BOMBANANA!
Install with App

Details

Latest version
1.7.0
Last Updated
First Uploaded
Downloads
30
Likes
0
Size
24KB
Dependants

Categories

Changelog

1.7.0

The available module names are now listed in the config description and the README, so a whitelist can be written without guessing. The list is read from the game's own ModuleRegistry asset, and the mod no longer takes it on faith: at startup it asks the registry about every name and logs how many resolve, so a name that no longer exists is reported instead of failing silently later.

Chaos modules named explicitly in the whitelist are now accepted (the log says which they are) rather than being refused without explanation.

1.6.0

Replaced ForceCableOnly / CableModuleName with a general [Modules] EnabledModules whitelist of the module types endless waves may use. It is empty by default, so endless keeps the game's normal module pool unless you opt in.

Every configured name is validated against ModuleRegistry.Get (and rejected if IsChaosModule says it is a chaos module) before anything is rewritten. Unknown names are reported and dropped, and if nothing survives validation no rewriting happens at all — so a typo cannot turn a wave into modules the game cannot spawn, which the previous auto-detected single name could not guarantee.

1.5.0

Verified ForceCableOnly in a live three-player run: a five-module endless wave came out entirely wires. Cable-name resolution now validates each candidate through ModuleRegistry.Get(string) instead of scanning the registry, and the registry scan itself is fixed — Registry<,> declares its statics on the open generic type, which .NET reflection cannot see through a derived class.

1.3.0

Added [Modules] ForceCableOnly (one module type per wave) and CableModuleName.

Corrected OnlyApplyAsHost: the host is authoritative for the timer and strikes, so only the host needs the mod. A non-modded client's lobby panel just shows a stale local number.

1.1.0

Added [Modules] DisableMorse, which forces the game's own allowMorse selector flag so the Morse module is never offered.

1.0.0

BOMBANANA endless values verified in game: the timer goes from 2:30 to 3:45 at the default 1.5x.

Removed the OverrideMinPlayerCount testing knob after it was proven ineffective — the game re-pins the player count every frame, and BOMBANANA! requires three players in every mode. Lobby start gates are logged instead, so a blocked start is diagnosable.

0.2.0

Retargeted to EndlessModeConfig. The 0.1.0 approach wrote MissionData.Length / .Health, which the endless mission's overridden GetLength() / GetHealth() ignore.

0.1.0

Initial release.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.