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Tyrnel-TyrnelMods-2.0.0 icon

TyrnelMods

A dungeon map drawn from the game's own tile data, one coin that pays the whole lift fare, brighter sparkle on good loot, enemies that scale with depth, and eight more. Everything arrives switched off.

Date uploaded a week ago
Version 2.0.0
Download link Tyrnel-TyrnelMods-2.0.0.zip
Downloads 16
Dependency string Tyrnel-TyrnelMods-2.0.0

This mod requires the following mods to function

Thunderstore-GrainRot_UE4SS-1.0.1 icon
Thunderstore-GrainRot_UE4SS

Grain Rot UE4SS community overlay for unreal-shimloader.

Preferred version: 1.0.1

README

Tyrnel Mods

Twelve things Grain Rot never got round to. All of them off until you switch them on.

No launcher, no config files, no keys to memorise. Install it, open TYRNEL MODS in the main menu, and turn on the ones you want. Every switch has a plain description of what it does and, more usefully, what it does not.


The map

A live map of the dungeon, drawn from the game's own tile data. Not an approximation of where the rooms probably are: the actual floor, hole for hole, with the gaps, ledges and crossings where they really sit.

M for the full map, N for a corner one that stays out of your way. Your team shows up on it in their own colours, and the lift and the machines are marked.

One coin pays the way out

The slot takes five gold a press and leaving costs forty, sixty or a hundred. That is eight to twenty presses in the same spot, at the end of every single run.

Drop one coin in by hand and the rest follows on its own. It never puts in more than the lift is asking for, and if you run out it stops having paid what you had. Every coin still comes out of the pocket of whoever is standing there.

Good loot is easier to spot

Rare and epic finds already sparkle; the game uses that to tell you what is worth carrying. In a dark room it is easy to walk straight past. This makes that same sparkle bigger and more frequent, and touches nothing else: no recolouring, no beams, no outlines, and nothing at all on items that were never sparkling.

Deeper means deadlier

Grain Rot gets easier the further down you go. This scales enemies harder with depth, using the game's own scaling table rather than a system bolted on beside it. Six numbers you set yourself, from a nudge to genuinely unpleasant.

Gold picks itself up

Walk over it. The game already decides what is within reach; this just stops making you press for each one.

Less waiting at the lift

The alarm, the rolling wheels, the pause, the doors. Halved, not removed, because the beat belongs to the game. What it fixes is paying for it again on every run.

Furniture stays where you put it

Physics props stop wandering off, sliding downstairs and ending up in the corner. There is a panel on F7 for deciding who in your lobby is allowed to break things.

Turn things in your hands

Hold an object and turn it with the numpad instead of walking in circles hoping it lands right.

Orders for your companions

Come, stay, wait at the lift, follow, watch, go free. A wheel on Y, and whoever you are looking at gets the order.

Never leave one in a dungeon. It stays there.

And three small ones

Mouse wheel for switching what you hold, hold-to-attack instead of clicking, and things that should not break no longer break.


Multiplayer

Most of it runs on the host and benefits everyone. If the person hosting has this installed, nobody else needs it — they get the shorter lift waits, the automatic gold, the coin slot and the scaling without installing anything.

The map and the sparkle are drawn on your own screen, so those are yours whether you host or not.

The host decides for the lobby. Anything switched off up there is off for everybody, on purpose.


Everything starts switched off

A pack that turns itself on changes your game before you have seen a list of what changed, and if something then misbehaves there is nothing to compare against. So the first run after installing is Grain Rot exactly as it shipped, and every difference after that is one you chose.


Full descriptions

Every feature, in twelve languages, with what it does, how it is used, who needs it and its honest limit:

tyrnel.com/mods


Install

Use a mod manager and it handles everything, including the UE4SS loader this needs.

CHANGELOG

Changelog

4.1.0

  • Your team is on the map. Everyone you are playing with shows up, each in their own colour, and their arrow points the way they are facing.

4.0.0

The map is new

  • The floor plan is the real one. Walls sit on the sides they sit on in the dungeon, doorways are gaps you can see through, and the dividing walls inside a room are drawn instead of being smoothed over.
  • Pits are pits. A shaft with a plank across it used to be painted as solid ground. Now the plank is floor and the drop beside it is empty.
  • The map always faces the same way. The lift's opening points up, so the map looks the same on every run and you can read it without turning it in your head.
  • M and N as before. Big map on M, corner map on N.
  • No background. Only the dungeon is drawn, and it is slightly transparent. The corner map sits top right, clear of your health and spark.
  • Lift, press and grinder are marked, and your arrow points where you are looking.
  • It opens without the pause, and the whole floor plan is now drawn once per dungeon instead of being rebuilt from hundreds of pieces every frame.
  • Fixed a crash that could come back on your second dungeon of a session, a rotation that could leave the map turned ninety degrees on later runs, and sub-dungeons attaching mid-run leaving a permanent hole.

Two things were broken and you had no way of knowing

  • The sparkle on good loot never worked. Not badly, never at all, in every version released so far. Rare and epic finds kept the game's own faint sparkle and the setting did nothing. It works now.
  • If you installed from Thunderstore, you still had the stutter. The whole point of merging the mods into one pack was to stop each part costing you frames separately, and the Thunderstore build was missing the piece that does it. Nexus was fine. Fixed, and the build now refuses to package itself if that piece goes missing again.

New

  • The run's modifiers on the map. The game shows them once on the lift before you descend and then never again. Now they are there for the whole run, so you do not have to remember whether this one had the shop or the press.
  • What you left behind. When the lift is paid and the doors are about to open, one line tells you how much gold and how many good finds are still lying down there. A count and nothing more, so it takes nothing away from the run.
  • The debug console stays shut. The loader this pack needs happens to expose the game's own developer cheats. It did not seem right to open that door and leave it open, so the pack closes it again. This is not anti-cheat and does not pretend to be, it only affects the machine it runs on.

Gone

  • The panel on F7 and "things that should not break". The game added its own protection against players wrecking a base, it covers more than ours did, and two systems doing the same job would only fight each other.

Faster

  • Turning held objects used to cost frames on every single frame, even with the feature switched off. It now costs nothing until you are actually carrying something.
  • Several parts were each independently searching the whole game for the same thing many times a second. They share one answer now.
  • On a machine that is not hosting, the host-only work is properly asleep instead of looking for something to do.

Also

  • Your own settings stay yours. Hold to attack, the mouse wheel, the sparkle and the map are marked as yours rather than the host's, but the host's copy was overwriting them anyway. It no longer does.

3.0.0

  • Dungeon map on M, corner map on N. Drawn from the game's own tile data, so the floor plan is the real one: holes, ledges and crossings where they actually are. Teammates in their own colours, lift and machines marked.
  • One coin pays the way out. Drop a single coin in the lift's slot and the rest of the fare follows. Never more than the lift is asking for, never anyone's gold but the person standing there.
  • Good loot is easier to spot. The sparkle the game already puts on rare and epic finds, made bigger and more frequent. Nothing recoloured, nothing added to items that never sparkled.
  • Deeper means deadlier. Enemies scale harder with depth through the game's own scaling table. Six numbers you set yourself.
  • Gold picks itself up when it is already within the game's reach.
  • Less waiting at the lift. The three waits before the doors move, halved.
  • Furniture stays where you put it, with a panel on F7 for who may break what.
  • Turn held objects with the numpad.
  • Orders for companions on a wheel on Y.
  • Mouse wheel for switching what you hold, hold to attack, and things that should not break no longer do.

Everything arrives switched off. The settings screen is TYRNEL MODS in the main menu.

Twelve languages, matching the game's own wording.

Built to stay out of your framerate

Mods for this game have a habit of costing frames whether or not you use them. This one was measured rather than assumed, and a few things came out of that worth knowing:

  • No Blueprint hooks. Hooking a single Blueprint function makes the loader intercept the entire Blueprint interpreter, so every call the game makes anywhere pays a toll. That cost is the same whether a mod hooks one function or five, and it shows up even in an empty save. Nothing here hooks one.
  • One shared heartbeat, once per frame, on the game thread. Not a timer per feature.
  • The map builds from the game's own tile data instead of probing the navigation mesh for walkable ground, which used to cost several milliseconds every time it was drawn.
  • Nothing redraws unless something changed. The map has a pool of fixed slots and touches only what moved.
  • Switched off means idle. A feature you have not enabled does no work at all, and on a machine that is not hosting, the host-side features never start.