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FireNoobsta-MapLoader-1.0.0 icon

MapLoader

Loads scene asset bundles and creates portals in Sanctum that lead to them.

Date uploaded a year ago
Version 1.0.0
Download link FireNoobsta-MapLoader-1.0.0.zip
Downloads 1746
Dependency string FireNoobsta-MapLoader-1.0.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

Map Loader

This is a helper mod to load maps contained in an asset bundle. It looks through the plugins folder and finds bundles that end with ".mapbundle". It will load them, and make a portal for each bundle. The portal caption will be the name of the scene that was bundled. The portals will appear on the spawn platform in Sanctum.

For Mappers

To make a map you'll need a decompiled project of Atlyss. You can follow this tutorial to get one https://github.com/Peliex/ATLYSSModdingDocumentation/wiki/Setup.

Once you have a working project, you can copy an existing map and edit it how you want. Make sure you have a spawn point with the tag "spawnPoint" since the map loader will make a portal pointing to this tag. The caption on the portal will be the name of the scene you bundle.

When the map is ready, you can bundle it with thunderkit or AssetBundleBrowser. Just make sure the extension is ".mapbundle" so the loader will see it.

If you want to upload the map, remember to include the dependency string of this mod in your manifest.

Known Issues

  • Currently this can only load 8 maps at a time because I haven't defined more postions to put portals in.
  • This mod doesn't check if a mod depends on it. It just loads any files it finds that end with ".mapbundle" so a mod that relies on loading its own bundle will need to use a different extension.
  • Although the host can see the portal captions, clients cannot. Hosts with multiple maps will need to point players to the right portals.
  • Clients will spawn portals regardless if they have the same maps as the host. If a client does not have the map mod for an associated portal, entering it will softlock them.

CHANGELOG

1.1.7

  • Add audio source fixes for prefabs found in scriptable bundles (if your custom creeps are too loud, add their creep prefab to the scriptable bundle)

1.1.6

  • Fix changed variable name
  • Add HarmonyWrapSafe to scriptable cache patch

1.1.5

  • Fix client world portal sync issue

1.1.4

  • Fix to properly cache bonus skills
  • Rewrite to remove CodeTalker/CodeYapper dependency (portals are still synced)

1.1.3

  • Fix null references in ResourceEntity on loading maps
  • Combine caption data into a single packet

1.1.2

  • Fix duplicate waypoint attunements appearing in player save data
  • Replace CodeTalker with CodeYapper
  • Nudge portals that ended up inside a tree
  • Move world portal entries closer together

1.1.1

  • Reintroduce synced portal captions for clients (Adding CodeTalker as a dependency)
  • Add world portal entries for custom maps
  • Add icons above an associated mod's portal

1.1.0

  • Update to work with version 72025.a3
  • For now, removed world portal entries and portal captions are not synced for clients either.

1.0.4

  • Fix audio sources crashing Maploader when missing output group
  • Add support for loading more scriptables (quests, statmodifiers, races, classes, skills)

1.0.3

  • Add custom map teleports as selections in the world portal menu

1.0.2

  • Fix portal captions not showing up for clients.
  • Add 4 more portal locations (12 total).

1.0.1

  • Add support for loading scriptable asset bundles (Currently only adds ScriptableCreeps, ScriptableItems, and ScriptableConditions)