CrabDevKit
A utility mod and preloader that improves the experience for mod makers.
About this mod Author’s original text
Features
Intermediary Namings
Since Crab Game is obfuscated, the names of most types, fields, methods, etc have been changed to gibberish, making it difficult to tell what anything actually is, or what is real in the case of all of the generated garbage methods.
Everything has been given a human readable name, so no more wondering what something is or which method is the one you want among all the garbage!
Do note that since the game is compiled with Il2Cpp, this does not give you access to any source code, only the deobfuscated names of the obfuscated names ripped from the Il2Cpp Unhollower.
You don't need to add CrabDevKit as a dependency to use these namings! Feel free to copy the entire files into your project, or just what you need!
CrabDevPreloader
A preloader (BepInEx/patchers) packaged with CrabDevKit for general purpose fixes and utilities.
Asset Bundle Patch
The class for Asset Bundles isn't properly unhollowed by the unhollower, leading to it not inheriting from Il2CppObjectBase and missing a constructor that takes in an IntPtr. This results in any attempt to load an Asset Bundle throwing exceptions and just not working. This was partially fixed in the past with Asset Bundle Ptr (avoiding calling the constructor by directly working with the IntPtr and never contructing Asset Bundle, though you couldn't load more than 1 at once) but this is no longer necessary! CrabDevPreloader will force Asset Bundle to inherit Il2CppObjectBase and give it the missing constructor, allowing Asset Bundles to be used as they normally would in any other Unity game!
Unity Web Request Patch
Lots of the same and more as above, but for Unity Web Requests. Will add more details later, but currently this fixes and allows you to load textures via Unity Web Request.
DetourFailures
Detouring can VERY rarely, but occasionally fail randomly depending on how your memory (RAM) is allocated at the time when you run the game. When it fails, it leads to most, if not all mods that use Harmony bugging out and a very broken game state.
To help rectify this, CrabDevKit's preloader will now patch the method that catches and warns about the exceptions and record the failures. If any failures do occur, you will be immediately alerted on the main menu once the game starts up about them via prompt and how to rectify them. The easiest way to do so is by restarting your computer, as it will clear up memory for allocating patches.
- Though less common, it will also show these prompts if these failures occur during gameplay.
CrabNet
A simple networking solution (utilizing channel 123 of SteamNetworkingMessages) to allow mod makers to register and send custom messages between users of CrabDevKit through their mods.
Simply register a message via a string (ex: 'CrabDevKit:Test') and a MessageHandler delegate, which takes in a ulong for the sending client's steam id, and a Packet for the byte data within the message.
CrabNet.RegisterMessageHandler($"{MyPluginInfo.PLUGIN_NAME}:Test", (clientId, packet) =>
{
Log.LogInfo($"Test message from {clientId}: {packet.ReadString()}");
});
Then you may send that message to any other user using CrabDevKit and your mod!
static IEnumerable GetAllSteamIds()
{
int members = SteamMatchmaking.GetNumLobbyMembers(LobbyManager.Instance.get_currentLobby());
for (int i = 0; i fakeClients =;
[HarmonyPatch(typeof(PlayerInput), nameof(PlayerInput.Update))]
[HarmonyPostfix]
internal static void PostPlayerInputUpdate()
{
if (!SteamManager.Instance.IsLobbyOwner() ||!Input.GetKey(KeyCode.LeftAlt))
return;
if (Input.GetKeyDown(KeyCode.P))
{
CrabDevKit.Instance.Log.LogInfo("Creating fake player...");
FakeClient fakeClient = FakeClients.Create(forceSpawnActive: true);
fakeClients.Add(fakeClient);
}
if (Input.GetKeyDown(KeyCode.O))
{
FakeClient fakeClient = fakeClients.LastOrDefault();
if (fakeClient == null)
return;
CrabDevKit.Instance.Log.LogInfo("Removing fake player...");
FakeClients.Remove(fakeClient);
fakeClients
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: