MonsterDropsPatch

v1.0.0·Updated 2026-07-19

Extends Lategame Upgrades' Hunter upgrade so everything killable drops a sample: Ghost Girl, Masked mimics, Nutcracker, Butler, and configurable extras. Jars look and act exactly like the built-in sam

About this mod Author’s original text

Monster Drops Patch

Extension for Lategame Upgrades'

Hunter upgrade. Hunter is great — but not everything that can be killed drops a sample.

This patch fixes that: the late-game killers finally pay out.

New samples (drop at Hunter level 4 by default)

| Enemy | Jar color | Default value |

|---|---|---|

| Ghost Girl | Pink | 120–180 |

| Masked ("mimics") | White | 33–50 (cheap — they swarm) |

| Nutcracker | Crimson | 90–130 |

| Butler | Amber | 80–120 |

The jars are clones of Lategame Upgrades' own sample items — identical model, glow

particles, sounds, scan nodes, scrap-value sync, and Midas Touch behavior — tinted per

enemy and registered through the same sample pipeline. They look and act exactly like

built-in Hunter drops, because to the mod they are.

Notes

  • Ghost Girl only drops if she can be killed — pair with Lategame Upgrades' own

Silver Bullets upgrade.

  • Fire-exit Mimics (x753-Mimics) cannot die by design in that mod, so they can't drop

loot. The killable "mimics" are the vanilla Masked enemies, which this covers.

  • Forest Giant, Maneater, and Giant Kiwi samples already ship with Lategame Upgrades —

assign their tiers in LGU's own config (Samples dropping at each tier under [Hunter]).

  • Coil-heads and other unkillable enemies are excluded for obvious reasons.
  • Multiplayer: drops are host-authoritative through LGU's own kill hook, like every other

sample. All players should run the mod (it registers items/network prefabs).

Config

BepInEx/config/BLUJAY.MonsterDropsPatch.cfg — per enemy: enable, display name, jar color

(hex), min/max value, and required Hunter level.

Want drops for other modded enemies? Add them in [Additional Enemies] with one line, no

coding needed:

Entries = Peeper,4,40,60,88FF88;SomeEnemy,4,100,150,4444FF

Format: EnemyName,level,minValue,maxValue,hexColor separated by;. The enemy name must

match its internal EnemyType.enemyName — on lobby load the log prints a verification line

per configured enemy and tells you if a name doesn't match anything.

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-BepInExPackmalco-Lategame_Upgrades

File & checksum

Filename
MonsterDropsPatch-1.0.0.zip
File size
14.3 KiB