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OrbGather
Kill the teleporter boss and every drop still lying around the stage comes to you, in a ring around the teleporter. Same items, and a loot-sharing mod's record of who already collected which comes with them. Host-only install.
By Vibecodeguy
CHANGELOG
Changelog
1.1.0
- Fixed drops landing behind walls, on ledges and outside the map. Placement used to
raycast straight down and accept whatever the ray hit, which is just as happy to find a
roof or terrain past the play area as it is to find the floor — it only ever answered
"is something solid here", never "can anyone reach it". Drops are now placed on the
game's own ground navigation graph, forbidding the same
NoChestSpawnflag vanilla respects when it decides where loot may appear. - New
Placement.MaxSnapDistance(default 6m): how far a ring slot may be pulled to reach walkable ground. Raise it on open stages if drops are being skipped, lower it to keep the ring tighter. - A stage with no ground node graph is now skipped with a log line instead of having drops scattered blindly.
1.0.0
- First release. When the teleporter boss dies, every drop still lying around the stage is brought to a ring around the teleporter, 15 metres out by default.
- Drops keep their identity: same item, same temp-item decay, and — through PickupShareApi — whatever record a loot-sharing mod was keeping of which players had already collected each one.
- Works with or without a loot-sharing mod. ItemShare is optional, not a dependency: it is reached through PickupShareApi at runtime, never referenced directly. On a run without one there is simply no collection state to carry.
- Artifact of Command cubes are gathered too, keeping the exact option list they were offering. A cube somebody currently has open is left alone, and the Scrapper, printers, Meal Prep, the Hoard, the Solus vendor and Lemurian eggs are never touched.