BiggerMap
Experimental: a bigger arena in every realm. The border ring, scenery, objectives and props spread out, and enemy pathing is rebuilt. Everyone needs it; the host's size is used.
| Last updated | 6 hours ago |
| Total downloads | 28 |
| Total rating | 0 |
| Categories | Mods |
| Dependency string | girthy_mods-BiggerMap-0.9.8 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.788README
BiggerMap (experimental)
A bigger arena in every realm.
When a realm loads, its layout spreads out from the centre:
- The border ring moves out. Copies of its pieces fill the gaps that opens up.
- Rocks, trees, props and the scenery behind the border move out. They keep their size; only their distance from the centre changes.
- Objective and artifact spawn points move out too, so objectives end up further apart.
- The ground itself (the terrain's hills) is stretched outward to match, and the invisible floor is widened. Grass and flowers get extra copies so the bigger ground doesn't look bare.
- Enemy pathing (the navigation mesh) is rebuilt for the new layout, so enemies can chase you everywhere.
Everyone needs the mod. The host's size is used for everyone: the host sends it to players every second, lobby included. If the host doesn't have the mod, the map stays normal for everyone.
Config (girthy_mods.BiggerMap.cfg)
| Setting | Default | What it does |
|---|---|---|
Map.Enabled |
true |
Turns the bigger arena on or off. |
Map.Scale |
1.5 |
How much wider the arena is (1–1.8). 1.5 is about 2.25× the area. |
Map.FillBorderGaps |
true |
Adds border pieces so the bigger ring is closed. |
Map.FillGrass |
true |
Adds extra grass and flowers. |
Map.MaxGrassCopies |
2 |
The most extra copies of each grass field. |
Map.RemoveInvisibleBlockers |
true |
Switches off solid pieces that end up with nothing visible on them after spreading, so there are no invisible walls inside the map. |
Map.InvisibleEdge |
true |
Adds an invisible wall at the face of the moved border rocks, so the rocks are solid and nobody slips out through gaps. |
Map.RebuildNavigation |
true |
Rebuilds enemy pathing. Turning it off leaves enemies stuck in the original area. |
Known limits (please report anything odd)
- A few layouts had their rocks merged into one mesh when the game was built. The mod swaps in a copy of the same rock from another layout; if it can't find one, that rock is hidden and its collision is switched off, so it doesn't leave an invisible wall. The log reports how many rocks it swapped and how many it couldn't.
- Rebuilding enemy pathing can cause a short hitch while the realm loads.
- Ground textures, roads and rivers don't stretch, so the outer area looks plainer than the middle.
- The log lists what was changed in each realm. Look for
BiggerMaplines inBepInEx/LogOutput.log.
Multiplayer settings
In multiplayer everyone plays with the host's settings: the host's config is sent to every player from the lobby on, and the mod reads it instead of yours while you're connected. Your config file is never changed. If the host doesn't have this mod, it stays off for you in that game.