Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
KarmaLocking
Click a selected Karma level again to lock it: Karma stays at that level for the whole run. Only the host needs the mod.
| Last updated | 11 hours ago |
| Total downloads | 45 |
| Total rating | 0 |
| Categories | Tweaks Server-side Alloyed Collective AI Generated |
| Dependency string | ELEVATED-KarmaLocking-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
RiskofThunder-RoR2BepInExPack
Simplify the modding ecosystem of Risk of Rain 2, making it easier for modders to create and maintain their mods while preventing harmful bugs.
Preferred version: 1.46.0README
Karma Locking
![]()
A [ server-side / host-only ] mod. Players without it can still join.
With Karma enabled, the level you pick in the lobby is only where the run starts. Karma keeps going up as you play, so almost every run ends on Karma 7 or 8. This mod lets you lock Karma at the level you picked.
How to use it
In the lobby, open the Karma panel (the edit button next to the Karma rule):
- Click a level once: selects it, same as vanilla. Karma starts there and rises normally.
- Click the same level again: locks it. A small lock appears in the bottom right corner of the icon. Karma stays at that level for the whole run.
- Click it a third time: unlocks it. The level stays selected and Karma rises normally again.
Picking a different level (or Karma Disabled, or the random button) always starts unlocked. Level 0 can be locked too, which keeps Karma enabled but at 0 for the whole run.
The lock only applies while the lobby's Karma level is the locked one. If another player's vote moves the level elsewhere, the run starts unlocked.
Multiplayer
Only the host needs the mod.
| Who has the mod | What happens |
|---|---|
| Host only | The host can lock. The lock works for everyone; other players just see Karma not rising. |
| Host and some players | Those players can lock/unlock too (configurable) and see the lock badge. |
| A player but not the host | Nothing changes for them: clicks behave as in vanilla, no badge. |
It adds nothing to the game's content or rule list and never sends anything to players who don't have the mod, so it doesn't affect who can join a lobby.
Where the lock shows
For the host and players with the mod, the lock badge appears on:
- the buttons in the lobby's Karma panel
- the Karma summary icon in the lobby's rules list
- the Karma icon during the run
- the Karma icon on the end-of-run report
The server browser can't show it: the lock isn't part of the lobby's public rule data, so players who don't have the mod are unaffected.
Configuration
BepInEx/config/com.elevated.KarmaLocking.cfg
| Setting | Default | Description |
|---|---|---|
AllowClientLocking |
true |
Host only. Let other players with the mod lock and unlock Karma in your lobby. |
Console commands (open the console with Ctrl + Alt + ~):
| Command | Description |
|---|---|
karmalock_set <level> |
In the lobby: lock Karma at a level (0-8), or -1 to unlock. |
karmalock_status |
Print the current lock state. |
How it works
- While locked, the host ignores every Karma increase. The starting level is applied as normal. Karma is synced by the game itself, so everyone sees the unchanged value.
- Players with the mod tell the host through a console command that the vanilla game already forwards to the host. The host then sends the lock state only to those players.
Compatibility
- Requires the version of the game with the Karma system.
- Changes nothing when Karma is disabled or the lock isn't used.
- Prismatic Trials and Simulacrum disable Karma, so there is nothing to lock.
- Eclipse forces its own starting level; that level can still be locked the same way.
- The lock isn't stored in save files: when continuing a saved run (e.g. ProperSave), lock the level in the lobby again before loading.