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UsableValuables
Hold a valuable and press E to use it: switch the flashlight, boombox, candle, ice saw and other power-on valuables off and on, fire the flamethrower, cast the star wand, fire the wizard staff, set off the camera flash.
| Date uploaded | 3 weeks ago |
| Version | 0.1.4 |
| Download link | vibez-UsableValuables-0.1.4.zip |
| Downloads | 58 |
| Dependency string | vibez-UsableValuables-0.1.4 |
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
Usable Valuables
Some valuables do things - the flashlight lights up, the ice saw spins, the boombox plays music, the star wand fires spells - but only on their own terms: when you grab them, swing them or break them. With this mod you can hold one and press Interact (E) to use it.
While you hold a valuable the key works on, a hint shows what it will do.
What the key does
| Valuable | Press E to |
|---|---|
| Flashlight | Switch the light off and on. It still lights up by itself when you pick it up. |
| Boombox | Mute it and start it again. Muted, it makes no music, you don't dance and it doesn't draw enemies. |
| Candle | Blow the flame out and light it again. |
| Ice Saw | Switch it off and on. It still spins up by itself when you pick it up. |
| Blender | Switch it off and on, the same way. |
| Jackhammer | Switch it off and on, the same way. |
| Scream Doll | Silence it, and wake it again. |
| Fan | Switch it off and on. It still starts blowing by itself when you pick it up. |
| Radio | Turn it on at once: the light flickers on and it blares, drawing enemies. |
| Gramophone | Start it at once: the record spins and the music plays, drawing enemies. |
| Television | Switch it on at once: static, then the cat and the mouse cartoon, drawing enemies. |
| Toy Monkey | Wind it up at once: it bangs its cymbals and hops about, drawing enemies. |
| Grandfather Clock | Ring it at once: the bell sounds, the screen shakes, the pendulum speeds up and enemies come. |
| Flamethrower | Start the flames and stop them again. They burn the same fuel the trigger does, so it still runs dry; let go of the valuable and they stop. |
| Fire Extinguisher | Start the spray and stop it again, the same way. |
| Star Wand | Cast a spell, as if you had swung it. Like a swing, every cast costs the wand part of its value. |
| Wizard Staff | Fire its laser. |
| Camera | Set off the flash (the stunning burst it gives when it takes damage). |
| Levitation Potion | Release the levitation sphere, without smashing the potion. |
Anything you switch off goes back to normal when you let go of it (it starts by itself again the next time you pick it up); the candle stays as you left it.
Traps don't stay off. The boombox, ice saw, blender, jackhammer, scream doll and fan are hazards in the game, and one you switched off can switch itself back on while you are still holding it: every second there is a chance that it does (30% by default, see the settings). The flashlight and the candle are not traps and stay as you left them.
The radio, gramophone, television, toy monkey and grandfather clock are one-shot traps. In the game they go off once, when the dice say so while somebody holds them, and never again. With this mod, each second you hold one that has not gone off yet there is a chance it goes off by itself (30% by default, see the settings), and E sets it off right away; either way it uses the game's own trap trigger, so the effect is the game's, your screen glitches as it does in the game, and everybody sees it. Once one has gone off the hint disappears, because there is nothing left to press. Set the chance to 0 and they only go off when you press E (or when the game's own dice fire).
Only the valuables listed above are affected. Nothing is written into the game files.
Multiplayer
The host must have the mod: it checks every request (you have to be holding the valuable, and it has to be ready again) and tells everyone what happened. Everyone else needs it to press the key, and to see and hear the flashlight, boombox and candle switches, the camera flash and the potion. The star wand, the staff and the ice saw, blender, jackhammer, scream doll, fan, flamethrower and fire extinguisher work through the game's own networking (the host runs them), so everybody sees them. So do the one-shot traps (radio, gramophone, television, toy monkey, grandfather clock): the host sets them off with the game's own trap trigger.
Only the host's settings are used.
Settings
Edit them in BepInEx/config/vibez.UsableValuables.cfg (or with REPOConfig).
| Setting | Default | Meaning |
|---|---|---|
General/Enabled |
true | Turns the whole mod on or off. |
General/ShowPrompt |
true | Shows the "Press E to ..." hint while you hold a usable valuable. |
<Valuable>/Enabled |
true | Whether the key works on that valuable (Flashlight, Boombox, Candle, IceSaw, Blender, Jackhammer, ScreamDoll, Fan, Radio, Gramophone, Television, ToyMonkey, GrandfatherClock, Flamethrower, FireExtinguisher, StarWand, WizardStaff, Camera, LevitationPotion). |
<Trap>/ReactivateChancePerSecond |
30 | For Boombox, IceSaw, Blender, Jackhammer, ScreamDoll and Fan: the chance, in percent, that a switched-off one switches itself back on each second you keep holding it. 0 = it stays off. |
<OneShotTrap>/SelfStartChancePerSecond |
30 | For Radio, Gramophone, Television, ToyMonkey and GrandfatherClock: the chance, in percent, that one you hold and that has not gone off yet goes off by itself each second. It only ever goes off once. 0 = only with the key. |
StarWand/CooldownSeconds |
1.5 | Seconds between casts. |
WizardStaff/CooldownSeconds |
3 | Seconds between shots. |
Camera/CooldownSeconds |
6 | Seconds between flashes. |
LevitationPotion/CooldownSeconds |
30 | Seconds between uses. |
Notes
- The key is the game's Interact key, so it follows your key bindings.
- This is an early version - please report anything odd, especially in multiplayer.
Source and license
Source: github.com/ygorborges/repo-mods. Licensed under PolyForm Noncommercial 1.0.0.
Written with the help of AI (Claude), hence the AI Generated tag.
CHANGELOG
Changelog
0.2.0
- New: the dish sponge, a valuable this mod adds (a yellow kitchen sponge with a green scrubbing layer, about 16 cm, light, hard to break, worth $100 to $300). It turns up in levels like any other small valuable. Moved (carried, shaken, thrown), it blows soap bubbles and drips, more the faster it goes; it stays quiet in the cart.
- The sponge needs every player in the room to have this mod (a player who cannot create a valuable the host spawned waits at the loading screen for ever), so the host only lets it into a level when everybody has said they have it. Nothing else in the mod needs that: the other features still work with only the host having it.
- The sponge's first pick-up plays a bubbling sound (
audio/bubbles.mp3, made louder when it is loaded because it was recorded quietly) with a burst of bubbles for as long as it lasts; it blows more bubbles when moved; its drips are a short "plink" of water; asponge_drip.mp3in theaudiofolder replaces them. It is made with a plain shader (the first version borrowed the shiny metal one of the valuable it is built on and came out dark and colourless). - Fixed: holding a valuable the key works on made the game stutter. The hint ("Press E to ...") was being rebuilt every frame, and putting the key names into it asks the input system about every one of the game's key tags each time; it is now done once per text.
- New setting
WizardStaff/EnemyDamageMultiplier(1 = the game's own damage, the default) to make the wizard staff's laser hurt enemies more. The mod never lowered that damage: it is a fixed number the game sets on the laser, however the laser is fired. - The mod now needs REPOLib (the Mod Manager installs it). New
Spongesection in the settings.
0.1.5
- New: four valuables that do nothing (or hardly anything) in the game now act up by themselves (no key involved).
- The banana bow: while somebody holds it there is a 3% chance each second that a bomb fuse (the game's own) starts burning; two seconds later it says "uh-oh" (your chance to react) and it blows up as that ends, with the game's own explosion, and is gone.
- The handface, held: a 15% chance each second to start laughing loudly (the mod's own laugh recording) and shaking like a cursed doll, which draws enemies while it goes on; it stops 2 seconds after it was let go of, or at once if it is put in the cart.
- The handface, not held: while a player moves within 5 metres it slowly turns to face them, faster and faster the closer it gets to the throw, without falling or leaving its place, and a creeping sound plays (fading in when the movement starts and out when it stops), drawing enemies. If the player keeps moving until the sound is over, the handface is flung at the nearest player, hurts them on impact, knocks them into ragdoll and laughs; that happens once, and after it the handface does nothing any more. It does nothing while held or in the cart. Between its two behaviours it rests for 4 seconds.
- The horse whinnies the first time somebody picks it up, and never again.
- The piano, held by anything but its keys, has a 10% chance each second to start playing the Lassan of Liszt's Hungarian Rhapsody No. 2 (Rachmaninoff's 1919 recording, public domain); it stops 2 seconds after it was let go of.
- When any of these goes off, whoever holds it (or a player within range of the creeping handface) gets the screen glitch the game shows when a trap goes off (the one you get when the TV turns on).
- The sounds are files in the new
audiofolder of the package. Everything is configurable (BananaBow,Handface,HorseandPianosections).
0.1.4
- New: the arctic fan (the one that starts blowing as soon as you grab it). The key switches it off and on, like the ice saw, and it can switch itself back on while you hold it (
ReactivateChancePerSecond, 30% by default). - New: the radio, the gramophone, the television, the toy monkey and the grandfather clock. They are the game's one-shot traps (they go off once and never again). The key sets one off right away, and each second you hold one that has not gone off yet there is a chance it goes off by itself (
SelfStartChancePerSecond, 30% by default, 0 = only with the key). Both use the game's own trap trigger, so the effect and the multiplayer sync are the game's. - The default chance per second for all the trap-like valuables (the ones that switch themselves back on and the ones that go off by themselves) is now 30% instead of 50%. A config file made by an earlier version keeps its old value until you change it.
0.1.3
- New: the flamethrower and the fire extinguisher. In the game they are fired by grabbing their trigger and burn fuel until they are empty; now the key starts and stops the flames (or the spray) too, using the same fuel. They stop if you let go of the valuable while they are firing.
0.1.2
- The trap-like valuables (boombox, ice saw, blender, jackhammer, scream doll) can now switch themselves back on while you still hold them after you switched them off, the way the game's traps go off by themselves: every second there is a chance, 50% by default. Set
ReactivateChancePerSecondin each one's section (0 = it stays off). The flashlight and the candle are not affected.
0.1.1
- New: the ice saw (the one that spins up as soon as you grab it, for example in McJannek Station) can be switched off and on with the key. So can the blender, the jackhammer and the scream doll, which start the same way.
0.1.0
- First version: hold a valuable that does something and press Interact (E) to use it.
- Switches: flashlight (light off/on), boombox (mute/play), candle (blow out/light).
- Actions: star wand (cast a spell), wizard staff (fire the laser), camera (flash), levitation potion (release the sphere), each with a configurable cooldown.
- Multiplayer: the host checks each request (you must be holding the valuable, it must be ready) and tells everyone.