AutogenRundown

v1.1.3·Updated 2026-10-11

Rundown generation mod for GTFO. New rundowns generated daily, weekly, monthly, and each season.

Screenshots 1 screenshots

About this mod Author’s original text

Autogen Rundown 🎲

Automatic Rundown generation, using procedural seed based generation. Four active rundowns to choose from: the daily, weekly, monthly, and each season. Play with friends with zero configuration of seeds.

Track your progression in each rundown separately from the base game and other modded rundowns, see if you can clear them "Unaugmented"! (Without boosters)

Levels and rundowns are designed to be similar and in the spirit of vanilla GTFO. The largest difference is in the addition of new tilesets (geomorphs) to add more variety to the existing games set of tiles.

Peer mod support

AutogenRundown supports the following 3rd party peer mods. You can install them along side AutogenRundown and play with modified weapons etc in the random rundowns.

  • Arsenality
  • ArsenalityRebalance
  • VanillaReloaded
  • GTFriendlyO
  • OmegaWeapons

Customizing Autogen Datablocks

You can override any generated datablock or custom JSON file by placing partial files in the GameData-Custom folder in the BepInEx folder for your mod profile. Your changes are merged deeply into the generated datablocks. You only need to specify the properties you want to change. Everything else is preserved.

Custom overrides are applied last, after all rundown generation and copied peer mod configuration files.

Setup

Create the folder:

BepInEx/GameData-Custom/

This folder mirrors the structure of BepInEx/GameData/{revision}/. Place your override files using the same relative paths. For example:

BepInEx/

GameData-Custom/

GameData_EnemyBalancingDataBlock_bin.json

GameData_FogSettingsDataBlock_bin.json

Custom/

ExtraEnemyCustomization/

Property.json

Modifying Datablocks (persistentID matching)

Datablock files (GameData_*DataBlock_bin.json) contain a Blocks array where each block has a persistentID. Your override file only needs the blocks you want to change, with only the properties you want to modify.

Example: Make Strikers have 999 health and add a custom enemy:

// GameData-Custom/GameData_EnemyBalancingDataBlock_bin.json

{

"Blocks": [

{ "persistentID": 13, "Health": { "HealthMax": 999 } },

{

"persistentID": 50000,

"name": "Custom",

"internalEnabled": true,

"Health": { "HealthMax": 100 }

}

]

}

  • Block 13 (Striker): Only HealthMax is changed. All other Striker properties (armor, name, etc.) are preserved.
  • Block 50000: New block, appended to the array since no existing block has this ID.
  • LastPersistentID is automatically recalculated.

Modifying Arrays by Index (\_\_index)

For JSON files where array elements don't have a persistentID (such as files in Custom), you can target specific array positions using __index. The __index property is stripped from the final output.

Example: Increase Mega-Mother children spawns to 50 max and 20 min in ExtraEnemyCustomization:

// GameData-Custom/Custom/ExtraEnemyCustomization/Ability.json

{

"BirthingCustom": [

{ "__index": 0, "ChildrenPerBirthMin": 20, "ChildrenMax": 50 }

]

}

This merges into the object at position 0 of the BirthingCustom array, changing ChildrenPerBirthMin and ChildrenMax while preserving all other properties at that index.

Appending to Arrays (\_\_existing)

To add items to an array while keeping the original contents, use the "__existing" string marker. It expands to the full original array at that position. Items before it are prepended, items after are appended.

Example: Append a new enemy to an existing list:

{

"enemies": ["__existing", { "name": "CustomBoss", "hp": 500 }]

}

Example: Prepend and append:

{

"enemies": [{ "name": "First" }, "__existing", { "name": "Last" }]

}

If "__existing" is omitted, the array is replaced entirely (see below).

Replacing Arrays

If your override array contains elements without persistentID, __index, or __existing, the entire target array is replaced.

{

"tags": ["new_tag_a", "new_tag_b"]

}

Non-JSON Files

Non-JSON files (images, icons, etc.) are copied directly into the target directory, overwriting any existing file. New file

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. 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.

Dependencies

Install these first, or the mod will not work:

ProjectZaero-ZaeroGeosdakkhuza-DakGeosSam_D_B-SamGeosdonan3967-donan3967_geo_pack_1Inas07-LocalProgressionSam_D_B-SamGeosV2Inas07-ExtraSurvivalWaveSettingsFlowaria-CollisionGeos

File & checksum

Filename
AutogenRundown-1.1.3.zip
File size
27.6 MiB