AlarmSpawnTeller
Real-time GTFO alarm spawn tracker with alive enemy HUD and localization support.
About this mod Machine translation
Alarm Spawn Teller
Alarm Spawn Teller tracks dynamic GTFO enemy spawns and displays spawned and currently alive counts in a local HUD overlay.
v0.5.1 Maintenance Release
English:
- v0.5.1 is a maintenance release with no gameplay logic changes from v0.5.0.
- Updated package metadata and documentation.
Chinese:
- v0.5.1 is a maintenance update, there are no game logic changes compared to v0.5.0.
- Updated package information and documentation.
v0.5.0 Feature Update
English:
- Added Blood Door spawn tracking as a separate HUD block.
- Blood Door candidate spawns are routed exclusively to the Blood Door tracker.
- Dynamic Spawns and Blood Door Spawns are shown as separate HUD boxes.
- Added special enemy fallback tracking for Tank, BossTank, and Pouncer.
- Added per-enemy-type Dynamic HUD cleanup.
- Dynamic enemy rows are removed 5 seconds after that enemy type reaches zero alive enemies.
- Blood Door cleanup remains independent.
- Added configuration options for Blood Door detection, special enemy fallback, and Dynamic HUD cleanup.
- Diagnostics are disabled by default.
Chinese:
- Added independent stat box for Blood Door Spawns.
- Blood Door candidate monsters will enter the BloodDoor tracker exclusively and will no longer enter the Dynamic tracker at the same time.
- Dynamic Spawns and Blood Door Spawns are displayed as two HUD boxes respectively.
- Added special enemy fallback statistics for Tank, BossTank, and Pouncer.
- Added Dynamic HUD to automatically clear rows by enemy type.
- After the survival of a certain type of Dynamic enemy reaches zero for 5 seconds, only the entry of that type will be cleared.
- Blood Door's cleanup logic remains independent.
- Added configurations related to BloodDoor detection, special enemy fallback, and Dynamic HUD cleaning.
- Diagnostic logging is turned off by default.
Installation
Install with a compatible GTFO mod manager, or place these files together:
BepInEx/plugins/AlarmSpawnTeller/
├─ AlarmSpawnTeller.dll
└─ AlarmSpawnTeller.localization.json
Configuration
Configuration is stored in:
BepInEx/config/logic.gtfo.alarmspawnteller.cfg
Default settings:
[Diagnostics]
DebugSourceMode = false
EnableBloodDoorCandidateClassification = false
EnableSpawnDataBloodDoorCandidateClassification = true
BloodDoorSpawnDataGroupTypes = Hunters
BloodDoorSpawnDataSpawnTypes = OnLine,RandomInArea
ExcludedBloodDoorSpawnDataSpawnTypes = Birther
EnableEnemySetupProbe = false
EnemySetupProbeNameKeywords = Tank,BossTank,Tank_Boss,Pouncer
EnableSpecialEnemyFallbackTracking = true
SpecialEnemyFallbackNameKeywords = Tank,BossTank,Tank_Boss,Pouncer
SpecialEnemyFallbackTarget = Dynamic
SpecialEnemyFallbackRequireAgressiveMode = true
[HUD]
DynamicAutoHideEnabled = true
DynamicAutoHideAfterSeconds = 5
Localization
The localization file is stored beside the plugin DLL:
BepInEx/plugins/AlarmSpawnTeller/AlarmSpawnTeller.localization.json
Language defaults to Auto and follows the current GTFO language. Unsupported or unavailable game languages fall back to English. Users can manually select English, Chinese, or Japanese.
Known Notes
- Several dynamic sources may still be grouped under Dynamic Spawns.
- Blood Door detection is based on the tested spawnData candidate rules and can be disabled in configuration.
- All HUD output is local only. The mod does not send team chat or network messages.
AI Disclosure
This mod was developed with assistance from AI tools for code review, debugging support, documentation, localization refinement, and icon generation. Final implementation, testing, packaging, and release decisions were reviewed and controlled by the author.
Author: Logic
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: