AutogenRundown

版本 v1.1.3·更新於 2026-10-11

Rundown generation mod for GTFO. New rundowns generated daily, weekly, monthly, and each season.

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模組介紹 作者原文

Autogen Rundown 🎲

Automatic Rundown generation, using procedural seed based generation. Four active rundowns to choose from: the daily, weekly, monthly, and each season. Play with friends with zero configuration of seeds.

Track your progression in each rundown separately from the base game and other modded rundowns, see if you can clear them "Unaugmented"! (Without boosters)

Levels and rundowns are designed to be similar and in the spirit of vanilla GTFO. The largest difference is in the addition of new tilesets (geomorphs) to add more variety to the existing games set of tiles.

Peer mod support

AutogenRundown supports the following 3rd party peer mods. You can install them along side AutogenRundown and play with modified weapons etc in the random rundowns.

  • Arsenality
  • ArsenalityRebalance
  • VanillaReloaded
  • GTFriendlyO
  • OmegaWeapons

Customizing Autogen Datablocks

You can override any generated datablock or custom JSON file by placing partial files in the GameData-Custom folder in the BepInEx folder for your mod profile. Your changes are merged deeply into the generated datablocks. You only need to specify the properties you want to change. Everything else is preserved.

Custom overrides are applied last, after all rundown generation and copied peer mod configuration files.

Setup

Create the folder:

BepInEx/GameData-Custom/

This folder mirrors the structure of BepInEx/GameData/{revision}/. Place your override files using the same relative paths. For example:

BepInEx/

GameData-Custom/

GameData_EnemyBalancingDataBlock_bin.json

GameData_FogSettingsDataBlock_bin.json

Custom/

ExtraEnemyCustomization/

Property.json

Modifying Datablocks (persistentID matching)

Datablock files (GameData_*DataBlock_bin.json) contain a Blocks array where each block has a persistentID. Your override file only needs the blocks you want to change, with only the properties you want to modify.

Example: Make Strikers have 999 health and add a custom enemy:

// GameData-Custom/GameData_EnemyBalancingDataBlock_bin.json

{

"Blocks": [

{ "persistentID": 13, "Health": { "HealthMax": 999 } },

{

"persistentID": 50000,

"name": "Custom",

"internalEnabled": true,

"Health": { "HealthMax": 100 }

}

]

}

  • Block 13 (Striker): Only HealthMax is changed. All other Striker properties (armor, name, etc.) are preserved.
  • Block 50000: New block, appended to the array since no existing block has this ID.
  • LastPersistentID is automatically recalculated.

Modifying Arrays by Index (\_\_index)

For JSON files where array elements don't have a persistentID (such as files in Custom), you can target specific array positions using __index. The __index property is stripped from the final output.

Example: Increase Mega-Mother children spawns to 50 max and 20 min in ExtraEnemyCustomization:

// GameData-Custom/Custom/ExtraEnemyCustomization/Ability.json

{

"BirthingCustom": [

{ "__index": 0, "ChildrenPerBirthMin": 20, "ChildrenMax": 50 }

]

}

This merges into the object at position 0 of the BirthingCustom array, changing ChildrenPerBirthMin and ChildrenMax while preserving all other properties at that index.

Appending to Arrays (\_\_existing)

To add items to an array while keeping the original contents, use the "__existing" string marker. It expands to the full original array at that position. Items before it are prepended, items after are appended.

Example: Append a new enemy to an existing list:

{

"enemies": ["__existing", { "name": "CustomBoss", "hp": 500 }]

}

Example: Prepend and append:

{

"enemies": [{ "name": "First" }, "__existing", { "name": "Last" }]

}

If "__existing" is omitted, the array is replaced entirely (see below).

Replacing Arrays

If your override array contains elements without persistentID, __index, or __existing, the entire target array is replaced.

{

"tags": ["new_tag_a", "new_tag_b"]

}

Non-JSON Files

Non-JSON files (images, icons, etc.) are copied directly into the target directory, overwriting any existing file. New file

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:

ProjectZaero-ZaeroGeosdakkhuza-DakGeosSam_D_B-SamGeosdonan3967-donan3967_geo_pack_1Inas07-LocalProgressionSam_D_B-SamGeosV2Inas07-ExtraSurvivalWaveSettingsFlowaria-CollisionGeos

檔案與校驗

檔案名稱
AutogenRundown-1.1.3.zip
檔案大小
27.6 MiB