LiveSplitHooks
Automatic LiveSplit start/split/reset for Mycopunk. IL reset-before-start, objective splits, per-mission split profiles.
模組介紹 作者原文
LiveSplitHooks
A BepInEx mod for Mycopunk that drives LiveSplit automatically over its named pipe command
server. No ASL script required.
Features
- Auto start when a mission begins
- Auto reset + start on each new mission (IL-style; configurable)
- Auto split on successful mission completion
- Auto reset on mission fail / abort
- Optional splits on each main objective
- Incursion floor-clear splits (default target floor 30; ends the run at max floor)
- Sub-mission transitions (e.g. Cranius after setup): split, swap profile, start
- Per-mission split profiles — auto switchsplits by mission name/id
- Load removal via LiveSplit game time (pausegametime / unpausegametime)
- Auto-reconnect if LiveSplit is opened after the game
- Fully configurable triggers
Requirements
- Mycopunk
- BepInEx (BepInExPack for Mycopunk)
- LiveSplit running on the same PC
- For split profile switching: a recent LiveSplit build that supports the switchsplits pipe command
LiveSplit setup
- Open LiveSplit and load your splits layout as usual.
- Keep LiveSplit running while you play. The named pipe server (\\.\pipe\LiveSplit) is available by default — no
extra component is required for pipe control.
- Optional: Right-click LiveSplit → Control → compare against Game Time if you use load removal.
- Launch Mycopunk with the mod installed.
When a mission starts you should see the timer reset (if a previous run exists) and start. Completing the mission
splits; failing resets (defaults).
IL vs full-game
- Individual missions (default): leave ResetBeforeStartOnMissionBegin = true. Each mission is its own LiveSplit
attempt (reset + start on begin, split on complete).
- Full-game / multi-mission route: set ResetBeforeStartOnMissionBegin = false so the timer keeps running across
missions. Use one split segment per mission with SplitOnMissionComplete = true. Prefer leaving split profiles off
for full-game runs.
Objective splits
Set SplitOnObjectiveComplete = true to split on each main (non-side) objective. Keep SplitOnExtractObjective = false
if SplitOnMissionComplete already ends the run, or you will double-split at extract.
Incursion (floor 30)
Incursion never ends in-game. The speedrun category ends at floor 30.
When the active mission id is listed in FloorChangeSplitMissionIds (default incursion):
- Timer starts on mission begin as usual
- Each floor clear (floor number increases) sends split
- Door code skips that jump multiple floors emit one split per floor crossed (keeps a 30-segment layout aligned)
- Clearing floor 30 (entering floor 31, or skipping past 30) sends the final split and ends the LiveSplit run (
IncursionEndRunAtMaxFloor, default true)
- Final time stays on screen; further floors / mission fail later do not reset or split this attempt
Suggested incursion.lss: 30 segments (cleared floor 1 … cleared floor 30). No extract segment.
Cranius (sub-mission)
Cranius loads after a setup mission on Moldy Tundra (often planet_def). With SplitOnSubMissionTransition = true (
default):
- Setup mission starts → normal start (and optional profile)
- Cranius mission starts → split (ends setup attempt) → reset → switchsplits to Cranius profile → start
The game’s mission id is literally???; C# type is FlatTundraMission. The mod sets primary key cranius. Put these in your live profiles.txt (not only the example file):
cranius => Mycopunk - cranius.lss??? => Mycopunk - cranius.lss
FlatTundra Mission => Mycopunk - cranius.lss
FlatTundraMission => Mycopunk - cranius.lss
planet_def => Mycopunk - planet_def.lss
Cranius is separate from Amalgamation — only Flat Tundra / cranius aliases apply.
Per-mission split profiles
Use this when different missions need different.lss files (e.g. different objective counts).
- Put your.lss files in one folder (any path). Filenames can include the game prefix, e.g.
Mycopunk - cleanup_detail.lss.
- In config (BepInEx/config/sparroh.livesplithooks.cfg):
[SplitProfiles]
Enabled = true
Directory = C:\Pat
安裝與使用 安裝:按包內說明操作
- 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
- 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。
- 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。
- 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。
下面這些內容需要先安裝,否則該模組不會生效: