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The_Yenpites-Dio_Company-1.0.1 icon

Dio Company

ZA WARUDO!

Date uploaded 2 days ago
Version 1.0.1
Download link The_Yenpites-Dio_Company-1.0.1.zip
Downloads 24
Dependency string The_Yenpites-Dio_Company-1.0.1

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
xilophor-LethalNetworkAPI-3.4.2 icon
xilophor-LethalNetworkAPI

A library/API to allow developers to easily add networking to their mods.

Preferred version: 3.4.2
Lordfirespeed-OdinSerializer-2024.2.2700 icon
Lordfirespeed-OdinSerializer

Fast, robust, powerful and extendible .NET serializer built for Unity

Preferred version: 2024.2.2700

README

Dio Company

Would you be interested in pausing time?

HOW

  • J to toggle the time stop on/off, can be rebound in config

WHO

The server host can by default, other players are given the power via chat commands:

/allow PlayerName
/deny PlayerName

WHAT (freezes)

  • Everything (I probably missed stuff but who cares go found out)

VISUALS?

Kinda graphicy

CONFIG

Setting Default Description
PauseKey J Key that triggers/ends a time stop
PauseTimeLimitSeconds 30 Maximum duration before it auto-resumes
PauseCooldownSeconds 5 Per-player cooldown after ending your own time-stop
ScanPulseColorHex #FF33D9 Your own local color for the cast flash (shouldn't affect what other players see)

PS

Everyone in the lobby needs this mod installed for it to work

CHANGELOG

Changelog

1.2.1

A big freeze-coverage pass after a lot of testing turned up plenty of stuff that was slipping through.

  • Frozen players are actually frozen now, no more jumping, using an item, or drowning while time's stopped. Momentum is conserved despite the freeze
  • Dropped/thrown items keep their momentum instead of just falling
  • Sound now pauses for everyone except whoever cast it
  • The ship, the delivery shuttle, and the company monster all stay put while paused instead of carrying on
  • You can no longer die to a kill that was already in progress when the pause hit (Forest Giant, company monster grabs) — it waits until you resume
  • The entry fan, turret bullets, the old bird's rockets, and a bunch of other particle effects all freeze properly now
  • Enemies no longer keep swiveling to track you while otherwise frozen
  • The Hygrodere's wobble is frozen
  • Cleared out a leftover config setting from an old build that had no business still being there
  • Fixed a bug where a few of the above (item physics, audio, flame effects) could get stuck permanently paused after just one freeze/resume cycle
  • Known issue: the ship/shuttle/old bird flame effects disappear during a pause instead of freezing in place — turns out they're driven by a shader with no real way to pause it, so this is the best we've got for now

1.1.0

  • Enemy freeze now also pauses VFX Graph/particle-driven animations (e.g. locust swarms), not just Animator-driven ones
  • Damage the caster deals to other players while paused is now queued and applied on resume, same as enemy damage
  • Cooldown is now per-player instead of shared globally
  • Scan-pulse flash color is now configurable per-player (ScanPulseColorHex), as a local display preference
  • Added diagnostic logging for an in-progress investigation into a reported caster-identification bug with 3+ players

1.0.0

Initial release.

  • Host-permissioned time stop with a J keybind, chat-command permission granting (/allow, /deny), and a 5-second cooldown
  • Freezes enemies (including contact-triggered attacks), turrets, spike traps, landmines (deferring rather than skipping the explosion), and the mineshaft elevator
  • Damage the caster deals while paused is queued and applied on resume
  • Greyscale/chromatic-aberration visual effect with a sound cue and a pink scan-pulse flash