StatueLife
Petrification is not the end. Stay alive as a frozen statue, wait for a friend to cure you with a blowgun, or press Y to shatter and give up. Voice chat goes silent while petrified. Only you need the mod.
By Purp
| Date uploaded | 5 days ago |
| Version | 0.2.1 |
| Download link | Purp-StatueLife-0.2.1.zip |
| Downloads | 388 |
| Dependency string | Purp-StatueLife-0.2.1 |
This mod requires the following mods to function
BepInEx-BepInExPack_PEAK
BepInEx pack for PEAK. Preconfigured and ready to use.
Preferred version: 5.4.75301README
StatueLife 0.2.0 — local-player-only build
Built against PEAK 2.4.c. Requires BepInEx 5 on your computer only.
What changed
Only your local, network-owned character receives StatueLife behavior. Friends do not need to install it, and their own petrification/death rules remain vanilla. The old custom give-up event has been removed: Y now sends PEAK's existing death RPC and the statue's existing break RPC, which unmodded players already understand.
An unmodded friend's blowgun uses PEAK's normal network hit message. Your local hit handler checks whether you are an intact living statue, skips that shot's afflictions, then clears Petrify using the normal synchronized status method. A normal player still receives the vanilla Drowsy effect. Other pre-existing statuses are not removed.
Your character stays frozen and alive at full Petrify, can look around, hears environmental audio, and cannot send or hear in-game voice chat until cured. Pressing Y gives up and dies; a dead character cannot receive the blowgun cure.
Install/update
Close PEAK first. Replace the existing StatueLife.dll in your Thunderstore profile with this version. Keep only one active StatueLife DLL. Do not rename or disable unrelated mods. Launch PEAK through the same modded Thunderstore profile.
Existing installation found: C:\Users\brian\AppData\Roaming\Thunderstore Mod Manager\DataFolder\PEAK\profiles\Default\BepInEx\plugins\StatueLife\StatueLife.dll
Mixed-lobby playtest
- You install 0.2.0; your friend runs without StatueLife. Test first with your friend hosting.
- Reach full Petrify through ordinary status accumulation. Confirm you stay alive and can look around while your friend sees you as stone.
- Check voice is muted both ways while other sounds remain audible.
- Have the friend shoot you with the blowgun. Confirm movement and voice return, stone visuals clear on both screens, and that shot adds no Drowsy.
- Have the friend shoot you while normal. Confirm normal Drowsy behavior.
- Petrify again and press Y. Confirm both players see the shatter at the statue's position and your death/spectating works.
- Have your unmodded friend petrify fully. Confirm they still follow vanilla death behavior.
- Repeat with you hosting, then start another run and check recovery.
Validation and limits
Compilation and 112 metadata/hook/network compatibility checks passed against PEAK 2.4.c. Actual mixed-lobby gameplay, rendering, and voice have not been playtested by Codex. These checks do not prove runtime behavior.
Ordinary full-petrification death is owner-driven and can be intercepted locally. Scripted kills executed independently on other clients (for example the ritual dagger's instant-petrify RPC) may still kill your remote representation in an unmodded lobby; do not assume those cases are covered without testing.
When you are a guest, the vanilla host owns the spawned statue. The native break RPC disables its intact body and plays the fragments for everyone, but your client does not forcibly take ownership or destroy that host-owned network root. The remaining broken root is left for normal scene cleanup. When you host, the mod also destroys that root normally.
Source/build
StatueLife.cs and build.ps1 are included. Rebuild with build.ps1 using the installed game's PEAK_Data/Managed libraries and BepInEx/core. No game assemblies are distributed. Original 0.1.0 files were backed up in the task's work directory.
0.2.1 — player mod logos
Your mod logo appears above remote players advertising this mod. Detection uses a stable boolean identity flag, never a version comparison. Different badge-enabled versions work together. Older releases without presence support must update once. Logos are cosmetic; vanilla peers are unaffected. Each mod supplies its own logo, so install the corresponding mod to see that badge. No badges are drawn over your own first-person character. Logos disappear when the player leaves or stops advertising.
Build and existing rule checks passed. PEAK was not launched; real multiplayer placement and synchronization still need a gameplay test.