RandomJumps
Every jump gets a random height, from a pathetic little hop to a comically huge launch. Local play only. Requires MelonLoader.
By Red_guyteam
| 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
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.1README
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)
- Grab it from the Thunderstore Gang Beasts page
- Run Gang Beasts once after installing MelonLoader so it generates the game's proxy assemblies
- The mod is standalone — no other mods required (Cement is not needed)
Install
Option A — Mod manager (r2modman / Thunderstore Mod Manager):
- Download
RandomJumps-1.0.1.zip - Drag it onto your manager / import the zip
- Enable it in the profile (make sure MelonLoader is in the same profile)
Option B — Manual:
- Install MelonLoader for Gang Beasts and run the game once
- Copy
Mods/RandomJumps.dllintoSteam\steamapps\common\Gang Beasts\Mods\ - 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 = trueand jump around. You should seejump x1.87 (…)style lines, one per jump. If those appear but the height never changes, raiseBoostSpeed/BoostSeconds. - It feels too strong — lower
MaxMultiplier(try2.0), or lowerBoostSecondsto0.15. RandomJumps.dllnot found by MelonLoader — confirm the file is directly inGang Beasts\Mods\, not in a subfolder.- Online — the mod deliberately does nothing in online games, even if
LocalOnlyisfalseand 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.CachedActorseach frame for actors whereActor.IsLocalis true. - Remembers each local actor's
actorStateand fires the moment it entersActorState.Jump. - Rolls a multiplier between
MinMultiplierandMaxMultiplierand drives the beast's ragdoll bodies (BodyHandeler.GetAllRigidbodies()) upward atBoostSpeed × multiplierforBoostSeconds. - Refuses to run when
GameManagerNew.CurrentGameTypeis notLocal/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).