WaitForMEak
Players who join a run in progress are held as ghosts and dropped next to the lowest living scout instead of the base camp. Host only.
About this mod Author’s original text
Wait For MEak
Late joiners catch up with the group instead of restarting at the base camp.
When someone joins a run that's already underway, PEAK drops them at the current base camp:
sometimes dead, sometimes revived, always a long way behind everyone else. This mod holds them
as a ghost and then puts them down next to the lowest living scout, the moment that scout is
standing somewhere sane.
Only the host needs this mod. Everything is driven by the master client through the game's
own RPCs, so the people joining can be running vanilla.
If you have Reconnect Catchup installed, remove it
Reconnect Catchup did a more basic
version of this, and this mod exists because it stopped working and was never fixed. Its only
release went up in June 2025 and has not been touched since, so it no longer works on current PEAK.
Do not run both. They are both host only and both act the instant somebody joins, so they end up
fighting over the same player. Reconnect Catchup teleports them immediately, this one wants to hold
them first, and which of those you get depends on which fires soonest. Uninstall it.
None of this is built on its code. WaitForMEak was written from scratch against PEAK's own
assemblies, and it goes further than the original did in several places: it waits for the lowest
scout to be standing somewhere safe rather than teleporting on arrival, it keeps working when the
host hands off to another player, and it deals with reconnecting players, Curse, packs and the
spectate info on lowest scout.
ModConfig is optional
ModConfig is listed as a dependency, but
it is not required. The mod does exactly the same thing with or without it. What it adds is a
WAITFORMEAK tab in the in-game mod settings menu, so you can turn the Curse, the pack rules
and the rest on and off from the pause screen, mid-run, instead of alt-tabbing out to edit a text
file. Skip it if you'd rather not install anything extra: every setting is still there in
BepInEx/config/com.iatespaghetti.waitformeak.cfg, and the ones that don't fit in the menu live
only in that file anyway.
What happens
- A player joins a run that has already left the shore.
- They're held as a ghost: dead, spectating, no body in the world.
- The mod watches the lowest living scout. If that scout is climbing, dangling, sliding or
airborne, it waits.
- The first time they're standing on solid, non-vertical ground for a moment, the joiner is
revived right beside them.
There's no timeout and no second-choice target. The joiner waits on the lowest scout for as long
as it takes. Nobody gets stranded by that: if the lowest scout never reaches anywhere standable
they'll die eventually, and then someone else is the lowest scout.
If a held joiner drops out before they've been placed, the mod remembers them. Rejoin and the hold
picks up where it left off, rather than the game quietly restoring them to base camp.
When the game brings a joiner into the run by itself, the mod stays out of the way. No ghost,
no teleport, no Curse. That's mostly the base camp campfire: if it has revived the group, joiners
arrive standing with everyone else and there's nothing to fix. The mod doesn't try to predict this,
it just watches whether the joiner comes up alive. The pack rules below still apply either way.
Settings
These four are the ones on the WAITFORMEAK menu tab (and, as ever, in the config file):
| Setting | Default | What it does |
| --- | --- | --- |
| Curse as if revived | Off | Joiners arrive with the Curse a revive would have cost them (0.05, or 0.15 on Ascent 7+). See below for why you might want it on. |
| Pack for late joiners | Off | Off: nothing.
AlwaysFannypack: a fresh fanny pack every time.
OnlyIfLeftBehind: only if a backpack or fanny pack is lying on the ground somewhere in the run. That pack, and everything inside it, is handed over. Backpacks win over fanny packs. Note that it doesn't know abandoned from parked, so a pack deliberately left at a campfire is fair game. |
| Seconds
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: