wildbook / r2mods Goto Github PK
View Code? Open in Web Editor NEWHere's a collection of the Risk of Rain 2 mods I've made so far, entirely open source.
License: MIT License
Here's a collection of the Risk of Rain 2 mods I've made so far, entirely open source.
License: MIT License
With only this mod AND with other mods
Update on 3/25 of RoR caused this mod to break.
Tested with only Multitudes and dependencies installed. No chests will spawn.
Error Log:
maxRuleCount=11, currentChoiceIndex=2
MissingMethodException: void RoR2.Chat.SendBroadcastChat(RoR2.Chat/PlayerChatMessage)
Unloaded scene lobby
Active scene changed from to golemplains2
Loaded scene golemplains2 loadSceneMode=Single
OnClientSceneChanged networkSceneName=golemplains2 currentSceneName=golemplains2
Client ready.
Player 0 already added, aborting.
Spending 550 credits on interactables...
ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
Parameter name: Range cannot have size of zero.
The problem is that i reload the game over and over and over again but it still says it doesn't recognize it i am doing "mod_wb_set_multiplier 4" i have reinstalled it 2 times and updated my ROR2 to 1.0 but there is no config file i checked it may be this so maybe you can send a config file if that is the problem
Just thought it would be useful option to apply an offset to the amount of players instead of a multiplier. I understand why fractions wouldn't work (such as 1.5) but an offset would be a good compromise.
I'm looking for a small balance change, and multiplying is too large of an increment for multiplayer games, especially when above 4 players.
For example, being able to always set +1 scaling, so in a game of 3, it would play as if it was 4, and in a game of 7 it would act as 8 etc.
Thank you!
Would be cool to have the ability to change multiplier in lobby through this mod's UI
https://thunderstore.io/package/KingEnderBrine/InLobbyConfig/
Newest R2API & BepInEx
Starting the game gives the following stacktrace in the console:
[Info : BepInEx] Loading [R2API 2.4.2]
[Info : BepInEx] Loading [Multitudes 1.3.0]
[Error : Unity Log] KeyNotFoundException: The given key was not present in the dictionary.
Stack trace:
MonoMod.Cil.ILCursor.GotoNext (MonoMod.Cil.MoveType moveType, System.Func`2[Mono.Cecil.Cil.Instruction,System.Boolean][] predicates) (at <014070a30c9a42e3becb67d17f0aa813>:0)
MonoMod.Cil.ILCursor.GotoNext (System.Func`2[Mono.Cecil.Cil.Instruction,System.Boolean][] predicates) (at <014070a30c9a42e3becb67d17f0aa813>:0)
Multitudes.Multitudes.<Awake>b__7_1 (MonoMod.Cil.ILContext il) (at <d7adaf73cea84a17aa25fa48a90480df>:0)
MonoMod.Cil.ILContext.Invoke (MonoMod.Cil.ILContext+Manipulator manip) (at <014070a30c9a42e3becb67d17f0aa813>:0)
MonoMod.RuntimeDetour.ILHook+Context.InvokeManipulator (Mono.Cecil.MethodDefinition def, MonoMod.Cil.ILContext+Manipulator cb) (at <454c317a535d48e898e657206da1cf99>:0)
MonoMod.RuntimeDetour.ILHook+Context.Refresh () (at <454c317a535d48e898e657206da1cf99>:0)
MonoMod.RuntimeDetour.ILHook.Apply () (at <454c317a535d48e898e657206da1cf99>:0)
MonoMod.RuntimeDetour.ILHook..ctor (System.Reflection.MethodBase from, MonoMod.Cil.ILContext+Manipulator manipulator, MonoMod.RuntimeDetour.ILHookConfig& config) (at <454c317a535d48e898e657206da1cf99>:0)
MonoMod.RuntimeDetour.ILHook..ctor (System.Reflection.MethodBase from, MonoMod.Cil.ILContext+Manipulator manipulator, MonoMod.RuntimeDetour.ILHookConfig config) (at <454c317a535d48e898e657206da1cf99>:0)
MonoMod.RuntimeDetour.ILHook..ctor (System.Reflection.MethodBase from, MonoMod.Cil.ILContext+Manipulator manipulator) (at <454c317a535d48e898e657206da1cf99>:0)
MonoMod.RuntimeDetour.HookGen.HookEndpoint._NewILHook (System.Reflection.MethodBase from, MonoMod.Cil.ILContext+Manipulator to) (at <454c317a535d48e898e657206da1cf99>:0)
MonoMod.RuntimeDetour.HookGen.HookEndpoint._Add[TDelegate] (System.Func`3[T1,T2,TResult] gen, TDelegate hookDelegate) (at <454c317a535d48e898e657206da1cf99>:0)
MonoMod.RuntimeDetour.HookGen.HookEndpoint.Modify (System.Delegate hookDelegate) (at <454c317a535d48e898e657206da1cf99>:0)
MonoMod.RuntimeDetour.HookGen.HookEndpointManager.Modify (System.Reflection.MethodBase method, System.Delegate callback) (at <454c317a535d48e898e657206da1cf99>:0)
MonoMod.RuntimeDetour.HookGen.HookEndpointManager.Modify[T] (System.Reflection.MethodBase method, System.Delegate callback) (at <454c317a535d48e898e657206da1cf99>:0)
IL.RoR2.Run.add_FixedUpdate (MonoMod.Cil.ILContext+Manipulator ) (at <898b3b3632e94b37922b168e94ae1971>:0)
Multitudes.Multitudes.Awake () (at <d7adaf73cea84a17aa25fa48a90480df>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Application:.cctor()
RoR2.SkinDef:Awake()
Any chance of an update to this awesome mod?
Using the command "mod_wb_set_multiplier X" does not change the scaling and results in the message: "NullReferenceException: Object reference not set to an instance of an object" from the console.
Hi ,
When I play the new version of RoR2
MissingMethodException: void RoR2.Chat.SendBroadcastChat(RoR2.Chat/PlayerChatMessage)
Stack trace:
Multitudes.Multitudes+<>c.<Awake>b__14_0 (RoR2.Run run) (at <1f25e494c557407696bff50718a8475f>:0)
RoR2.Run.Start () (at <c36b0eadbe0a4afc83f7e70a917dc2c1>:0)
I got the above error message from the log.
Becuse of this , when you start the game or go into the new map, there is not any items including the portal.
New update affects the speed that the timer hits 99% (and void cells), the multiplier decreases the time needed.
Set to x16 one player, hit teleporter, watch the timer go.
Hello,
do you plan to replace the R2API-dependencys with EnigmaticThunder?
Please include some instructions on your readme, like where to actually put the plugin when installing manually. Even just a few scentences would have been helpful.
This mod seems to force isModded to become true. Installing BebInEx with modded set to false allows the game to connect to other non-modded users, as do other BebInEx plugins, but adding this one sets the modded state and I can then no longer connect with friends who don't want to download mods.
R2Mods/MiniRpcLib/MiniRpcLib.cs
Line 14 in e13bac0
i started a game with a friend and had player count set high and it appears that nothing happens. im amusing the mod is happy working in multiplayer??
when using turrets there drop no items with the artifact of sacrifise
I've just downloaded multitudes and 3 stages in a row the teleporter is stuck at 0% on stage 2
Despite all of us being able to see the supplementary lobby slots (up to 16) and being able to try to invite another player, it seems like when the fifth player tries to join he gets put in a new lobby by himself instead of joining the rest. Not sure if it has to do with the latest update of the game or we missed something.
The description on the mod does not seem to include a thing about where to put your file. I am guessing they go in BepInEx\plugins however.
After this i tried to use the command to up the multiplayer simulation and... Nothing. The command does return its message like normal, but no matter where i input the command, in the menu, in the character selection, in game. Neither in single player nor multiplayer does it seem to have any effect.
I even tried removing all my other mods to just have a fresh game with only this mod and that didn't seem to help either.
Either i am missing a step (in that case please include these instructions in the readme) or something is not working.
I will lead this saying that I haven't isolated this issue to Multitudes, however Multitudes seems to be the most likely source of this problem.
In my last run with ~250mins on the clock, I entered the area to fight Mythrix. The cutscene to fight Mythrix didn't happen, and I found myself softlocked in the arena. I was playing single-player with Multitudes set to 4x.
I suspect the issue is caused by Multitudes, and the game is expecting 4 players to enter the arena before starting the Mythrix fight.
Before launching myself up, I started the event on all 6 pillars that spawned. I completed 4 of the pillars, and the tasks for the remaining 2 dissapeared along with the launch pads activating. I don't think this is involved in the issue, but it was something unusual with this run.
Here is the list of mods I had installed in order when encountering this: (Prerequisites are in Italics)
/title.
the fake players cause the game to wait on players who don't exist to start the fight
So normally i have 10 15 chest per stage when i play with my friend (1 more so total is 2). After we using mutiplier and set it to 8, chest only spawn like 2 or 3 or even none of them and Scavenger bag only drop 2 item too (normally is 5 to 8).
Appears that the 3.x.x BepInExPack mod loader has removed a dependancy for the TooManyFriends mod, the following is the output from the 3.0.0 version I tested, the same "missing dependencies: com.bepis.r2api" message is also present for 3.1.0 and 3.2.0
[Message: BepInEx] BepInEx 5.0.1.0 - Risk of Rain 2
[Info : BepInEx] Running under Unity v2018.4.16.15133130
[Info : BepInEx] CLR runtime version: 4.0.30319.17020
[Info : BepInEx] Supports SRE: False
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher methods from BepInEx.MonoMod.Loader, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[Info : BepInEx] 2 patcher plugin(s) loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Info : MonoMod] Collecting target assemblies from mods
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 1 plugins to load
[Error : BepInEx] Could not load [TooManyFriends] because it has missing dependencies: com.bepis.r2api
[Message: BepInEx] Chainloader startup complete
Setting breakpad minidump AppID = 632360
Steam_SetMinidumpSteamID: Caching Steam ID: [API loaded no]
This may be outside the intended scope for this mod, but writing just in case.
Adding TooManyFriends to a Windows-hosted Risk of Rain 2 dedicated server is correctly picked up by the server (config file generates and mod_tmf command responds and updates config file). The sv_maxplayers and steam_lobby_max_members variables all update to a non-4 number. However, the 5th player to join is always rejected.
Client receives the following error:
"unet client disconnect error: no resources risk of rain 2"
Server records this error in the console:
"Warning: no free slot for incoming connection"
I've reproduced this with a newly imaged VM and a thin modpack (bepinex, r2api, toomanyfriends).
I've only found a single other report of this on the RoR2 Modding discord here:
https://discord.com/channels/562704639141740588/562711077453037589/953046184543518731
That OP returned to confirm he never solved the issue:
https://discord.com/channels/562704639141740588/562711077453037589/1157754787387945083
I like playing with the extra mobs for a challenge but I don't want the extra items to spawn from the teleporter. Would it be possible to make this happen?
Would like to see TooManyFriends mod updated
Tested on 2 and 4 with 2 players; eggs required to spawn the special boss exceed how many spawn (about 3 each time)
Hi, new to modding ROR2
When using multitudes, it increases the difficulty, chests cost more etc, but the loot stays the same. Browsed the web, tried reïnstalling etc but didn't fix anything.
Thanks for responses in advance!
In multiplayer, when other players leave the game or are dead, newly acquired gold is distributed evenly to the remaining players. So playing solo means the player should get all the gold. I think the issue is that living player count is modified by the multiplier.
I just did some tests by playing solo then opening a pill container as soon as the game starts.
Player Count Mulitplier | Actual Gold | Expected Gold |
---|---|---|
1 | 8 | 8 |
2 | 5 | ? |
3 | 4 | ? |
4 | 4 | 15 |
10 | 3 | |
50 | 3 |
Here's a twich clip showing a pill container giving 15 gold when playing solo in a 4 player lobby.
https://clips.twitch.tv/HomelyPreciousMomOSkomodo
when we join each other it throws the error that the mod is incompatible because we have 1.1.0, even though we have 1.1.1 and we all have the same mods, dependencies and even mod loader version
When launching the game, the mod console says TooManyFriends requires R2API. Should add it to the dependency list so the mod manger can install it automatically.
By only accepting an integer as an argument, modified player counts can only be a multiple of the original player count.
When playing in single player this isn't an issue, but in multiplayer games this severely limits the number of difficulty options.
I've been playing 4x7 and at least 24 of the items dropped by boss are consistently yellow
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.