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SpawnBox
Every item, every ally, every enemy - on demand, on your team or theirs. Test your build's real limits instead of hoping the run hands you the answer.
| Date uploaded | 3 weeks ago |
| Version | 1.3.0 |
| Download link | Dileppy-SpawnBox-1.3.0.zip |
| Downloads | 158 |
| Dependency string | Dileppy-SpawnBox-1.3.0 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2113README
SpawnBox
Risk of Rain 2 makes you earn every item, every fight, every ally. SpawnBox is the shortcut - and the polygraph.
Stop hoping the run hands you the item combo you want to test, or the exact monster you need to check your build against. Summon it. Any item, any equipment, any enemy, any ally, any survivor, any interactable the game has - real assets, real stats, real AI, on demand, straight from an in-game window. Press F2 to open it (rebindable in the config file). Every list shows the real in-game icon next to each entry, so you're never guessing what you're about to unleash, and you can pin your most-used entries on any tab so they stay at the top - even after you close the game.
Choose a side. Literally.
Every hostile on this planet already has an opinion about you. The Enemies and Survivors tabs let you overrule it. Flip the Good/Bad toggle and decide whether that opinion is "kill on sight" or "ride or die" - same monster, same real AI, same difficulty scaling, just a different team and a very different afternoon. Friendly fire was never this friendly.
What it actually does
- Items. Every real item in the game, searchable, no quantity limit. A Gold field lives on the same tab, because sometimes the item isn't the bottleneck.
- Equipment. Every real equipment in the game, searchable. One click swaps whatever you're currently holding.
- Allies. Drones, turrets, the Mercenary ally recruit, Best Buddy, and more - summon a whole squad (no quantity limit) and they'll follow you into the next stage like they were never optional. (Transport Drone sits this one out - its grab-and-carry AI doesn't know it isn't tethered to a Cargo, and neither do you until it's carrying you into the ceiling.)
- Enemies. Every spawnable monster, correctly scaled to how far into the run you actually are - not a flat level-1 pushover regardless of how deep you've gone. Pick a real Elite affix off the shelf (Fire, Ice, Lightning, and every other one the game has). Then flip Good/Bad and decide if it's coming for you or fighting beside you.
- Survivors. The game already builds AI-controlled doubles of its own playable cast for events like the Artifact of Vengeance - SpawnBox just lets you call them in on request, on your side by default or theirs if you're feeling generous toward the opposition. Not every survivor has one of these encounters in the base game, so the roster may not include all of them.
- Interactables. Every chest, shrine, printer, and drone the game has, auto-discovered straight from its own resource catalog - not a hand-picked list that goes stale the next content patch.
- Settings. One despawn button per category (Allies/Enemies/Survivors/Interactables), each with a live headcount, so testing a build doesn't mean living with your mistakes. Doesn't touch anything you gave yourself through Items or Equipment - those were never spawned as separate objects, so there's nothing there to clean up.
Built honestly
Nothing in SpawnBox pretends. Every icon is the game's own icon. Every stat, elite affix, and AI behavior comes from the game's own systems - the same summon call the game itself uses to grant allies, the same AI every monster already runs on, borrowed instead of faked. If a feature couldn't be built on something real, it didn't ship. Some monsters have never been asked to fight for you before and may not behave perfectly the first time you flip the switch - that's not a bug SpawnBox is hiding, it's the price of a feature it refused to fake.
By Dileppy.
Spawning large numbers of anything at once can impact your game's performance (RAM/CPU) - use at your own discretion.
CHANGELOG
Changelog
1.7.0
- New: Toughness. A tier picker on Allies, Enemies, and Survivors - Paper, Soft, Normal, Sturdy, Tanky - that sets how much punishment a spawn soaks and how hard it hits back. It is separate from Size and stacks with it, and unlike Size you can change it on a living unit from the Settings tab and watch the change take hold mid-fight.
- Fixed: Recall All never actually worked. Pressing it did nothing at all - spawned units carried on as if you had not touched it. It now genuinely gathers everything you have spawned, and it is a toggle rather than a button: units keep following you until you switch it off. It also pulls hostile spawns now, not just allies, because bringing an enemy to you is half the point of spawning one.
- Fixed: Defend Zone never actually worked either. Same underlying cause. Spawned units now really do move to a charging teleporter or other event and hold it, and they stay there defending it even if you wander off. When the charge finishes they go back to their own behavior.
- Changed: large sizes are less spongy. Size and Toughness multiply together, and at the old numbers a big enemy's health bar could sit visibly still through a multi-minute fight. Enlarged, Giant, Colossal and "What the f..." all soak less now. Their damage is untouched, so big enemies hit exactly as hard as before - fights are shorter and more dangerous rather than merely gentler.
- Changed: every picker in the mod now works the same way. Aggression and Team used to be rows of buttons while Elite, Size, and Toughness were left/right arrow pickers. They are all arrow pickers now, lined up in one column. Team also moved to the top of the Enemies and Survivors tabs, since whose side a spawn is on is the first thing worth deciding.
- Changed: the Settings roster is one row per spawned unit instead of two, so twice as many fit on screen. Aggression and Toughness both live on that row.
- Fixed: another mod resizing your spawns can no longer undo a Size you picked. SpawnBox now reasserts its own scale continuously from the character's true unmodified size, so your choice holds even against a mod that rerolls sizes mid-stage.
1.6.1
- Fixed: killing an enemy, ally, or survivor spawned from SpawnBox gave no gold and no experience at all. They now pay out a real reward that scales with how tough the spawn actually is, using the game's own 2:1 gold-to-experience ratio and its real difficulty scaling, so a deep-run spawn is worth more than an early one.
- Note: the 1.5.0 notes previously listed this fix as done. It was written at the time but never actually made it into a release build, so every version up to and including 1.6.0 still paid out nothing. This release is the one that genuinely contains it.
1.6.0
- New Player tab: grant yourself any real buff or debuff, organized into curated Buffs/Debuffs/Elite sections (with a "Show all" toggle for the full uncurated roster) plus six named one-click presets - Ghost Protocol, Juggernaut, Berserker, Warlord, Bloodpact, and Death Wish. Elite is the first time SpawnBox has let the player wear a real elite affix - previously only spawned units could.
- The Player tab also gets its own Size control, resizing you the same way the Allies/Enemies/Survivors picker already resizes a spawn - same real stat tradeoff, bigger is slower but hits harder and survives more. Your aim point moves with you now too, instead of staying pinned at your normal height regardless of size.
- Everything the Player tab grants now survives a stage transition - buffs, presets, and size all used to reset the moment you advanced, since the game hands you a brand new body every stage and none of that carries over on its own. SpawnBox now tracks what it granted and reapplies it automatically to your new body.
1.5.1
- Explore didn't always deliver the empty environment it promised. Two gaps found and closed: a second population system some stages carry (independent of the one already handled) could still spend its own monster credits after arrival, and Commencement's Access Codes objective - a pre-placed feature of that stage, not something spawned in - stayed visible and interactable even after everything else was cleared. Both are gone now, and any leftover "find the teleporter"-style HUD prompt is hidden for as long as you're exploring, on every location, not just Commencement.
1.5.0
- New World tab: jump to any location in the game. Explore drops you into a genuinely empty version of it - no enemies, no objectives, not even a teleporter - to test a build or just look around in peace. Advance jumps you forward like completing a real teleporter event, with the game's normal enemy population and difficulty scaling intact.
- New Size picker on the Allies, Enemies, and Survivors tabs: spawn anything from Miniature all the way up to the absurd "What the f..." tier (twice the size of Colossal). Bigger is slower but hits harder, tankier, and has more health; smaller is faster but weaker and frailer - a real stat tradeoff, not just a visual resize. No PetrichorProtocol required.
1.4.0
- The ESC pause menu now has its own SpawnBox button, alongside the F2 keybind - click it to open SpawnBox centered on screen without needing to remember a keybind. The game stays paused while it's open. Closing it (Close Menu, F2, or your controller/keyboard Cancel button) returns you to the normal pause menu, just like any other pause submenu. Opening SpawnBox with F2 during live gameplay is unchanged.
1.3.0
- Allies tab: added an Elite affix picker, same as Enemies/Survivors - spawn an ally with a real elite affix (Fire, Ice, Lightning, etc.) instead of vanilla.
- Aggression preset (Passive/Normal/Aggressive/Warpath) now works on Bad (hostile) Enemies and Survivors too, not just Good ones - want a genuinely dangerous encounter? Spawn a Bad enemy set to Warpath.
- Fixed: spawning Allies, Enemies, or Survivors would silently stop working after around 16-20 total (no error, it just stopped producing more) - the game's own per-team population cap was blocking it. Lifted on all three tabs, for both Good and Bad spawns.
- Allies, Enemies (Good), and Survivors (Good) can now share your build live: a separate toggle per tab copies your current items and equipment onto a spawned ally at the moment it appears, and keeps it updated with whatever you pick up afterward - not just a one-time snapshot. Off by default on all three. Never applies to a hostile (Bad) spawn.
- Enemies tab: added a Good/Bad team toggle - spawn any enemy fighting for you instead of against you, using its own real AI.
- New Survivors tab: spawn any playable survivor that has a real AI-controlled encounter in the game, with its own real AI - default Good (fights for you) or flip to Bad for a hostile doppelganger. Moved out of the Enemies tab into its own tab.
- Allies, and anything spawned Good on the Enemies/Survivors tabs, now survive stage transitions like a real granted ally instead of being wiped every time you clear a stage.
- New Settings tab: despawn everything SpawnBox has spawned, by category (Allies/Enemies/Survivors/Interactables). Expand any category to see every individual spawn by name (plus elite affix where applicable), each with its own despawn button - not just despawn-all.
- New Aggression preset for Allies, and for Enemies/Survivors spawned Good: choose Passive, Normal, Aggressive, or Warpath before spawning, and change it any time afterward per spawned instance from the Settings tab's roster. Aggressive sprints, closes distance faster, and stops fleeing; Passive holds back, closes distance slower, and flees sooner; Warpath goes further still - even faster, engages from even further away, snaps its aim onto targets almost instantly instead of turning smoothly, and re-decides what to do far more often, on top of never retreating.
- New Defend Zone toggle in the Settings tab (off by default): while on, your spawned Allies and any Good-team Enemies/Survivors hold position near an active hold-the-zone event - the teleporter, or any other event that works the same way - instead of following you around the arena, so they're actually there to fight whatever shows up - boss included - instead of getting pulled away by your own movement. They go back to following you once the event finishes. This doesn't affect the event's charge percentage itself - that's still player-only, same as vanilla.
- New Recall All button in the Settings tab: instantly bring every currently-Good Ally/Enemy/Survivor back to your side, any time you want to regroup - works whether or not Defend Zone is on, and overrides it for the rest of the current event if one is active.
- New Close Menu button in the Settings tab: closes the SpawnBox window without needing to use the keybind.
- Every tab now has a Pin/Unpin button per row - pinned entries stay at the top of the list and persist across game restarts.
- Every tab now shows the real in-game icon next to each entry (item/equipment pickup icon, or character portrait for Allies/ Enemies/Survivors/Interactables).
- Allies, Enemies, and Survivors quantity fields no longer cap at 20 - spawn as many as you want, same as Items already did.
- Fixed: despawning Allies, Enemies, or Survivors (from the Settings tab or the category despawn buttons) could leave the body standing in the world, alive but doing nothing - despawn now actually removes it.
- Items tab: added a rarity filter (All / Common / Uncommon / Legendary / Boss / Lunar / Void) that combines with the existing search - narrow the list down to just the tier you're looking for.
1.2.0
- New Interactables tab: spawn any chest, shrine, printer, or drone in the game, searchable by name.
- Enemies tab: added an Elite affix picker - spawn enemies with a real elite affix (Fire, Ice, Lightning, and every other elite the game has) instead of vanilla.
- Items tab: added a Gold field to give yourself gold instantly.
1.1.0
- New Equipment tab: give yourself any real equipment on demand.
- New Allies tab: spawn drones, turrets, and ally units to fight for you, difficulty-scaled like the Enemies tab. (Transport Drone is excluded - its grab-and-carry behavior isn't safe to trigger outside its normal Cargo-crate context.)
- Enemies tab now correctly excludes ally and neutral units - only real monsters show up.
- Items and Enemies tabs got quantity fields (Items: no cap; Enemies: 1-20, since spawning large numbers can affect performance).
- Fixed a build issue that could embed a personal file path in the shipped DLL.
1.0.0
- Initial release: Items tab and Enemies tab.
- Give yourself any real item in the game, searchable by name.
- Spawn any enemy in the game, correctly scaled to your current run's difficulty - not a flat level-1 regardless of how far in you are.
- Press F2 to open the window (rebindable in the BepInEx config).