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pythoninthegrass-Megabonk_Level_Editor-0.2.0 icon

Megabonk Level Editor

Play and build custom Megabonk levels with an in-game map editor, custom music and a drop-down console.

Date uploaded an hour ago
Version 0.2.0
Download link pythoninthegrass-Megabonk_Level_Editor-0.2.0.zip
Downloads 3
Dependency string pythoninthegrass-Megabonk_Level_Editor-0.2.0

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.788 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.788

README

Megabonk Level Editor

Play custom Megabonk levels and build your own with an in-game map editor. Adds custom maps to Map Selection, custom music support and a drop-down console.

A custom Megabonk level built around a climbable hill

Unofficial, fan-made and not endorsed by Megabonk's developer. This is an early release for the Windows build of the game (Wine/Proton on macOS/Linux).

Play, edit, share

  • Custom maps: copy a level into UserData/Levels/ in the game folder, then choose its title on Map Selection.
  • In-game editor: place and transform objects, change terrain and biomes, and save levels as shareable .mblevel.json files.
  • Custom music: levels can select music from your own library or asset packs.
  • Console: press backtick/tilde, type help, and use Tab completion or Ctrl-R history search. Opening the console pauses a running game.

The in-game map editor

Controls and console commands

Press backtick/tilde to open the mod's console, then type a command and press Enter. Use this console, not the game's F10 debug console.

Use these shortcuts during a run. Close the console before pressing F7 or F8.

Key Action
F7 Toggle coordinates on a custom level (off by default), without pausing.
F8 Toggle the paused, free-fly editor; press again to return to play.
Backtick/tilde Open or close the mod's console. Pauses a running game and restores its previous pause state on close.
Enter Run the typed console command.
Tab Complete commands or level titles; press again to cycle matches.
Up / Down Recall previous commands.
Ctrl-R Search command history; Enter selects a result, Enter again runs it.
Esc Close history search, or close the console if search is not open.

Dev commands need MEGABONK_DEV=true in the game's launch environment before starting it. Ordinary player commands and F7/F8 do not need developer mode.

Command Action Requires dev mode
help / help music List available commands, optionally filtered by name. No
state Show the current run/editor state. No
level.list List installed custom-level files. No
ui.coordinates on / ui.coordinates off Show or hide coordinates on a custom level, like F7. No
ui.hud on / ui.hud off Show or hide the game's HUD. No
music.list / music.now List music tracks or show the current track. No
music.pause / music.play Pause or resume the level's music. No
music.next / music.prev Skip to the next or previous music track. No
music.track 2 Play a track by its number in music.list. No
history / clear List command history or clear console output. No
editor on / editor off Enter or leave the editor through the console. Yes
level.load "Bramblecrown Hill" Load an installed level by title; quote titles containing spaces. Yes
level.save "My Level" Save the editor's current level under a name. Yes
level.new "My Level" Create a blank level and open it in the editor. Yes

help lists only commands available in your current mode. See the console reference for the full command language and advanced debug commands.

Install

  1. Install and start Megabonk once, then quit before changing mods.
  2. In your Thunderstore-compatible manager, select Megabonk and install Megabonk Level Editor. The manager should also install BepInExPack IL2CPP 6.0.788.
  3. Start the modded game. The first BepInEx launch needs internet access and can take roughly half a minute to generate game interop assemblies.
  4. Add .mblevel.json files to <game>/UserData/Levels/. Create the folder if needed. Levels appear on Map Selection after restarting the game.

No levels, third-party asset packs or music are bundled in this package. The screenshots show separately authored content. If a level needs a pack, get it from its author and put it in UserData/LevelPacks/. Missing packs are reported in BepInEx/LogOutput.log. Only install content you have permission to use.

macOS / Wine and Linux / Proton

Use the Windows game build, not the native Linux build. The tested macOS setup is r2modmac 1.1.0 for file management + plain Wine 11.18 for launching; r2modmac's Play button did not launch this Wine-hosted game.

r2modmac 1.1.0 omits the BepInEx pack's dotnet/ runtime during Apply. Extract the pack ZIP's BepInExPack/dotnet/ into the game folder so <game>/dotnet/coreclr.dll exists. Preserve the pack's .doorstop_version and changelog.txt too. Set the prefix's winhttp override to native,builtin; for a Proton Steam launch use WINEDLLOVERRIDES="winhttp=n,b" %command%.

Do not run MelonLoader and BepInEx together: park the old version.dll before launching with BepInEx. Keep a backup rather than deleting your previous setup. See the Wine setup and rollback guide.

Configuration and troubleshooting

There is no mod-specific BepInEx configuration file. Levels, asset packs and music live in the game's UserData/ folder and are not removed when you disable the mod. Music commands such as music.pause, music.play and music.next work without developer mode. Editing through the console and cheat/debug commands require MEGABONK_DEV=true in the game's launch environment; F8 opens the editor without it. A repository .env is only read by the repository's development launch tools, not by mod managers.

If the mod does not appear, check BepInEx/LogOutput.log for Megabonk Level Editor and MegabonkLevels mod initialized.. No log at all usually means the loader/runtime or Wine override is missing. Duplicate MegabonkLevels DLLs can conflict: remove or park a manual development install before applying the manager profile. Test other plugins individually if a run misbehaves; compatibility with all community mods has not been verified.

Source and feedback

Showcase · Source and issues · Developer setup · Console reference

MP3 decoding uses NLayer, distributed under the MIT license; its license is included beside the plugin. The website source and design context live in site/ in the source repository.