GeneticVariantsPatch

v0.4.0·Updated 2024-11-04

Adds some VarianceAPI functionality to GeneticArtifact

About this mod Author’s original text

Basic Description

  • This mod adapts the stat-based learning system from GeneticArtifact to the variant selection system of VarianceAPI
  • This doesn't evaluate the performance of each variant, but instead suggests variants based on the stats they have
  • With the current math, each variant can be recommended anywhere between half and twice as often (subject to change)
  • Note: this mod does NOT require the Artifact of Genetics to be active to function, as it only runs IF the artifact is enabled

How it Works

  • Each variant in VarianceAPI has 5 stat multipliers, and 4 of these match GeneticArtifacts' choices
  • As the genetic learning system chooses which stats to prioritize, this mod will keep track of how well those match the variants' multipliers
  • If it discovers a close match, that variant will have it's spawn rate increased - poor matches will have theirs reduced

Known Issues/Planned Updates

  • This is a prototype build of this concept, so balance and polish haven't been taken care of yet
  • If you run into any bugs or have feedback, either reach out in the discord or contribute a issue on the github
  • Have a better idea for an icon? I'll gladly take it since the current one is not great

Changelog

0.4.0

  • Updated for Variance v2.2 internal catalog names

0.3.0

  • Updated for VarianceAPI v2 (Nebby my beloved, make the catalog public)
  • Due to the new VAPI structure, the method of adjusting spawn rate isn`t super safe and may break on conflict
  • Added config option to set the maximum effect this mod can have on each spawn rate (globally)
  • Default value is 0.5 - variants will be up to 50% more/less common than their base rate
  • Fitness evaluation is much stricter now and uses fancier maths for the spawn rate tweaks
  • Simple variants are much more likely to spawn early into runs, but taper off as the algorithm learns
  • Extreme variants are unlikly to spawn early, but can dramatically increase later on

0.2.0

  • Added ability to prevent variants from recieving the genetic bonuses it`s standard version would recieve
  • Added configuration option to enable/disable the above (enabled by default)
  • Added configuration option to enable/disable the dynamic variant chance tweaking (enabled by default)

0.1.0

  • Prototype release, expect things to be broken/unpolished

Installation

Place the.dll in Risk of Rain 2\BepInEx\plugins or use a mod manager.

Contact

If you have issues/suggestions leave them on the github as an issue/suggestion or reach out to Rico#6416 on the modding Discord.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

Nebby-VarianceAPIRico-GeneticArtifact

File & checksum

Filename
GeneticVariantsPatch-0.4.0.zip
File size
87.1 KiB