You are viewing a potentially older version of this package. View all versions.
littlewolf-ShareItemsWithMoreFun-0.2.2 icon

ShareItemsWithMoreFun

Chests and Shrines of Chance work per player and drop 3-item choice orbs of the same rarity. Once the teleporter is charged, difficulty stops rising and dead players come back. Multiplayer: everyone needs the mod.

Date uploaded 8 hours ago
Version 0.2.2
Download link littlewolf-ShareItemsWithMoreFun-0.2.2.zip
Downloads 491
Dependency string littlewolf-ShareItemsWithMoreFun-0.2.2

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2122 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2122
RiskofThunder-HookGenPatcher-1.2.9 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.9
RiskofThunder-R2API_Core-5.3.0 icon
RiskofThunder-R2API_Core

Core R2API module

Preferred version: 5.3.0
RiskofThunder-R2API_Networking-1.0.4 icon
RiskofThunder-R2API_Networking

Networking API around the Unity UNet Low Level API (LLAPI)

Preferred version: 1.0.4

README

ShareItemsWithMoreFun

Stop racing your friends to the chests. Every chest opens once per player, and instead of a random item it drops a choice orb: pick 1 of 3 items of the same rarity.

What it does

  • One chest, one opening per player. When you buy a chest, it opens for you only. Your friends still see it closed and can buy it with their own money.
  • A choice instead of a roll. The chest still rolls its rarity like vanilla, then drops a Void Potential-style orb with 3 items of that rarity. Category chests stay in their category, equipment barrels offer equipment, lunar pods offer lunar items.
  • Sale Star: each extra drop becomes an extra orb, each with its own rarity.
  • Never miss a chest. Once someone opens or pings a chest, it stays marked (like a ping, with no time limit) for every player who has not opened it yet.
  • Your loot is yours. Your orb is invisible to the other players and only you can open it. The item you pick goes straight into your inventory.
  • Dead, not out. While dead and piloting a drone (Alloyed Collective), you can still open your side of the chests with your own money.
  • Shrines of Chance for everyone. Each player plays every Shrine of Chance on their side, with their own price and their own 2 successes. Each success drops a choice orb reserved to that player.
  • Hexes for everyone. The Hexes dropped by the Hallowed Shrine's Hand of Death are split per player, and every player opens each Concept Reliquary on their side. Hexes stay Hexes (no choice orb).
  • Boss loot for everyone. The teleporter boss drops one choice orb per player (plus one per Shrine of the Mountain), green or yellow like vanilla, each reserved to its player.
  • Balance it your way. Since everyone opens every chest, you can reduce the extra chests the game adds in multiplayer, down to the solo amount (Chests.MultiplayerChestScaling).
  • Loot in peace. Once the teleporter is charged, difficulty stops rising until the next stage (the timer itself keeps going) and dead players come back near the teleporter, so everyone can finish opening their chests.
  • Artifact of Command: vanilla Command essences are kept, and stay reserved to the player who opened the chest.

Chests handled

Small, Large and Legendary chests, Cloaked chests, Damage / Healing / Utility chests (small and large), Rusty Lockboxes, Equipment Barrels, Lunar Pods, Void Cradles. Void Potentials and Encrusted Lockboxes are instanced per player (they already offer a choice). Multishops (white, green, equipment) are instanced too: one terminal per player per multishop.

Shrines of Chance are instanced per player too (see above).

Not handled (vanilla): Adaptive Chests, printers, scrappers, other shrines, Scavenger bags, the new Hallowed Concepts chests. You can add prefab names in the config.

Multiplayer

Every player needs the mod, same version. A player without it is refused when joining. The host decides everything; the config that matters is the host's.

Config

BepInEx/config/com.shareitemswithmorefun.cfg (or in game with Risk Of Options).

Key Default What it does
General.Enabled true Master switch.
General.InstancedChests true One opening per player. Off: chests open once for everyone, but still drop choice orbs.
Chests.RemoteOpCanOpenChests true A dead player piloting a drone can still open the mod's chests on their side and their own orbs.
Chests.PersistentChestMarkers true A chest opened or pinged by someone stays marked for every player who has not opened it yet.
Chests.InstancedMultiShops true Multishops work like chests: one terminal per player per multishop, the multishop stays open for the others.
Bosses.InstancedBossRewards true The teleporter boss gives each player (1 + Shrines of the Mountain) choice orbs of their own.
Shrines.InstancedChanceShrines true Each player plays every Shrine of Chance on their side (own price, own 2 successes); each success drops a choice orb reserved to them.
Hexes.InstancedHexes true Hand of Death Hexes split per player; Concept Reliquaries open once per player. No choice orb for Hexes.
Chests.MultiplayerChestScaling 100 % of the extra standard chests the game keeps with several players. 100 = vanilla (x1.5 chests at 2 players, x2 at 3, x2.5 at 4); 0 = as many as in solo.
Stage.FreezeDifficultyAfterTeleporter true Once the teleporter is charged, difficulty stops rising until the next stage.
Stage.ReviveDeadPlayersAfterTeleporter true Once the teleporter is charged, dead players come back near it.
Orbs.ChoiceCount 3 Items per orb (2 to 6).
Orbs.ReserveForOpener true Only the opener can open the orb.
Orbs.HideOtherPlayersOrbs true Other players' orbs are invisible.
Orbs.GrantToInventory true The chosen item goes straight into the inventory.
Orbs.DisconnectGraceSeconds 180 How long a disconnected player's orb stays reserved for them (0 = until the end of the stage).
Chests.ChestNames see file Prefab names of the handled chests.
Debug.VerboseLogging false Logs every decision.

Compatibility

Do not combine with mods that also change chest loot or loot sharing: ThreeChoiceChests, ItemShare, ShareSuite, InstancedLoot, Artifact of Potential. The mod warns in the log when it finds one of them.


Français

Fini la course aux coffres entre amis. Chaque coffre s'ouvre une fois par joueur et, au lieu d'un item au hasard, lâche une orbe de choix : on prend 1 item parmi 3 de la même rareté.

  • Un coffre, une ouverture par joueur. Le coffre s'ouvre pour toi seul ; les autres le voient toujours fermé et peuvent l'acheter avec leur argent.
  • Un choix au lieu d'un tirage. La rareté est tirée comme en vanilla, puis le coffre lâche une orbe de type Potentiel du Néant avec 3 items de cette rareté. Les coffres de catégorie restent dans leur catégorie.
  • Étoile des soldes : chaque drop bonus devient une orbe en plus.
  • Aucun coffre oublié. Dès qu'un joueur ouvre ou pinge un coffre, il reste marqué (comme un ping, sans limite de temps) pour chaque joueur qui ne l'a pas encore ouvert.
  • Ton butin est à toi. Ton orbe est invisible pour les autres et toi seul peux l'ouvrir. L'item choisi va directement dans ton inventaire.
  • Mort mais pas privé de butin. Mort et aux commandes d'un drone (Alloyed Collective), tu peux encore ouvrir tes coffres avec ton argent.
  • Autels de la chance pour chacun. Chaque joueur tente sa chance de son côté sur chaque autel, avec son propre prix et ses 2 réussites. Chaque réussite lâche une orbe à choix réservée à ce joueur.
  • Maléfices pour chacun. Les maléfices de la Main de la Mort de l'Autel sacré sont répartis par joueur, et chacun ouvre le Reliquaire de concept de son côté. Les maléfices restent des maléfices (pas d'orbe).
  • Butin du boss pour chacun. Le boss du téléporteur lâche une orbe à choix par joueur (plus une par autel de la montagne), verte ou jaune comme en vanilla, réservée à son joueur.
  • Équilibrage réglable. Comme chacun ouvre chaque coffre, tu peux réduire les coffres que le jeu ajoute en multijoueur, jusqu'à la quantité du solo (Chests.MultiplayerChestScaling, 100 % par défaut = vanilla).
  • Finir l'étape tranquille. Dès que le téléporteur est chargé, la difficulté ne monte plus jusqu'à l'étape suivante (le chrono, lui, continue) et les joueurs morts reviennent près du téléporteur.
  • Multijoueur : tous les joueurs doivent avoir le mod, dans la même version. C'est la config de l'hôte qui compte.
  • À ne pas combiner avec ThreeChoiceChests, ItemShare, ShareSuite, InstancedLoot ou Artifact of Potential.

CHANGELOG

Changelog

0.2.2

  • New setting Shrines.InstancedChanceShrines (default on): every Shrine of Chance works per player. Each player has their own price (it only rises after their own attempts), their own successes (2, like vanilla) and their own 2 s wait between attempts. The shrine turns off only for the player who got all their successes; the others still see it active, with their own price.
  • Each success drops a choice orb with 3 items of the rolled rarity, reserved to and only visible for that player. A failure gives nothing, like vanilla. The Chance Doll uses the inventory of the player trying.
  • A dead player piloting a drone can play the shrines if Chests.RemoteOpCanOpenChests is on.
  • The Captain's hacking beacon makes a shrine free for the Captain only (vanilla: free for everyone).
  • New setting Hexes.InstancedHexes (default on): the Hexes dropped by the Hallowed Shrine's Hand of Death are split per player, each share reserved to and only visible for its player (the shrine's hands themselves stay vanilla). Concept Reliquaries open once per player and give each player their own Hex. Hexes never become choice orbs.
  • New setting Chests.PersistentChestMarkers (default on): when a player opens or pings a chest, it stays marked for every player who has not opened it yet, like a ping with no time limit (no chat message, no sound). The marker disappears for a player once they open it, and stays for the others, whatever the number of players.

0.2.1

  • New setting Chests.MultiplayerChestScaling (0 to 100 %, default 100 = vanilla): how many extra standard chests the game keeps with several players. At 0 %, there are as many chests as in solo, so each player gets about a solo run's loot (every player already opens every chest on their side). Only small, large, category and cloaked chests and equipment barrels are affected; shrines, drones, printers and rare chests are untouched.
  • New setting Chests.InstancedMultiShops (default on): multishops (white, green, equipment) work like the chests. Each player can buy one terminal per multishop on their side, with their own money; the multishop stays open, with the same items, for the others. The bought item is reserved to the buyer.
  • New setting Bosses.InstancedBossRewards (default on): the teleporter boss reward becomes choice orbs. Each player gets (1 + Shrines of the Mountain) orbs of their own, each with the rolled rarity (green, or a yellow boss item at 15%, including the killed boss's item), reserved to and only visible for that player.
  • Fixed the package description: once the teleporter is charged, difficulty stops rising; the run timer itself keeps going.

0.2.0

  • Once the stage's teleporter is charged, difficulty stops rising until the next stage starts (monster level, chest prices, difficulty bar). The run timer keeps going, so timed chests and timed unlocks stay vanilla. Config: Stage.FreezeDifficultyAfterTeleporter.
  • At the same moment, dead players come back near the teleporter (3 s of immunity), including those piloting a drone, who get their survivor back. Config: Stage.ReviveDeadPlayersAfterTeleporter.

0.1.1

  • A dead player piloting a drone (Alloyed Collective remote operation) can now open the mod's chests on their side, with their own money, and open their own orbs. Vanilla drones cannot open chests, so without this a dead player lost their share of every chest of the stage. Config: Chests.RemoteOpCanOpenChests.
  • Equipment chosen while piloting a drone is kept aside and given back when the player's own body returns (drones cannot hold or pick up equipment), so the equipment they were holding is never lost.
  • The host now tells clients which chests it instances and whether drones may open them, instead of each client guessing from its own config.

0.1.0

  • First version.
  • Chests open once per player; the chest stays closed and buyable for the others.
  • Each drop becomes a choice orb with 3 items of the rolled rarity (drop table and category respected).
  • Sale Star: one orb per bonus drop.
  • Orbs are reserved to, and only visible for, the player who opened the chest; the chosen item goes straight into their inventory.
  • Lunar Pods and Void Cradles give choice orbs too; Void Potentials and Encrusted Lockboxes are instanced per player.
  • Late joiners receive the current state of chests and orbs.