MapHazardsMoves

v1.0.2·Updated 2024-07-07

[V50] Map hazards like turrets, landmines and spike traps now move in the factory! It can also chase you, be careful... Configurable:)

About this mod Author’s original text

Static enemy are boring, so make them walk!

Turrets, landmines and spike traps can now move to make them more dangerous!

You can config the distance, the delay between each movement, and which map hazard is affected

You can config the chance for a map hazard to being able to move, 0% is never 100% is always

You can choose if map hazards are able to detect a player to run into him! Disabled by default

You enable coil head mod so hazards will stop moving when you look at it, to have a behavior like coil heads you can enable playerDetection!

Note that only the host configuration is taken!

For any suggestion or issue feel free to open an issue on the github project!

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:

BepInEx-BepInExPackEvaisa-HookGenPatcherAinaVT-LethalConfigxilophor-StaticNetcodeLib

File & checksum

Filename
MapHazardsMoves-1.0.2.zip
File size
24.7 KiB