DivineTemples
Divine Temple map nodes in the centre of the rings, as in Monster Train 1's Last Divinity: fuse two units or lay a spell on a Pact altar. Hosts More Events Reloaded's Divine Altar event.
About this mod Author’s original text
DivineTemples
A Monster Train 2 mod that brings back the Divine Temple map node from
Monster Train 1's The Last Divinity. A temple sits in the centre of the ring,
between the two routes, so it is reachable whichever way you go. Inside, you can
fuse one unit's essence into another, or lay a spell on an altar for a Pact
upgrade.
The temple hosts More Events Reloaded's
Divine Altar event, with essences from
EssenceData.
This mod adds only the map node, with the MT1 temple icon.
Where temples appear
On the rings listed in the config (2, 5 and 6 by default), in the centre spot
when nothing is there already — rings where the game already puts a node in
the middle, and single-track rings, are left alone. Placement is fixed at run
start, so it survives a save and reload, and each temple can be visited once.
More Events Reloaded may still offer the event in a Concealed Caverns as well.
What a temple charges
Nothing at a temple is free. Each choice asks for either gold or pyre health,
shown beside it the way a merchant shows a price:
- Fusing two units costs 100 gold, a pact — every choice that upgrades a
spell — costs 50.
- A choice that asks for pyre health wants a tenth of that in health: 10 for
a fusion, 5 for a pact.
Currency decides which of the two the temples charge in. Left on Random, each
choice gets one or the other from the run's seed, so it is the same every time
you open that temple, and the same in a replay of that run. A choice you cannot
pay for is greyed out, and pyre health can never be paid down
to zero. Leaving the temple costs nothing, and so does backing out of a reward
once you have seen it: the price is taken only when you actually take the
reward.
The Divine Altar as a Concealed Caverns offers it stays free — that event is
More Events Reloaded's, not this mod's.
Configuration
BepInEx/config/DivineTemples.cfg, created on first launch:
| Key | Default | Meaning |
| --- | --- | --- |
| General.Rings | 2,5,6 | Ring numbers that may get a temple. Ring 1 is the stretch before the first battle. |
| General.VerticalOffsetRing | 170 ring 2, -105 ring 5, -85 elsewhere | How far that ring's temple sits from the middle of its ring, in map units. A ring is 750 tall and an icon 120 across, so -85 drops it by about two thirds of an icon. Negative moves it down the ring. The defaults are measured per region, since how much of the middle the scenery takes up varies. |
| Costs.ChargeForChoices | true | Whether temples charge at all. Off leaves the Divine Altar free, as More Events Reloaded serves it. |
| Costs.Currency | Random | What a temple charges in: Gold, PyreHealth or Random, which gives each choice one of the two from the run's seed. |
| Costs.UnitInfusionPrice | 100 | Gold price of fusing one unit's soul into another. |
| Costs.SpellUpgradePrice | 50 | Gold price of a spell upgrade, which is every pact the altar offers. |
| Costs.PyreHealthPer100Gold | 10 | How much pyre health stands in for 100 gold. |
There is one VerticalOffsetRing per ring in Rings, since how much of the
middle a region's scenery takes up varies. Adding a ring takes two launches: the
first creates its offset entry, the second reads it.
Offsets apply live — save the file with the map open and the temples move.
Rings is settled when a run starts.
Install
Install SpecialCircumstances-DivineTemples with a mod manager (Gale, r2modman,
Mod Manager); dependencies come with it. Manual install: copy the
whole SpecialCircumstances-DivineTemples folder (DLL, json, textures)
into BepInEx/plugins.
Requires BepInEx 5.4.2305, Trainworks Reloaded 0.7.25, More Events Reloaded
0.3.1, EssenceData 0.1.1.
Known limitations
- Soul Savior runs use the same rule but are untested.
- A ring where the game hides its shared nodes would hide the temple too.
Build
dotnet build DivineTemples
Patches live in DivineTemples/patches. Build,
environment and deploy details are in the meta-repo's CLAUDE.md.
License
See LICENSE.
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: