Receiver 2 Modding Kit
A simplistic toolset used to mod guns into the game
About this mod Author’s original text
Receiver 2 Modding Kit
A modding API and a modloader used with modded guns
What's new?
Version 1.6.3
- Added the ability to drop rounds from the inventory
Version 1.6.2
- Fixed 3/4 of the CustomRoundTypes transpilers being invalid
- Added patch to show bullet inventory when the player can insert a round in the chamber
- Fixed SharpCompress complaining about Encoding
- Fixed CustomRoundTypes ammo box tape size calculations
- Update all help entry category numbers, instead of just the Gun one
Version 1.6.1
- Added missing dependencies
Version 1.6.0
- Added support for combining all platform archives into one compressed archive (use basically any compression and make the file extension.sigma)
- Added support for the official Receiver FMOD project
- Custom gamemode support
- MultiOS support for ThunderKit
- Increased max tape length from 3:11 minutes to (potentially infinite) minutes
- Automatically patch Linux FMOD libraries to be loadable by glibc > 2.40
- Added system for mod to add their own saved data
- Added docs to SmartCodeMatcher
- Added support for every help entry menu category
- Added system for creating variants of already existing cartridges
- Various miscellaneous fixes
Version 1.5.0
- A compilation of over a year of development
- Improved efficiency of the codebase
- Added support for custom gamemodes
- Updated to reflect the new BepInEx version used by
Version 1.4.0
- Added custom keybinds, customizable per gun through the Settings menu
- Made it easier to spawn custom items in the Dreaming
- Gun data is now saved in checkpoints
Version 1.3.1
- Added some functionality on the developer side
Version 1.3.0
- Fixed mod guns not loading properly
- Added a mod cartridge class to simplify creating custom rounds
- Added an ability to create custom settings menu entries by plugins
Version 1.2.0
- Added the ability to load tapes, tiles and guns installed by R2Modman
- Added a debug menu for unlocking tapes, both og and modded
Version 1.1.0
- Changed the sound system to use FMOD Banks instead of programmer sounds, enabling 3D audio, mixing and separation into different buses (for volume control, pausing on game pause, etc.)
- [Related to /\\] Volume of old custom sounds is now controlled via the SFX slider and not the Voice slider
- [Editor Only] Using custom enum tools no longer raise errors
- [Editor Only] AssetBundle copying system finally works as intended
Version 1.0.0
- Long gone
Mod development
See the github page for more details
Credits
- SzikakA#3853 - Code
- Ciarence#6364 - Testing and feedback
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Dependencies
Install these first, or the mod will not work:
BepInEx-BepInExPack