Red_guyteam-RandomJumps icon

RandomJumps

Every jump gets a random height, from a pathetic little hop to a comically huge launch. Local play only. Requires MelonLoader.

Last updated 8 hours ago
Total downloads 23
Total rating 0 
Categories Mods Audio AI Generated
Dependency string Red_guyteam-RandomJumps-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.1 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.1

README

Random Jumps 🦘🎲

A silly Gang Beasts mod: every time your beast jumps, the height is re-rolled. One jump is a pathetic little hop you can barely see — the next launches you into orbit. Land, jump again, pray to the physics gods.

No two jumps are the same.

Local play only. The mod is fully disabled in online matches (so it can't be used to cheat or desync), and it only ever touches your beasts — AI and other players jump perfectly normally.


Requirements

  • MelonLoader 0.7.x installed for Gang Beasts (needed for IL2CPP games)
  • The mod is standalone — no other mods required (Cement is not needed)

Install

Option A — Mod manager (r2modman / Thunderstore Mod Manager):

  1. Download RandomJumps-1.0.1.zip
  2. Drag it onto your manager / import the zip
  3. Enable it in the profile (make sure MelonLoader is in the same profile)

Option B — Manual:

  1. Install MelonLoader for Gang Beasts and run the game once
  2. Copy Mods/RandomJumps.dll into Steam\steamapps\common\Gang Beasts\Mods\
  3. Launch the game

That's it — start jumping.


Usage

There's nothing to press: jump like you normally would, and every jump comes out a different height.

  • Small rolls give you a hop so tiny it's basically a shuffle.
  • Big rolls fling you a full beast-height (or several) into the air.
  • The height is decided fresh for each jump, so land, jump, and hope.

Works for every local player — couch co-op beasts each get their own random rolls.

Settings (UserData/MelonPreferences.cfg or MelonLoader's settings menu)

Setting Default What it does
Enabled true Master switch
MinMultiplier 0.15 Smallest jump — a tiny hop
MaxMultiplier 3.0 Biggest jump — comically huge launch
BoostSpeed 5.0 Base upward speed at 1.0x, in metres/second
BoostSeconds 0.2 How long each jump's launch is driven, in seconds
LocalOnly true Disables the mod in online matches
DebugLog false Print every jump and its rolled multiplier to the console

Want absolute chaos? Try MinMultiplier = 0 and MaxMultiplier = 8. Want just a light wobble? Try 0.8 – 1.4. Want the jumps to hang in the air longer? Raise BoostSeconds.


Credits

  • Idea by BEEBEEBoBo — random jump heights, for the chaos. Thanks!
  • Made by Red_guyteam

Troubleshooting

  • On first launch, check the MelonLoader console. You should see:
    • "Random Jumps v1.0.1 initialized!"
    • "Every local jump rolls a fresh height — from a tiny hop to a comically huge launch."
    • "Hook-free build: nothing is patched, so the jump crash is gone."
  • It runs but the jumps all feel the same — set DebugLog = true and jump around. You should see jump x1.87 (…) style lines, one per jump. If those appear but the height never changes, raise BoostSpeed / BoostSeconds.
  • It feels too strong — lower MaxMultiplier (try 2.0), or lower BoostSeconds to 0.15.
  • RandomJumps.dll not found by MelonLoader — confirm the file is directly in Gang Beasts\Mods\, not in a subfolder.
  • Online — the mod deliberately does nothing in online games, even if LocalOnly is false and you're not the host.

How it works (nerd corner)

Gang Beasts doesn't expose a per-beast jump-force value, so Random Jumps watches each of your beasts' state and, the instant one leaves the ground, drives its ragdoll upward at a freshly-rolled speed for a fraction of a second. Low speed = a shuffle, high speed = a blast-off. Because the roll is applied to your ragdoll only, AI and other players are never touched.

There are no Harmony patches in this mod. An earlier build hooked the game's Jump method, but Il2CppInterop's native detour on an IL2CPP virtual method hands the patch a bad this (and can fire off the main thread), which hard-crashes the game. Everything here runs on the main Unity thread using the game's normal API, so there is nothing left that can take the game down.

Under the hood it:

  • Scans Actor.CachedActors each frame for actors where Actor.IsLocal is true.
  • Remembers each local actor's actorState and fires the moment it enters ActorState.Jump.
  • Rolls a multiplier between MinMultiplier and MaxMultiplier and drives the beast's ragdoll bodies (BodyHandeler.GetAllRigidbodies()) upward at BoostSpeed × multiplier for BoostSeconds.
  • Refuses to run when GameManagerNew.CurrentGameType is not Local/LocalServer.

Building from source

Requires the .NET SDK (the mod targets net6.0 — the runtime MelonLoader 0.7.x runs on).

# Edit GameDir in RandomJumps.csproj if your game is elsewhere, then:
.\build.ps1

This builds RandomJumps.dll straight into Gang Beasts\Mods\ and produces a ready-to-upload package:

Command Output zip Contains
.\build.ps1 RandomJumps-1.0.1.zip Mods/RandomJumps.dll, manifest.json, icon.png, README.md

Made with Me for the Gang Beasts modding community. Have fun, break nothing (except maybe the laws of gravity).