BelltowerFinder

v1.0.0·Updated 2026-08-22

PEAK GLOOM Bell Tower Light Pillar: Automatically locates the 5 clock towers in the GLOOM section and displays yellow light pillars. Use the F10 switch to help you complete the Bell Ringer achievement.

About this mod Machine translation

BelltowerFinder - PEAK BepInEx plugin

In the GLOOM section of the Steam game PEAK, use a yellow light beam to mark the location of the clock tower.

Help you complete the Bell Ringer achievement (ring 5 bell towers in the same expedition).

The drawing and writing methods are exactly the same as your ClownLuggageFinder (OnRenderObject + GL.LINES beam +

top cross), and the compilation method is the same (.NET Framework csc.exe).

document

| Documentation | Description |

|---|---|

| BelltowerFinder.cs | Plug-in source code (C# 5, can be compiled directly with csc.exe) |

| build.cmd | One-click compilation + copy to BepInEx\plugins (double-click to run) |

| BelltowerFinder.csproj | Alternative: dotnet SDK compilation (dotnet build -p:GameDir=...) |

| Installation Instructions.md | This Instructions |

Install

  • Open build.cmd with Notepad and confirm the first line set GAME=D:\Steam\steamapps\common\PEAK

Is your game path (the path installed by your ClownLuggageFinder).

  • Double-click build.cmd and see "Done!" (BelltowerFinder.dll will be automatically

Copied to BepInEx\plugins\BelltowerFinder\).

  • Start the game → Enter the daily expedition and reach the fog swamp section:
  • F10 switches the yellow light beam (F6 is occupied by other mods and has been avoided)
  • F11 manual rescan
  • Information panel in the upper left corner of the Insert switch (shows how many clock towers have been found + coordinates)
  • All buttons can be changed in BepInEx\config\com.dsh.belltowerfinder.cfg without recompiling.

Working principle

  • Use MapHandler.segments[i].biome == Swamp to find the fog swamp segment (fog swamp = biome Swamp, the official translation is fog swamp),

Only scan objects under the fog swamp segment container (when GloomOnly=true).

  • Match bell / tower / belfry by name (configuration NameFilter can be changed), cluster adjacent parts into

Take the same clock tower, take the highest point (which is the position of the clock) as the anchor point of the light beam.

  • Added: Peak.JesterBells (the bell components on the clock tower in the game) in the foggy swamp section will also be counted.

Double insurance.

Can't find the clock tower? Check in order

  • Look at the status of the upper left corner panel:
  • "Not on the map" → Advanced daily expedition.
  • "The fog swamp section was not found" → There is no fog swamp in today's daily map, waiting for refresh.
  • "The bell tower was not scanned" → The name of the bell tower prefab does not contain bell/tower, continue to the following steps.
  • Open LogAll to view the log: change the configuration Debug > LogAllMatches = true, restart the game and enter the fog swamp.

Open BepInEx\LogOutput.log, search [BelltowerFinder][match] to see which object names are hit by the scan.

  • Use StringScan to check the prefab name (you already have the tool in peak-mod):

StringScan.exe "D:\Steam\steamapps\common\PEAK\PEAK_Data\Managed\Assembly-CSharp.dll" bell

StringScan.exe "D:\Steam\steamapps\common\PEAK\PEAK_Data\Managed\Assembly-CSharp.dll" tower

Fill in the output key name (such as Belltower / BellTower_01, etc.) into the configuration Scan > NameFilter.

  • If the clock tower is a pure scene object and there is no name clue in the code: expand the scanning range——

Turn off GloomOnly full image scanning; or tell me the log content and I will help you change the detection logic.

Configuration (BepInEx\config\com.dsh.belltowerfinder.cfg)

| Configuration | Default | Description |

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

| General > ScanInterval | 2 | Scan interval (seconds) |

| General > ToggleKey | F10 | Switch light beam (F6 is occupied by other mods) |

| General > RescanKey | F11 | Rescan now |

| General > PanelKey | Insert | Switch information panel |

| Visual > ShowBeacons | true | Whether to draw light beams |

| Visual > BeaconColorHex | #FFCC00FF | Beacon color (yellow) |

| Visual > BeaconHeight | 150 | Beacon height |

| Scan > GloomOnly | true | Scan only the fog swamp section |

| Scan > NameFilter | bell,tower,b …

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-BepInExPack_PEAK

File & checksum

Filename
BelltowerFinder-1.0.0.zip
File size
15.3 KiB