Pack Management API

v1.2.2·Updated 2024-01-15

Organizes the cards (and encounters!) you have installed into packs that can be toggled on and off with each run through Kaycee's Mod.

Screenshots 1 screenshots

About this mod Author’s original text

Pack Manager

Have you installed too many card mods and want your runs through Kaycee's Mod to be a little more streamlined? This is the mod for you.

This mod adds a screen to the setup of each run through Kaycee's Mod. It allows you to toggle which cards will or will not appear in the upcoming run through the use of 'packs.' Mods that use this API can register themselves as packs, and players can turn each pack on or off as they wish.

This mod uses the API's concept of a "mod prefix" on each card to identify which card belongs to which pack.

Encounter pack management beta: This version of the mod is the beta for "encounter packs," which organizes mod-added regions and encounters into packs in the same way that cards get organized into packs. This replaces the mod's default mechanism for activating and deactivating encounters (where encounters were turned off/on based on which card packs were turned off/on). By default, this beta is on; to turn it off, you need to edit the mod's config file and set the EncounterPackManagementBeta flag to false.

What happens when a pack is "turned off?"

When you deactivate a pack for a run through Kaycee's Mod, this mod will temporarily remove all metacategories from all cards in that pack. This will prevent the card from appearing in card choice nodes, trader nodes, rare card selection nodes, etc. However, other references to these cards (such as Evolve or Ice Cube) will remain.

How does this mod handle encounters (battle blueprints)?

If the encounter beta is turned on (default): A second screen has been added to show encounters that have been added by mods you've installed. These mods are also organized into packs, just like the cards. Toggling off an encounter pack will remove all encounters in that pack from each region they would have otherwise appeared in. If this would leave the region with zero encounters, all base-game encounters are reinstated.

If the encounter beta is turned off: This mod will try to remove encounters from each region that contain excluded cards. However, most card pack mods don't come with encounters, which means that a lot of pack combinations will result in not having any valid encounters. In this situation, the mod reverts to using the game's default encounters.

How are card packs discovered?

Packs are discovered by looking at the entire card pool and seeing what cards belong to which prefix. Each card is grouped with its prefix, and assigned a Pack based on that prefix. The game will create a default pack art and attempt to create a default description for every pack of cards it discovers, but mod creators can build their own pack descriptions and pack arts as well.

All of the cards that come with the base game are also assigned to their own packs. By default, these packs only appear in runs for that region, but you can make all packs appear in all regions using the "CrossOverAllPacks" setting in the configuration file.

This mod comes with pack definitions and custom art for the following mods:

  • Ara Card Expansion
  • Hallownest Expansion

How are encounter packs discovered?

Regions and encounters are a little tricky. The API does not enforce any sort of naming convention, although it does track which mod created each region in the form of the mod guid (there is no such tracking for encounters).

  • This mod attempts to sort custom encounters into packs based on the mod prefix for the cards in those encounters. For example, if you install the Eri Card Encounter Expansion, this mod will detect that those encounters contain cards from Eri's Card Pack and will group those encounters together into a single pack. The mod will try to automatically create card art for the encounter pack by re-coloring the card art for the card pack that those cards came from.

Encounter support

Encounter packs are currently only tested and known to support Leshy and P03. Grimora and Magnificus are not yet supported during the beta period.

Requirements

As with most mods, you ne

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

API_dev-API

File & checksum

Filename
Pack_Management_API-1.2.2.zip
File size
112.4 KiB
SHA-256
f145fa08365a47f9f24ba10fef87829814b3076c4464451243ece47b179df2f4
Stored at
2026-10-06 19:15