A LabFusion gamemode. Everyone is scattered across the map and rolls two random perks - wildly different for every player. Absurdly lucky pulls or hilariously unlucky ones.
Fixed: No Hands left you barely able to walk. The arms were pinned in world space, so
the shoulder joints acted as an anchor and dragged your body back towards your hands. They
are now held in a fixed pose relative to your chest, so your hands are still frozen and
useless but you can walk normally, and the arm servos are shut off for the duration so they
cannot shove you around either.
Fixed: perk weapons were invisible to everyone else in the lobby. Crates were spawned
locally, so only the player who rolled them could see them. In a Fusion lobby they now go
through LabFusion's networked spawner - the same path the in-game spawn gun uses - so the
whole lobby sees the crate drop beside the player who rolled it. Anyone can grab it, so
guard your loot.
1.2.0
Fixed: the One Shot Pistol did nothing at all. MelonLoader does not apply [HarmonyPatch]
attributes on its own and the mod never registered them, so the damage hook simply did not
exist. Patches are now applied at startup (and the log confirms it), and a second hook
inflates the damage that LabFusion sends to other players, so the perk finally one-shots
in PvP as well.
Fixed: weapons spawned at the level's spawn point instead of next to the player. The
crate was positioned off the rig root (the play-space origin) rather than the player's own
body. It now drops right beside the player who rolled it and is put straight into their hand.
Blindfolded now blinks - 8 seconds of black, 4 seconds of sight, on repeat. Dying is no
longer the only way to see again.
No Hands now freezes your arms in place instead of only stopping you from grabbing things.
Player versus player damage is explicitly enabled while a round is running, so a lucky
roll can actually decide the round.
1.1.0
The perks now actually take effect in game. The reveal was working, but the effects were
not landing.
Spawned weapons go through LabFusion's own spawn path (LocalAssetSpawner) - the same
technique the SpawnLab mod uses - and the crate is put straight into your hand. A barcode
that cannot be resolved is now logged instead of failing silently.
Super Speed, Molasses and Backwards Day now drive the physics rig on the fixed
tick, so the game's own locomotion can no longer overwrite them.
Height, vitality and invincibility now use the exact override path LabFusion's own
Juggernaut gamemode uses.
New perk: Blackout - you ragdoll and your vision goes black for a few seconds, over and
over.
New perk: Ragdoll Every 5 Seconds - exactly what it says on the tin.
Iron Skin is now called Invincible.
Added a diagnostic log line for every roll and for every perk that is applied, so any
remaining problem can be pinned down from MelonLoader/Latest.log.
1.0.0
Initial release of Chaos Roulette, a LabFusion gamemode.
Players are scattered to different spots on the level at round start.
Each player rolls two random perks, revealed as "You rolled... X and Y".
27 perks ranging from absurdly lucky to hilariously unlucky.
Host-authoritative rolls synced through LabFusion gamemode metadata.
Configurable minimum players, round length and player scattering.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.