TyrnelMods

版本 v4.1.0·更新於 2026-08-28

A dungeon map drawn from the game's own tile data, one coin that pays the whole lift fare, brighter sparkle on good loot, enemies that scale with depth, and seven more. Everything arrives switched off

模組介紹 作者原文

Tyrnel Mods

Eleven things Grain Rot never got round to. All of them off until you switch them on.

No launcher, no config files, no keys to memorise. Install it, open TYRNEL MODS in the main menu, and turn on the ones you want. Every switch tells you in plain words what it does and, more usefully, what it does not.

Read this first if you play with other people

This matters more than anything else on the page, because it decides whether you see any of it.

Most of these run on the host. If the person hosting has the pack, the whole lobby gets the shorter lift waits, the automatic gold, the coin slot and the enemy scaling. Nobody else has to install a thing.

The flip side is the part people trip over: if you join somebody who does not have the pack, those features do nothing for you, however you have them switched on. They are decided by the host's game, which is where the physics, the health and the dungeon live.

Two features are drawn on your own screen and are yours whether you host or not: the map and the sparkle on good loot.

And when you do host, your switches apply to the lobby. Anything you turn off is off for everybody, on purpose.

The map

A live map of the dungeon, drawn from the game's own tile data. Not a guess at where the rooms probably are: the actual floor, hole for hole, with the gaps, ledges and crossings where they really sit.

M opens the full map, N a small one in the corner. Both are toggles and neither closes on its own, so the small one can stay up for a whole run.

Walls are on the sides they are on down there, doorways are gaps you can see through, and the lift, the press and the grinder are marked. Your arrow points where you are looking. Everyone you are playing with is on it too, each in their own colour, with their arrow pointing the way they are facing. The map always faces the same way, with the lift pointing up, so it reads the same on every run.

The honest limit: rooms the game builds from a prefab, the hazard rooms with pits among them, show as their outline without the detail inside. The game's own map does the same.

One coin pays the way out

The slot takes five gold a press and leaving costs forty, sixty or a hundred. That is eight to twenty presses in the same spot, at the end of every single run.

Drop one coin in by hand and the rest follows on its own. It never puts in more than the lift is asking for, and if you run out it stops, having paid what you had. Every coin still comes out of the pocket of whoever is standing there.

Good loot is easier to spot

Rare and epic finds already sparkle; the game uses that to tell you what is worth carrying. In a dark room it is easy to walk straight past. This makes that same sparkle bigger and more frequent, and touches nothing else: no recolouring, no beams, no outlines, and nothing at all on items that were never sparkling.

Deeper means deadlier

Grain Rot gets easier the further down you go. This scales enemies harder with depth, using the game's own scaling table rather than a second system bolted on beside it. Six numbers you set yourself, from a nudge to genuinely unpleasant.

Gold picks itself up

Walk over it. The game already decides what is within reach; this just stops making you press for each one.

Less waiting at the lift

The alarm, the rolling wheels, the pause, the doors. Halved, not removed, because the beat belongs to the game. What it fixes is paying for it again on every run.

Furniture stays where you put it

Physics props stop wandering off, sliding downstairs and ending up in the corner. The dungeon is left alone, because down there things are meant to fall.

Turn things in your hands

Hold an object and turn it with the numpad instead of walking in circles hoping it lands right.

Orders for your companions

Come, stay, wait at the lift, follow, watch, go free. A wheel on Y, and whoever you are looking at gets the order.

Never leave one in a dungeon. It stays there.

And two small ones

Mouse wheel for switching what you ho

安裝與使用 安裝:按包內說明操作

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
  3. 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
  4. 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。

不同模組的安裝位置差異較大,包內說明是最可靠的依據。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

GrainRot_UE4SS

檔案與校驗

檔案名稱
TyrnelMods-4.1.0.zip
檔案大小
811.8 KiB