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ItemShare
Co-op loot sharing. Every player walks over the same drop and collects it for themselves, and it only despawns once everyone has. Artifact of Command included. Every player in the lobby needs it.
By Vibecodeguy
CHANGELOG
Changelog
1.7.1
- Fixed
HideCollectedOrbsbarely doing anything. It hid the item model and the outline and left the glow, which is most of what a drop looks like — so a collected drop still sat there looking collectable. The glow is a separate per-tier particle object that the vanilla "hide renderers" call never touches. Everything a drop draws, including its light, is now switched off, and re-applied on a timer because the game rebuilds that model on its own schedule and would otherwise turn it all back on.
1.7.0
- A drop you have already collected stops being drawn for you, while staying visible
to everyone who still needs it. This was the oldest limitation in the mod — it only
became possible once every player had it installed in 1.6.0. Especially useful where
drops end up clustered: a pile you are finished with no longer hides the one you are
not. New
HideCollectedOrbsconfig, on by default. - Only the visuals are touched. The collider, the trigger and every bit of the server-side collection logic are untouched, so hiding can never change who gets what.
1.6.1
- Fixed stuttering while picking up items in multiplayer. Vanilla logs an error every
time a pickup notification arrives for somebody else's character — a normal thing that
happens on every machine for every pickup — and this mod made it far more frequent,
because in Individual mode each player collects the same drop separately. A four-player
session produced 1718 of them, 63% of every error logged in the run. Each one captures a
stack trace and writes to disk, which is what you felt when items were being collected.
They are now skipped; nothing else changes, since the original was about to return
without doing anything anyway. New
SilenceRemoteNotificationErrorsconfig, on by default.
1.6.0
- Every player now needs the mod installed. A lobby is refused if somebody is missing it or is on a different version.
- Used Command cubes now disappear from every player's prompt, not just the host's. The server tells each client which cubes that player is finished with, so a cluster of cubes can be worked through one at a time from any machine. Previously only the host got this; remote players had to step around cubes they were done with.
1.5.1
- A Command cube you are finished with no longer blocks the cube behind it. Used cubes now vanish from your interaction prompt entirely instead of greying out, so a cluster of them - what a gather mod tends to produce - can be worked through one at a time. Greyed-out interactables still compete to be your target in vanilla; hidden ones are skipped, which is what was wanted all along.
- Dropped the
GetContextStringhook. A hidden prompt has no text to show, so it had nothing left to do, and every hook is a liability when the game updates.
1.5.0
- New dependency: PickupShareApi. ItemShare now registers with it at startup and publishes which players have already collected which drop. That lets a companion mod relocate a drop without the lobby losing track of it — Risk of Rain 2 never synchronises the position of a spawned pickup, so moving one means destroying it and spawning a replacement, and the replacement would otherwise look untouched to everybody.
- Command cube detection moved into PickupShareApi, so ItemShare and anything else that needs to tell a cube from a Scrapper now agree on the answer by construction.
- No behaviour change for players. ItemShare only ever answers questions on the API; nothing in the mod works differently because of it.
1.4.0
- A Command cube can no longer be opened again by someone who already took their pick.
The interaction is refused server-side, so it holds for remote players too, and on the
host the prompt greys out and reads
ALREADY PICKED. - Ping a drop to see who is still missing it. Pinging a pickup or a Command cube that
somebody has already taken posts the names of the players who have not. Untouched drops
say nothing, so pinging stays quiet until the information is actually useful. New
PingShowsPendingconfig, on by default.
1.3.0
- Artifact of Command is now supported in Individual mode. Every player opens the
cube and picks their own item, instead of the first chooser deciding for everyone. The
cube stays until all players have picked, then disappears. New
ShareCommandPicksconfig, on by default. - Only Command cubes are affected. The Scrapper, Meal Prep, the Hoard, the Solus vendor and Lemurian eggs use the same controller but take items rather than give them, and are left completely untouched.
1.2.1
- Fixed
MissingMethodException: void RoR2.Stage.Start()at startup, which stopped the mod from loading at all.Stage.Startis a coroutine returningIEnumerator, but the MMHOOK assembly HookGenPatcher ships still describes the oldvoidsignature. Now uses the game's ownStage.onStageStartGlobalevent, which cannot drift out of sync.
1.2.0
- Rebuilt against the current pickup API. Grants now replay the vanilla
PickupDef.GrantContextpipeline instead of writing to the inventory directly, so temp items, void corruption and per-item side effects all behave normally. - Temp items stay temp for everyone. A decaying pickup is replayed with its
decayValuerather than becoming permanent for the players who did not touch it. - Added
Tiers.Foodfor the newFoodTier. Off by default until it is tested. - Removed
MirrorItemCosts.CostTypeDef.PayCostchanged shape and the old implementation no longer applies. See the Limitations section of the README.
1.1.0
- Added
PickupMode.Individual(default) makes every player collect the orb themselves;Instantkeeps the original behaviour. - Dead players are handed items automatically and never block an orb from despawning.
- Added
AnnounceProgresschat feedback.
1.0.0
- First release. One player picks up a drop, everyone receives it.