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 seven more. Everything arrives switched off.
| Date uploaded | 2 days ago |
| Version | 4.1.0 |
| Download link | Tyrnel-TyrnelMods-4.1.0.zip |
| Downloads | 137 |
| Dependency string | Tyrnel-TyrnelMods-4.1.0 |
This mod requires the following mods to function
Thunderstore-GrainRot_UE4SS
Grain Rot UE4SS community overlay for unreal-shimloader.
Preferred version: 1.0.1README
Tyrnel Mods
Eleven 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 tells you in plain words what it does and, more usefully, what it does not.
Read this first if you play with other people
This matters more than anything else on the page, because it decides whether you see any of it.
Most of these run on the host. If the person hosting has the pack, the whole lobby gets the shorter lift waits, the automatic gold, the coin slot and the enemy scaling. Nobody else has to install a thing.
The flip side is the part people trip over: if you join somebody who does not have the pack, those features do nothing for you, however you have them switched on. They are decided by the host's game, which is where the physics, the health and the dungeon live.
Two features are drawn on your own screen and are yours whether you host or not: the map and the sparkle on good loot.
And when you do host, your switches apply to the lobby. Anything you turn off is off for everybody, on purpose.
The map
A live map of the dungeon, drawn from the game's own tile data. Not a guess at where the rooms probably are: the actual floor, hole for hole, with the gaps, ledges and crossings where they really sit.
M opens the full map, N a small one in the corner. Both are toggles and neither closes on its own, so the small one can stay up for a whole run.
Walls are on the sides they are on down there, doorways are gaps you can see through, and the lift, the press and the grinder are marked. Your arrow points where you are looking. Everyone you are playing with is on it too, each in their own colour, with their arrow pointing the way they are facing. The map always faces the same way, with the lift pointing up, so it reads the same on every run.
The honest limit: rooms the game builds from a prefab, the hazard rooms with pits among them, show as their outline without the detail inside. The game's own map does the same.
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 second 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. The dungeon is left alone, because down there things are meant to fall.
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 two small ones
Mouse wheel for switching what you hold, and hold to keep attacking instead of clicking. Both are about your own keyboard and mouse, so they work whether you host or not.
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 your 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:
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.
MandNas before. Big map onM, corner map onN.- 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
F7and "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 onN. 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
F7for 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.