SharePermissions
Share host permissions among trusted players
Screenshots 1 screenshots
About this mod Author’s original text
SharePermissions
The mod provides functionality to manage and share permissions (kick, ban, start game, return to lobby) among players who you trust. That's usually for community hosts who want to delegate moderation tasks to trusted members of their group.
Quick Start
- Install the mod — that's it, it is active right away (no codes to configure)
- Tell your trusted friends to install it too
- In any multiplayer lobby there's a "Mod" button next to the menu title. The host and moderators get the moderation panel (Members, History, Access, Settings, voice). Everyone else gets Settings, plus the microphone tab for 1-on-1 calls when the host runs this version.
- As the host, click a friend in the Members tab and promote them to moderator
Becoming a moderator
The host clicks a player in the Members tab and promotes them. That issues the player a private
access token — their moderator credential. When they rejoin, the host asks them to prove they
still hold it and they answer with a one-time code computed from it, so a promotion persists across
sessions until the host revokes it (demote them in Members, or revoke the token in the Access
tab — that works even while they are offline). The token itself is sent exactly once, at the
promotion: a lobby whose host merely claims to be the one who promoted you gets a code it cannot
use anywhere else, never the token. If such a lobby sends you a new token of its own, the one you
already hold is kept as a fallback and proven automatically when the new one is not accepted; when
the real host promotes you again, its new token wins and the old one is dropped after a couple of
visits.
There is no shared secret code anymore: earlier versions could grant moderator to anyone whose
SecretCode matched the host's, which meant a leaked or guessed code silently handed out moderation
rights. Now every grant is an explicit host decision.
A moderator does not have to hold every power. The host turns individual permissions off — kick,
ban, persistent ban, Admin Menu, notes (add and delete only), run control (start the run, cancel
the countdown, return to the lobby), and 1-on-1 voice — on Members (click the moderator) or on the
Access tab, which lists every moderator the host has promoted with their seven permissions under
the row, the ones they lack dimmed and struck through. Clicking a row there opens that moderator's
page, whose switches work even while they are offline: the change waits for their next visit, though
a grant from an older version that has no name can only be revoked. A moderator promoted for the
first time holds all seven; the switches are there to take powers away.
Changes apply immediately (or when an offline moderator next joins), are recorded in History, and
survive the moderator reconnecting. Promoting a player who still has a saved grant keeps that
grant's permissions; revoke their access first to start again with all seven. A Steam ID is only
what a player's game reports, so when someone claims the Steam ID of a moderator you promoted but
has not proved that moderator's saved grant, Promote warns you first; if you go ahead anyway, the
saved grant is kept beside the new one, and demoting that player later removes only their own.
A moderator running a version of the mod from before permissions existed still has every action
checked by the host — the host is where the decision is made — but their own screen will still show
buttons for things they may no longer do, and those buttons will simply do nothing. Their Settings >
Diagnostics shows what they actually hold. When the host refuses a moderator's kick or ban - the
player already left, is still loading, is protected, or a persistent ban would hit a shared Steam ID
or the host's or a moderator's - a moderator gets a toast saying why, as long as the host runs this
version or later.
What's included
- Members tab: every player with their role, live talk indicator, and (for the host) promote /
demote, and per-moderator permissions
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: