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PoppyMenu
In-game debug and developer menu for Risk of Rain 2. A modern BepInEx rewrite of the classic Umbra Menu.
By PoppyTeam
| Date uploaded | a day ago |
| Version | 2.2.2 |
| Download link | PoppyTeam-PoppyMenu-2.2.2.zip |
| Downloads | 5 |
| Dependency string | PoppyTeam-PoppyMenu-2.2.2 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2121RiskofThunder-R2API_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.4README
Poppy Menu
An in-game debug and developer menu for Risk of Rain 2 (Seekers of the Storm, build 1.4.1). It's a BepInEx plugin with a real clickable UI. Press Insert to open it.
This is a personal project, shared as-is and open source under the MIT license. Pull requests, forks, and ideas are all welcome. It started small and has grown into a one-stop tool, so there's a lot in here.
What it does
Laid out in tabs, with sub-pages where a tab covers a few related things.
Home
- A search box that finds any feature or item and lets you run it on the spot
- My Shortcuts: pin features and items from search, or turn on Customize to build your own buttons that do anything (give a specific item or buff, currency, spawns, become a body, run a macro). Reorder and remove freely
- Quick toggles for the things you flip most, plus common grants and quick actions
- One-click loadouts: a mid-game set, an end-game set, and a movement-item zoom set
- A live readout of what's currently active and a "disable all" panic button
Player
Sub-pages: Combat, Aimbot, Stats, Move.
- Combat: god mode, buddha (survive lethal hits), infinite skills, heal to full or by an amount, hurt yourself, respawn, give money/XP/lunar coins, and give or remove any buff, timed buffs, or any damage-over-time effect
- Aimbot: silent aim that hits the target closest to your crosshair on any survivor without your camera moving (works on hitscan, yes including Railgunner, and on projectiles). Target priority (crosshair, distance, low HP, high HP), prioritize bosses, sticky target, line-of-sight check, range and FOV limits, automatic homing projectiles, magic bullet (your shots pass through walls, enemies don't), target highlight, optional FOV circle, and a bindable hold-to-aim key
- Stats: multipliers for damage, attack speed, move speed, armor, crit, and max health, with a live readout
- Move: flight, no-clip, always sprint, jump pack. You can still shoot and use skills while flying
Items
- Give any item or equipment from a searchable, tier-colored list. The full list, nothing cut off
- Give all items (the best quality of each), stack inventory (like Shrine of Order), reroll items, clear inventory
- Undo the last inventory change (give all, clear, stack, or reroll)
- No equipment cooldown
Character
- Turn into any survivor or monster. Pick something that can't actually spawn and it just puts you back instead of ending your run
World
Sub-pages for everything stage and difficulty related:
- Time: freeze the whole match, freeze only the run timer so difficulty stops climbing, or scale time for slow motion and fast forward. Plus safety toggles: no enemies (killed on spawn), lock experience, and prevent profile saving so test runs stay off your save file
- Spawn: spawn any monster or interactable where you aim, choose how many and whether they're your ally or an enemy, kill all enemies
- Run: set stages cleared, run time, and team level, toggle every artifact on or off, jump to any stage, with a live readout of stage, clock, and difficulty
- Teleporter: instant charge, skip stage, add a mountain shrine stack, spawn the shop, gold, or celestial portals
Players
- Everyone in the lobby with per-player controls: heal, revive, hurt, or kill
- Teleport anyone to you or jump to them, change their team, give them items, or change their body
- Host-only kick and ban
Visuals
- ESP for enemies, interactables, and the teleporter through walls
- Custom colors per category, a max-distance filter, marker size, and toggles for names, distance, and enemy health
Console
- A command box plus a searchable reference. Same command names as DebugToolkit, so type what you already know
- Anything it doesn't recognize falls through to the game's own console
Settings
Four sub-pages:
- Settings: the Open Menu key, UI scale, the active-effects HUD, the host-permission toggles, the accent color, plus catalog refresh and window reset
- Keybinds: bind any feature (or a macro) to any key or mouse button (side buttons included). Bindings save to disk and fire while the menu is closed
- Presets: save your toggles and an item list as a named profile. Auto-grant it on every spawn, or set one as your default to load on startup so reopening the game restores your setup. Export a preset to a code to share it, or import one from a pasted code
- Macros: build a named sequence of any custom actions (give specific items or buffs, currency, spawn, become a body, run features) and bind it to a single key, so one press fires the whole chain
Look and feel
- Draggable, resizable windows with a smooth corner grab, UI scaling, a recolorable accent, on-screen popups when you do something, and it remembers where you left the window
Console commands
Everything is also driveable from the normal in-game console using the same command names as DebugToolkit, so you can type what you already know: give_item, give_equip, give_money, give_lunar, give_buff, remove_item, random_items, spawn_ai, spawn_body, spawn_interactable, spawn_as, spawn_portal, add_portal, no_enemies, god, buddha, noclip, kill_all, true_kill, respawn, heal, hurt, teleport_on_cursor, change_team, next_stage, fixed_time, stop_timer, charge_zone, set_artifact, time_scale, team_set_level, run_set_stages_cleared, the list_ commands, and the midgame/lategame/dtzoom macros. The in-menu Console tab has a searchable reference. If you also have DebugToolkit installed, its commands take priority and nothing clashes.
Controls
- Insert opens and closes the menu (rebindable)
- Click with your mouse, drag the title bar to move a window, drag the bottom-right corner to resize
- Bind any feature to any key in the Keybinds tab. The Open Menu key lives in Settings, the aim hold key in the Aimbot page
Multiplayer
By default nobody else can use this in your game. If you're the host, requests from other clients are ignored unless you turn on "Allow Others To Use This" in Settings. Anything that changes the actual run, like items, spawns, or freezing the match, only works for the host or in solo. Visual and movement stuff runs for whoever is using it. Keep it to solo, or get the host's okay first.
Install
The easy way is a mod manager like r2modman or Thunderstore Mod Manager. Install Poppy Menu and it grabs BepInEx and R2API for you. To do it by hand, drop PoppyMenu.dll into Risk of Rain 2/BepInEx/plugins.
Fair warning
This covers a ton of ground and a lot of it was built fast, so expect rough edges and bugs. Some projectiles and bodies behave differently than others, and a few things are best effort. It's a powerful debug tool, so keep it to single-player or private lobbies and don't ruin anyone's run. No warranty, use it at your own risk.
Feedback
I'd genuinely love to hear suggestions, feature ideas, and bug reports. If there's something you want added, or something's acting up, drop a comment and let me know. I'm always happy to keep improving it.
Credits
Poppy Menu is made by Poppy.
It started as a rebrand and rewrite of Umbra Menu by Aquatic Labs, which was itself a fork of Spektre Menu by BennettStaley, merged with Lodington's fork. Big thanks to all of them for the original work this is built on.
A lot of the debug and lobby features here are reimplementations inspired by two excellent open mods, go support them:
- DebugToolkit by harbingerofme (BSD-3-Clause)
- Aerolt by Lodington (MIT)
Built with BepInEx and R2API, plus the wider Risk of Rain 2 modding community's tools.
CHANGELOG
Changelog
2.2.3
- Added a short note about AI use and a link to the source repo on GitHub.
- Cleaned up the readme and in-game wording.
2.2.2
- Presets can be set to "Load on startup". Mark one as your default and it applies automatically the first time you load into a game each session, so reopening the game restores your setup. Shown with a STARTUP badge.
2.2.1
- Homing projectiles are now part of the aimbot itself. Whenever the aimbot has a target, your projectiles curve onto it, no separate toggle. Magic Bullet stays a toggle.
2.2.0
- Macros are now fully custom. A step can be give a specific item x N, give a specific buff for N seconds, money/XP/lunar +N, spawn N of something, become a body, heal, run a console command, run a feature, or even run another macro.
- New "My Shortcuts" on Home: pin features and items from search, or turn on Customize to build your own buttons that do any of the above. Reorder and remove them. It's your dashboard.
- Same builder powers macros and Home, so anything you can put in a macro you can also pin to Home and bind to a key.
2.1.0
- Home search: type to find any feature or item and run it right from the box.
- Favorites: pin any feature to Home, and every feature shows its bound key inline.
- Custom macros: build a named sequence of features and bind it to one key (new Macros page under Settings).
- Spawn options: pick how many to spawn and whether they're your ally or an enemy.
- Preset sharing: Export copies a preset to a code on your clipboard, Import adds one from a pasted code.
- Undo: restore your inventory to before the last Give All, Clear, Stack, or Reroll.
2.0.3
- Give All Items now grants the highest-quality version of each item instead of the base. Items with quality variants (the duplicate-per-quality kind some mods add) get their best one, so if a Legendary exists, that's what you get.
- It gives one item per name now (the best), so it's lighter than dumping every quality.
2.0.2
- Give All Items now only hands out normal beneficial items. It skips Lunar downside items (Shaped Glass and the like), untiered/hidden entries, and world-unique items, so it stops killing you, and it heals you to full afterward just in case.
- That also cuts the lag a lot, since it grants far fewer items, though giving hundreds of modded items at once will still hitch.
2.0.1
- Item list cleanup: stripped raw markup from item, equipment, and body names (no more "<sprite name=...>" showing).
- Quality variants of the same item now group into one row that opens a sub-list of qualities, with a back option.
- Fixed the picker popup resize so it tracks the mouse like the main window instead of dropping on a fast drag.
2.0.0
The big one: merged in the feature sets of two great open mods (DebugToolkit by harbingerofme, Aerolt by Lodington), reimplemented from scratch and credited. Now one build with everything, and the project is open source under MIT.
- New Run tab: set stages cleared, set run time, set team level, toggle every artifact mid-run.
- New Players tab: per-player heal, revive, hurt, kill, teleport, set team, give items, and change body.
- New Console tab: short commands (give, spawn, kill_all, no_enemies, and more) with a searchable reference, plus a fallback to the game's own console.
- New safety toggles in World: no enemies, lock experience, prevent profile saving, and buddha mode in Player.
- Combat tools: heal and hurt by amount, timed buffs, and inflict any damage-over-time effect.
- ESP customization: custom colors per category, a max-distance filter, marker size, and name/distance/health toggles.
- Macros on Home: mid-game, end-game, and a movement-item zoom set.
- Collapsed the dev/full split into a single build with everything included.
- Universal keybinds: bind any feature to any key or mouse button from a new Keybinds tab, saved to disk.
- Customizable menu accent color in Settings, and the tab sidebar now scrolls.
- Reorganized 17 flat tabs into 9 grouped tabs with sub-navigation (Player holds Combat/Aimbot/Stats/Move, World holds Time/Spawn/Run/Teleport, Settings holds Settings/Keybinds/Presets).
- All DebugToolkit command names work in the normal console (give_item, spawn_ai, no_enemies, and the rest).
- Smoother window resize: grabbing the corner now follows the mouse even on a fast drag.
- Aimbot is silent-aim only now; removed the camera-move mode and its smoothing.
- Tidied the in-menu help text so it reads like a person wrote it.
1.0.0 Poppy Menu (first release)
A ground-up rewrite and rebrand of the old Umbra Menu for current Risk of Rain 2.
- Aimbot tab: silent aim for any survivor, homing projectiles, magic-bullet wall-pierce, FOV/range/line-of-sight/priority, and a hold key (mouse buttons included).
- No-clip, world time controls (freeze match, freeze timer, time scale), and presets with auto-grant on spawn.
- Host-permission gate so clients can't use the mod in your game unless you allow it.
- A clickable window: draggable, resizable, with a sidebar, a Home dashboard, switch-style toggles, searchable tier-colored item pickers, a status pill, and an active-effects readout while it's closed.
- On-screen popups, an in-game Settings tab with live key rebinding, confirm guards on destructive actions, and a disable-all panic button.
- Cursor and input are handled cleanly while the menu is open, so no flicker and no camera spin.
- Now a BepInEx 5 plugin instead of an injected DLL: no injector, no admin, auto-loads, and it coexists with other mods.
- Reads everything live from the game catalogs, so modded items, equipment, buffs, and bodies show up on their own.
- Works as a non-host client too, routing server actions over R2API networking.
Features
- Player: God Mode, Infinite Skills, Aimbot, Give Money / XP / Lunar Coins, Respawn, give/remove buffs.
- Stats: per-stat multipliers (damage, attack speed, move speed, armor, crit, max health) + live readout.
- Movement: Flight, Always Sprint, Jump Pack.
- Items: give any item/equipment (searchable, tier-colored), give-all, clear, stack (Shrine of Order), reroll, no equipment cooldown.
- Spawn: spawn any monster/interactable at your crosshair, kill all enemies.
- Teleporter: instant charge, skip stage, mountain shrine stack, spawn shop/gold/celestial portals.
- Character: change into any body (survivors and monsters).
- ESP: enemies, interactables, and the teleporter through walls.