Everything is Multiplayer
Two-player local co-op for Everything is Crab. Requires two gamepad controllers, with a shared camera, stock-style player UI, shared progression, and revives.
| Date uploaded | 2 weeks ago |
| Version | 0.7.0 |
| Download link | Hopl-Everything_is_Multiplayer-0.7.0.zip |
| Downloads | 79 |
| Dependency string | Hopl-Everything_is_Multiplayer-0.7.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README
Everything is Multiplayer
Play Everything is Crab in local two-player co-op on one shared screen. Two connected gamepad controllers are required to play.
Features
- Adds a stock-styled
CO-OPoption to the main menu while keepingNEW RUNsingle-player. - Spawns a second playable character for local co-op.
- Gives each player independent movement, aiming, attacks, dashing, world interactions, mushroom effects, health, temperature, size, and charm ownership.
- Uses the game's current gameplay bindings for both controllers, including controller rebindings.
- Centers the shared camera between both living players and zooms out as they separate.
- Expands the nighttime visibility area so both players remain illuminated.
- Preserves the stock progression and encounter HUD while adding compact stock-style health and ability UI for each player.
- Shares XP and level-ups, with mutation choices applied to both players.
- Allows enemies to target either player using the same distance-based rules.
- Treats creatures charmed by either player as allies of both players.
- Keeps the run active while either player remains alive.
- Lets either surviving player revive the other from the level-up screen by spending DNA.
- Disables friendly fire by default, with an optional configuration setting to enable it.
Installation
Install with Thunderstore Mod Manager or r2modman. The required BepInEx IL2CPP pack is installed automatically with this package.
For a manual installation, install BepInExPack_IL2CPP version 6.0.755 or newer, then copy Everything_is_Multiplayer.dll to:
Everything is Crab/BepInEx/plugins/Everything_is_Multiplayer.dll
Getting Started
- Connect both gamepad controllers before launching the game.
- Launch Everything is Crab through your modded Thunderstore or r2modman profile.
- Use the first controller for player one and the second controller for player two.
- Select
CO-OPon the main menu. Player two spawns beside player one after gameplay begins.
Selecting NEW RUN starts the normal single-player experience. Both players use the game's current gameplay controller bindings on their own controller. Changes made through the game's controller rebinding menu apply to both players.
Co-op Rules
- XP earned by either player advances the shared level-up flow.
- The player controlling the level-up screen selects mutations and specializations; the selected upgrades are applied to both players.
- If player two dies, the run continues with player one. A
REVIVE P2button appears on level-up screens and costs 3 DNA by default. - If player one dies, control of the run and camera transfers to player two. A
REVIVE P1button appears on level-up screens and costs 3 DNA by default. - Friendly fire is off by default and can be enabled in the mod configuration file.
- Both players can use focused world interactables. Tutorials and singleton-driven menus remain controlled by player one while both players are alive.
Configuration
After the first launch, player settings are written to:
BepInEx/config/local.everythingiscrab.multiplayer.cfg
Common settings include:
General.Enabled: enable or disable local co-op.Input.PlayerTwoGamepadIndex: select the zero-based gamepad index used by player two. The default1selects the second connected gamepad.Gameplay.FriendlyFireEnabled: allow players to damage each other. Defaultfalse.Gameplay.PlayerOneReviveMutagenCost: DNA cost to revive player one. Default3.Gameplay.PlayerOneReviveHealthFraction: health restored when player one is revived. Default0.25.Gameplay.PlayerTwoReviveMutagenCost: DNA cost to revive player two. Default3.Gameplay.PlayerTwoReviveHealthFraction: health restored when player two is revived. Default0.25.Gameplay.SharedNightVisionEnabled: keep both living players inside the nighttime visibility area. Defaulttrue.HUD.CoopHudEnabled: show compact stock-style health and ability UI for both players. Defaulttrue.Visuals.TintPlayerTwo: tint player two cyan for identification. Defaulttrue.Visuals.LabelPlayerOne: show theP1label above player one. Defaulttrue.Visuals.LabelPlayerTwo: show theP2label above player two. Defaulttrue.Camera.*: adjust shared-camera follow, zoom, and padding behavior.
Current Limitations
- Mutation and specialization choices are shared rather than selected independently.
- Tutorials and non-gameplay menus remain controlled by player one while both players are alive.
- Two gamepad controllers are required; keyboard-and-gamepad co-op is not supported during normal play.
Support
Report issues at DakotaOberon/EverythingIsMultiplayer.
CHANGELOG
Changelog
0.7.0
- Add a stock-styled
CO-OPmain-menu option while keepingNEW RUNsingle-player. - Apply the game's current gameplay controller bindings to both players, including controller rebindings.
- Preserve the stock progression and encounter HUD while adding compact stock-style health and ability UI for each player.
- Extend automated playtesting to cover menu routing, live rebinding, stock UI reuse, independent health display, interactions, combat ownership, death handoff, and revives.
0.6.8
- Keep mushroom effects on the player who ate the mushroom.
- Stop player one immediately when their movement stick is released, even while player two keeps moving.
0.6.7
- Bind player-two interaction to the west face button (Xbox X) and support focused world interactables, including burrows and mushrooms.
- Let either player be revived from a level-up screen for a configurable DNA cost and health fraction.
- Preserve shared progression and independent attack, dash, charm, food, label, and input ownership when player one is revived.
0.6.6
- Add player-two burrow entry and exit on the south face button.
- Keep attack-slot and dash cooldown state independent for both players as abilities and mutations change.
- Update player two's visual scale when size stats change.
- Add a configurable
P1world label alongside the existingP2label.
0.6.5
- Isolate player-one and player-two right-stick aim so each controller independently drives its own indicator and weapon direction.
0.6.4
- Fix player-two gamepad attacks so the right-stick vector is converted into the weapon's applied direction before every attack, including delayed and evolved attack launches.
0.6.3
- Give player two independent control of their aim indicator and route non-right attack directions correctly through evolved attack ownership.
- Prevent player-owned attacks and projectiles from damaging their owner while preserving the optional cross-player friendly-fire setting.
0.6.2
- Fix player two attacks and action slots so they use P2's controller input and right-stick aim independently from player one.
- Give player two a separately owned attack loadout, weapon state, and cooldown tracking across spawn, revival, and shared evolution changes.
0.6.1
- Rename the release assembly and packaged DLL to
Everything_is_Multiplayer.dll. - Require two gamepad controllers during normal play and move development-only settings behind
General.DebugMode. - Replace development and test documentation with a player-focused Thunderstore README.
0.6.0
- Center and expand the nighttime visibility mask around both living local players.
- Publish under the Thunderstore package name
Everything_is_Multiplayer. - Add a Thunderstore-ready 256x256 package icon and package validation.
- Add Thunderstore and manual installation guidance.
0.5.0
- Add P1/P2 death handoff, P2 revival from level-up screens, and continued P2 progression after P1 death.
- Add the multiplayer HUD replacement, shared camera enforcement, friendly-fire setting, charm ownership, and expanded debug harness checks.