AAFG
AAFG community games modpack.
About this mod Author’s original text
Welcome to the _no frank zone_.
__Notes__
- modpacks (to my knowledge) don't support custom configuration.
What follows are my custom settings which I deem to be fair as the server
host (clients don't need to apply the following settings below):
- BiggerBazaar ShareSuiteTotalPurchaseSharing set to false so that
individual customisation is possible.
- AI Blacklist(s) contains SprintOutOfCombat (Red Whip) where relevant.
- StarStorm 2 (nightly)
- _Armed Backpack_ is disabled due to incomplete description and suspected
weakness (virtually useless on everyone but the Enforcer unless the
projectiles that are fired from behind have some degree of homing).
- Increase the game's gamma values as desired since weather events
can darken enough to make some visuals difficult to see. I prefer 20%
but yours may differ depending on your hardware, driver settings, etc.
- Client-side changes:
- RTAutoSprintEx HoldSprintToWalk set to false as MP runs may feature
gregarious people that like to stack movement speed to the point that
it becomes a debuff.
- Other optional client-side mods (install based on your personal preference):
-:: argurably broken
and makes Radar Scanner useless.
-:: highly recommended if you're going for Spindel Tonic builds.
- MP-compatiable client-side skins e.g. the Thiccify skin v2.0.5 doesn't
work unless everyone has it whereas most if not all skins by
_12GaugeAwayFromFace_ and _GEMO_ do work.
- Any other client-side mods you find that works.
__TODO__
- Make README more welcoming to tourists and strangers who don't recognise AAFG
and the modpack icon.
__Version Changelog & Comments__
1.2.5
- Added: AI Blacklist
- This is necessary if you don't want Jellyfish with Red Whips applied
permanently (e.g. in Void Fields or when the relevant artifacts are on)
where mobs are in combat due to taking a damaging DoT but otherwise keep
the movement speed buff. The author's default values are sane but feel
free to edit since it's both compatiable server-side and client-side.
- Added: Config details for StarStorm 2 (nightly).
- Modified: BiggerBazzar
- ShareSuiteItemSharingEnabled reset to default settings (true -> false).
- ShareSuiteTotalPurchaseSharing altered (false -> true).
- Players passing by the shop can customise what items they get or
whether to not spend at all to get EXP instead.
1.2.4
- Added: RTAutoSprintAddon
- Originally an optional mod but IMO should be vanilla.
- Added: ZetAspects
- Vanilla Aspects are rare enough as they are that by the point you find
one you've already built around a specific piece of equipment. Changing
them to stackable items would provide a more novel experience.
- Added: Increase Enemy Medkit Delay
- Without this some enemies under the right conditions can be
nigh-impossible to kill e.g. Magma Worm, Dopplegangers. Need to test if
it actually works though...
- Added: PauseInMultiplayer
- Useful, say, when someone goes AFK while they're dead or you want to
pause your SP run in your MP session. However it can be abused since it's
only a _simulated_ pause.
- Added: ArtificerExtended
- Hoppo had the entire canon of video game wizardry for ideas and that's all
they could think of or choose to go with? Come on! This mod does the
Artificer some justice while remaining within the scope of vanilla.
The only issues with the mod has are mainly those that are fastidious
such as editing descriptions to be more accurate and complete e.g.
reworked Ion Surge shouldn't a proc coefficient value in the description.
It's a shame that the new Energetic Resonance Passive doesn't work in MP.
- Added: BossDamageTracker
- Amusing to see who are the MVPs and deadweights.
- Further README updates.
1.2.3
- Removed Crystal Burden 1.5.1 and its corresponding README note until further notice.
- Underwhelming effects
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: