TyrnelQoL
Quality of life for Grain Rot: furniture stays where you put it, protected things do not break, mouse wheel switches items, hold to keep attacking.
By Tyrnel
| Last updated | 3 hours ago |
| Total downloads | 6 |
| Total rating | 0 |
| Categories | Mods |
| Dependency string | Tyrnel-TyrnelQoL-1.0.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
Thunderstore-GrainRot_UE4SS
Grain Rot UE4SS community overlay for unreal-shimloader.
Preferred version: 1.0.1README
TyrnelQoL
Four small fixes for the things that kept ruining my rooms.
Everything is switchable from TYRNEL MODS in the main menu. Nothing is forced on you and the settings stick between sessions.
Furniture stays where you put it
Place a shelf, put a plant on it, then walk past with a crate in your hands. In vanilla the plant is on the floor. With this on, it is still on the shelf.
Placed and built things stop drifting, sliding and toppling when something brushes them. Grab something and it moves freely as always. Put it down, let it settle for a moment, and it holds. Stacks survive being bumped.
This stops at the dungeon. Down there things are supposed to fall, and the crusher only works because they do, so nothing is held in place inside the dungeon bounds. Carry a held-still object down and it gets its physics back on the way in.
Protected things do not break
An accidental swing at home no longer costs you a piece of furniture. Anything in a room, or anywhere outside the dungeon, stops taking damage.
It heals to the health the object actually has, and that detail matters more than it sounds. An early version of this set the health to a million instead, and the game pays out scrap in proportion to what you destroy, so a friend of mine broke one plank and walked away with five and a half million scrap. That is fixed. If your economy looks strange after using an older build of this, that is where it came from.
Mouse wheel switches items
Scroll to move through your inventory instead of reaching for the number keys. That is all it does.
Hold to keep attacking
Hold the attack button and the swing repeats. It follows the weapon's own animation chain rather than replaying the first swing forever, so a club behaves like a club and a broom sweeps. Ranged weapons are left alone, since they have their own timing and it looked ridiculous.
Nothing repeats while the build menu is open or while a cursor is on screen. Clicking a menu button used to make the character punch the air, which was funny exactly once.
Who needs to install it
The two that change the world only work for whoever is hosting: furniture staying put, and things not breaking. The host runs them for the whole lobby, so your friends do not need anything installed for those to work in their game.
The two input ones, mouse wheel and hold to attack, are yours alone. Install it if you want those, host or not.
Performance
This runs on the host, in a base that can hold well over a thousand built pieces, so it was measured rather than hoped for.
In one player's base with 1782 pieces the holding pass cost 88 ms every time it ran, five times a second. That is close to half of every second spent on my mod, and it showed. It now walks the list a slice at a time and comes round about once a second, which costs roughly 1 ms a pass. If you played an early version and it felt heavy, that was real, and it is gone.
Requirements
GrainRot_UE4SS, which is the loader. It installs itself as a dependency, so there is nothing to do by hand.
Notes
Built as a Blueprint mod. It does not patch or replace any game file, so it comes off as cleanly as it went on. If something misbehaves, turning the individual feature off in TYRNEL MODS is enough, no reinstall needed.