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EnemyDropLoot
Makes dungeon enemies drop loot that matches the current map's spawn pool.
| Date uploaded | 8 months ago |
| Version | 1.0.0 |
| Download link | DooDesch-EnemyDropLoot-1.0.0.zip |
| Downloads | 64 |
| Dependency string | DooDesch-EnemyDropLoot-1.0.0 |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3README
Enemy Drop Loot
Adds loot drops to dungeon enemies by mirroring the current map's loot pool. Monsters no longer feel pointless – every kill can spit out credits, scrap, consumables, or whatever that level normally spawns on the ground.
Features
- Auto-detects real missions (ignores shop, tram, arena).
- Builds a loot pool straight from the dungeon's spawn table so drops stay lore-friendly.
- Uses the game's own spawn helpers to place loot safely on the navmesh.
- Preference sliders for drop chance and number of rolls per kill.
Configuration
All options are under EnemyDropLoot in UserData/MelonPreferences.cfg:
EnabledDropChance(0–1)MaxDropsPerKill
Installation
- Install MelonLoader 0.7.1+.
- Copy
EnemyDropLoot.dllandMimicAPI.dllintoMIMESIS/Mods. - Launch the game via MelonLoader.
Enjoy actually getting rewarded for taking risks in dungeons!
CHANGELOG
Changelog
All notable changes to EnemyDropLoot are documented in this file. The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
[1.0.6] - 2026-06-22
Fixed
- Slain enemies dropped roughly twice as much loot as configured. The mod's Harmony patches were applied twice (MelonLoader auto-applies them, and the mod also called PatchAll() itself), so the death handler ran twice per kill. Patches now apply exactly once, so a kill drops the configured amount.
- Loot is now dropped on the same event the game uses for its own monster drops, so it spawns exactly once per death and no longer double-drops on revives or force-kills.
- Dropped loot is now placed like the game's own loot (on the nearest navmesh point, no scatter), so it stays within the area the game cleans up on room transitions instead of lingering. This reduces the loot-object build-up that could lower frame rates in loot-heavy areas. (Addresses the "FPS drop" report.)
Changed
- Started maintaining a full changelog that is now published on GitHub, Thunderstore and Nexus. No gameplay changes compared to 1.0.4.
[1.0.4] - 2026-06-16
Changed
- Updated the MimicAPI dependency to 0.3.0 for full compatibility with the Mimesis 0.3.0 game build.
- Rewrote the README to the current standard with accurate configuration, dependency and badge information.
[1.0.3] - 2026-06-15
Fixed
- Compatibility with the Mimesis 0.3.0 game update and MelonLoader 0.7.3. Enemies drop loot again on the new game build.
Changed
- Reorganised the README with a table of contents, clearer feature descriptions and
step-by-step installation and configuration guidance, including
DropChanceandMaxDropsPerKillexamples.
[1.0.2] - 2025-11-16
Added
- Declared MimicAPI as a dependency so the mod resolves its runtime requirement automatically.
[1.0.1] - 2025-11-16
Changed
- Refreshed the README with a clearer mod description, installation steps and configuration options.
[1.0.0] - 2025-11-16
Added
- Initial release. Dungeon enemies now drop loot that matches the active map's spawn pool when killed.
DropChanceandMaxDropsPerKillpreferences to tune how often and how much loot drops.