Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
| Date uploaded | a year ago |
| Version | 1.0.0 |
| Download link | SeroRonin-ItemBundles-1.0.0.zip |
| Downloads | 12237 |
| Dependency string | SeroRonin-ItemBundles-1.0.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
I wanted a team-wide upgrade option that didn't feel as cheatsy as replacing every single upgrade, so I made this, a mixed solution to the team-upgrade problem.
Adds upgrade bundles to the shop pool, appearing randomly alongside the default upgrades
Bundles have the following benefits:
- Applies the upgrade to all team members
- Cost 33% less than the individual upgrades would cost
- Counts as a singular upgrade purchase when it comes to calculating future upgrade costs
Possible Future Features:
- Change cost and availability of Upgrade bundles (see note below)
- Healthkit bundles that spread healing evenly amongst player
- Grenade bundles that spawns a grenade of that type for each player (maybe a variety bundle that is extra discounted but gives random grenades)
Note: If I can figure out how to do it without inline code editing, I want to make the bundles have a specific chance to override upgrades or perhaps have only 1 bundle TOTAL per shop cycle, but at the moment they are only limited to 1 bundle PER upgrade, per shop cycle, and simply add onto the default pool's weighting.
CHANGELOG
v1.5.2
- Fixed major issues with mod compatibility
- Upgrade bundles now properly make use of "Fake Players" or "Min per Bundle" configurations
- Removed compatibility listings for broken mods: VanillaUpgrades, PocketCartPlus, GoldItems
v1.5.1
- Updated for The Cosmetic Update and REPOLib 4.0+
- Changed how "Max in Shop" criteria works: Item Type max is now a overall budget and can be set lower than invidivual item max values (Priority: Upgrades > Grenades/Mines > Healthpacks)
THERE ARE CHANGES TO THE CONFIGURATION SETUP I recommend a fresh config file to clear out unused data (delete through your mod manager to generate a new one on next launch)
v1.5.0
- Updated for Monster Update and REPOLib 3.0+
- Upgrade Bundles now spawn more neatly in the truck
- Weapon and Upgrade bundles can now be used in the shop, splitting them into individual items while forfeiting the discount
- Upgrade Bundle Dynamic Generation now looks for ALL modded upgrade items, not just ones registered via REPOLib's upgrade system
- Added initial compatibility layer for GoldItems (only gold upgrade for now)
THERE ARE MANY CHANGES TO THE CONFIGURATION SETUP I recommend a fresh config file to clear out unused data (delete through your mod manager to generate a new one on next launch)
v1.4.1
- Fixed issue where upgrade bundles would spawn on map start, causing a softlock involving doors
- Fixed upgrade bundles not moving on clients
- Fixed upgrade bundles not increasing the cost of future upgrades properly
- Fixed consumable bundles not being usable
- Added an initial impulse force to items spawned from consumable bundles
- Adjusted inventory icons for the following bundles: stun grenades, explosive mines
- Changed "Stun Mines" to "Trapzaps"
v1.4.0
- Added experimental system for automatically generating bundles for upgrades built from the following bases: Vanilla, REPOLib, MoreUpgrades
- Above system adds automatic support for any installed REPOLib upgrades and any future vanilla upgrades
- Upgrade bundles now spawn upgrade items instead of applying the upgrade directly
- Upgrade bundles no longer count as a single purchase, now that they spawn the original upgrades
- Updated icon
v1.3.1
- Fixed an issue with upgrade bundle price scaling not being calculated correctly
- Better Support for MoreUpgrades: MoreUpgrades Bundles now take MoreUpgrades configuration into account when calculating prices
- Added Support for VanillaUpgrades: Vanilla Bundles take VanillaUpgrades configuration into account when calculating prices
v1.3.0
- Added custom assets for bundles
- Added a config option for disabling bundles in Singleplayer (on by default)
- Added experimental/partial support for MoreUpgrades (see main page for compatibility issues)
- Changed bundle subtext to display amount ( from "[Bundle]" to "[Bundle of X]" )
- Fixed FPS dropping when holding bundles
- Fixed a compatibility issue with the ItemsBounceBack mod making certain bundles not despawn when used
- Fixed a bug where healthpacks could be used at full health
- New icon
v1.2.1
- Fixed upgrade bundles prices not scaling
- Added new configuration for bundle price percent scaling, allows for 0 to 200, default of 66.66
v1.2.0
- Change the way bundles spawn to increase configurability and avoid changing the shop pool weighting
- Health and Upgrade bundles no longer spawn in singleplayer
- Added Configuration
- Changed consumable bundle item spawning offsets
- Fixed Stun Grenade Bundles detonating immediately upon spawning
v1.1.0
- Changed the way bundles display their name
- Added Health Pack Bundles
- Added Grenade Bundles
- Added Mine Bundles
v1.0.0
- Initial Release