AutoUpgradeForked
Automatically selects weapon and tome upgrades during level-ups with named loadouts, configurable hotkeys, weighted scoring, and a Show Only Unlocked toggle.
About this mod Author’s original text
AutoUpgrade
Automatically selects weapon and tome upgrades during level-ups based on a configurable priority list for Megabonk.
Features
- Automatic upgrade selection based on your priority order
- Named loadouts you can save, load, and delete in-game
- Configurable hotkeys for opening the menu and toggling auto-selection
- Weighted selection scoring using priority, rarity, new-item bonus, and max-level penalty
- "Show Only Unlocked" toggle that filters the Add Items lists to weapons and tomes you have actually unlocked
- Alias-aware matching for inconsistent internal and display item names
- Per-item max level caps
- Notification log showing what was selected and what choices were available
- Manual fallback when no configured item matches the current roll
Default Hotkeys
- F1 toggles the AutoUpgrade menu
- F2 toggles automatic upgrade selection on or off
Both hotkeys can be changed in the generated BepInEx config file.
Generated config file:
- BepInEx/config/EDGE_AutoUpgrade.cfg
Installation
- Install BepInExPack_Megabonk.
- Install AutoUpgrade through or place the files in your BepInEx/plugins folder.
- Start the game once to generate the config.
- Press F1 in-game to open the AutoUpgrade menu.
Usage
- Open the menu with F1.
- Add weapons and tomes from the discovered item lists.
- Reorder items to define your priority.
- Set max levels where needed.
- Save the current setup as a named loadout if you want multiple builds.
- Leave auto-selection enabled, or toggle it instantly with F2.
Configuration
The generated config file includes:
- AutoSelectionEnabled
- ShowOnlyUnlocked
- ToggleMenuHotkey
- ToggleAutoSelectionHotkey
- PriorityOrderWeight
- RarityWeight
- NewItemWeight
- AtMaxPenalty
You can tune these values through BepInEx configuration or compatible mod manager UI.
Default scoring highlights:
- NewItemWeight = 500
- PriorityOrderWeight = 100
- RarityWeight = 25
- AtMaxPenalty = 200
Changelog
All notable changes to AutoUpgrade will be documented in this file.
[1.4.0] - 2026-03-26
Added
- "Show Only Unlocked" toggle in the Add Items section
- When enabled, only weapons and tomes the player has unlocked appear in the item lists
- Toggle state persisted via the ShowOnlyUnlocked config entry
Changed
- Replaced UnlockUtility.GetAvailableWeapons()/GetAvailableTomes() with per-item MyAchievements.IsAvailable() filtering
- Simplified item discovery to always fetch from DataManager and filter individually
[1.3.1] - 2026-03-24
Changed
- Raised the default NewItemWeight from 150 to 500 so missing build pieces are favored more aggressively
- Renamed the generated config file to EDGE_AutoUpgrade.cfg
- Added automatic migration from anro_AutoUpgrade.cfg to the new config filename
- Updated repository and documentation for the new config name and scoring defaults
[1.3.0] - 2026-03-24
Added
- Named loadout save, load, and delete support for priority lists
- Configurable hotkeys for toggling the menu and auto-selection through BepInEx config
- Weighted auto-selection scoring with configurable priority, rarity, new-item, and max-level weights
- Unlock-aware item discovery that filters out weapons and tomes you cannot currently use
Changed
- Auto-selection enabled state now persists between sessions
- Priority saves now stay in sync with the active named loadout
- package metadata updated for the expanded feature set
[1.2.1] - 2026-03-24
Fixed
- CRITICAL DISPLAY NAME FIX: Fixed weapon and tome name discovery to use display names instead of internal names
- Root Cause: Mod was discovering internal names from DataManager but level-up screen shows different names
- Examples Fixed:
- "Lightningstaff" (internal) → "Lightning Bolt" (display) ✅
- "Flamewalker" (internal) → "Flame Walkers" (display) ✅
- Solution: Modified discovery to use weapon.GetName() and tome.GetName() for display names
- UI Update: Items in "Add Items" section now show the correct display names that matc
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: