WaveRun
A Wave Run lobby game mode: an endless Crab Champions style run with Risk of Rain 2 scaling, a boss every 5th round, an island that regrows each round, and a new themed island every 5 rounds. Every player needs it.
By muckers
| Date uploaded | 12 hours ago |
| Version | 0.5.5 |
| Download link | muckers-WaveRun-0.5.5.zip |
| Downloads | 5 |
| Dependency string | muckers-WaveRun-0.5.5 |
This mod requires the following mods to function
BepInEx-BepInExPack_Muck
BepInEx pack for Muck. Preconfigured and ready to use.
Preferred version: 5.4.1101README
Wave Run
Pick Wave Run in the lobby's game mode row.
Muck as an endless Crab Champions style run, scaled like Risk of Rain 2. Fight round after round until everyone is dead, with a boss every 5th round, a prep timer, an enemy counter, a difficulty label and big banners.
- Prep. It is day. Gather and craft. You have 2 minutes before round 1 and 75 seconds before every later round.
- Fight. Dusk falls and the round's mobs come at you in batches. Graves can only be revived in prep. There is no timer: the round ends when every enemy it brought is dead. When the last 5 are left for 15 seconds, an amber marker with its distance shows over each one, at the edge of the screen when it is behind you. If you do not hurt any of them for 45 seconds, the ones far away are brought to you, and again every 45 seconds until they are dead.
- The island regrows. Before every round after the first, every tree, rock, ore, bush and ground pickup from world generation grows back where it was. Nothing grows back under your builds or right where a player or mob is standing; those spots regrow before a later round.
- Reward. Clearing a round drops one powerup for each player, a few steps in front of you.
- Every 5th round is a boss. One random vanilla boss, no other mobs. When the fight starts, everyone alive is moved together to a flat, open spot near the team, and the boss spawns 25 m away. A player revived during the fight joins them there. The banner and the HUD name it from the boss itself, so with RoR2 Enemies a converted Big Chunk reads "BOSS: STONE TITAN". Kill it for "BOSS DEFEATED" and a better powerup, then the next round's prep begins.
- A new island every 5 rounds. After round 5, 10, 15 and so on, "ISLAND SINKS SOON" shows and you have 20 seconds to grab the boss loot. Then the screen goes dark while the island is rebuilt as the next map, and you land on it with 2 minutes to gather. The round's reward waits for you there.
- It never ends until everyone is dead. The end screen says "Run over: round 23" and shows how far you got.
Maps
| Map | What it looks like |
|---|---|
| Home Isle | The lobby's island, the vanilla look. Always the first map |
| Saltpan Mesas | Bleached salt flats stepping up to tan mesas, a turquoise lagoon, warm fog. Few trees, thin firs, more rocks and gold |
| Frostbite Atoll | A ring of snowy hills around a lagoon, icy water, cool fog. Firs only, more cows |
The maps after the first cycle through MapOrder (Saltpan Mesas, then Frostbite Atoll). Each map's seed comes from the lobby seed, so the same seed gives the same run.
At a switch you keep your inventory, hotbar, armour, powerups, HP and the run. Mobs, items left on the ground and builds are gone. Whatever your storage, furnaces and cauldrons held drops in a pile at the new spawn. Graves move to the new spawn and can still be revived in prep. Nobody moves until every player has the new island, or 20 seconds pass.
Getting harder
Like Risk of Rain 2, a difficulty coefficient rises with the run's time and with every round played. Each round has a few more mobs, and they have a little more HP and hit a little harder. The HUD shows the label: EASY, MEDIUM, HARD, VERY HARD, INSANE, IMPOSSIBLE, I SEE YOU, I'M COMING FOR YOU, HAHAHAHA. With the default settings, solo, and about 90 seconds of fighting per round:
| Round | Mobs | Mob HP | Mob damage | Label |
|---|---|---|---|---|
| 1 | 11 | 1.1x | 0.9x | EASY |
| 5 | boss | 2.9x | 2.6x | EASY |
| 10 | boss | 4.1x | 3.4x | MEDIUM |
| 20 | boss | 7.7x | 5.7x | VERY HARD |
| 30 | boss | 13x | 9.4x | I SEE YOU |
| 50 | boss | 35x | 23x | HAHAHAHA |
Round 9 has 31 mobs, round 19 has 68 and round 49 has 192 (at most 200). HP and damage are relative to a vanilla day-0 mob on Normal. Every player alive when the fight starts brings a full solo round of mobs: two players face twice as many, four players four times as many (124 in round 9). At most 30 are alive at once solo, 40 with two players, 60 with four and 80 with six or more; the rest arrive as you kill. A player who is still dead when the fight starts adds no mobs, so the last survivor of a lobby faces a solo round. The count is fixed for the round: dying or being revived mid-round does not change it. Animals such as cows keep their vanilla HP, so food stays easy to hunt.
Dead players can be revived at their grave during prep, which is daytime.
Multiplayer
Every player needs this mod, the same version. The host picks Wave Run in the lobby, and only the host's gameplay settings are used. In a Survival, Versus or Creative game the mod does nothing. A player without the mod still fights the first island's rounds, but resources do not regrow for them, they see ~wr5 lines in chat, and at the first map switch they stay behind on the old island. With Shrine of Chance, use 0.3.5 or newer: 0.3.4 places its shrines on the first island only.
Config
BepInEx/config/evan.muck.waverun.cfg, created on first launch. Every setting but the HUD ones is the host's.
| Setting | Default | |
|---|---|---|
RoundCount |
0 | 0 is endless. Above 0, the last round is a boss and killing it wins |
BossEvery |
5 | Every round divisible by this is a boss round |
FirstPrepSeconds |
120 | Prep before round 1 |
PrepSeconds |
75 | Prep before every later round |
MaxAliveBase, MaxAlivePerPlayer, MaxAliveCap |
20, 10, 80 | Mobs alive at once: base + per player × players alive at the round's start, at most the cap |
HuntBelow, HuntDelaySeconds |
5, 15 | Mark the last this many enemies after this long. A HuntBelow of 0 turns the markers and the straggler warp off |
WarpAfterSeconds |
45 | While they are marked, bring the far ones to you after this long without a hit. 0 turns it off |
[Warp] MinDistance, MaxDistance |
22, 35 | A warped enemy lands on a player's screen at least MinDistance m from everyone, up to MaxDistance m out (1.5 times that if nothing fits) |
[Warp] Attempts, ViewRequired |
12, off | Spots tried per pass. With ViewRequired on, an enemy is only ever warped onto someone's screen |
[Warp] LookSyncSeconds |
1 | Yours: how often your camera goes to the host. 0 sends nothing |
TimeScaling |
0.5 | How fast time raises the difficulty. RoR2 Drizzle is 1, Monsoon 3 |
RoundGrowth |
1.03 | Difficulty multiplier per round played |
HpPerLevel, DamagePerLevel |
0.3, 0.2 | Mob HP and damage per difficulty level, as in RoR2 |
MobBase |
10 | Mobs per player at the start of the run |
MobGrowth |
2 | How fast the mobs per player grow with the difficulty |
MaxMobsPerPlayer |
200 | Soft cap on the mobs per player |
BossBuff |
false | Spawn every boss buffed |
[Boss] Arena |
true | Move everyone alive to one open spot when a boss fight starts. Off keeps everyone where they are, and the boss spawns 30-40 m from a random player |
[Boss] ArenaBossDistance |
25 | How far from the arena the boss spawns, 10 to 60 m |
WaveClearPowerup, BossPowerup |
true | Rewards |
ResetResources, ResetPickups |
true | What regrows |
Rotation |
true | A new island every RoundsPerMap rounds. False plays on one island |
RoundsPerMap |
5 | Rounds on each island |
MapOrder |
SaltpanMesas,FrostbiteAtoll | The islands after the first, cycled. HomeIsle is the vanilla look on a new seed |
Shuffle |
false | Shuffle the order once per run, from the lobby seed |
SwitchDelaySeconds |
20 | Time to grab the loot before the island sinks |
MapPrepSeconds |
120 | Prep on a new island |
AckTimeoutSeconds |
20 | How long the host waits for every player to have the new island |
HudPosition |
TopCenter | Where the HUD sits, for you only. It moves below the boss bar, an "Unlocked" popup or the day banner when one would sit under it |
HudScale |
1.0 | HUD size, for you only |
EnemyMarkers |
true | The markers over the last enemies, for you only |
A run does not count toward Steam wins or achievements. Steam's "Longest survived" stat does not record your round: a run raises it to at most day 4 with the default settings, the highest vanilla day the run uses.
If you sail away on the boat or kill the Dragon mid-run, the run stops and the game carries on as vanilla Muck. The same happens, with an error in the log, if the run itself breaks.
Credits
Inspired by Crab Champions and Risk of Rain 2. This mod contains no assets from Muck, Crab Champions or Risk of Rain 2. The icon is original.
CHANGELOG
Changelog
0.5.8
- Every island has the materials the ship needs. Saltpan Mesas and Frostbite Atoll turned off birch, oak, dark oak and apple trees, and Frostbite turned off ordinary trees as well. Both maps placed no flowers and no wheat. Dark oak repairs the mast and the wheel, oak the hut, fir the stairs, and flax and wheat the sail and the supply crates, so a run that reached those maps could not leave the island and fight Bob. Those spawners stay on. The mesas still have fewer ordinary trees and thin firs, and the atoll still has more firs, mithril and cows.
- If a height band, a density roll or a zone count still leaves one of those resources short, the island places enough of that type to make up the minimum. The log lists how many of each type generated.
- Every player needs 0.5.8. A 0.5.7 player still builds the old islands, so the two copies will not match. The network format is unchanged (
~wr5).
0.5.7
- An island that comes out wrong is rebuilt instead of only flagged. After a map switch the host checks every player's new island. Before, a player whose island differed, or whose game had not answered within
AckTimeoutSeconds, only got the amber "island out of sync with the host after the map switch" warning for the rest of the map. Now the host sends that player the map again and waits for it to rebuild. If it then matches, the host sends that player all of its enemies, and nobody sees a warning. - A player whose own rebuild fails, or who waits too long for the host, asks the host for the map again before giving up.
- Everyone stays under the loading cover until every player has the island or has failed its second try, so the wait can be up to twice
AckTimeoutSeconds. A player whose second rebuild fails tells the host, so the others stop waiting for it at once. Only a player whose second try also fails sees the warning. - Ranged enemies' shots are no longer lost. In 0.5.6 a player's game dropped a shot from an enemy it did not have. A shot can arrive just after that enemy's death, because shots are sent the fast way and deaths the reliable way. Now the shot still flies and hits as hard as a normal enemy's, and the game no longer asks the host for an enemy that is already dead. Vanilla also fired such a shot, but it did no damage and threw an error that delayed everything else the host sent that frame.
- Every player needs 0.5.7. A 0.5.6 player ignores the second try and shows the warning after the longer wait.
0.5.6
- Players stay in sync after the island changes. After a map switch, a player's game could miss some of the new island's animals and camp enemies, then throw an error for each of them every second (
KeyNotFoundExceptioninClientHandle.MobMoveandMobSetDestination). Each error also delayed everything else the host sent, so players and enemies drifted out of sync. The likely cause is that the host's new island spawned them before that player's island had finished building. Now the player's game spawns them anyway. - If a player's game is still missing an enemy the host has, it ignores that enemy's updates, logs the id once, and asks the host to send the enemy again. The host sends it to that player only.
- Every player needs 0.5.6 for this. With a 0.5.5 host the asks go unanswered, but the errors still stop.
0.5.5
- The boss starts on the arena's level. Its spawn spot's ground is within 3 m of the arena's, so it no longer starts on a mesa or cliff above you. The host tries 25 m out, then 20 m, then 30 m, and only then any height.
- Arenas are flatter and clearer. A site may rise at most 1.25 m across its 12 m middle (was 2.5 m), and nothing may stand within about 8 m of its centre: every probe is now clear for 2.1 m around it instead of a player's width, so a rock or wall between probes is no longer missed.
0.5.4
- Boss fights happen in an arena. When a boss round's fight starts, everyone alive is moved together to one flat, dry, open spot near the team, 3 m apart, and the boss spawns 25 m away. If nothing open is near the team, the host tries near the island's spawn, then just stands everyone where the player nearest the team's middle is. Dead players stay where they are. A player who is revived or joins during the fight is moved to the arena too.
- You land on your own ground: if a tree, rock or build stands on your spot in your game, you step up to 3 m aside. Landing never bobs the camera.
- While the arena is open, a stuck or far-off enemy, the boss included, is brought back to a ring around the arena, at least 22 m from everyone and within 40 m of someone. If no spot on the ring fits, it lands on someone's screen as before.
- New
[Boss]settings for the host:Arena(on) andArenaBossDistance(25 m, 10 to 60). Every player needs 0.5.4 to be moved: a 0.5.3 player hides the arena line and stays where they were.
0.5.3
- Warped enemies land where you can see them, not on top of you. When the host brings a stuck or straggling enemy back, it now picks a dry spot on the navmesh that is on some player's screen, with no hill in the way, and at least 22 m from every player. If no such spot turns up it looks further out, then (unless
ViewRequiredis on) anywhere at that range. If nothing fits, the enemy stays put and is tried again later. Before, it dropped the enemy 12-18 m from the nearest player in any direction, often behind them. - Each player's game tells the host where its camera looks about once a second, in a hidden chat line of about 40 bytes. The game already sends which way you face. This adds your camera's position, field of view and screen shape. Without it (an older client, or
LookSyncSeconds = 0) the host uses the direction the game sends. - New
[Warp]settings:MinDistance(22),MaxDistance(35),Attempts(12),ViewRequired(off), all for the host, andLookSyncSeconds(1) for each player.
0.5.2
- Every player sees the round's enemies where the host has them. During a Wave Run, the host sends where each of the round's enemies is when it spawns, and then every 2.5 seconds for the ones that moved. If your copy of an enemy is more than 3 m from the host's, it jumps there. Survival, Versus and Creative games are unchanged. Every player needs 0.5.2: a 0.5.1 or 0.5.0 player ignores the updates.
- After a jump, an enemy stays where the host put it. Each jump also clears the enemy's leftover glide from the game's own position updates, which vanilla, and Map Fix 0.2.0, would otherwise keep applying away from the new spot.
0.5.1
- Enemies are where everyone sees them. When the host brought a stuck or far-off enemy to the players, only the host's copy moved, and everyone else kept fighting it where it had been. The host now tells every player about the move, so all copies jump together. Every player needs 0.5.1 for this: a 0.5.0 player still sees the old spot.
0.5.0
- No more round timer. A fight ends when every enemy the round brought is dead, the boss included. The HUD reads "ROUND 7 FIGHT" and "23 enemies left", and the count updates within half a second of each kill. Only Wave Run's own mobs count: a Mimic, a shrine boss or a camp mob alive during the fight never holds the round up.
- The last enemies are marked. When 5 or fewer are left for 15 seconds, an amber marker with its distance shows over each one on every player's screen, at the screen edge in its direction when it is behind you. 45 seconds without a hit brings the ones more than 40 m away to 12-18 m from the nearest player, and again every 45 seconds.
- No round can get stuck on a spawn. A boss that can never find a place to spawn is given up after about a minute of tries, and the round clears as a plain clear once its other enemies are dead. Wave mobs that can never find a spot are dropped the same way. Nothing else ends a round: every enemy that spawned has to die.
- New
[Clear]settings:HuntBelow(5),HuntDelaySeconds(15),WarpAfterSeconds(45). New[HUD] EnemyMarkers(on) for your own screen. CombatTimeLimitSeconds,SecondsPerMobandTimeUpRewardFractionare gone. Their lines are removed from your config at launch, and one you had changed logs a warning that says so.- The network format is
~wr5. A 0.4.x player sees "host runs a different version". Update everyone.
0.4.0
- A new island every 5 rounds. After every 5th round (right after each boss at the defaults) the banner says "ISLAND SINKS SOON" and the HUD counts down 20 s, time to grab the boss loot. Then the island is rebuilt in place as the next map, without a reload, and "MAP 2: SALTPAN MESAS" shows. You get 2 minutes of prep on the new island, and the round's reward lands in front of you there.
- Two new maps. Saltpan Mesas: bleached salt flats stepping up to tan mesas around a turquoise lagoon, warm fog, few trees, thin firs, more rocks and gold. Frostbite Atoll: a ring of snowy hills around a lagoon, icy water, cool fog, firs only and more cows. The order cycles Saltpan Mesas, Frostbite Atoll.
HomeIsle(the vanilla look on a new seed) can be added toMapOrder. - What carries over. Your inventory, hotbar, armour, powerups, HP and the run itself. Mobs, items on the ground and builds go. What player storage, furnaces and cauldrons held drops in a pile at the new spawn. Graves move to the new spawn and still revive in prep.
- Every player rebuilds the same island from the host's seed. Nobody moves until every player has it, or until 20 s pass (
AckTimeoutSeconds). A player whose island came out different gets an amber "island out of sync with the host after the map switch" warning, and the host's log says who. - New
[Maps]settings:Rotation(on),RoundsPerMap(5),MapOrder,Shuffle,SwitchDelaySeconds(20),MapPrepSeconds(120),AckTimeoutSeconds(20). New[Debug]keys:DebugMapKey(Keypad8, withVerboseLogging) switches the island in prep,LogMapTimingslogs each rebuild's step times,FailMapSteptests the recovery.Rotation = falseplays as 0.3.2. - Wave Run now hides every chat line that starts with
~wr, from any player, not only system lines. - The network format is
~wr4. A 0.3.x player sees "host runs a different version". Update everyone. Shrine of Chance 0.3.5 or newer places shrines on every map; 0.3.4 places them on the first island only.
0.3.2
- The boss banner and the HUD's "Defeat X" line name the boss from the live boss itself, falling back to the mob type's name. With RoR2 Enemies a converted Big Chunk now reads "BOSS: STONE TITAN" instead of "BOSS: BIG CHUNK" under a "STONE TITAN" bar.
- The boss banner names the boss. The host announces the boss round before the boss spawns, so the banner used to read only "BOSS". It now shows "BOSS: X" as soon as the boss is up. The host sends the boss's type only once the boss has spawned, so a boss that could not find a spawn point yet is never named early.
- RoR2 Enemies 0.3.0 converts Wave Run's round mobs and bosses into its enemies. Wave Run's spawn method keeps the signature that mod hooks, and a test pins it.
0.3.1
- The "Artifact of the Night has no effect" warning is logged only when a Wave Run game starts on a host whose Artifact of the Night is on. 0.3.0 logged it at launch whenever the Night was installed, even with it off.
0.3.0
- Wave Run is a lobby game mode. The game mode row shows a fourth button, Wave Run, next to Survival, Versus and Creative. Survival is still the default. A Survival, Versus or Creative game is plain vanilla Muck: no HUD, no rounds, no regrow, no scaling.
General.Enabledis gone; picking the mode is the switch. - The HUD moved to the top centre, off Muck's powerup display. It moves just below the boss bar, an "Unlocked" popup or the day banner when one would sit under it, and it measures each of them in game. The end-screen summary stays in the top right.
HudPosition(default TopCenter) replacesHudAnchor. AHudAnchoryou changed is not used, and the log warns about it at launch. - The host tells every player the mode with 4 extra bytes at the end of the game start packet. Players without the mod ignore them and load a Survival game.
- The network format is otherwise unchanged (
~wr3). A 0.2.x host runs Wave Run in every Survival game, and a 0.3.0 player under it gets the rounds but no regrow, so update everyone.
0.2.3
- The wave-clear powerup can be picked up again in the second game of a session. Muck wakes a new
ItemManageron every Menu load, and from the second game of a sessionItemManager.Instanceis an object Unity has destroyed but vanilla keeps using. Unity's== nullcalls it null. Wave Run then fell back toFindObjectOfType, which returned a differentItemManager, so the reward landed in a list the game's pickup handler never reads: it threwKeyNotFoundExceptioninServerHandle.ItemPickedUpand the powerup stayed on the ground for good. The reward now always goes throughItemManager.Instance, compared by reference, like vanilla's own drops. - Combat is fought at dusk, not in a blue night. The clock was pinned at 0.7 for every fight, inside the game's moonlit night: sun off, moonlight, night fog and a dark sky, so the whole island read as flat blue. Combat is now pinned at 0.4 (clock 21:00), with the sun low but up. Graves still revive in prep only, through a new
GraveInteract.IsDaypostfix. The grave's "Revive" marker now also shows during combat, and the boss song stops when the boss dies.
0.2.2
- Dead players no longer bring mobs. A round's mobs, the number alive at once and the batch size count the players alive when its fight starts, not everyone in the lobby. The last survivor of a 4-player lobby now faces a solo round (11 mobs in round 1, at most 30 alive) instead of four times that. The count is fixed for the round: dying or being revived at a respawn totem mid-round does not change it. The difficulty label, HP and damage still count every player, as before.
- The HUD hides under menus. The round plate, banners and warnings no longer draw over the pause menu, the map, the inventory, crafting stations, chests, the respawn totem or the trader. They stay while you type in chat.
- The kill count never drops. A player who leaves keeps their kills in the HUD's team total for the rest of the run.
- The warnings for a changed
BaseMobsorExtraPlayerMobFactornow say they date from 0.1.0 as well as 0.2.0. - A plain
dotnet buildwithout the game DLL now fails, as in the other mods, instead of building against the stubs. Pass-p:UseMuckStubs=truefor a compile check. - The README says what a run writes to Steam's "Longest survived" stat: the vanilla day, at most 4 by default, never the round.
- Default settings are unchanged. The network format is unchanged (
~wr3), so 0.2.0, 0.2.1 and 0.2.2 play together; only the host's version decides the mob counts.
0.2.1
- More mobs. A solo round starts at 11 mobs (was 6) and grows faster: 34 at round 10 (was 17), 73 at round 20 (was 34), approaching 200 (was 150).
MobBase(10),MobGrowth(2) andMaxMobsPerPlayer(200) replaceBaseMobs,MobsPerCoefficientandMaxMobsPerRound. - Every player brings a full round. A round's mobs are the solo count times the number of players: two players get twice the solo count, four players four times (44 in round 1, 136 at round 10).
ExtraPlayerMobFactoris gone. The difficulty label, HP and damage scale with players exactly as before. - More mobs at once. Up to 30 mobs are alive at once solo, 40 with two players, 60 with four and 80 with six or more (
MaxAliveBase,MaxAlivePerPlayer,MaxAliveCap). They spawn in batches of 3 + players (at most 8) every second. - Time limits count mobs per player. A round lasts at least 4 seconds per mob per player (
SecondsPerMob), at most 20 minutes, so every lobby size gets the same limit at the same round: 180 s up to round 13, 292 s at round 20, 772 s at round 50. - A
BaseMobs,MobsPerCoefficient,ExtraPlayerMobFactororMaxMobsPerRoundyou changed in 0.2.0 is not used, and the log warns about it at launch. - The host's log shows each round's mobs per player and how many can be alive at once. The network format is unchanged (
~wr3).
0.2.0
- Endless. The run no longer ends after round 5. Rounds go on until everyone is dead. Every 5th round is a boss fight with a random vanilla boss; killing it shows "BOSS DEFEATED", drops a powerup per player (Blue and Orange more likely), regrows the island and moves on. Set
RoundCountabove 0 for a fixed-length run that you win by killing its last boss. - Risk of Rain 2 scaling. A difficulty coefficient grows with run time and rounds played. Each round brings more mobs and gives them more HP and damage, a little at a time, with the RoR2 labels from EASY to HAHAHAHA on the HUD. All of it is configurable under
[Scaling]. Animals keep their vanilla HP. - Late rounds get more time. A round's time limit is at least 4 seconds per mob (
SecondsPerMob), and a round that runs out of time after you killed at least 75% of its mobs still drops its reward (TimeUpRewardFraction). - "Wave" is now "round" on the HUD, the banners and the day counter. The end screen reads "Run over: round 23", and the HUD line on it shows the round, time, kills and bosses killed.
WaveCountis replaced byRoundCount(0 = endless). AWaveCountyou changed in 0.1.0 is not used, and the log warns about it at launch.MobsPerWaveandFinalBossBuffare gone;BossEvery,BossBuff,BossPowerup,HudAnchor,DebugRegrowKeyand the[Scaling]difficulty settings are new.- Fixed: no wave-clear powerup in a second game of the same session. The most likely cause is an item id that a rock or flint picked up in the first game left taken on the host. Rewards now skip taken ids, each powerup drops on its own, each step of a round change runs on its own, and a skipped reward says why in the log.
- Rewards land a few steps in front of you, so you see them, instead of at your head.
- The HUD moved to the top right, clear of the boss bar, the end screen title and Muck's "Unlocked" popups. Banners moved below the crosshair, and the vanilla DAY banner no longer shows during a run.
- The HUD's kill count is the sum of the end screen's Kills.
- The clock stays put: 16:00 during prep, 4:00 during a fight, on every player's screen.
- The debug regrow key is Keypad 9 (was F9) and can be changed.
- Network format
~wr3: every player needs 0.2.0. An older version shows a warning.
0.1.0
- First release. A Survival game becomes a 5-wave run: daytime prep, a night fight, the island regrows before each wave, and wave 5 is a boss. Every player needs the mod.
- The host decides which spots stay empty when the island regrows (under builds, or next to a player or mob), so every player sees the same island.
- Mobs that get stuck out of reach are moved near the players, so a wave cannot hang.
- If the run breaks, or the boat or Dragon ends the game, vanilla nights and game over take over again.