SomeTweaks
A collection of small client-side quality-of-life tweaks and fixes for PEAK.
Installation
- Install BepInEx 5.
- Put
SomeTweaks.dll in BepInEx/plugins/SomeTweaks/.
- Launch the game once to create
BepInEx/config/SomeTweaks.cfg. You can change settings in that file or with an in-game config mod such as ModConfig.
- Every feature works on your own client. Other players don't need the mod.
- A few effects (the trash bin flame, the Vacuuka shot effect and mode color) are only visible between players who have SomeTweaks installed.
Features
| Feature |
Description |
| FallDamageIndicator |
Shows a circular gauge just before a landing that will cause fall damage (off by default). |
| JoinCodeTweaks |
On the Join with Code screen, the code field is focused right away and Enter joins the room. |
| GazeOfCondor |
Shows an eye illustration on screen when a condor targets you for a dive. |
| TrashBin |
Lets you use the lobby trash bins by holding E to burn and destroy the items touching them. |
| BiggerTrashBin |
Makes the Airport trash bins bigger and climbable. |
| BalloonPop |
Lets you pop a balloon tied to you by looking at it and holding E. |
| Vacuuka |
In the Airport, right-click with the Anti-zooka to switch to Vacuuka mode and destroy items and placed objects where the shot lands. |
| EmoteTweaks |
Choosing Play Dead during another emote does a Backflip instead. |
| GloomFix |
Checks every frame whether your own character is in water, making the backflip-sprint trick in Gloom water reliable. |
| GuidebookFix |
Makes guidebook and torn page rendering lighter by rendering only when needed. |
| ModConfigFloatFix |
Lets ModConfig's decimal fields accept and display decimals (applies to every mod). |
| AntiZookaFix |
Makes the star pattern on the Anti-zooka barrel cheaper to render. |
| VisibleWaterFall |
Makes waterfall hitboxes visible. |
| CursorFix |
Hides the hand cursor that stays visible during normal play, e.g. after a wireless mouse reconnects. |
| BackflipItemFix |
Turns off the held item's collisions while you backflip, then puts the item and arms back into a normal holding pose. |
| PauseMenuScroll |
Makes the pause menu button list scrollable when mods add more buttons than fit on screen. |
| HeldItemSeeThrough |
The closer the camera gets to your held item, the more transparent it becomes, so you don't see inside it or have it cover the screen. |
Configuration
Settings and default values for each section.
[FallDamageIndicator]
| Setting |
Default |
Description |
| Enabled |
false |
Shows the indicator. |
| LeadTime |
2 |
How many seconds before landing the indicator appears (0.5–5). |
| Label |
None |
Number shown above the gauge. None / TimeToImpact (seconds until landing) / DistanceToImpact (distance to the predicted landing point). |
| ResyncThreshold |
0.1 |
If the predicted landing time shifts by this many seconds or more while shown (e.g. you grab a balloon), the landing time is re-synced. |
| MinFallTime |
2 |
The indicator is not shown for falls shorter than this many seconds (0 = off). |
| MinFallTimeMode |
Total |
Total: measured by the length of the whole fall / Elapsed: shown only after actually falling that long / Off: no limit. |
| DebugLog |
false |
Logs values for tuning. |
[JoinCode]
| Setting |
Default |
Description |
| EnterToJoin |
true |
Pressing Enter after typing the room code joins the room. |
| AutoFocusInput |
true |
Puts the cursor in the room code field as soon as the screen opens. |
[GazeOfCondor]
| Setting |
Default |
Description |
| Enabled |
true |
Shows the eye illustration. |
| ShowWhileCarried |
false |
Keeps showing the eyes while a condor is carrying you. |
| Style |
Condor |
Eye design. Condor (bird-of-prey eyes) / Human (human eyes). |
| Size |
220 |
Width (pixels at 1920x1080). |
| VerticalPosition |
0.8 |
Vertical position (0 = bottom of the screen, 1 = top). |
| LineWidth |
2.5 |
Line width (pixels). |
| Color |
#000000 |
Line color (#RRGGBB). |
| Opacity |
0.9 |
Opacity. |
| Preview |
false |
For adjusting the look: always shows the eyes, even when you are not targeted. |
[TrashBin]
| Setting |
Default |
Description |
| Enabled |
true |
Makes the trash bins usable. |
| HoldTime |
1.5 |
How long to hold E (seconds). |
| SyncEffect |
true |
SomeTweaks users see each other's flame effect when burning items (applies to both sending and receiving). |
| FlameScale |
1 |
Size multiplier for the burn flame (0.2–5). The flame appears at the bin's opening and grows with the opening's area (the square of the BiggerTrashBin scale). |
| DebugLog |
false |
Logs the trash bins found and the items destroyed. |
[BiggerTrashBin]
| Setting |
Default |
Description |
| Enabled |
true |
Makes the Airport trash bins bigger (only on your screen). Bins standing side by side are spread apart so they don't overlap. |
| Scale |
1.2 |
Size multiplier (0.5–3). |
| Climbable |
true |
Lets you climb the trash bins like walls, so you can't get stuck inside them. |
Optionally, PEAKTrash is also recommended alongside this mod.
[BalloonPop]
| Setting |
Default |
Description |
| Enabled |
true |
Makes balloons poppable. |
| HoldTime |
0.6 |
How long to hold E (seconds). |
[Vacuuka]
| Setting |
Default |
Description |
| Enabled |
true |
In the Airport, right-clicking with the Anti-zooka switches to Vacuuka mode. |
| GiveOnJoin |
true |
When you enter the Airport without an Anti-zooka, puts one into an empty item slot. |
| DestroyPlacedObjects |
true |
Also destroys placed objects (pitons, ropes, vines, built objects, etc.) in addition to items. Objects that are part of the scene, such as the rope hanging in the Airport, are not destroyed. |
| DestroyStuckItems |
true |
Also destroys items stuck to someone's body (cactus balls, etc.). |
| ShrinkTime |
0.4 |
Time (seconds) for the sphere to disappear after reaching full size. |
| BroadcastShootEffect |
true |
Sends only the firing effects (recoil, sound, muzzle flash) to everyone, so players without the mod see them too. |
| SyncEffect |
true |
SomeTweaks users see each other's Vacuuka sphere effect and which mode a bazooka is in (its color). |
| DebugLog |
false |
Logs shots, destroyed items, etc. |
[EmoteTweaks]
| Setting |
Default |
Description |
| PlayDeadToBackflip |
true |
Choosing Play Dead during another emote does a Backflip instead. |
| KeepPlayDeadKey |
Z |
Hold this key while choosing Play Dead to play dead as usual. |
| ShowCancelNotice |
true |
Shows a red notice in the top-left corner when Play Dead is replaced. |
| CancelNoticeDuration |
2 |
How long the notice is shown (seconds). |
| TintPlayDeadPage |
true |
Tints the background of the emote wheel page that contains Play Dead. |
| TintColor |
red |
Tint color. |
| TintStrength |
0.75 |
How far the original color is moved toward TintColor (0–1). |
[GloomFix]
| Setting |
Default |
Description |
| Enabled |
true |
Checks every physics frame whether your own character is in water (vanilla checks one character per frame in turn). The rules are the same as vanilla. |
[GuidebookFix]
| Setting |
Default |
Description |
| Enabled |
true |
Makes guidebook and page rendering lighter. Takes effect after restarting the game. |
| RenderPages |
WhenViewedByMe |
When to render the contents of pages and the guidebook. See the table below. Can be changed while the game is running. |
| RenderPages |
Pages |
Guidebook |
| Always |
Always show their contents, like vanilla. Each page type is rendered only once and reused. |
Not rendered when others open or flip it. |
| WhenViewedByMe |
Rendered only when you look at them closely. A page you have looked at stays rendered even after it is dropped. |
Rendered only when you open or flip it. |
| Never |
Not rendered (blank). |
Not rendered (blank). |
[ModConfigFloatFix]
| Setting |
Default |
Description |
| Enabled |
true |
Lets ModConfig's decimal fields accept and display decimals. |
[AntiZookaFix]
| Setting |
Default |
Description |
| StarLayer |
UVProjection |
How the star layer on the barrel is drawn. Vanilla: unchanged (projected from 3 directions, so the stars appear to show through the barrel) / UVProjection: only the projection is changed back to normal (the stars become a pattern on the barrel) / RemoveStars: removes the star layer. Can be changed while the game is running. |
[VisibleWaterFall]
| Setting |
Default |
Description |
| ToggleKey |
F6 |
Key that toggles showing the hitboxes. |
| ShowOnStart |
true |
Shows the hitboxes from startup. |
| Alpha |
0.35 |
Opacity of the hitboxes (0–1). |
| HideOriginalVisual |
true |
While shown, hides the waterfall's own visuals so the hitboxes are easier to see. |
| ShellThickness |
0.3 |
Display-only thickness (m) that makes thin hitboxes easier to see. The actual hitbox is not changed. |
| SeeThrough |
false |
Also shows hitboxes behind walls and rocks. Increases rendering cost. |
| MaxDrawDistance |
80 |
Only shows hitboxes within this distance (m) from the camera. 0 = unlimited. |
[CursorFix]
| Setting |
Default |
Description |
| Enabled |
false |
Hides the cursor that stays visible during normal play. |
| ResetKey |
F8 |
Press to fix the cursor immediately (None to disable). |
| CheckInterval |
30 |
How often (seconds, 0–300) to check whether the cursor is stuck visible. 0 = never (only on the key press and when the window regains focus). The check only reads the OS cursor state, so it is cheap. |
| LogDeviceChanges |
false |
Logs input device changes (for troubleshooting). |
[BackflipItemFix]
| Setting |
Default |
Description |
| Enabled |
true |
Turns off the held item's collisions while you backflip (only on your screen). When the backflip ends, the item and arms are put back into a normal holding pose, and collisions come back once the item is no longer inside walls or the ground. Also works in mid-air. Candles and lanterns are not extinguished. |
| Snap |
Arms |
How much of the body is snapped back to the animation pose when re-holding. None: none / Arms: shoulders to fingertips only (momentum is kept) / Body: whole body (momentum is reset, so you briefly stop if running). |
| DebugLog |
false |
Logs the backflip conditions, collision changes, and re-holding results (for troubleshooting). |
[PauseMenuScroll]
When the buttons fit on screen, the menu looks exactly like vanilla. If the standalone PauseMenuScroll.dll is installed, this feature stays disabled.
| Setting |
Default |
Description |
| Enabled |
true |
Makes the button list scrollable. When off, the menu is not touched at all. |
| ScrollSensitivity |
24 |
Scroll amount per mouse wheel notch (px, 2–120). |
| Inertia |
false |
Keeps scrolling with momentum after a flick. |
| ShowScrollbar |
true |
Shows a thin scrollbar on the right edge while the list can scroll. |
| DebugLogging |
false |
Logs sizes and state every time the menu opens (for troubleshooting). |
[HeldItemSeeThrough]
The distance is measured from the camera to the surface of the item's hitbox (0 if the camera is inside it).
| Setting |
Default |
Description |
| Enabled |
true |
Makes your held item more transparent the closer the camera gets to it (only on your screen). |
| Trigger |
Always |
Always: fade by distance at any time / BackflipOnly: only while backflipping with the item. |
| FadeStartDistance |
0.4 |
The item starts to fade when closer than this distance (m). |
| FadeEndDistance |
0.1 |
At or below this distance (m), the item is at its most transparent (MinOpacity). |
| MinOpacity |
0.2 |
Opacity at the most transparent point (0 = invisible, 1 = unchanged). |
| Method |
BodyShader |
How most items (such as the frog) are made transparent. BodyShader: switch to the character body shader using the average color of the original texture (patterns are lost) / OwnShader: keep the original shader and make it transparent (colors and patterns are kept, but some shaders may not become transparent). |
| AllPlayers |
false |
Also fades items held by other players when the camera gets close to them. |
| DebugLog |
false |
Logs faded and restored items, the shaders used, and distances (for troubleshooting). |