MoreCards
Ten new cards for the post-round draft: Overdrive, Supersize, Wreck, GUN!, Boink!, Bouncy, Floaty, Timber!, SWAT! and Bollard. Every effect is configurable. All players need the mod.
By Kjoekjoe
CHANGELOG
Changelog
1.1.1
Balance fixes. No new cards, so the catalog is the same length and in the same order as 1.1.0 — a 1.1.0 peer still draws the same card from the same roll. What changed is how often each card is offered and how hard several of them hit, and settings still have to match across a lobby, so everyone should be on this one.
Per-card draft odds
- New
[Rarity]section: one entry per card, deciding how often it is offered. The values are the game's own rarity levels and they buy the game's own odds — Common 110, Uncommon 60, Rare 37, UltraRare 25, Legendary 12, Unique 2, drawn against a pool holding every card in the game — so a Common turns up about three times as often as a Rare. The level colours the card's frame to match, and it decides how long a card survives a match that raises its minimum rarity: the commonest go first. Offretires a card without uninstalling the mod. The card stays in the catalog, so the wire indices are untouched and the draft still lines up with the rest of the lobby — it is simply never drawn. Removing a card outright would renumber every card below it and desync the draft, which is why this is the only way it is offered.- Read live: press the ReloadConfigKey and the next draft uses the new odds. The host's settings are the ones that count, since the roll happens server-side.
New rarities
Every card sat at Rare in 1.1.0. Now:
| Card | Rarity |
|---|---|
| Overdrive, Bollard | Uncommon |
| Supersize, Floaty, SWAT! | Rare |
| Boink! | UltraRare |
| GUN!, Bouncy | Legendary |
| Wreck, Timber! | Off |
The two cards that drop a lump of scenery on the road are off by default — set WreckRarity and
TimberRarity to put them back in the pool.
Softer defaults
- The gun no longer kills by default.
BulletsKillis now off, and a bullet that hits a car pops it up off the road and holds it slow instead:BulletSlowPercent(50) off their ground speed forBulletSlowSeconds(0.1), plus aBulletHopSpeed(1.5 car lengths/s) hop. Only the speed along the road is capped, so the hop still rises and falls normally underneath it. TurnBulletsKillback on for the old lethal gun — the draft card says which one you have. GunFireInterval3 → 6 seconds, andBulletLifetime3 → 2 seconds, so misses clear the track sooner.BouncePush2.5 → 1 andBounceRecoil0.4 → 0.2: the swim ring now nudges people off line rather than launching them.
All of the above are defaults, so they apply to a fresh install only — BepInEx keeps whatever is
already in your config file, including the ten [Rarity] entries once they have been written once.
Delete BepInEx/config/slipskid.morecards.cfg, or copy your values across, to pick them up.
1.1.0
Everyone in the lobby needs this version. Cards cross the network as indices into a shared catalog and this release appends three, so a player still on 1.0.1 has a shorter catalog and will draft a different card from the same roll.
Three new cards
-
Timber! — a tree you drop on the track. Its collision is fitted to the parts you can see: a column of boxes up the tapering trunk, and one sphere per ball of leaves rather than one over the lot. Both are solid, the empty air between them is not, and driving under the canopy is the same as driving into it — no invisible wall out over the open ground beside the trunk, and no gap to slip through where the trunk meets the leaves.
Cards.TreeScalesets how tall it stands in player-car lengths (2.5), orCards.TreeHeightfor an exact height in world units. -
SWAT! — a giant flyswatter pinned beside the track by its handle, painted in the drafting player's own colour so everyone can see whose it is. It parks out to one side and sweeps 90° horizontally across the road every few seconds, pad on edge like a barrier arm, then draws itself back. Pad, handle and post are all solid, so you cannot drive through it parked or mid-sweep. A car the pad catches is thrown, and the direction depends on the hit: square on the middle and you go where the pad is pointing, clip an edge or the tip on the way past and you are flung out sideways. Swats that connect late in the sweep hit harder than early ones, and the return stroke is harmless.
-
Bollard — a retractable bollard set into the road, in the colour of whoever placed it. It waits flush with the surface, rises on a timer, stands there, and drops again, looping for the round. Solid all the way up and drivable straight over when down, because its collision retracts under the road with it. The base plate stays bolted to the road throughout, so you can see where it is going to come up.
Tuning them
[Swatter]holds everything about the flyswatter:SwatterScalefor how big the pad is in player-car lengths (0.3),SwatterReachfor how far it sweeps out without changing the pad's size,SwatterWidthfor an exact size in world units,SwoopSeconds/LiftSeconds/RestSecondsfor the cycle, andSwatPush(9) for how hard a clean swat throws a car. Size is read live, so pressing ReloadConfigKey resizes the swatter already standing on the track rather than only the next one drafted.[Bollard]holds the bollard's:DownSecondsandUpSeconds(both 3) for how long it waits at each end,RiseSeconds(0.6) for the travel itself, andBollardScale(0.35 player-car lengths) orBollardHeightfor how tall it stands. How far the post travels is derived from the model, so it always retracts exactly flush.- Both cards animate from the shared network clock rather than a local timer, so the swat lands and the bollard rises at the same moment on every screen. Matching timings across the lobby matter for the same reason.
Under it
- Player colours are resolved through several sources, because the obvious one is not reliable:
PlayerData.primaryColorreads as transparent black until something sets it, and a player who only ever picked a car paint never sets it at all. The colours the game hands the obstacle win where it offers them, then the palette on the paint the car is wearing, indexed by the separately replicatedprimaryColorIndex. Whichever of a player's two colours is brighter is the one copied, since a black car with bright trim is identified by its trim. tools/glb-to-obj.ps1gained-Nodes, which exports only the named nodes and treats each as a root. That splits a rigged prop into its moving and static halves — and naming a posed group's own node exports it in its rest pose, which is how the bollard's post comes out standing up rather than retracted.tools/fbx-to-obj.ps1is new, converting FBX the wayglb-to-obj.ps1does GLB, by driving a background Blender and assigning material groups by object name.
1.0.1
- The config file has moved to
BepInEx/config/slipskid.morecards.cfg, and its sections lost theirExample.prefix — they are now[General],[Debug],[Car],[Cards],[Gun],[Boink],[Bouncy]and[Floaty]. Anything you tuned in 1.0.0 does not carry over. The oldslipskid.examplemod.cfgis left where it is, so copy your values across if you want to keep them, minding the new section names. - The mod now identifies itself as
MoreCardsin the log and in mod managers, instead of the template's name. - New package icon, and a readme that describes the cards rather than the template it grew out of.
- No gameplay changes: every card behaves exactly as it did in 1.0.0.
1.0.0
- First release. Adds seven cards to the post-round draft:
- Overdrive — +10% top speed for every car, for the round.
- Supersize — +10% car size for every car. Permanent, and it stacks.
- Wreck — a car you drop on the track as an obstacle.
- GUN! — a gun on your car that fires a killing shot every 3 seconds.
- Boink! — land on a car to squash it and halve its speed.
- Bouncy — a swim ring that flings anyone you bump into.
- Floaty — -30% gravity on your car. Lasts the match and stacks.
- Every effect is configurable in
BepInEx/config/slipskid.morecards.cfg, and the draft card's own text follows whatever you set.