PeakCustomItemMod

v1.10.30·Updated 2026-08-16

Configuration-driven PEAK custom item module: Write JSON + put PNG to create objects, no compilation required. Supports generation probability, template material export, Chinese display and online synchronization.

About this mod Machine translation

Liu Zeming’s whimsical ideas (PEAK custom item module)

Formerly known as "PEAK Custom Item". This mod is based on BepInEx 5 + PEAKLib, which clones existing props in the game at runtime and registers them as custom items.

No Unity/AssetBundle required - just pure C# + JSON configuration + PNG textures to create things.

  • Module functions (Features)
  • Configuration-driven creation: write an itemconfig.json + put a few PNGs, and the corresponding props will appear in the game, without writing code or recompiling.
  • The generation probability is controllable (templates can be inherited): each item can have a separate generation probability (0~100%); by default, the world generation probability of the template item is automatically used (for example, wild dog milk inherits the rarity weight of "milk platinum").
  • Template material export: dumpTemplateTexture: true will export the template's native 3D texture/backpack icon to PNG after the game is started, for you to trace according to it, and then point the texture/icon to the new image after tracing.
  • Mechanism fields: removeActions (remove the edible actions inherited from the template), addActions (add edible actions), cooking (cooking behavior), petrifyBomb (petrified bomb), etc.
  • Optional integration of PEAK_MENU_CN (extended but not dependent): If the menu is installed, new items will be automatically added to its generated main list; if not installed, it will be silently skipped, and other functions of the module will remain as usual.
  • Display of Chinese item names (expanded functions): See Section 4. Let the item list of PEAK_MENU_CN display Chinese prefab names instead of English prefab names.
  • In-game editor (F11): Resident UI, which can adjust/preview item configuration in real time.
  • Petrochemical Bomb Manager: Permanent timer, the effect will continue after the item is eaten and destroyed.
  • Online support: Hosts are generated synchronously, non-hosts wait for the host broadcast, and both stand-alone and online are stable.
  • How to deploy (Deployment)

pre-dependency

  • BepInEx 5 (BepInExPack_PEAK) - module running framework.
  • PEAKLib.Core + PEAKLib.Items (com.github.PEAKModding.PEAKLib.*.dll) - Community API, provided with the package.
  • (Optional) PEAK_MENU_CN: Used to obtain custom items from the in-game item menu + Chinese display.

folder structure

Put the entire module into any subfolder under BepInEx/plugins/ (style, BepInEx recursive scan). One item per folder:

BepInEx/plugins/

└── createitem/ ← Module folder (DLL + each item folder)

├── PeakCustomItemMod.dll ← Module body

├── README.md ← This description

├── WildDogMilk/ ← Item folder (folder name = registered name)

│ ├── itemconfig.json ← The configuration of this item (only 1 item included)

│ ├── WildDogMilk.png ← 3D model texture (optional)

│ └── WildDogMilk_icon.png ← Backpack icon (optional)

└── /...

Deployment steps

  • Install BepInEx 5 (unzip BepInEx to the PEAK game root directory and make sure PEAK/BepInEx/ is generated).
  • Copy the entire createitem/ folder above to PEAK/BepInEx/plugins/.
  • Confirm that PEAKLib.Core.dll / PEAKLib.Items.dll is also in BepInEx/plugins/ (included with the package).
  • Start the game → Enter a game, and the configured props will appear in front of the player according to spawnChance probability; or they can be obtained from the PEAK_MENU_CN menu.

verify

Look at the game directory BepInEx/LogOutput.log. If a similar log appears, it is successful:

[Info: Liu Zeming's wonderful ideas] Liu Zeming's wonderful ideas Loaded (...number of configuration entries: 1)

[Info: Liu Zeming’s whimsical ideas] New props registered: WildDogMilk (Display name: Wild Dog Milk, Template: FortifiedMilk)

[Info: Liu Zeming's whimsical ideas] 1 custom prop has been generated in front of the player

  • How to add a new item (Add a new item)
  • Create an item folder

Create a new / under createitem/ with a unique name in English and also as the registered name.

  • Write itemconfig …

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_PEAKPEAKModding-PEAKLib_CorePEAKModding-PEAKLib_Items

File & checksum

Filename
PeakCustomItemMod-1.10.30.zip
File size
792.7 KiB