Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Hotline
One overlay and one key for every mod's HUD - and it auto-catches mods that grab function keys.
| Date uploaded | a week ago |
| Version | 1.2.0 |
| Download link | DooDesch-Hotline-1.2.0.zip |
| Downloads | 83 |
| Dependency string | DooDesch-Hotline-1.2.0 |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3README
Hotline - One Hotkey for Every Mod's HUD
🛟 Need help or found a bug? Get support at support.doodesch.de/hotline.
One overlay and one key for every mod's HUD. Press F6 to open a single in-game overlay where every mod gets a clean, draggable panel - buttons, toggles, readouts, logs. Hotline even auto-catches mods that grab function keys (F1-F12) and turns them into clickable buttons, so two mods stop fighting over the same key.
Features
- One overlay, one key. Press F6 for a single in-game overlay; every mod that registers gets its own toggleable, movable, resizable window. No more a different hotkey per mod.
- Ready-made panels. A registering mod gets text readouts, images (e.g. a QR code), action buttons, on/off toggles and a log channel for free - Hotline draws them.
- Auto-catch raw hotkeys. Hotline detects mods that poll function keys (F1-F12) and adds each as a button in that mod's panel, attributed to the right mod automatically.
- Optional full takeover. Turn it on and a physical function-key press opens Hotline on that mod's panel instead of reaching the mod, so two mods can never collide on a key.
- A real framework. A zero-overhead no-op-when-absent modder API, so mods can adopt it with no hard dependency.
Requirements
- Schedule I (IL2CPP) with MelonLoader 0.7.3+.
Hotline has no other hard dependency - it does not use S1API.
Usage
Enter a save and press F6 to open or close the overlay. The Overview lists every mod's panel - click one
to open its window; drag by the title bar, resize from the corner. hotline help lists the full console.
Settings
Enabled, MasterHotkey (F6), InterceptFunctionKeys (on), SuppressRawFunctionKeys (off, full takeover),
HudFontSize (12). Editable in UserData/MelonPreferences.cfg under
Hotline_01_Main.
License
MIT. See the included LICENSE.md.
CHANGELOG
Changelog
All notable changes to Hotline are documented here. This project adheres to Semantic Versioning.
[1.3.1] - 2026-08-04
Changed
hotlineshows up in the game's command list, so a console autocomplete or a terminal can offer it and complete it. It was answered by a patch and registered nowhere, which made it invisible to every tool that lists commands. Nothing about running it changes.
[1.3.0] - 2026-08-04
Added
- A mod can show and hide the overlay from code, without the player pressing the key.
[1.2.1] - 2026-08-04
Fixed
- The overlay no longer takes the game down when a mod's panel shows an image. Opening it with Snitch installed crashed straight to desktop, because the way the image was drawn does not exist in this build of the game.
- A panel that fails to draw is skipped instead of killing the whole overlay, and it says so once in the log rather than sixty times a second.
[1.2.0] - 2026-07-31
Added
- Panels can now hold a slider (
Panel.Slider,Hud.RegisterSlider) - a value you drag rather than a number you type. The host clamps it to the declared range and snaps it to the step before your setter runs, so a setter never sees a value it did not declare as legal, whichever control wrote it. hotline slider <sliderId> [value]reads or writes the same value from the console. A slider is a mouse control and a mouse control cannot be driven by a test harness, so anything reachable only by dragging reaches testers unverified.
Changed
- Dragging a slider continues while the cursor is off the track, which is how every slider anywhere behaves.
Notes
- Additive and backward-compatible: older mods are unaffected, and a mod that registers a slider is a no-op on an older Hotline.
- Control ids are slugified from the label and punctuation is dropped, so two labels that differ only in punctuation collide and the second replaces the first. Give each control distinct words.
[1.1.0] - 2026-07-08
Added
- Panels can now show an image (
Panel.Image) alongside their text, actions and toggles - a mod supplies raw pixels and the overlay draws them crisply. Additive and backward-compatible: older mods are unaffected, and a mod that uses it is a no-op on an older Hotline. First user: Snitch's in-game connect-a-phone QR.
[1.0.0] - 2026-06-26
Initial release.
Added
- One in-game overlay for every mod's HUD, opened by a single master key (default F6). Each registering mod gets its own toggleable, movable, resizable window.
- Modder API (
Hotline.Api) - a zero-overhead no-op when Hotline is absent: register a panel with text readouts, action buttons, on/off toggles, a log channel and an optional central hotkey. - Auto-interception of other mods' function keys (F1-F12): each polled key is attributed to its mod and surfaced as a clickable button in that mod's panel.
- Optional full takeover (
SuppressRawFunctionKeys, default off): a physical function-key press opens the overlay on the owning mod's panel instead of reaching the mod, so two mods can no longer collide on a key. - IMGUI windowing with polled input (the path that works for in-game mouse interaction on this IL2CPP build); draggable, resizable, scrollable windows with persisted layouts, near-zero cost while hidden.
hotline ...console: control the overlay, panels, the master key, the central hotkey table and the takeover behaviour from the in-game console.- A combined log timeline across all mods that report to Hotline.