ArmsRace
Kill enemies, get randomized weapons, and Arms Race your way through SULFUR.
About this mod Author’s original text
Arms Race
You accidentally brought habits from another world into SULFUR.
Now you have to Arms Race your way out.
Arms Race is a BepInEx mod for SULFUR that turns weapon progression into a chaotic run-based weapon rotation system. Entering a level gives you a randomized weapon, and killing enemies can grant a new randomized weapon after a short cooldown.
Generated weapons use the game’s existing weapon systems: random vanilla weapons, random oils, random scrolls, compatible attachments, rank adjustment, and durability safety.
Features
- Gives a random weapon when entering a non-safe-zone level.
- Killing eligible enemies can grant a new random weapon.
- Kill reward has a configurable cooldown.
- Generated weapons are placed into Weapon Slot 1 or Weapon Slot 2 when possible.
- Old generated weapons are removed before generating a new one.
- Generated weapons are removed before level transitions.
- Generated weapons are removed when using The Amulet to return to the safe zone.
- Generated weapons are destroyed if dropped, preventing pickup/tag issues.
- Uses vanilla weapons, oils, scrolls, attachments, rank, and durability systems.
- Does not modify original game files.
- Does not permanently add custom mod data to the save file.
What Gets Randomized
Generated weapons can include:
- A random vanilla weapon
- Random oils
- Random scrolls
- Random compatible attachments
- Rank adjustment based on applied enchantments
- Durability normalization and minimum durability protection
This mod does not directly modify WeaponSO base weapon assets.
That means it does not globally alter the original weapon definitions, and it does not permanently change all copies of the same weapon.
Arms Race Behavior
By default:
- Entering a playable non-safe-zone level grants one random generated weapon.
- Killing an eligible enemy can grant another generated weapon.
- Kill reward cooldown is 1 second.
- Each new generated weapon removes the previous generated weapon.
- Debug key spawning is disabled by default.
The intended experience is:
Get a random weapon.
Fight with it.
Kill enemies.
Get another random weapon.
Keep adapting.
`
Generated Weapon Lifetime
Generated weapons are designed for the current run/level flow.
To keep the game safe and avoid save issues:
- Generated weapons are runtime-tagged.
- Old generated weapons are removed when a new generated weapon is created.
- Generated weapons are removed before level transitions.
- Generated weapons are removed before Amulet teleport.
- Dropping a generated weapon destroys it instead of creating a ground pickup.
This is intentional. Generated weapons are not meant to be stored permanently.
Configuration
After launching the game once with the mod installed, a config file will be created:
BepInEx/config/kumo.sulfur.arms_race.cfg
Main options include:
[General]
EnableMod = true
RandomizeOnLevelStart = true
PreferredWeaponSlot = FirstAvailable
ForceSelectGeneratedWeapon = true
CleanupOldGeneratedWeapons = true
[Kill Reward]
EnableRandomWeaponOnKill = true
RandomWeaponOnKillCooldown = 1
KillRewardRequiresPlayableLevel = true
KillRewardRequireExperienceOnKill = true
[Random Upgrades]
EnableRandomOils = true
MinOilCount = 1
MaxOilCount = 5
EnableRandomScrolls = true
ScrollChance = 0.5
EnableRandomAttachments = true
AttachmentChance = 0.6
GrantRankForAppliedOils = true
RespectEnchantmentSlots = false
[Safety]
CleanupGeneratedWeaponsBeforeLevelTransition = true
DestroyGeneratedWeaponsOnDrop = true
FixLowDurability = true
MinimumDurabilityNormalized = 0.5
[Debug]
DebugKeyEnabled = false
DebugKey = K
Recommended Default Experience
The default configuration is intended to be chaotic but still playable:
- Oils are always added, from 1 to 5.
- Higher oil counts are slightly less common.
- Scrolls have a moderate chance to appear.
- Attachments have a moderate chance to appear.
- Kill reward cooldown prevents excessive weapon spam.
- Debug spawning is disabled unless manually enabled.
Debug
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- 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.
Install these first, or the mod will not work: