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Kjoekjoe-MoreCards-1.0.0 icon

MoreCards

Seven new cards for the post-round draft: Overdrive, Supersize, Wreck, GUN!, Boink!, Bouncy and Floaty. Every effect is configurable. All players need the mod.

Date uploaded 2 weeks ago
Version 1.0.0
Download link Kjoekjoe-MoreCards-1.0.0.zip
Downloads 15
Dependency string Kjoekjoe-MoreCards-1.0.0

This mod requires the following mods to function

SlipSkid_Modding-BepInExPack_SlipSkid-6.0.697 icon
SlipSkid_Modding-BepInExPack_SlipSkid

BepInEx modloader, preconfigured and ready to use for Slip & Skid

Preferred version: 6.0.697

README

MoreCards

Seven new cards for the Slip & Skid post-round draft. They roll alongside the game's own cards, use the game's own card art and layout, and are picked and placed exactly the way you already pick and place everything else.

What it adds

Card Rarity What it does
Overdrive Rare +10% top speed for every car, for the round.
Supersize Rare +10% car size for every car. Permanent, and it stacks — four picks is roughly a 1.5x car.
Wreck Rare A car you drop on the track as an obstacle, sized to match a real player car.
GUN! Rare Bolts a gun to your car. It fires by itself every 3 seconds, and a bullet that touches a car kills the driver. You are immune to your own.
Boink! Rare Land on top of another car to squash it and cut its speed by half for half a second. Side-swipes don't count — you have to come down on them.
Bouncy Rare A swim ring around your car. Bump someone and they get flung away; you take a smaller shove back.
Floaty Rare -30% gravity on your car. Same jump, much more air. Lasts the match and stacks.

Overdrive and Supersize buff the whole lobby, the way the game's own modifier cards do. GUN!, Boink!, Bouncy and Floaty land only on the player who drafted them.

Every number above is configurable — see Configuration below.

Requirements

  • Slip & Skid on Windows
  • BepInEx pack for Slip & Skid (SlipSkid_Modding-BepInExPack_SlipSkid) — installed for you by any mod manager, since it is declared as a dependency

Install

With a mod manager (recommended)

Install through Thunderstore Mod Manager or r2modman: find MoreCards, click Install, then launch the game from the manager. The BepInEx pack comes along automatically.

By hand

  1. Install the BepInEx pack for Slip & Skid first, if you haven't already.
  2. Download this package and open the zip.
  3. Copy the BepInEx folder from inside the zip into your game folder, merging it with the BepInEx folder that is already there. The plugin should end up at:
Slip & Skid\BepInEx\plugins\SlipSkid.MoreCards\SlipSkid.MoreCards.dll

The default game folder is:

C:\Program Files (x86)\Steam\steamapps\common\Slip & Skid
  1. Launch the game once. If the cards don't show up, open Slip & Skid\BepInEx\LogOutput.log and look for a line starting with CustomCards: — it says how many cards were registered and where they landed in the catalog.

Multiplayer

Everyone in the lobby needs this mod, on the same version, with the same settings.

Cards cross the network as positions in a shared list rather than by name. A player without the mod has a shorter list, so the same roll hands them a different card — the draft desyncs for everyone. Settings that change how a card behaves need to match for the same reason: each machine simulates its own car, so a Floaty set to 30% on one PC and 60% on another means your jumps land in different places on different screens.

Everything works in single player too.

Configuration

A config file is written on first launch:

Slip & Skid\BepInEx\config\slipskid.examplemod.cfg

Every entry is documented in the file itself. The things people usually reach for:

  • EnableCustomCards — turn the new cards off without uninstalling
  • SpeedCardBoostPercent, SizeCardGrowthPercent, GravityReductionPercent, BoinkSlowPercent — how strong each effect is. The draft card's text updates to match, so what a card promises is always what it does.
  • GunFireInterval, BulletSpeed, BulletsKill — the gun's rate of fire, and whether its bullets are lethal or just scenery
  • BouncePush, RingSize — how hard the swim ring throws people, and how big it is
  • CarCardScale — how large the Wreck's car is

Press F9 in game to re-read the file without restarting, which is the quick way to dial in a value while you watch it. Press F8 for a state dump in the log.

Known limits

  • Windows only, matching the game.
  • The Wreck borrows an existing prop to exist as a placeable object, so it inherits that prop's collision shape — the wreck's hitbox is not car-shaped. If the borrowed prop misbehaves, PropCarrierName in the config picks a different one; the candidates are listed in the log every launch.
  • Bullets only test against cars. They pass through walls and props, and expire on a timer.

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.
  • Off retires 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. BulletsKill is 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 for BulletSlowSeconds (0.1), plus a BulletHopSpeed (1.5 car lengths/s) hop. Only the speed along the road is capped, so the hop still rises and falls normally underneath it. Turn BulletsKill back on for the old lethal gun — the draft card says which one you have.
  • GunFireInterval 3 → 6 seconds, and BulletLifetime 3 → 2 seconds, so misses clear the track sooner.
  • BouncePush 2.5 → 1 and BounceRecoil 0.4 → 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.TreeScale sets how tall it stands in player-car lengths (2.5), or Cards.TreeHeight for 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: SwatterScale for how big the pad is in player-car lengths (0.3), SwatterReach for how far it sweeps out without changing the pad's size, SwatterWidth for an exact size in world units, SwoopSeconds / LiftSeconds / RestSeconds for the cycle, and SwatPush (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: DownSeconds and UpSeconds (both 3) for how long it waits at each end, RiseSeconds (0.6) for the travel itself, and BollardScale (0.35 player-car lengths) or BollardHeight for 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.primaryColor reads 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 replicated primaryColorIndex. 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.ps1 gained -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.ps1 is new, converting FBX the way glb-to-obj.ps1 does 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 their Example. 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 old slipskid.examplemod.cfg is 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 MoreCards in 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.