Beanie Lib

版本 v1.0.9·更新於 2026-06-04

A Library for my niche (But maybe useful) scripts

模組介紹 作者原文

Beanie Libby Libnits

Beanie libnits is a very basic library with a small amount of useful scripts. If for any reason you ever wanted to use them in your own projects, they are listed below along with how to set them up. They can easily be connected to JLL scripts.

NOTE: SCRIPTS ARE NOT SYNCED! Please use a JLL client sync script for them!

My discord is Beaniebe if you have any questions or suggestions, always open to help!

Trigger Counter / Text Counter Explanation

Trigger Counter

The trigger counter script reads how many times it has been triggered, and upon reaching a certain threshold set by the user, invokes a unity event. Using the array, you can set up multiple thresholds per script, so you can count and invoke events based on multiple instances of reaching a number. Normally it counts up by 1, but by using the Trigger Counter (int) you can specify how much to count up by. This can be used in situations such as having 3 different buttons that need to be pressed to open a door, or a scoring system. It also means you can have an interactive display that lights up depending on how many buttons have been pressed. Please note that if the button can be pressed multiple times, it would still count towards opening the door (even if the same one is pressed three times). You can add a whole array of integers in editor, allowing you to invoke different events when different counting numbers are reached.

The Text counter is identical, but it now accepts negative values for counting down, you can set a starting value, and it must be connected to a TMP text box to display its value.

Additionally, there is two events tied to the script that you can invoke. These are TurnOffCounter which disables the object from counting further, and ResetCounter which sets its counting back to zero. Additionally, there is a box for each of these if you want to trigger events when its turned off or reset.

EXAMPLES:

Having a configurable amount of buttons necessary to open a door, and having a light turn on to track the progress each time a button is hit.

Having to use something a configurable amount of times for the actual effect to trigger

Having something require several different criteria to activate

The below image is an example of how to set up the array. For integers 1 and 2, you would fill in what you want it to do (Play a sound, turn on a light, etc) meanwhile the third trigger could do something like activate a door animation. The final integer 3 trigger also activates the TurnOffCounter, which prevents it from counting up further.

Dynamic Tag-Based Texture Swapping Explanation

Dynamic Tag Texture Swapping

This script is relatively simple: Applying it on an object will bring up a list. In this list, for each entry you can set a material and then put in a corresponding LLL Moon tag. When a moon with this tag is present, the texture is automatically swapped to the corresponding material. This allows for interiors to easily swap visuals on a tag basis without having to copy entire rooms or models. Good for avoiding bloat in editor.

EXAMPLES:

Having a room change colors on a certain tag

Having rocks change color to match the biome the moon is in

Here is an example of how in deepcore mines, I use dynamic tags to swap textures. Each material is assigned a tag. The top material takes priority.

Signal Receiver and Signal Sender

Signal Receiver and Signal Sender

The signal sender and receiver are two very similar scripts that act as a whole. They are used to invoke unity events globally so long as the sender and receiver have a matching tag. To set up Signal Sender, give it a word in its Word ID text box. Then, when you want to send the message, activate it by using the Send Signal unity event. For the receiver, make sure its Word ID matches the Sender. When it receives the signal, it will preform whatever events are in its "OnSignalReceived" box. These scripts are sort of like a radio for invoking events. If you use a Signal Sender

安裝與使用 安裝:BepInEx 外掛

  1. 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
  2. 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
  3. 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
  4. 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。

帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPackEvaisa-HookGenPatcherEvaisa-FixPluginTypesSerialization

檔案與校驗

檔案名稱
Beanie_Lib-1.0.9.zip
檔案大小
92.4 KiB