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Risk of rain 2 mods steam11/20/2023 Fix a softlock related to Artifact of Metamorphosis with custom survivors that are locked behind custom expansions.Add additional event to SaferAchievementManager AchievementAttribute collector for mod creators to run custom logic.Log all hook to the log file, this was previously done by R2API but made debugging harder in some cases where R2API was either initializing too late or for mods that wasn't depending on R2API.Fix the difficulty coefficient not being called at the start of a Run, causing the cost of chests to be incorrect for the first stage when resetting a run or in multiplayer.The thunderstore BepInExPack package no longer directly hosts the two BepInEx patchers, BepInEx.GUI and FixPluginTypesSerialization, and the RoR2BepInExPack plugin, instead, the thunderstore package now has them as dependencies in the thunderstore package manifest.BepInEx.GUI: Ensure remaining old dll in the patchers folder doesn't get loaded by BepInEx Preloader.Writing your own modsīepInEx contains helper libraries like MonoMod.RuntimeDetour and HarmonyX Changelog Provides fixes that makes it easier for modders to create and maintain their mods while preventing harmful bugs. Graphical User Interface meant to replace the regular console host that is used by BepInEx when the config setting is enabled.Įnables custom Serializable struct stored in plugin assemblies to be correctly deserialized by the Unity engine's Deserializer. This is what loads all of your plugins/mods.īepInEx config customized for use with RoR2. dll files, you'll usually never want to touch these files (unless you're updating manually) Only copy paste your mods here if the author tells you to.īepInEx/config - If your plugin has support for configuration, you can find the config file here to edit it.īepInEx/core - Core BepInEx. For your own organisation, consider putting them inside folders, eg: plugins/ActualRain/ActualRain.dllīepInEx/patchers - These are more advanced types of plugins that need to access Mono.Cecil to edit. If a mod is just a NAME.dll file, it probably goes in here. The zip looks like: \BepInExPack <- move the contents of this folderīepInEx/plugins - This is where normal mods/plugins are placed to be loaded. To install, extract contents of the inner BepInExPack to the gamefolder, such that the winhttp.dll file sits right next to RiskOfRain2.exe. ![]() ![]() This is the pack of all the things you need to both start using mods, and start making mods using the BepInEx framework.
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