SlipEvent

v2.0.2·Updated 2025-10-16

Send in-game events to external software

About this mod Author’s original text

SlipEvent

Trigger external software from in-game events!

You can enable events being sent to any/all of the following:

  • Streamer.bot
  • HTTP Server (via POST request)

Requirements

  • Slipstream: Rogue Space (on Steam)
  • r2modman

Optional

  • Streamer.bot

(Quick) Setup Video

Game Installation

  • Launch Slipstream at least once.
  • Download and setup r2modman from here (Click "Manual Download" and run the setup exe)
  • Select Slipstream: Rogue Space from the list of games in r2modman and create a profile.
  • In the "Online" tab look for SlipStreamer.bot and click it. Then click "Download"
  • Launch Slipstream using the "Start modded" button to generate the config file.
  • Modify the config file using the "Config editor" tab to match your setup. (see the config file for more details)

HTTP Post Request Requirements

  • Set the URL in the config file to the server you want to send the requests to.
  • Make sure the HTTP request integration is enabled in the config file.

Streamer.bot Requirements

  • Follow the Streamer.bot setup instructions
  • In the "Servers/Clients" tab, under HTTP Server check "Auto Start" and click "Start Server" (making note of the IP and port)
  • (Optional, but recommended) Click "Import" and paste the contents of ImportSlipStreamerBot.txt in the "Input String" text box and click "Import" This provices a set of premade actions for you to use. There is a dedicated action for each event type, as well as a few fun premade features such as chat polling and automatic predictions.
  • Make sure in the SlipEvent config file that Streamer.bot integration is enabled.

If you run into any issues getting this set up, please reach out! Best way is via Discord or GitHub Issues!

Events

GameLaunch

Sent when the game is launched.

Arguments:

  • eventType: "GameLaunch"

GameExit

Sent when the game is exited.

Arguments:

  • eventType: "GameExit"

JoinShip

Sent when a ship is joined.

Arguments:

  • eventType: "JoinShip"

StartFight

Sent when a fight is started.

Arguments:

  • eventType: "StartFight"
  • enemy: Name of the enemy ship.
  • invaders: Types of invading slugs.
  • intel: Available intel on the enemy ship.
  • threatLevel: Enemy threat level.
  • speedLevel: Enemy speed level.
  • cargoLevel: Enemy cargo level.

EndFight

Sent when a fight is ended.

Arguments:

  • eventType: "EndFight"
  • outcome: "NoneYet", "CaptainVictory", "CaptainDefeat", or "CaptainRetreat"

NodeChange

Sent when the ship moves to a new node.

Arguments:

  • eventType: "NodeChange"
  • isBacktrack - "True" or "False" if a backtrack.
  • scenarioKey - Unique identifier for the node's type scenario.
  • visited: "True" or "False" if the node has been visited before.
  • completed: "True" or "False" if the node has been completed before.
  • captainVictory: "True" or "False"

ChoiceAvailable

Sent when a choice is available.

Arguments:

  • eventType: "ChoiceAvailable"
  • isBacktrack - "True" or "False" if a backtrack.
  • scenarioKey - Unique identifier for the node's type scenario.
  • visited: "True" or "False" if the node has been visited before.
  • completed: "True" or "False" if the node has been completed before.
  • captainVictory: "True" or "False"
  • scenarioName: Name of the encounter
  • scenarioDescription: Description of the encounter
  • proposition: The question posed by the encounter
  • choice1: The first choice
  • choice2: The second choice

KnockedOut

Sent when you are knocked out.

Arguments:

  • eventType: "KnockedOut"
  • message: The message displayed when knocked out. Includes color information so will need parsing.

RunStarted

Sent when a run is started.

Arguments:

  • eventType: "RunStarted"
  • campaign: Counts the number of campaigns this ship has been on. (Starts at 0)
  • region: The region the ship is headed to.

RunFailed

Sent when a run is failed for any reason.

Arguments:

  • eventType: "RunFailed"

RunSucceeded

Sent when a run is succeeded.

Arguments:

  • eventType: "RunSucceeded"

NextSector

Sent when the ship moves to a new secto

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPackMoSadie-MoCore

File & checksum

Filename
SlipEvent-2.0.2.zip
File size
66.4 KiB