EntitiesPlus

v0.1.7·Updated 2026-10-09

Adds R4NSOM and Roblox DOORS-inspired entities to PEAK: Guiding Light, Curious Light, and Mischievous Light. Survive a timed scavenger hunt, then meet the lights after death for advice, curiosity, or

About this mod Author’s original text

ENTITIES PLUS 0.1.3

Installation

BepInEx 5 / locally installed PEAK. Install the entire EntitiesPlus folder (DLL and assets), not just the DLL. Launch through your Default profile. Only the local player needs this mod; custom graphics/music are only visible/audible to that player. Friends observe vanilla inventory loss, damage and death. Multiplayer has not yet been playtested.

RANSOM

Random 4-8 minute gaps, including the first encounter. No overlapping encounters. Starts only while alive, conscious, not petrified, outside the airport, with PEAK focused and no blocking menu. Looks for two matching, active, collectible ground items within 80 metres; retries after 30 seconds if none exist. This checks proximity, not route accessibility, so terrain and friends moving items can still make a challenge difficult.

The supplied face appears with HALT. Default reaction grace is 0.4 seconds, followed by one continuous second without movement. Looking around is allowed; movement input, jumping or physical displacement fails the test. Success removes the face. Failure shows a 1.5-second fictional red downloading screen, then a red tint and task window.

Collect two distinct matching items after the 60-second countdown begins. Items owned at countdown start and repeated pickups of one item do not count. Inventory is checked every 0.1 seconds, including the worn backpack. Success immediately stops music and shows a green YOU DID IT screen. Timeout immediately stops music, permanently empties local inventory (including backpack and contents), and adds 65% injury through vanilla damage rules. The held item is destroyed using the vanilla RPC, not dropped on the ground. Damage immunity mods can prevent injury; StatueLife still controls petrified survival. Death cancels any remaining encounter and stops RANSOM music.

Death lights

Actual local death shows a light before revealing normal spectating. Revival or disconnection cancels it. Guiding Light is blue/cyan (91% default), Curious Light yellow (8%), Mischievous Light red (1%). Text appears one sentence at a time at 16 characters per second. Each completed sentence remains for five seconds, or click its text area to advance immediately. The cursor is available during the scene and restored afterward. The supplied matching track and screen fade over the final two seconds.

Guiding Light recognizes tracked recent fall damage, completed Scoutmaster throws, RANSOM injury and petrification. Attribution uses bounded recent-event chains, not omniscient knowledge; unknown causes receive an honest unknown-cause message. Scoutmaster attribution expires after a safe recovery or 30 seconds. RANSOM injury attribution expires on injury recovery or after 120 seconds and can be superseded by later damage evidence. These windows may miss slow or unusual modded chains.

Curious Light identifies recorded causes and names things, but gives no avoidance advice. Its fall line is exactly the user-requested dialogue. It mentions RANSOM only for a recorded RANSOM cause. Mischievous Light mocks and hints at responsibility. These are fictional visual/audio sequences: no executable downloads or system changes.

Settings and diagnostics

BepInEx/config/local.entitiesplus.cfg appears after launch. Gap times, reaction grace, punishment injury, rare-light chances and music volume are configurable. Music starts at 20% because the supplied RANSOM recording is loud.

EntitiesPlus-diagnostics.log beside the DLL records assets loading, encounters, pickups, punishment, death attribution and overlapping runtime Harmony owners. An unexpected main-loop error stops this mod's effects and logs the exception.

Validation

Compilation succeeded. 313 pickup/deadline regression checks and game-member/hook checks passed. All four WAVs have valid PCM headers. No custom Photon event, disconnect call, time-scale change or microphone alteration. See validation.txt, rule-tests.txt and compatibility.md in the source/output folder. Unity

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
EntitiesPlus-0.1.7.zip
File size
56.9 MiB