RandomJumps
Every jump gets a random height, from a pathetic little hop to a comically huge launch. Local play only. Requires MelonLoader.
About this mod Author’s original text
Random Jumps 🦘🎲
A silly Gang Beasts mod: every time your beast jumps, the height is re-rolled.
One jump is a pathetic little hop you can barely see — the next launches you into
orbit. Land, jump again, pray to the physics gods.
No two jumps are the same.
Local play only. The mod is fully disabled in online matches (so it can't be
used to cheat or desync), and it only ever touches your beasts — AI and other
players jump perfectly normally.
Requirements
- MelonLoader 0.7.x installed for Gang Beasts (needed for IL2CPP games)
- Grab it Gang Beasts page
- Run Gang Beasts once after installing MelonLoader so it generates the
game's proxy assemblies
- The mod is standalone — no other mods required (Cement is not needed)
Install
Option A — Mod manager (r2modman Mod Manager):
- Download RandomJumps-1.0.1.zip
- Drag it onto your manager / import the zip
- Enable it in the profile (make sure MelonLoader is in the same profile)
Option B — Manual:
- Install MelonLoader for Gang Beasts and run the game once
- Copy Mods/RandomJumps.dll into
Steam\steamapps\common\Gang Beasts\Mods\
- Launch the game
That's it — start jumping.
Usage
There's nothing to press: jump like you normally would, and every jump comes out
a different height.
- Small rolls give you a hop so tiny it's basically a shuffle.
- Big rolls fling you a full beast-height (or several) into the air.
- The height is decided fresh for each jump, so land, jump, and hope.
Works for every local player — couch co-op beasts each get their own random
rolls.
Settings (UserData/MelonPreferences.cfg or MelonLoader's settings menu)
| Setting | Default | What it does |
| --------------- | ------- | ------------------------------------------------------- |
| Enabled | true | Master switch |
| MinMultiplier | 0.15 | Smallest jump — a tiny hop |
| MaxMultiplier | 3.0 | Biggest jump — comically huge launch |
| BoostSpeed | 5.0 | Base upward speed at 1.0x, in metres/second |
| BoostSeconds | 0.2 | How long each jump's launch is driven, in seconds |
| LocalOnly | true | Disables the mod in online matches |
| DebugLog | false | Print every jump and its rolled multiplier to the console |
Want absolute chaos? Try MinMultiplier = 0 and MaxMultiplier = 8.
Want just a light wobble? Try 0.8 – 1.4.
Want the jumps to hang in the air longer? Raise BoostSeconds.
Credits
- Idea by BEEBEEBoBo — random jump heights, for the chaos. Thanks!
- Made by Red_guyteam
Troubleshooting
- On first launch, check the MelonLoader console. You should see:
- "Random Jumps v1.0.1 initialized!"
- "Every local jump rolls a fresh height — from a tiny hop to a comically huge launch."
- "Hook-free build: nothing is patched, so the jump crash is gone."
- It runs but the jumps all feel the same — set DebugLog = true and jump
around. You should see jump x1.87 (…) style lines, one per jump. If those
appear but the height never changes, raise BoostSpeed / BoostSeconds.
- It feels too strong — lower MaxMultiplier (try 2.0), or lower
BoostSeconds to 0.15.
- RandomJumps.dll not found by MelonLoader — confirm the file is directly
in Gang Beasts\Mods\, not in a subfolder.
- Online — the mod deliberately does nothing in online games, even if
LocalOnly is false and you're not the host.
How it works (nerd corner)
Gang Beasts doesn't expose a per-beast jump-force value, so Random Jumps watches
each of your beasts' state and, the instant one leaves the ground, drives its
ragdoll upward at a freshly-rolled speed for a fraction of a second. Low speed =
a shuffle, high speed = a blast-off. Because the roll is applied to your
ragdoll only, AI and other players are never touched.
There are no Harmony patches in this mod. An earlier build hooked the game's
Jump method, but Il2CppInterop's native detour on an IL2CPP virtual method
hands the patch a bad this (and can fire off the main thread), which
hard-crashes the game. Everything here runs on the main Unity thread using the
game's nor
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: