MapLoader
Loads scene asset bundles and creates portals in Sanctum that lead to them.
By FireNoobsta
| Date uploaded | 2 weeks ago |
| Version | 1.1.3 |
| Download link | FireNoobsta-MapLoader-1.1.3.zip |
| Downloads | 3761 |
| Dependency string | FireNoobsta-MapLoader-1.1.3 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Map Loader
This is a helper mod to load maps contained in an asset bundle. It looks through the plugins folder and finds bundles that end with ".mapbundle". It will load them, and make a portal for each bundle. The portal caption will be the name of the scene that was bundled, and the mod's icon will float above it if an icon.png is present in the same directory as the mapbundle. The portals will appear on the spawn platform in Sanctum. You can also use the world portal to teleport to custom maps.
For Mappers
To make a map you'll need a decompiled project of Atlyss. You can follow this tutorial to get one https://github.com/LefiloMandering/Atlyss-Modding-Map-Making/wiki/How-to-import-ATLYSS-into-Unity.
Once you have a working project, you can copy an existing map (that is NOT Sanctum) and edit it how you want. Make sure you have a spawn point with the tag "spawnPoint" since the map loader will make a portal pointing to this tag. The caption on the portal will be the name of the scene you bundle.
If you have custom creeps or items on your map, you can pack those scriptables in their own bundle with a ".scriptable" extension. Maploader will load these bundles and automatically add any creeps, items, skills, quests, and conditions it finds to the game's cache so they can work properly.
When the map is ready, you can bundle it with thunderkit or AssetBundleBrowser. Just make sure the extension is ".mapbundle" so the loader will see it.
If you want to upload the map, remember to include the dependency string of this mod in your manifest.
Known Issues
- At most 12 separate portals will be made, but all maps should have an entry in the world portal to teleport to.
- This mod doesn't check if a mod depends on it. It just loads any files it finds that end with ".mapbundle" (or ".scriptable") so a mod that relies on loading its own bundle will need to use a different extension.
CHANGELOG
1.1.3
- Fix null references in ResourceEntity on loading maps
- Combine caption data into a single packet
1.1.2
- Fix duplicate waypoint attunements appearing in player save data
- Replace CodeTalker with CodeYapper
- Nudge portals that ended up inside a tree
- Move world portal entries closer together
1.1.1
- Reintroduce synced portal captions for clients (Adding CodeTalker as a dependency)
- Add world portal entries for custom maps
- Add icons above an associated mod's portal
1.1.0
- Update to work with version 72025.a3
- For now, removed world portal entries and portal captions are not synced for clients either.
1.0.4
- Fix audio sources crashing Maploader when missing output group
- Add support for loading more scriptables (quests, statmodifiers, races, classes, skills)
1.0.3
- Add custom map teleports as selections in the world portal menu
1.0.2
- Fix portal captions not showing up for clients.
- Add 4 more portal locations (12 total).
1.0.1
- Add support for loading scriptable asset bundles (Currently only adds ScriptableCreeps, ScriptableItems, and ScriptableConditions)