InstancedLoot continuation
Makes chest and/or item drops separate for each player
About this mod Author’s original text
InstancedLoot_continuation
This mod has been updated by RotaryCoded using ClaudeAI - Please reference any old instructions for installation and config from the original mod creator below
If you have any questions or have any other mods you would like to have updated for the new DLC I would gladly take a look! Email- Daniel@Dportrotary.com
This is my first mod/update/upload, Thank you all for the support!
fork from:
origin mod:
InstancedLoot
Highly configurable mod to allow players to loot items and objects separately.
This mod needs to be installed both on clients and the host to function.
NOTE: Please check out the config options in BepInEx/config/com.kuberoot.instancedloot.cfg before usage.
Usage notes:
When first opening the mod, by default it will use the Default preset, instancing most objects, with PreferredInstanceMode set to InstanceObject. This way, objects will be instanced, but the items within won't be. What that means is, for example, when a player opens a chest, other players can still open that chest, and the item that drops can be picked up by anybody.
If you wish to change how most things are instanced, you should tweak PreferredInstanceMode to a mode you prefer - the description for that option includes all available modes, also listed here for convenience:
- None: Self-explanatory, this object does not get instanced, nor do items spawned from it
- Default: Do not override the preset/alias. If every value in the chain is Default, defaults to None.
- InstancePreferred: Use the configuration for PreferredInstanceMode for this entry. Provided for convenience and/or experimentation.
- InstanceObject: Spawn multiple copies of the object, one for each player, where each can only be opened by the owning player, and from which items can be picked up by any player
- InstanceItems: Keep one copy of the object that can be opened by anybody, but instance the spawned item, such that each player can pick it up independently
- InstanceBoth: Spawn multiple copies of the object, like InstanceObject, but also limit the resulting item such that it can only be picked up by the player who earned/bought it
- InstanceItemForOwnerOnly: Keep one copy of the object, and limit the resulting item to only be picked up by the player who earned/bought it.
- InstanceObjectForOwnerOnly: Keep one copy of the object, and limit opening it to only the owning player. This is only meaningful for objects that inherently belong to a player, like lockboxes. The resulting items are not instanced and can be picked up by any player.
- InstanceBothForOwnerOnly: Similar to InstanceObjectForOwnerOnly, but the resulting item can only be picked up by the owning player.
Another important thing to note is the presence of simple chat commands.
- You can ping an item that is instanced for you and say uninstance in the chat to "forfeit" the item, making anybody able to pick it up.
- You can say uninstanceall in the chat to "forfeit" all items currently instanced for you.
Those commands also work on pickup pickers, such as command essences. The current chat command format is meant as a placeholder, hopefully I can implement a better system in the future.
Limitations/issues:
- Changing settings mid-run can result in too many items dropping on the current stage, but everything should work as normal on subsequent stages.
- Certain materials don't support dithering, because of that you might notice some things aren't fading out properly.
- Instancing for drones/turrets isn't implemented - hopefully that will come in a later release.
- You might encounter weird issues with certain things not instancing correctly - when testing I had some issues that I couldn't reproduce. Feel free to report those, especially if you think you know why it happened.
- Interactibles from other mods need explicit support between the mods - I tried to write my
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: