InRunArtifacts
F7 is an in-game switch artifact and will take effect on the next map. Supports both Chinese and English. Feedback is welcome. / Toggle artifacts with F7; changes apply next stage. Chinese/English UI. Feedback welcome.
About this mod Machine translation
In-game artifact management · InRunArtifacts
Switch the artifact on and off during the game and the next map will take effect. The game supports Chinese and English menus, which automatically follow the game language; other languages use English menus, and artifact names and effects use the localized text provided by the game.
Please submit issue feedback and feature suggestions to GitHub Issues. When submitting an error, please attach the reproduction steps, module version and relevant logs; please remove personal information in the logs before uploading.
How to use
- Press F7 to open the single-page artifact menu, click the icon to switch the artifact, and hover to view the name and effect.
- A bright color indicates that the next map is open, and a gray color indicates that it is closed; a cyan border and an asterisk indicate changes to be applied.
- Click "Finish" to keep the changes, click "Undo all changes" to restore the current status.
- Press F7 or Esc again to close the menu. Pauses the game when opened and resumes when closed.
- Modifications are applied at the end of the current level and will not regenerate or delete existing items on the current map.
Configuration and compatibility
Depends on BepInExPack. After the first startup, the shortcut keys can be modified in BepInEx/config/com.lml.inrunartifacts.cfg.
Read game-registered artifacts, including third-party artifacts; whether you can switch midway depends on its implementation. Modifications only take effect in this round and do not change the opening defaults or unlocking records. Use the icons that come with the game and do not package game resources.
It is mainly a single-player game and can only be operated by the host. The compatibility of online suspension, special levels and third-party artifacts has not yet been fully verified. Dedicated servers without a graphical interface do not provide menus.
Source code and build
The project is built using the .NET SDK. Before compiling, please place the BepInEx 5 assembly in libs/BepInEx.dll, and then run ./build.ps1. The generated installation package is located in dist/. libs/, build output, and release packages are not submitted to the repository.
English
Toggle artifacts during a run, with changes taking effect on the next stage. Supports Chinese and English in-game menus, automatically selected from the game language. Other languages use English menus; artifact names and descriptions use the game's localization.
Please report bugs and feature requests through GitHub Issues. For bugs, include reproduction steps, the mod version, and relevant logs after removing personal information.
How to use
- Press F7 to open the single-page artifact menu. Click an icon to toggle it; hover for its name and effect.
- Bright means enabled next stage; gray means disabled. A cyan border and asterisk indicate pending changes.
- Select Done to keep changes or Undo all to restore current states.
- Press F7 or Esc to close. Opening the menu pauses the game; closing it resumes play.
- Changes apply when the current stage ends. Existing pickups are not regenerated or removed.
Configuration and compatibility
Requires BepInExPack. After the first launch, change the hotkey in BepInEx/config/com.lml.inrunartifacts.cfg.
Lists registered artifacts, including third-party artifacts. Runtime switching support depends on each artifact's implementation. Changes affect only the current run, not lobby presets or unlock records. Uses built-in artifact icons; no game assets are bundled.
Primarily intended for single-player; only the host can operate the menu. Multiplayer pausing, special stages, and third-party compatibility have not been fully verified. Headless dedicated servers do not have a menu.
Source and building
Build with the.NET SDK. Place the BepInEx 5 assembly at libs/BepInEx.dll, then run./build.ps1. The package is written to dist. Dependencies, build output, and release archives are not committed.
Update record / Cha …
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: