PEAKER
Who knew that PEAK could get even more PEAK!? An all-in-one feature & fix mod for larger expeditions! Patch: 2.04.b
About this mod Author’s original text
Who Needs the Mod?
For all features, only the host is required to have the mod, though it's recommended all clients have it for the best experience.
More Scouts (Host Only)
The maximum number of scouts that may join your expeditions has been increased to 20, and is configurable from 1 to 30!
There will always be enough marshmallows and hot dogs for everyone to have a bite to eat at campfires!
- The number that spawn is based on how many scouts there are at the start of the expedition, more or less will not spawn if scouts join or leave mid game.
Why Limit It?
The game and its networking is unoptimized, untested, and unstable in many ways for this many scouts, and would require massive reworks that would be far too invasive for a mod to perform without risking breaking the game, or breaking with each game update.
Character Ragdolls
The physics-based ragdoll characters lead to a lot of CPU-bound lag around 15-20 scouts, even on the most performant of cpus.
Without the mod, all dead scout's characters are teleported to the same spot off screen and constantly collide on your client's end, causing lots of lag! This is fixed by disabling dead character's colliders on your end if you have the mod.
Photon Networking Instability
The game has lots of networking to do, especially when lots of scouts are revived at the same time via the Ancient Statue. In the past (at least) it was a common occurence for many scouts in the lobby to disconnect when several scouts were being respawned at once due to Photon being unable to keep up, effectively crashing and ruining the lobby.
Client Side Improvements
Normally, there's only enough volume sliders in the pause menu for ~8 scouts, the mod creates more sliders as the number of scouts demands it.
There's only enough nametags for ~8 scouts in the base game, leading to nametags being missing or even incorrect for some scouts when there's more than 8. The mod creates more nametags as the number of scouts demands it.
The helicopter at the PEAK only has enough seating for 4 scouts, this mod fixes that by making every scout past 4 sit on the laps of other scouts.
The end screen normally can only handle 4 scouts, the mod fixes that. It may look a little janky, but I'd rather not fully remake the UI to fit the extra scouts.
It may be difficult to keep count of so many scouts in larger lobbies, so the mod displays the current and maximum number of scouts for the lobby in the top left next to the version string.
Cheat Detection
To assist with finding cheaters in your (potentially) public lobbies, the mod comes with a couple cheat detections. This mod will not actively moderate and automatically punish detected cheaters (besides one optional case), only detecting potential cheating.
The Atlas and Cherry Mods
If a scout joins your lobby using the Atlas or Cherry mods, you will be constantly notified every 10 seconds of their presence.
- I haven't met many Atlas nor Cherry users in my dozens of lobbies who didn't use their mods to cheat, ruin the experience, or otherwise crash the lobby.
- There is one host only config option (off by default) where you can enable automatically kicking Atlas and Cherry mod users. Seeing as it's easy to check, can't be falsely flagged, and has been requested by hosts using this mod, this is the one 100% safe automatic punishment I can implement.
Detections
You'll be notified when a scout:
- forces another scout to slip on a banana peel,
- forces a bee swarm to disperse,
- forcefully changes a bee swarm's anger illegally,
- makes a tick to attach to another scout,
- forces a flare to trigger the game to end,
- forcefully extinguishes a campfire,
- attempts to make the game end,
- attempts to kill another scout,
- attempts to revive another scout,
- attempts to teleport another scout,
- forcefully initializes or retarget's another scout's ghost,
- spawns an eruption,
- forces a magic bean to grow,
- forces the fog to start or sync,
- attempts to forcefully start the game or
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: