POG Config
In-game MOD SETTINGS panel for Pit of Goblin mods. Provides toggles, sliders with numeric input, options lists, and keybind entries. Dependency for other POG mods.
| Date uploaded | a day ago |
| Version | 1.0.8 |
| Download link | Largo-POG_Config-1.0.8.zip |
| Downloads | 5 |
| Dependency string | Largo-POG_Config-1.0.8 |
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: 0.7.2README
POGConfig
In-game config UI framework for Pit of Goblin mods.
POGConfig provides a shared MOD SETTINGS panel that any mod can register entries into. It handles rendering, persistence, scrolling, and input — mod authors only write entry declarations.
Install: Thunderstore Mod Manager / r2modman, or place POGConfig.dll in the game Mods folder. Mods that depend on POGConfig should load after it (MelonLoader respects alphabetical order by default).
Source & Wiki: github.com/LargoScript/POGConfig — full developer Wiki at /Wiki.
Features
- MODS button injected into both the main menu and pause menu.
- Scrollable panel — mouse wheel and clickable scrollbar. Scrollbar appears only when content overflows.
- Four entry types: toggle, slider (with inline numeric text input), options list, keybind.
- MelonPreferences persistence — per-entry opt-in, auto-saved on change.
- Hotkey suppression —
POGConfig.PanelOpenlets other mods pause their hotkeys while the panel is open. - Marquee animation — label and value text scroll on hover when they overflow their column.
- Bidirectional slider fill — fill bar grows from a configurable origin point, not just the left edge.
- Step tick marks — optional evenly-spaced markers on a slider.
For Developers
Click To Expand
Project reference
Add to your .csproj:
<Reference Include="POGConfig">
<HintPath>..\..\Mods\POGConfig.dll</HintPath>
<Private>false</Private>
</Reference>
Add using POGMods.Config; to your plugin file.
Registration pattern
Wrap registration in a [MethodImpl(MethodImplOptions.NoInlining)] helper so the IL2Cpp JIT only resolves POGConfig types when the method is actually called. This makes POGConfig an optional dependency — your mod loads cleanly even if POGConfig is absent.
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using POGMods.Config;
public override void OnInitializeMelon()
{
try { TryRegisterConfig(); } catch { }
MelonLogger.Msg("My Mod loaded.");
}
[MethodImpl(MethodImplOptions.NoInlining)]
private static void TryRegisterConfig()
{
POGConfig.Register("My Mod", new List<ConfigEntry>
{
new ToggleEntry("Enable Feature", () => _enabled, v => _enabled = v),
new SliderEntry("Speed", () => _speed, v => _speed = v, 0f, 10f),
new KeyEntry("Hotkey", () => _key, v => _key = v),
});
}
Register also creates a MelonPreferences category named after your mod (spaces → underscores). Entries with a prefKey load and save automatically within that category.
POGConfig.PanelOpen
public static bool PanelOpen { get; }
true while the MOD SETTINGS panel is visible. Check it before processing any in-game hotkey so keypresses inside the panel don't trigger game actions:
void Update()
{
if (!POGConfig.PanelOpen && Input.GetKeyDown(_toggleKey))
Toggle();
}
Entry types
ToggleEntry
Renders as a 40×24 yellow checkbox on the right side of the row.
new ToggleEntry(string label, Func<bool> get, Action<bool> set)
new ToggleEntry(string label, Func<bool> get, Action<bool> set, string prefKey)
- The toggle calls
setimmediately when the user clicks it. OnUpdatepollsget()every frame and silently syncs the visual state if the value changed externally.prefKeyauto-saves toMelonPreferenceson every change.
new ToggleEntry("God Mode", () => _god, v => _god = v, "GodMode")
SliderEntry
Row layout: 26 % label | 26 % value input | 48 % slider
Label and value columns clip with RectMask2D and animate a marquee on hover when the text overflows.
Full constructor (all parameters after max are optional):
new SliderEntry(
string label,
Func<float> get,
Action<float> set,
float min,
float max,
Func<float, string> fmt = null, // display formatter; default: v => v.ToString("F1")
string prefKey = null, // MelonPreferences key; null = no persistence
float originValue = 0f, // where the yellow fill bar anchors from
bool showFill = true, // false hides the fill bar entirely
bool wholeNumbers = false, // true snaps the handle to integers
int stepPointsCount = 0) // ≥2 draws evenly-spaced tick dots along the track
Value input field — click the yellow number box to type a value directly; Enter confirms, Escape cancels, clicking outside also confirms. The formatter suffix (e.g. "s", "%") is stripped on parse. A regex extracts the first numeric token, so "43s" and "43 seconds" both parse as 43. Enter confirms, Escape cancels. Values are clamped to [min, max].
Bidirectional fill — the yellow bar spans from originValue to the current value. If the current value is below origin it grows left; above origin it grows right. Set showFill: false to hide it entirely (recommended for wholeNumbers step sliders).
Step tick marks — stepPointsCount draws that many 4×4 px dots evenly from left to right edge of the track. They are purely visual; combine with wholeNumbers: true to make the handle snap between them.
Column widths — by default the row is split 35 % label / 15 % value box / 50 % slider. Override per-entry with object initializer syntax:
new SliderEntry("Speed", () => spd, v => spd = v, 0f, 10f)
{ LabelFraction = 0.45f, ValueFraction = 0.10f }
The slider takes whatever fraction remains after label + value + a 2 % gap.
Examples:
// Simple, 0–100 %, no persistence
new SliderEntry("Volume", () => vol, v => vol = v,
0f, 1f, v => $"{v * 100:F0}%")
// Bidirectional fill from 0, persisted
new SliderEntry("Temperature", () => temp, v => temp = v,
-50f, 50f, v => $"{v:F1}°C",
"Temp", originValue: 0f)
// Integer steps 0–8 with 9 tick dots, no fill, persisted
new SliderEntry("Points", () => (float)pts, v => pts = (int)v,
0f, 8f, v => $"{v:F0}",
"Points", originValue: 0f, showFill: false, wholeNumbers: true, stepPointsCount: 9)
// Numeric suffix stripped on parse ("43s" → 43)
new SliderEntry("Backup Interval", () => sec, v => sec = v,
5f, 180f, v => $"{v:F0}s", "BackupSec", originValue: 5f)
OptionsSliderEntry
A slider that snaps to integer indices and shows a string label for each position. No fill bar. Suitable for named modes (difficulty, quality preset, etc.).
new OptionsSliderEntry(
string label,
Func<int> get,
Action<int> set,
string[] options,
string prefKey = null)
optionsis the full list of display strings, index 0 = leftmost.- The slider's
wholeNumbersis forcedtrueandmaxValue = options.Length - 1. OnUpdatepollsget()and syncs the visual state if the index changed externally.prefKeysaves/loads the integer index.
new OptionsSliderEntry(
"Difficulty",
() => _difficulty,
v => _difficulty = v,
new[] { "Easy", "Normal", "Hard" },
"Difficulty")
KeyEntry
Row layout: 42 % label | 28 % current key name | 90 px "Change" button
new KeyEntry(string label, Func<KeyCode> get, Action<KeyCode> set)
new KeyEntry(string label, Func<KeyCode> get, Action<KeyCode> set, string prefKey)
- Clicking Change enters listen mode. The next
Input.GetKeyDownpress is bound. Press Escape to cancel without changing the binding. - Clicking Clear removes the binding — sets the key to
KeyCode.None, displayed as— none —. Useful for making a hotkey optional. - Only one
KeyEntrycan be in listen mode at a time (KeyEntry.AnyWaitingflag). prefKeysaves/loads the key name as a string viaEnum.Parse<KeyCode>.KeyCode.Noneis stored as"None"and loaded correctly.
AllowMouseButtons — by default Mouse0–Mouse6 are excluded from listen mode (prevents accidentally binding a mouse click). Opt in per-entry:
new KeyEntry("Attack", () => _key, v => _key = v) { AllowMouseButtons = true }
Persistence details
MelonPreferences categories are created as modName.Replace(" ", "_") automatically inside Register. You do not manage the category yourself. Each entry with a non-null prefKey:
| Entry type | Stored as | Loaded via |
|---|---|---|
ToggleEntry |
bool |
direct assignment |
SliderEntry |
float |
clamped to [min, max], rounded if wholeNumbers |
OptionsSliderEntry |
int |
clamped to [0, options.Length - 1] |
KeyEntry |
string (key name) |
Enum.TryParse<KeyCode> |
Saving happens on every value change (inside the wrapped set callback). The preferences file is written via MelonPreferences.Save().
Runtime behavior notes
- The
ConfigBehaviourMonoBehaviour runs on aDontDestroyOnLoadrunner object withHideFlags.HideAndDontSave. The UGUI Canvas lives on a separate rootDontDestroyOnLoadobject — these must not share the same parent to avoid the canvas being hidden byHideAndDontSave. BuildStaticUIis called fromStartand retried fromUpdateon failure._uiReady = falseis set on exception, allowing recovery the next frame.- Content rows are built lazily in
EnsureContentthe first time the panel is opened. IfPOGConfig.RegistryVersionhas changed since the last build (a mod registered after the first open), content is destroyed and rebuilt. - Click detection uses
RectTransformUtility.RectangleContainsScreenPoint(rt, point, null)— thenullcamera argument is required forScreenSpaceOverlaycanvas, becauseGetWorldCornersreturns canvas-centered world coordinates whileInput.mousePositionis bottom-left screen pixels. - Sliders and toggles use Unity's
EventSystempipeline (drag, click). POGConfig creates aPOG_EventSystemwithStandaloneInputModuleif noEventSystemexists in the scene. - The scrollbar is manually implemented (no
ScrollRect).ScrollContent.anchoredPosition.y = _scrollOffsetdrives the position;RectMask2Don the viewport clips overflow. The thumb height isVIEWPORT_H² / totalContentH, clamped to a 30 px minimum. NetworkMenu.TogglePauseMenuis Harmony-patched: if the panel is open when the game tries to close the pause menu, the patch closes the panel instead and returnsfalseto suppress the original call.
Extending with a custom entry type
Subclass ConfigEntry and override the internal methods:
public class MyEntry : ConfigEntry
{
public MyEntry(string label) : base(label) { }
// Build UGUI children inside the provided row GameObject.
// Row is 40 px tall, full viewport width.
// Use Clicks.Register(btnRt, callback) for clickable buttons.
internal override void BuildRowInto(GameObject row, TMP_FontAsset font) { ... }
// Called every frame while the panel is open.
internal override void OnUpdate() { ... }
// Called once during Register() to wire up MelonPreferences.
internal override void BindPrefs(MelonPreferences_Category cat) { ... }
}
CHANGELOG
Changelog
1.0.9
Native config window. The MOD SETTINGS panel is now a real injected
NetworkMenuState that the game switches to via NetworkMenu.SetState, the same
mechanism used for its own Settings/Credits/etc. screens. The game hides the
underlying menu on its own and treats the panel as the current screen instead of
an overlay drawn on top of it, so Esc/cancel behaves like a native screen
transition rather than two separate systems racing each other. Falls back
automatically to the previous plain-overlay behavior if the injected state can't
be registered.
Keybind rework. KeyEntry supports up to 3 universal slots per action —
any slot accepts a keyboard key or a mouse button (KeyCode.Mouse0–Mouse6),
no fixed keyboard/mouse split. One slot by default; a mod opts into more via the
new constructor KeyEntry(label, get(slot), set(slot, value), prefKey, slotCount).
Slots sit right-aligned in a fixed 3-column grid, each with an inline clear
button. The old single-key constructors still work exactly as before (source-
and binary-compatible with 1.0.x mods). Slot 1 persists under the same prefKey
as before, slots 2/3 under prefKey_2/prefKey_3. Also fixed: starting a
rebind by clicking a slot could immediately capture that same mouse click as
the bound button.
Vanilla Binds tab. A new "VANILLA BINDS" entry at the top of the sidebar shows the game's own controls — every user-assignable action with its keyboard (up to 2) and mouse (1) binds, read live from Rewired each time the tab opens. Binds are editable: click a slot, press a key (keyboard columns) or a mouse button (mouse column), and the change is written straight into the vanilla input system via the same Rewired API the game's Controls screen uses, then saved and verified by re-reading — the row always ends up showing the real state, and a warning is logged if an assignment did not stick. Keyboard/mouse column typing matches how the game itself stores binds, so nothing can be assigned here that the vanilla screen couldn't display.
Restore Defaults. Every mod page now has a RESTORE DEFAULTS button at the bottom that resets all of that mod's settings to the values the mod registered with (captured before saved preferences were applied), and persists the reset.
Pause menu & UI fixes.
- The pause-menu MODS button is now a real
NetworkMenuButtoninjected at the top of the pause button column — native yellow selector, hover, click sound and gamepad navigation, and the column layout spaces it automatically (same approach as the main menu since 1.0.7). The old floating overlay button remains only as a fallback if the injection target is not found. - Fixed: pressing Esc to close the MOD SETTINGS panel in the pause menu no longer also closes the pause menu itself with the same key press.
- Toggle checkboxes are now square (22×22) instead of rectangular, and the yellow checkmark is drawn as a centred square so it no longer looks unevenly inset at fractional UI scales.
1.0.8
- Fixed: hovering the MODS button in the main menu now shows the selector and yellow highlight exactly like the native buttons. The cloned button is now instantiated directly under the Buttons Panel so it resolves its internal
NetworkMenureference; the old manual hover workaround was removed. - Fixed: pressing Esc to cancel a search edit, a slider value edit, or a key-binding capture no longer also closes the whole panel with the same key press.
- Added: Esc now cancels key-binding capture in
KeyEntry(previously only the Cancel button worked). - Fixed: the sidebar mod list snaps back to the top when it is rebuilt (e.g. while typing a search query after scrolling down).
1.0.7
- The MODS button in the main menu is now a real
NetworkMenuButtoninjected into the in-game Buttons Panel (between START and SETTINGS) instead of a floating overlay. It matches the game's button style, sound, and selection visuals. - The pause-menu MODS button keeps the floating-overlay approach for now.
- Vertical scrollbar fixed: the thumb is now draggable on both the mod list (sidebar) and the settings list (content), and clicking on the empty track centres the thumb on the cursor and starts a drag from that point. Mouse wheel now scrolls only the section the cursor is over.
- Switching between mods in the sidebar resets the content scroll position back to the top.
- Mouse and keyboard input on the underlying main/pause menu is suppressed while the config panel is open (Enter no longer triggers main-menu buttons by accident).
- Pressing Esc now closes the config panel.
1.0.6
- Added a full developer Wiki for
POGConfigwith entry-by-entry docs, architecture notes, runtime behavior details, persistence guidance, and troubleshooting pages. - Included
CHANGELOG.mdin the package build to ensure release notes are visible on Thunderstore.
1.0.3
SliderEntrynow exposesLabelFractionandValueFractionproperties so mod authors can override the default column widths (35 % / 15 % / 50 %) via object initializer syntax.KeyEntrynow shows a Clear button to remove the keybind (KeyCode.None). Unbound keys display as— none —.
1.0.1
- Added
OptionsSliderEntryfor discrete string option lists. - Added
KeyEntry.AllowMouseButtonsopt-in property to allow mouse button binding. - Added
POGConfig.PanelOpenpublic property; other mods can suppress hotkeys while the panel is open. - Added vertical scrollbar; scroll wheel supported.
- Added marquee text animation for long labels and value strings (hover to scroll).
1.0.0
- Initial release: in-game settings UI framework for Pit of Goblin mods.
ToggleEntry,SliderEntry,KeyEntry.- MelonPreferences persistence via
prefKey.