ClimbInfoTracker
Track your every climbing record.
Screenshots 4 screenshots
About this mod Author’s original text
ClimbInfoTracker
Track the local player's PEAK climb history.
Features
- Records climbs as in progress, summited, failed, or abandoned.
- Persists in-progress climbs periodically, so an interrupted session is kept as
an abandoned record instead of being lost.
- Stores the start date and time, duration, current height, ascent, player
count, level, current biome, run mode, network mode, and Photon room name.
- Displays the game's confirmed run ID for multiplayer climbs. A Photon room
can host multiple climbs, so the run ID distinguishes each climb within the
same room.
- Records other instantiated players seen during a multiplayer climb, including
their platform, platform account ID, and latest observed display name. The
recorded player count represents the peak number of instantiated players
present at the same time.
- Supports normal runs, custom runs, and custom mini runs. Each record shows
its ascent level, including custom runs.
- Stores the generated map's complete biome sequence, including biome variants
and the Mesa tomb state when available. Long routes are summarized in the
record row without truncating the biome data stored in history.
- Records the generated map seed when the climb uses a PLL custom map.
- Adds a Climb Records page to the pause menu. Records use a compact four-line
layout, have a visible scrollbar, and can be deleted individually. Multiplayer
details show the complete map route and recorded players in separate columns.
- Provides English and Simplified Chinese text. Other game languages fall back
to English while game-provided biome names continue to use the game's
localization.
TerrainRandomiser Integration
TerrainRandomiser is optional. When it is
installed and random terrain is enabled for a run, ClimbInfoTracker records the
terrain seed and a compressed snapshot of the map settings with that climb.
- The record displays the terrain seed when one was captured.
- Export writes that record's original map settings to
Application.persistentDataPath/TerrainRandomiser/ as a formatted JSON file.
The file name uses the record's start time and is overwritten if it already
exists.
- Load is available only at the Airport. It loads the selected record's map
settings into TerrainRandomiser for the next run.
- The Export and Load buttons appear only when TerrainRandomiser is loaded
and the selected record contains a saved map-settings snapshot.
Configuration
ClimbInfoTracker uses the following BepInEx configuration entries:
| Section | Key | Default | Description |
| --- | --- | --- | --- |
| General | Enable Tracker | true | Enables recording new climb history. |
| General | AutoSaveInterval | 60 | Seconds between in-progress snapshots. Set to 0 to save only when a climb starts and ends. |
| Privacy | RecordPlayerIdentities | true | Records other players' platform names and account IDs in multiplayer climb history. Disabling it does not remove identity data already stored. |
| TerrainRandomiser | UseActualMapSettings | true | When loading a saved TerrainRandomiser record, disables random biome and variant selection for overridden biomes so the settings reproduce the generated map. This does not change exported files or the stored record snapshot. |
Data
History is stored in:
Application.persistentDataPath/ClimbInfoTracker/ClimbInfoTracker.json
On Windows with PEAK's default Unity company and product path, this is usually:
C:/Users//AppData/LocalLow/LandCrab/PEAK/ClimbInfoTracker/ClimbInfoTracker.json
When player identity recording is enabled, multiplayer records store display
names and platform account IDs as plain text in this local JSON file.
ClimbInfoTracker does not upload this data.
Run IDs from older history schemas are hidden because those versions did not
record whether the value came from the game's authoritative run synchronization.
TerrainRandomiser exports, when used, are stored in:
Application.persistentDataPath/TerrainRandomiser/MapSettings_yyyy-MM-dd_HH-mm-ss.js
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: