StatueLife
Petrification is not the end. Stay alive as a frozen statue, wait for a friend to cure you with a blowgun, or press Y to shatter and give up. Voice chat goes silent while petrified. Only you need the
About this mod Author’s original text
StatueLife 0.1.0 — first playtest build
Built against the installed PEAK 2.4.b (3e62ee214). Requires BepInEx 5.
Every player, including the host, must install the same version. Mixed vanilla/modded lobbies are unsupported.
Behavior
- At 100 Petrify, remain alive as a stationary living statue. Mouse/controller camera look remains available.
- Automatic death and passing out are blocked while petrified. Other ordinary play is unchanged.
- Voice transmission and received voice audio are muted. Environmental sounds remain audible.
- Petrification does not clear naturally while you are a living statue.
- A friend's blowgun hit clears Petrify and restores movement and voice. That shot's afflictions are skipped; unrelated pre-existing statuses are not cleared.
- A hit on a normal character retains the original blowgun afflictions, including Drowsy.
- Press Y while focused in gameplay to give up: allow death, create the vanilla PetrifiedScout, and run its original break sequence in place. A dead/shattered player cannot be cured by a blowgun.
- A small on-screen hint explains Y and the blowgun cure.
Install
Close PEAK. Copy StatueLife.dll into a StatueLife folder under your profile's BepInEx/plugins. Launch PEAK using that profile's modded launch option. Only the DLL is needed; source/build files stay outside the plugins folder.
Do not run another StatueLife implementation alongside this one. Older files named Assembly-CSharp.dll.statuelife-original and.statuelife.tmp were observed in the game directory; this build does not modify or restore them, or replace Assembly-CSharp.dll.
To remove this build, close PEAK and remove its StatueLife.dll from the plugins folder.
First two-player test
- Both players launch the same profile build. Check BepInEx/LogOutput.log for StatueLife 0.1.0 loaded and no patch errors.
- Reach 100 Petrify. Confirm you stay alive, cannot walk/jump/use items, can look around, and appear as stone to the other player.
- Check voice in both directions. Neither player should hear the statue player's voice, and the statue player should hear no incoming voice. Check environmental audio separately.
- Have the friend shoot the intact statue with a blowgun. Confirm movement/voice return and no new Drowsy is added.
- Shoot a normal player. Confirm normal Drowsy behavior.
- Petrify again and press Y. Confirm one shatter in the frozen position, normal death/spectating, and no blowgun revival of the dead player.
- Repeat with host/client roles reversed; check a new run starts normally.
This is a compiled first playtest build, not an in-game-verified release. Metadata checks verify target methods and library compatibility; they cannot verify Unity physics, camera behavior, voice output, or network timing. See validation.txt. Return the BepInEx log and which test failed for debugging.
Build
Source is included. Run build.ps1 with -Managed pointing to PEAK_Data/Managed and -BepInExCore pointing to BepInEx/core. It uses the Windows.NET Framework C# compiler, not an installed.NET SDK. Do not distribute PEAK's assemblies with the mod.
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: