsync>d__18.MoveNext () (at <3dd32d66e26d4d13abeac93d379471b9>:IL_0244)
HG.Coroutines.ParallelProgressCoroutine+<InternalCoroutine>d__13.MoveNext () (at <e6a10261304544b28d600f4ad48b78df>:IL_007F)
HG.Coroutines.ParallelProgressCoroutine.MoveNext () (at <e6a10261304544b28d600f4ad48b78df>:IL_0000)
RoR2.RoR2Application+<LoadGameContent>d__61.MoveNext () (at <da7c19fa62814b28bdb8f3a9223868e1>:IL_0161)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <2cc17dca390941eeb4d7b2ff1f84696a>:IL_0027)
Had this message and the game wont start.
I know its about Starstorm 2 so im just raising awareness about this. I just got the most recent update that Starstorm 2 was asking for through the mod manager.
Had StarStorm 2 disabled and it works fine
Revert MoonstormSharedUtils to 0.6.0 or 0.7.0 if you have that
👍
thanks (^ - ^)
ah thanks for letting me know, is it just the same as thunderstore manifest now? I feel like I suggested this some time ago ;p
hoooooolyyyyyy shit
now that's how eviscerate is supposed to be!
godddd that's gonna be amazing at high attack speed
@vestal gulch did you see the clip withor posted?
Yes
dude i
could just cast winds once and they would die in 0.15 seconds
what is this bullshit
lemme get on my pc so I can put the code in
tbf, most of the other tweaks in the mod allow merc to take attack speed without downsides
plus you have iframes for that entire time
you could probably also add a config for stuff like evis damage, max range, etc
tru
Hence this change to at least try and put Evis on SW's level
it'll also almost always benefit from focus crystals
while also keeping you 100% invincible in the process
meaning it'll have a sort of snowball effect
meta slave 😬
meta
im just not feeling like getting locked outside of interacting with things
@timid blaze uhhhhh
with the massacre code you can cancel it by holding the ability button
and as soon as an enemy dies, you're out of it
very handy
Phat was given permission to use the massacre code from Scepter
destroyed clone based
Obviously without the 2x duration part
ya, I figured with the other buffs we were adding, 2x duration without the need for the item was a bit much
@timid blaze so, there are currently 3 errors, all of them are "The type or namespace name 'x' could not be found", 2 for EntityState, and one for IEnumerable<>, how do I fix those?
I'm guessing I'm missing a "using" like last time
yeah, you can actually just click on show potential fixes and often enough it just fixes it for you
oh cool
for the entity state stuff you'll probably get the option between just entityState, On.EntityState and IL.EntityState; pick the regular one
yup, just added
using EntityStates;
using System.Collections.Generic;
and boom
nicu
I'm having some fun issues setting up a laptop with r2modman, it's doing the prompt for asking for a directory file, but then when I set it to the "D:\Gaems\steamapps\common" file, it says it can't use it since the file ain't empty, What am I doin' wrong here?
you clicked "Change data directory"
if you're trying to locate the game directory, click the "Change Risk of Rain 2 directory" setting
Yeap jsut realizes
@timid blaze do you know if damagecoefficient is written like
100% base damage = 1.0 coeff
or
100% base damage = 100 coeff
1.0
gotcha
some of my mods work when I run the game and others dont any idea why this is happening?
could also add an option to give it slayer perhap
yeah exactly the same but with an author field
it does also work with regular manifest v1, and instead looks up the author based on the zip name
EG: author-modname-x.y.z.zip
sooo, apparently 1.1 is considered a double, not a float
but Evis.damageCoefficient is a float
1.1f works
yeah, i went through all of that as well
i never learned how to program
it be like that tbh
also, how do I do that, because that sounds like a really fun combo with the targeting you added
just do damageInfo.damageType = DamageType.BonusToLowHealth; during the damage section, probably in an if statement if you want a config option
👌
from what I can tell, everything works, so imma update the mod
hell yeah
add more typos
Ye, the Mod is to help with just that. Quality of Life such as Interactive Distance, Jump Boosts (because some Monsters/Bosses dont have enough jumping power to go over certain obstacles), and Health Regen. Other than that the Monsters are playable as is.
jump goooddd
Also gonna remove the Passive Traits once the update hits, I'll just make a separate mod for that
thank you for noticing me
tail
I also noticed that you noticed the same mod
I used it when I was recording a clip to demonstrate a GroovySkills skill
big sh0rk tail
There is a Kitsune skin in another skinpack for Merc
However
Its tail does not move
Gimme a sec
There's like, a slight shake
So it does have jigglebones or whatever the hell
But it's not like
Big
ok hear me out
fluffy fox merc
with a big ol' tail
with physics and keyframes
so it moves with him when he do the flip
I found this one very contested by that neoavali one
Yeah
Yes
is there a mod that nerfs brass contraption
👍
Just like, walk left or right
But here
https://thunderstore.io/package/ChefWasTaken/BrassContraptionNerf/
Gonna make one that buffs them
Drass Dontraption
y e s
I wish more games had mods that gave characters tails
it's why I learned to mod this game myself
Obligatory furry joke<
Except Cautious Slug
It technically already has one
I can neither confirm nor deny this accusation
Yes
I am indeed a furry
Hmmmm
went ahead and updated MercenaryTweaks, the plugin name and version in the dll was completely outdated, which made the config use the old name
more of a pet peeve than anything, but it only took like 30 seconds to fix
how would i be able to use this (i looked up a table with item ids, but idk how to make the numbers work)
so i was playing with mods and for some reason when i tried to play as mithrix the helmet and armor was not there
god that is creepy
yonkeer
ok
nemesis pepsiman
finally got a chance to try out the tweaks
and omfg the 3 evis changes all at once feel sooo goooood
I'm never taking off evis as long as I have this mod enabled holy fuuuuuck
(I mean, I'll probably use SW again sometime, just cus being able to attack while it's active is cool af too)
yoinky sploinky
What I find really odd about modding the game is that it feels so much harder and yet I always get so much farther on my modded runs than vanilla
So, I have a bit of a problem with my modpack, and would like some assistance
Problem 1 - ZetAspects is busted. The aspect names and descriptions do not appear properly. They only appear as something along the lines of "zetaspect_elitepowerlightning_item" along with the description. Statistically, they function as intended, however there is a new elite aspect added by another mod - the Sanguine aspect (Bloody Fealty) - that also should be affected by ZetAspects, but isnt. Not only that, the sanguine aspect doesn't apply bleeds like it should, only the short distance teleport seems to work... barely.
Problem 2 - Upon defeating Mithrix and finishing the escape ship sequence, the game blackscreens when the ending cutscene begins. It is not possible to skip it while in this state, but pressing ESC pauses the game and brings up the mouse. The buttons in the pause menu are still clickable with the mouse under the black screen. The only way to exit is to find either the 'quit to menu' or 'quit to desktop' buttons and click them.
Any idea what could be causing this? If this is not the right place to ask for tech-support regarding mods, I will delete this and ask elsewhere.
Ya know, this could work out if somebody modded Arti into a flip whenever she does ion surge too
It gives like the perfect vibes
Sanguine elites are pretty new to the elite pool in terms of the others like frenzy and blighted, so it sounds like you have a conflict that is causing you a pretty big issue with them since it's a 100% bleed per hit. I'd grab your log from the run. I'd also suggest going to the modding discord and asking there
I'll try my luck in the modding discord then. But yes, the sanguine aspect is completely busted since neither enemies or the player applies any bleed with that aspect, plus some of the enemies seem to rapidly spam the teleport in place
Thanks anyway
savage beeble made it yay
MercenaryTweaks
LET'S FUCKIN GOOOOOOO
EnemiesWithItems seems to be doing something weird with giving enemies a shitton of items
I can start stage 6 and see a stone golem getting flung around by its own momentum and barely be able to kill basic enemies
which seems to be a combination of lots of teddies and lots of shield generators
gents can anyone confirm what language ror2 is in
hell yeah the cool language 
the fuckin v o i d language
ive been workin w/ gsc which im pretty sure is C++ based so it cant be that far off
cool language
bro this formatting gunna send me to my deathbed
prob cause i still kinda new
dear god please do not take that image to heart I'm begging you
edit: the actual formatting looks a bit more like this (this code just makes merc's secondaries ignore attack speed btw)
{
On.EntityStates.Merc.Uppercut.PlayAnim += (orig, self) =>
{
self.duration = Uppercut.baseDuration;
orig(self);
};
On.EntityStates.Merc.WhirlwindAir.PlayAnim += (orig, self) =>
{
self.duration = self.baseDuration;
orig(self);
};
On.EntityStates.Merc.WhirlwindGround.PlayAnim += (orig, self) =>
{
self.duration = self.baseDuration;
orig(self);
};
}```
(discord has also kinda squished it a bit)
you gents are some cursed people i dont think i can associate with such atrocities of formatting
@bold parcel so, uh, it might be a little hard to actually talk about programming with a 5 minute slow mode, is it really necessary in this channel?
unless you want the entire server in here spamming cos its the only channel without slowmode
its best to keep it on
theres always gotta be that one guy who ruins the fun for everyone by spamming
unfortunate
watching ror2 lifestream during coding class 
are we not friends
there's already your mods in there tho
-= POSSIBILITY OF PRECIPITATION II =- 
a curated pack focused on mods that enhance the vanilla experience with minimal changes to overall balance, all meticulously configured to perfection 
suitable for solo and co-op
MODLIST
IHarbHD-DebugToolkit-3.6.1
AutoSkipIntroCutscene-1.0.3
QuickRestart-1.3.5
BossEquipmentFix-1.2.0
WolfoQualityOfLife-1.6.3
FixedSpawnDissonance-1.4.3
BetterUI-2.4.0
FixedDescriptions-1.0.0
Pingprovements-1.7.0
LobbyVotesSave-1.2.1
FasterPickupText-1.0.0
BossAntiSoftlock-1.0.0
VoidFieldsQoL-1.0.2
BalancedObliterateRedux-1.1.0
ChatboxEdit-1.0.0
LunarCoinShareOnPickup-3.6.1
NoBackButtonLobby-1.0.0
DiscordRichPresence-3.0.0
TooManyFriends-1.1.1
TMFBalancedInteractables-1.0.1
BossDropRewardDelay-1.1.0
SnowyGolems-2.0.0```
hosting a 16 player lobby in NA East [#562066686023434250](/guild/417739215355510784/channel/562066686023434250/)
*import this profile to r2modman*:
@slender walrus I know this isn't really your area anymore, but do you know anything along the lines of the DLC and Modding?
Some of us were a bit concerned as to whether or not things will break. If you nor the devs actually know, that's a-okay, just wanted to ask just in case though.
it willl break
a lot of stuff is definitely going to break. the engine was upgraded to 2019.4, for one. everything also uses addressables now, though there's a solution that was worked out between myself and some folks in the modding community to make sure Resources.Load continues to function.
rulebook didn't get rewritten, but RuleChoiceDef now supports some new stuff like being able to specify an ExpansionDef that the players need to have voted to enable for that rule choice to become available
I didn't have time to change elite stuff, and I don't think it had been changed by the time I left
Can we just straight up make our own ExpansionDef
yes
Oke, thanks for lettin' me know

one of the things I was pushing for was making old versions available through steam beta branches for mod preservation purposees. I dunno how that's gonna shake out
Anyone else using TwistedLoopMod and CleansableLunars? I have cleansed Beads of Fealty (not exactly sure what it does) and when i obliterate i get unity error
that's what cleansed beads does
You got punished for helping the mod community stay afloat and promoting the game essentially?
Hmm
not even remotely
also yeah It'd be cool to have these publically available just for archive purposes
not sure what they're even for if not the community
I just want access to those ancient maps I saw
So we can mod 'em into the game since they're clearly not being used lmao
I think we made those in case we needed to check on how things were in certain releases
things like comparing how the game looked or felt?
yeah that'd be cool for the community especially for cu_0
Yeah but
mapletlets
content,,,, 
I'm pretty sure you can make more interesting content than that all on your own
Probably
We'd have to kick the Map-Maker section alive though, they've been dead for a while
I think everyone has been still, waiting for the DLC drop because we're in the dark, I think, as to what to change to ensure mods maintain stability before update
hopefully the switch to addressables should help, as it'll allow map authors to more easily use assets from the base game
yea but they're cool
cute little maps, funny little guys
Also that old hud
We have had BARELY any HUD mods, and only ONE of them actually changes the positions of some things to the center
NOBODY wants to make hud mods >:c
TRUE! 
maybe the assets will show up in the assetbundles that ship with the game? but it'd be massively incomplete. there wouldn't be any robot arm models to hold up the ally display, difficulty/artifacts/timer display, or the objective display
and it gets fiddly with stuff that's added dynamically like the monster info panel you get in void fields and with artifact of kin
Oh those are part of it??
Whoa I didn't even see that
I was focused on just the ROR1 look because it looks super clean with ROR2's color palette overall
it's also nice and darker compared to the current
beach map 😔
aaa
the dark beetles were pretty cool
iirc they had some slight iridescence on their shell
from what im getting from this, does this mean that SotV (and potentially future dlcs) has an in-game toggle in lobby?
yes

damn, nice.
So much cool unused stuff
Ghor, activate your evil arc, we won't tell anyone
Though in all seriousness
We could probably recreate some of those maps from the screenshots alone, it would just take time.
And you were right, the old HUD is in the assets, it's just that nobody has made a mod with them yet apparently
I bet it'd be a huge pain in the ass
You could just download the depot of all the past updates
Bhaha no kiddin'
Especially considering it's rare for map mods to show up
I mean the hud
Oh to reimplement it?
Mmm

Maybe the robot arms and that jazz would be rough
That'd be some careful placement, especially with FOV changes (or mods that change FOV) as well
Granted, I'm not that well versed in these matters as I'd like to be
But I defo think the HUD would be vastly easier to reimplement, but I do agree it would still be a pain in the ass considering I've heard some moddevs say that the HUD is mean and does NOT like change
there will be a lot more when the baker doesnt suck tho
Why WERE there so many changes that seem like downgrades anyway?
The motion blur is gone (Which, isn't really too bad, but some people like it)
The old fire effect looked so much more aggressive and threatening (actual fire lmao)
other stuff
Was it just to make it feel more like a ROR game instead of "look we ported ROR1 to 3d using Unity even though we're the actual devs"
Cuz, I can defo understand that sometimes you gotta make artistic choices to preserve the feeling of the previous game xd
no AA option just cause the devs didnt like it is painful too
Anti-Aliasing?
Wait we don't have that option?
Lmao I don't think I even noticed
At least it didn't come with like
Chromatic Abberation or fuckin' "Filter Grain"
for motion blur, I think we just decided we didn't want it
100% fair
iirc the old fire effect was considered a little too intense
like, in the horrifying sense?
Oh yeah I get what you mean
I like the old look of it BECAUSE of how intense it was, but it probably was performance costly as well?
at the time, it definitely did affect perf. can't remember if we changed the effect before or after we switched to the deferred rendering pipeline
Ah oke
Just was curious as to some of the changes
I've been really wanting to ask the devs these kinds of questions since Woolie sorta didn't bother with them
well, I definitely like talking about the stuff that I can

hey ih guys..
i want to get mods.. but ive never mods a game before.
i found the paladin is safe to play with my friend that dont use mod.
but how to we install them?
It's very easy for RoR2
Go to Thunderstore.io
Download R2Modman
Install R2Modman
If Windows Defender (Windows is what I'm assuming you're using) shows a positive for a virus, it's a false positive
R2Modman's creator, Ebkr, has clarified why
ok and R2Modman is safe to play with my friend
Yeah, have them install it too
well its a mod that adds content so it shouldnt work with unmodded players
however, he can also get r2modman
you then go into settings => export profile as code and give it to him
A good rule of thumb for hosting with mods in multiplayer
If the mod is tagged as server-side or skin, just install the UnmoddedVersion mod
If it's tagged as client-side, then you don't need to do anything
If it has none of the above tags, all clients will need the same mods and config
Some mods are old, so they may not have the needed tags, so in that case read their thunderstore pages
You can also make sure your friends have the exact same mods and configs by using profile sharing with R2Modman or Thunderstore Mod Manager
Oh, yeah Paladin mod both players will need it
oh so when it says fully multiplayer. its still mean with other people that mods
I have a question
can I launch the game with mods disabled without uninstalling the mods?
I use mod manager
Yes
Launch from Steam or click "Launch Unmodded"
where is this Launch Unmodded?
You're using R2Modman, right?
That one
Is really outdated
Uninstall it and use R2Modman or Thunderstore Mod Manager
alright ill do that
damn it lol
i still have to unluck the paladins in game
I am once again asking for assistance
bringing this up again because I can't figure out how to mess with this in the config and the mod page makes no mention of this
I otherwise really like the mod but as it currently is for me it makes looping impossible because enemies overkill me by 10s or even 100s of thousands of dmaage
can somebody help me with having items in my inventory before the game starts (via a certain mod (i am using R2modman))
Why don't you use startingitemsGUI instead?
pretty sure its bugged
StartingItemsGUI works fine. Or at least the free mode does. I use it all the time for testing stuff.
What mods work on multiplayer servers? I wanna play lobbies but i guess the mods I have must make it so I can't.
need the unmoddedversion mod
and only clientside mods work
like betterui, autoskipintrocutscene, vrmod, quickrestart, showequipment, healthbarimmune, randomcharacterselection, etc
I'd say probably just play with people who have the same mods installed as you lol
A good rule of thumb for hosting with mods in multiplayer
If the mod is tagged as server-side or skin, just install the UnmoddedVersion mod
If it's tagged as client-side, then you don't need to do anything
If it has none of the above tags, all clients will need the same mods and config
Some mods are old, so they may not have the needed tags, so in that case read their thunderstore pages
You can also make sure your friends have the exact same mods and configs by using profile sharing with R2Modman or Thunderstore Mod Manager
I would assume mods that add new characters such as the paladin or goku would be client side? or would I be wrong.
No, required on client and server
How do you cheat in unlockables for modded characters?
cause I am suffering trying to do stuff for enforcer and I'm getting lazy
Please I am begging
fuck you
lmfao
owned
destroyed
the metal gear referernces are an ss2 thing not an ss1 one
Waiting for the ruina update be killing me lol
did it to you too
Oh
Probably
Not like i care, lol
Also, hopoo, beta branch for modding purposes pls

so this might've been done before but here it is anyway
configuring interactables, setting it to max possible and making all of it mountain shrines
thats a few crowbars
yea a couple
you are insane but im sure people have done crazier
yea, im still going through them all
i'm at 430 rn and i've only covered spawn, the plateau in front of it and underneath the arches
i dont even know where the tele is
GOOD GOLLY
is it possible to make enemies change teams
specifically is it possible to make it so that while mithrix has even one of your items, your umbras are hostile to him and friendly to you
like, go to your side and attack other monsters?
There's a team component that probably could be changed but idk if that would actively update
I know debug toolkit allows you to change teams on the fly, so probably

The miner is so much fun to play holy shit
yea?
it's configurable interactibles on ror2 and thunder
then you go into mod config, change spawn rate to 100 and everything except mountain shrine to 0
the mountain shrine to some number between 1 and 100
Anyone know a way to make the r2modman launch compatible with the steam launch? So I can' launch the game modded on steam without having to open R2modman, select the game, select my profile and then launch the game
Under the "help" section in a profile
ah thank you!
I’d recommend avoiding that. You lose the ability to use profiles, and one of the main purposes is so that you can be made aware of any mod updates
You’re much better off just dealing with literally two extra clicks
^
It's uh
Probably too late now
Efficiency over idiocy.
You are only complicating things for yourself and modders by doing that.
Because if mods don't update, that means there could be bugs, and we don't want to hear people give us bug reports and only realize they haven't updated their mods.
Eh it’s fine, it’s mainly there as a last resort kind of thing, and also to be somewhat transparent with what it’s doing when you click start modded
Basically steam prioritises whatever you’ve manually put in the launch args so the manager can never override any of the same values
Best response to this question really is just something like: yes, but you shouldn’t because of profiles (…) and you won’t see any mods that need updating
and then if they still insist, well there you go
Yeah, didn't know that since I've never bothered with launching from steam
Yeah I should probably update the help text to make it clear
Thanks for letting me know
(Though this would be the first time I've seen anyone want to launch it via steam args)
Happens a lot 
Modcord I'm guessing
i should just become a bot at this point
Make a bot that autoresponds lel
i should update r2botman
hrm yes
New features: Added a bot version of Ebkr that tells you literally everything about the launcher/manager
massive 20k word message sent as file
lmfao
Nah, it's gotta be like
A terms and service
And you do the evil thing
And set a timer
So they have to read through the entire thing
One hour timer
Would be a good deterrent for actual issues
and still faster than most support
using the nobossnowait mod, and it isnt letting me activate the teleporter, any way to fix this or is my run over lmao
I havent played in ages, what mods would you guys recommend
I'd ease yourself back in instead of jumping right back into large content mods
HIFU has a list of QoL and tweak mods pinned here
And for the love of god use R2Modman or Thunderstore Mod Manager
If you're returning, there's also a bunch of tips pinned in #ror2-game-questions to get back into the groove
I can't stand r2modman tbh
Besides TMM, it's the best mod manager currently for RoR2, and easy to use
Your other options are RoR2 Mod Manager (very outdated and lacks several features in R2Modman/TMM) and that CLI launcher thing for Linux
Or manual modding I guess, but that has its own host of issues and makes troubleshooting complicated
I'm gonna use r2modman I just don't like it
literally what is wrong with r2modman lmao
I mean, if you have issues
Ebkr is here
what don’t you like about it?
hard to explain but it's fine, don't worry
Oh no if there’s any problems then please let me know
Things can’t improve if people don’t give feedback
not really any specific issues with it, I just don't like how some things are laid out
Ah
It’s laid out in a way that makes it quite easy to look at so it’s a little less daunting
Does make things marginally slower, but I think it’s a good trade off at least compared to things like ModOrganizer
easiest I can think of is drag and drop local mods, instead of having to go all the way to settings
Oh yeah that’s planned
It was a thing a while back, but I had to remove it because of the import modal
also profiles being easily accessible on the sidebar instead of being all the way in the settings again, which is not the most intuitive
I think I can counter that by asking how often you switch profiles in a session
imo it’s not something people do super frequently and I’d imagine would tend to restart the manager by the time they want to change profile
On that note though, I’m not opposed to making it more accessible, just need to find space for it so the nav isn’t cluttered
I mean like, profiles for separate games, it's a bit too many clicks just to switch a game
you have to go to settings, change game, wait for it to load, select game, wait for it to load again and select profile
Really it’s just one less click if it’s moved out of settings
I’m not even sure if the manager needs to restart anymore when changing game. It was like that originally because the manager only supported RoR2 and it was like a hack job implementing DSP
So maybe I can take out some of the wait time
But yeah these are all fair points, thanks, feel free to either @ me or DM me if you have anything else
Alternatively there’s the r2mm discord or the GitHub repo has a feature request issue type
yeah no problem
what's the best item share mod?
ShareSuite
uh ok, what's the 2ND best item share mod?
yeet
Kookeh's Drop Item I guess
i got a few mods. is there a way to still play multiplayer. the lobby is empty
need unmoddedversion
What's wrong with ShareSuite
nah nothing
i thought it was bugging my game but it was another mod
f for teammate revival or something
how do i use it?
Might be a bit cheaty but is there a mod that unlocks all abilities? I was never really a fan of trying to go for them
Don't think you'll care, but there are "meta" abilities too (And meta serves purely as a guideline anyways)
Thanks, I have to think about it because it unlocking steam achievements is
Well, there is this
https://thunderstore.io/package/mistername/UnlockAll/
However, a few things about UnlockAll
It's not a true unlock
It only temporarily unlocks everything in the game while enabled, and relocking everything you didn't unlock legit when disabled, so it won't affect Steam, but
When disabled, UnlockAll resets your Eclipse levels and logbooks (monster and environment)
There's also a save editor if you don't feel like using mods, but that also will affect Steam achievs
https://riskofrain2-save-editor.web.app/
Save editor for Risk of Rain 2
Pain, I might just do it legit then
You're always free to ask for advice in #ror2-game-questions
whats a good pack to mess with item spawns and map spawns (mountains and such)
Don't even need a modpack
Just 2 mods
DebugToolkit and ShrineConfig
This can also be used
https://thunderstore.io/package/PseudoCoffee/CustomSpawnChanceForCleansingPoolsChestsAndShrines/
What are yall favorite mods?
ty
Artifact of the King, MercTweaks, LeechingSeedBuff, to name a few
Honestly, the whole list of tweak and QoLs pinned here would summarize my favorites
Honestly I just don't enjoy doing the unlocks for them
yo pretty out there question, but am trying to rip le escape pod and i can’t find the texture for it anywhere
any ideas or maybe a name?
what's the easiest way to have items in your inventory before you start? i've tried many ways, but i can't figure out how any of them work
i don’t wanna sound goofy, but in my experience modding other games we’d use root source scripts as reference. Maybe try Captain’s spawn as he starts with an item? Not sure if thisll be any help chief
ForgottenRelics
Coil Golem
Basically a miniboss
Used to have even more HP and a lower director credit cost
not sure where the survivor is from
Oh
Survivor looks like an Artificer skin
hey I downloaded r2modman and am running the game via the "start modded " button
for some reason my mods aren't appearing in the game
Go to the Help section in the profile
monsooon, mods , JXqksSSOGs, 109775240998596956
I'm not usually in a position to VC, so sorry
yknow maybe i should get into modding just so i can change the sfx of railgunner's supercharged firing and "echo" to use these two sfx from robocraft
i think they would fit very well
@timid blaze apparently the single target eviscerate sometimes doesn't register damage in multiplayer, figured I'd go ahead and ping so I don't forget tomorrow
Oh, uh, well i don't actually know much about networking, so, not sure how to fix that tbh
if(!sync)
sync();

if custom characters are possible, is there a character with guns similar to commando (fast firing) but that doesnt feel as weak as commando?
mul-t? 
fr tho, maybe executioner from starstorm 2, MELT, enforcer, daredevil, henry
any other good char mads?
Dancer, Cadet from Tsunami, MELT, TF2SoldierMod, RidleyBeta, PaladinMod, Starstorm2 survivors, DaredevilMod, ChefMod, HAND OVERCLOCKED BETA, SniperClassic, Risk Of Ruina survivors, BanditReloaded imo
what if some of the, are outta date
Chefmod and a ruina mod? For a second I thought I was in the slay the spire discord
Right now I'm pretty sure all those mods Hifu mentioned are updated for current ror2
TheHouse
what about Typhoon Mod
No but there is nemesis commando
Aka anime commando
is banditreloaded cooler than normal bandit
preference
emissives!!!
Anyone want to help me unlock nemforcer? lol
Is there a mod that removes the item description pop-ups?
Don't believe there's one removing them, but there is one that shortens their time on screen
this is in betterui Misc might work?
Ah, coolio
Oh sweet, thanks
If that doesn't work out (though it should, I trust Faby on that), then here
https://thunderstore.io/package/DestroyedClone/FasterPickupText/
holy cow, nem enforcer is an absolute blast
@timid blaze I think I found the issue, eviscerate also targets allies, despite not hurting them without chaos
normally it's not as noticeable, but when it's single target, if it targets an ally, it completely burns the ability
oh, that's a vanilla bug actually
yee
i can fix that probably
hell yeah!
gonna finish my own project first though, replacing engi's default mines with railer's concussion device
railer's looking pretty fun tbh
where do you even change settings for fasterpickuptext?
boing
hol up, I've got an idea for the mod icon
I just realized that all of my ability challenges reset for some reason since last time I played ages ago
weird
@timid blaze this guy walks up and steals your bungus, wyd?
aight, now to figuring out what the devs smoked while coding evis
XD
perfect
ah, it just checks for any healthcomponent, that isn't your own
now that's what we call gaming
annoying though, since it's in the middle of a ton of code
oh well, lets see if i can rewrite it without breaking anything
yeah they could make some balancing changes
There's a reason why that mod stemmed the whole "Savage" mod line meme
but there's some solid things acrid could have here
they could remove the regenerative thing
A small issue with that: SavageAcrid was meant to be a total overhaul to Acrid and Moffein tried to make it balanced I guess, but uh
That obviously didn't happen
the 10% dmg for stack
Moffein's moved on to RiskyMod
Where he somehow made Acrid in that mod even more busted than SavageAcrid
Basically everything in SavageAcrid was unneeded
All that's needed for Acrid is a bite lunge (standalone mod by Withor) and a nice little hitbox buff (also a standalone mod)
The reduces all cooldowns by 2 seconds on kill?
That's uh
Really busted
😭
Remember that it also has slayer and how often Acrid uses it
seems to work
abandon all humanity
savage acrid
I won't stop you from using the mod, it's all preference, but like
There's a really good reason why SavageAcrid led to the whole line of Savage mods
these 2 mods right
Yes
ok
ya could try to learn it, it's not too hard
Depending on the scope of the mod, you could get by with little to no C# knowledge
And since all you're doing is editing SA
It's likely you're just changing around numbers or deleting lines of code
Again, I'm not stopping you at all from using it - fun is subjective
i feel like i'm a little bitch when i'm using this kind of mod
So Acrid hitbox buff good?
no it's not pulls gun
so even if i really want to use it, my subconscious will keep slapping my brain till i stop using it
Yeah, that one is fine
It only slightly increases the hitboxes so Acrid can hit flying enemies a little more reliably (and stand on top of Vagrant)
Aight, that's you then
what do ya'll think about this
what the fuck
why are there so many broken acrid mods
Nope
Armor shredding is huge
And especially since it works with DoTs
i got a question. im experiencing a lot of crashes and its the same message can someone look at it?
yeah thats what i thought
Put the log here
wha
Whoops wrong reply
lmao
[Error : Unity Log] Object WarCryEffect(Clone) (UnityEngine.GameObject) should not be instantiated by means other than EffectManager.SpawnEffect. This WILL result in an NRE!!! Use EffectManager.SpawnEffect or don't use EffectComponent!!!!!
[Warning: Unity Log] Animator.GotoState: State could not be found
[Warning: Unity Log] Invalid Layer Index '-1'
it ofc says the 2 part 5 time or so in a row
those are vanilla errors
they dont do anything
that must be why it show up so much then
noice! tested it with the rest of the tweaks and it works like a charm
MercenaryTweaks v1.1.3 has been uploaded
tho thunderstore might take a bit to show it
eyyy, the thunderstore page updated
no fixedspawndiss smh
mod that fixes dissonance not spawning grandparents and stuff and other changes
It makes all enemies able to be perfected on commencement with disso it looks cool
yeah but then I wouldn't be able to stare directly into the sun like here
perfected grandparents look even brighter tho
👀
gotta say i wished the grafius mod worked with more modded characters, or modded abilities, but also, with the gradius mod option see thing, it’s gonna be busted on railgunner, imagine two overload shots hitting the same enemies weak point
v1.1.4 of MercenaryTweaks is going up on thunderstore
the fix to prevent evis from targetting alies was only applying when SingleTargetEvis was enabled in the configs, which was not intended
uhhhh, when i use m2 with the lunge mod for bite, should i start sprinting?
isnt it agile?
i start sprinting if i bite while walking
but i start sprinting out of nowhere when i bite
@timid blaze fix 
yeah she confused the two
its really jank cause im so used to sprinting after everything
thank you mod dev very cool
ehh im no mod dev i have like 5 good mods
I have 0 good mods tho
i concur
is there any mod that makes commando more interesting
Also, yeah i guess i can fix that tomorrow, just gotta add an if()
mando gaming?
didnt you confuse the skilldef thing tho?
i have made a difference in history
MandoGaming or MandoGaming Lite
Too lazy to change bites skilldef, i just copied leaps code which always sets you to sprinting
prolly confused the force sprint?
And use Mando's alt skills too, they're both better and make him a little more intruiging
I can only find mandogaming lite
Didn't know that was an option, i did it manually in the code
weird
Just search by FMRadio instead
WAIT i lunge in the direction my crosshair is
oh this is gonna be fun
basically an extra jump
is there any mod that has additional ways to finish a run? like, more than just obliterating yourself, a moment whole or mithrix
what about any new zones?
ForgottenRelics
Technically Starstorm 2 Nightly adds one too, but it's poorly optimized
Same for A Moment, Hollow
If you're looking for spicing up vanilla stage appearance, there's StageAesthetic
Only Nightly has Slate Mines, yes, and it's disabled by default - you'll need to enable it in the config
If you plan on using Nightly, uninstall the normal version, and downgrade MoonstormSharedUtils to either 0.6.0 or 0.7.0
well I guess no mystics then
MysticItems and AspectAbilities should work fine
but it doesn't cuz error
game doesn't even load, I didn't know the game had a loading screen
i was using the admiral mod and i have no clue how to get any of the moves
other than the one that says land the shotgun 800 times
is there a mod that lets me filter the items i would see in a run? for example, the ability to disable all white items from a run
Is there a mod to make lootgoblining everything not possible
When playing multiplayer
Both players need it I assume
No, they're server-side
So just have UnmoddedVersion installed too if you're the host
Nightly gave my modman a stroke too many times for me to want to aim for the new stage 
i think i've found a cool... "interaction"? with the acrid lunge mod

