GungeonSeedMod
Ability to set custom seeds for seeded runs!
Last updated | 2 years ago |
Total downloads | 1244 |
Total rating | 4 |
Categories | Mods Tools Misc |
Dependency string | ApacheThunder-GungeonSeedMod-1.4.0 |
Dependants | 1 other package depends on this package |
This mod requires the following mods to function
MtG_API-Mod_the_Gungeon_API
Adds the good parts of Mod the Gungeon to BepInEx.
Preferred version: 1.1.2README
Gungeon Seed Mod (BepInEx version) - by Apache Thunder.
Features:
- Ability to set custom seeds for seeded runs! Note that certain player actions/choices on a run can impact certain elements of the run. But theoretically, if you made the same choices as the player who made the seed, you'd get the same results.
Command syntax:
To set a custom seed use "dungeonseed setseed SEED1 SEED2". SEED1 is the main Gungeon seed and expects a value between 1 and 1000000000. SEED2 is the RandomIntForCurrentRun seed. This one expects a value between 0 and 1000. Note that setting SEED1 to zero will disable seeded runs.
For best results start a custom seed or new random seed from the Breach with a character already selected.
To start a new seed, use "dungeonseed newseed" to generate a random seed to run on. Write down the seed you see in the console if you want to share it!
To check the current seed you are using use "dungeonseed checkseed". To reset/disable seeded runs, use "dungeonseed reset".
Compiling and versions of Enter the Gungeon required:
This source code uses C#. Visual Studio 2015 or newer recommended. This mod is intended for post AG&D versions of Enter the Gungeon. Please ensure your game is up to date before attempting to use this mod.
Changelog:
v1.4:
Initial port to BepInEx
v1.3:
Made SEED2 an optional field when using setseed command. A default value of 256 will be used for this if SEED2 is not specified.
v1.2:
Fixed mistake in code setting up one of the subcommands for gungeonseed.
Used a capital G in the string field for the GetGroup command setting up "newseed".
This had the odd effect of breaking another mod I had installed (specifically the SpriteWork mod by KyleTheScientist).
While this didn't break the actual command for the mod, I fixed this to ensure end users don't have unexpected issues with other mods suddenly not working when this mod is installed.
v1.1:
Fixed bug that would prevent using a SEED1 value greator then 1000.
Didn't set arg[0] value correctly. Mistanly used arg[1] for the check which is used for SEED2.
Made slight change to name of mod to better match the name of the
game. the main command is now "gungeonseed" instead of "dungeonseed".