Dev Console
Recreate the console used by the developer
About this mod Author’s original text
Dev Console
Recreate the console used by the developer (For Monster Train 2).
⚠⚠ If nothing comes up when hitting the hotkey, edit the file BepInEx/config/BepInEx.cfg and set HideManagerGameObject to true or install Config Fix in mod managers. ⚠⚠
This's a reupload of mod with the author PattyHoswell's permission.
How to manually install:
- Install BepInEx 5.4 (or you can use the preconfigured ones)
- Run the game onces (To initialize BepInEx for first time)
- Put the mod into (gamedata)\BepInEx\plugins
- Restart the game (If the mod does not shows, check the game logs if there's Patty_DevConsole_MOD installed and if BepInEx is installed correctly).
- if you installed Stoker before, you need to disable it or uninstall it when use this mod.
How to use:
- Press Tilde ~ to open the console
- Type the method name (and specify the argument if present)
- If the argument has default value (e.g. Battle (String battleName = "")). Then you can technically type without the argument, but it'll just execute the command with that default value. In this case it will start a blank battle
- There is a command called Help (String commandName = "") to print a command description
- I have not tested every command here so you should experiment yourself
How to use (for function that expects Asset-Name/GUID/Hash):
- In the mod folder there are all of the game data needed by the console, with all language available.
- You only really need the Asset-Name/GUID/Hash but for convenience I put all language so you can easily check in your language what is the Asset-Name/GUID/Hash of the data you want
- For example if you want to add Heaven’s Light. Find the relic name on CollectableRelicData.json, and see what the GUID/Asset-Name is, now you already found it. Then you need to type Artifact GUID/Asset-Name (replace GUID/Asset-Name with the guid/asset-name you just found) in the console
- If the data was outdated (or you have a mod installed that add new data). Use the ExtractGameData command to re-extract the game data needed for the console
This mod recreates the console used by the developer, while its not an exact version used by the developer (frankly I don't even know what their version looks like). This mod attempts to recreate it based on the information leftover in the game.
There is 3 new function the mod add. ExtractCommandList (to extract the command list into a file), ExtractGameData (to extract all of the game data into a file) and Help (write a command description)
Command List:
- Ability (String unitId) [Activate the ability of a unit of the given ID. See IDs by using the command unitinfo.]
- AdvanceStoryProgression (String dlcName = "None") [Advances to the next story dialogue without the criteria being met.]
- AmbientOcclusion [Toggle Ambient Occlusion]
- Artifact (String artifact) [Add artifact. Parameter is either GUID or Asset Name.]
- Ascension (String amount) [Increase max ascension level for challenge covenant. Parameter indicates how much to increase the ascension level by.]
- AttachSoul (String soulName) [(Re)Apply a Soul's effects]
- Battle (String battleName = "") [Start an battle by name. If no name specified, start a blank battle.]
- Bloom [Toggle Bloom]
- BundledAssetsReport [Prints a report to the log of the state of AssetLoadingManager.]
- Capacity (Int32 amount, Int32 room) [Set the capacity in a room. Usage is capacity {amount} {room}]
- Card (String card, Boolean isInfused = False) [Add card to your hand or deck. Parameter is either GUID or Asset Name.
Card will go to hand in battle, to deck out of battle.]
- ChangeSides [Go to the other path in this node.]
- ChargedEchoes (String amount, String room) [Set the amount of charged echoes in a room. Usage is chargedechoes {amount} {room}]
- ChargedEchoesMax (String amount, String room) [Set the max amount of charged echoes in a room. Usage is chargedechoesmax {amount} {room}]
- Chatter [Toggle chatter on and off. Video recording use mostly.]
- ClassLevel (Stri
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: