Last Resort
Trigger a variety of potential consequences or benefits when damaged below a configurable threshhold.
About this mod Author’s original text
There comes a point in every survivor’s career when Petrichor V squints at them, checks the paperwork, and says: “You should be dead.”
The weary and damaged survivor thinks “Self-preservation? Surely that’s for people with a plan. I'm a busy mom on the go. There has to be a better way!”
Last Resort has been created with the intention of being a highly configurable mod that defaults to giving players a secondchance when they end up almost but not quite dead.
But at what cost?
Out of the box, when a blow drops your health below a threshold (default 25%), Last Resort automatically activates the following:
+ Heals you back up (default: 100%)
+ Grants temporary invulnerability (default: 3 seconds)
- Sacrifices some items for your survival (default: 10%, favors uncommon green items)
- Spawns enemies nearby for every activation (default start: 1 blazing beetle, 1 Void Infestor, 1 greater Wisp)
- Increase total enemies spawned for each activation (Togglable, default increases the beetles and infectors.)
- Gives the Combat Director bonus credits to spawn more enemies after each activation.
- Has a cooldown before it can trigger again (default: 10 seconds)
The odds of death are slimmer but never zero. In fact, reaching zero HP ends your delay of the inevitable.
Martyrdom isn't so bad. Just look at all the trinkets you gathered.
Risk of Options opens up all sorts of absurd possibilities with over a doz en templates included.
You can make it training wheels for new players, suffering for veterans who want an extra chance with brutal consequences, or make up dumb challenges like the template Drizzle Demands Perfection.
Network Compatibility
This mod uses EveryoneMustHaveMod - all players need it installed, and the host's settings apply to everyone.
Custom Enemies
Select "Custom" preset and manually enter the MasterName:
- Useful for modded enemies
- Check the game's MasterCatalog for valid names
- Example: CustomEnemyMaster
Disable Specific Features
- Uncheck the healing box to only trigger the other things
- Set Item Loss to 0% for no penalty.
- Set all enemy slots to "None" for no spawns
- Set Director Credits to 0 for no credit bonus
- Only active features are mentioned in chat
Known Issues
- Tested for functionality mostly by immediate cliff diving. Let's find out how real gameplay goes.
- Templates are lightly tested concepts.
- Malachite/Poison elites stop healing. This likewise stops resetting your health. Bonus challenge if you add those.
- Celestine makes allies near them invisible. When you're spawning dozens of allies for them, that gets ugly fast.
- WIth risk of options, you can change these while in game but the text output may get confused in a full lobby. [Check the Chat & Logs menu to turn it off.]
- TODO: Replace the placeholder sidebar text with details on the changes. for now you click through the boxes. Alter as you see fit.
- The additive credit and spawn sliders go much higher than advisable. But you? You're a challenger of the unknown. Give it a go. Have fun.
- A bit cavalier with naming conventions in order to get this thing out the door. Earth is the name they gave the Mending healers in the codebase, for example.
- The elite list in general needs some cleaning. Currently it lists the elite classes found via dnspy. This includes incomplete leftovers like Echo and some that only work for certain enemies. or perhaps not at all.
- The elite selection box will be empty for any startup/default creature whose elite status is None. Clicking any template fixes it.
- The monsters still spawn at the Bazaar. They mostly plunge to their death. It is unsettling.
- Death might be comparatively merciful depending on how you set up the further consequences for defying the will of the universe and natural order to all things.
Now go forth and save runs, ruin runs, create monsters, become a monster.
🐛 Troubleshooting
Last Resort isn't activating:
- Check Health Threshold - are you dropping below it?
- Check play
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: