Archipelago CultOfTheLamb
Play Cult of the Lamb in an Archipelago multiworld. Currently in Beta.
About this mod Author’s original text
Cult of the Lamb Archipelago
A Cult of the Lamb Archipelago mod. Nearly everything in the game can become
an Archipelago item or check: region access, weapons, curses, sermon upgrades, tarot cards,
divine inspiration, buildings, followers, and more.
[!IMPORTANT]
Find the latest release of the mod here
New to Archipelago? Find more info
Requirements
- Cult of the Lamb, base game.
- The Woolhaven DLC is optional
- BepInEx 5 for Cult of the Lamb. If you install via r2modman (recommended), this is
pulled in for you.
- An Archipelago install, version 0.6.6 or newer, to generate a seed and host. Get it from archipelago.gg.
Installation
- Install r2modman
and create a profile for Cult of the Lamb.
- Find Archipelago_CultOfTheLamb in the profile's online mod list and install it. The
correct BepInEx pack comes with it.
- Only if you're generating the seed yourself: download cult_of_the_lamb.apworld from the
latest release and
drop it into your Archipelago install:
Archipelago\custom_worlds\cult_of_the_lamb.apworld
Playing
- Get your YAML
Your YAML file is what tells the generator how you want your game randomized. Two are attached to
each release:
- cult_of_the_lamb_quickstart.yaml has a handful of options. Start here if you don't want to read
through everything.
- cult_of_the_lamb_example.yaml has every option, with each one explained in a comment above it.
Open it and change name: PlayerName to the name you want in the multiworld. Everyone in a
multiworld needs a different one.
- Generate a seed
Put your finished file in Archipelago\Players\ before generating, or hand it to whoever is
generating for your group. Then open Archipelago and click Generate.
This produces a.archipelago file. Host it the same way you would for any other Archipelago
game.
- Load the game and connect
[!CAUTION]
Use a save dedicated to Archipelago. With randomize_tarot_cards on, connecting removes the
cards this seed manages from your collection and hands them back as multiworld items. They
come back when you disconnect, but a card you unlock while disconnected sends no check and
is taken back. Adding the mod to an existing game has not been tested.
Saves that have received Archipelago items show an AP icon on the save select screen.
- Launch Cult of the Lamb through r2modman (click start modded). Launching from Steam
runs the game without the mod, and none of the Archipelago menus will appear.
- Start a new game, or load a save you have already used for Archipelago
[!IMPORTANT]
You can only connect once you have loaded into your save. Right after loading into your cult
is going to be the best time. Connecting is what unlocks your starting region and hands you
anything you are owed, and all of that gets written into the loaded save, so there has to be
one.
- Open the pause menu and click Archipelago, which opens a new dialogue box. Fill in your server (e.g. archipelago.gg:38281), slot name (the name from your.yaml file) and
password (leave blank if none). Click Connect.
- The Archipelago dialogue box will tell you it's connected to a server
- The main menu has the same panel, so you can type your details in early. Connecting still needs a save loaded
- If it doesn't connect, the box says why. A wrong slot name is the usual cause, and it
has to match the name: in your YAML exactly
[!TIP]
There is an AP icon in the upper-left of the screen. When the icon is in full color that confirms that you're connected to an AP world. The icon will be washed out if you aren't connected.
Features
What's Included
- Region access randomized
- Weapon and curse families randomized
- Sermon upgrades randomized
- Tarot cards randomized
- Divine Inspiration randomized with multiple options
- Checks for every Bishop, miniboss and Witness
- Toggleable checks: follower recruitment, snail shrine, tarot shop, construction, sweeping
- Multiple goal options (Bishops, Witnesses, or Narinder)
- Woolhaven DLC support (currently weapons and curses) (onl
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: