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TeamPlanetside-Modular_Remastered-1.3.8 icon

Modular Remastered

A remastered version of the Modular, a character who cannot use any guns other than their starter weapon, but gains unique passive upgrades. Complete with new sprites, new gameplay mechanics, unlocks and a Past to beat!

Date uploaded 2 months ago
Version 1.3.8
Download link TeamPlanetside-Modular_Remastered-1.3.8.zip
Downloads 2037
Dependency string TeamPlanetside-Modular_Remastered-1.3.8

This mod requires the following mods to function

MtG_API-Mod_the_Gungeon_API-1.6.2 icon
MtG_API-Mod_the_Gungeon_API

Adds the good parts of Mod the Gungeon to BepInEx.

Preferred version: 1.6.2
HellfireJune-JuneLib-1.0.7 icon
HellfireJune-JuneLib

A collection of handy tools for modding

Preferred version: 1.0.7
Alexandria-Alexandria-0.3.9 icon
Alexandria-Alexandria

A combination of old and new APIs, and new tools for the convenience of modders.

Preferred version: 0.3.9

README

Modular Remastered

A complete overhaul of the old Modular from the ModWorkShop era, this character cannot use any weapons other than their starter, but gain unique passive upgrades that lets them expand their abilities.

Potential.

This mod contains:

  • A whole new character!

  • Up to 70+ new passive upgrades unique to the Modular, which have stacking capabilities.

There's more!

  • Multiple unlocks that are unique to the Modular. Maybe try a playstyle change every once in a while?

Treasure Trove

  • Character-specific synergies, displayed with an arrow above the item. Some items aren't as useless as they many seem.

Wow!

  • An unlockable alternate skin- wait what?

Corrupted Data

  • And, most importantly...

... A Regret..?

There's more!

Special Thanks To:

  • Lynceus, my play tester and advice giver. A lot of bugs and issues were found and fixed thanks to him! He has also sprited a lot of small icons that you can find in the mod!
  • Docmcstuffins (gave idea for the Mirrored Software Module)
  • Stavbearer (gave idea for the Hellfire Launcher Module)
  • June (main inspiration behind a certain new module)
  • Spapi and Captain Pretzel (Warning me about new bugs)

CHANGELOG

1.3.8

  • Fixed error thrown by Fortifier (Thanks Pretzel and Spapi)
  • Tweaked how Modules are selected, there should now be hopefully more randomization and no more duplicate choices per gun. (Finally)
  • Changed Goliath dialogue.
  • Tweaked the descriptions of a bunch of modules.
  • Tweaked a few values here and there.

1.3.7

  • Added neew Module: Bubble Up (Tier 1)
  • Added some failsafes in a few spots in code.
  • Tweaked visual module effect from stuff like Blessed Mode and Mirrored Software.

-Balance changes:

  • Chance for module effects to be procced from Chance Bullets has been greatly reduced for all compatible modules. Added a few new modules to the pool. (this is to prevent chance bullets from being too strong on its own)

  • Tweaked Blessed Mode values a little.

  • Sticky Bomb: Made it take longer to detonate, increased detonation damage and made it scale slightly with stacks. (Changed to give Bubble Up the short detonation time niche.)

  • Bifuraction Barrel: reduced fire rate slightly. now has a 30% damage reduction. (Shooting 2 projectiles, even if it was in a v form, is very strong and synergizes super well with modules)

  • Concussive Tips: Reduced stun chance (Stuns are super strong)

  • Explosive Energy: Now can travel just a little farther before vanishing.

  • Temporary Shield: Passive effect of increasing certain modules appearing toned down a bit.

  • Hellfire Launcher: Initial damage ticks slightly reduced.

  • Laser Lance: Redid the damage formula to hopefully be less reliant on projectile damage for the beam damage. Bounces added will always be exactly 1.

  • Quantum Leap: Greatly weakened homing effect, removed redirecting to nearby enemies effect. (Homing and redirect made it more of an 'hold m1' module, this should make it a little more interesting to use in combination with items or other modules.)

-Weapon Changes:

  • Apollo and Artemis now have a small charge time to prevent spam firing them. To compensate for the DPS loss, increased the base damage and tweaked the charge time for altering the accuracy.
  • Charge Blaster now has a 3rd firing mode in between the no-cooldown shot and the high damage shot. (Makes the weapon a bit more interesting and makes it easier to work with)
  • Gravity Pulsar recieved an incredibly small fire rate buff.
  • Light Lances Parry damage toned down. (While it is real fun, it was also incredibly strong.)
  • Precision Rifle damage slightly increased, along with greatly increasing its knockback. (Gives it slightly more edge)
  • Suppressor got a significant damage buff. (While with certain combos it was incredibly powerful, outside of these combos its damage can struggle due to the commitment required to keep firing, which can be hard to keep up in bossfights)
  • kinetic bombardments explosion no longer goes off if its a flak shot. (not sorry.)

-Misc:

  • Prevented Overchanged Capacitor from appearing in Blessed Mode rolls and Rainbow mode. (Net negative in blessed mode and you dont really need it in Rainbow Mode).
  • Removed 1000-THR "EARTHMOVER".

1.3.6

  • Fixed Readme.
  • Removed 1000-THR "EARTHMOVER".

1.3.5

  • Added extra failsafes to Modulars passive code to prevent it from throwing errors (even though realistically it shouldnt be throwing them ever.)

  • Fixed bug with Singularity Pulsar Weapons that made them make enemy bullets not collide with the player.

  • Fixed bug where the Shrapnel Launcher had a much higher chance of being selected by the Random Weapon button.

  • Hopefully added enough failsafes to stop a certain error from appearing.

  • Moved changelog to separate changelog file.

  • Now leave me to my lotions.

1.3.4

  • Removed some debug code that made Linux versions not be able to use the mod

1.3.3

  • Looked over and fixed hopefully all inconsistencies between the descriptions of modules and their actual ingame effects. This is also partly a nerf to some modules.
  • Tweaked the values of some modules.
  • Tweaked the values of The Hammer and Shield Generator.
  • Modules like Perfect Replica now properly display the additional stacks they provide in your inventory.
  • Updated the visual effect of Fake / Temporary modules being added / removed. This should make it clearer when new ones are added / removed.
  • Added a more visible burning trail to Hyper Propellant.
  • Removed Critical Hits as a mechanic nearly completely, either by removing modules outright or removing Crits as a secondary effect from modules. The Turkey still keeps its effect, but its item tips description has been reworded.
  • Crits were a feature I thought would be interesting but ended up adding extra "on hit / fire" modules to the pool which I wasn't a fan of, and by themselves were just lame / confusing to the player, as what they did wasn't directly evident.

1.3.2

  • Added some failsafes in the code of new guns
  • Hopefully fixed some startup errors.

1.3.1

  • Fixed potential errors on game load due to weird save data.
  • Investigating potential issues with Modular and custom chests. If you know more tell me in the Gungeon Modding Discord.

1.3.0

New:

  • Added interaction with Gun Munchers.

  • Pink Guon Stone now synergizes with Modular

  • Turkey now synergizes with Modular.

  • Elimentaler now drops a Block Of Cheese. Massive gameplay ramifications.

Weapons:

  • Random (Selects a random unlocked weapon in your arsenal)
  • ???
  • ???
  • ???

Modules:

Tier 1:

  • Temporary Shield
  • Vorpal Rounds
  • Heavy Hitter
  • Supply Drop
  • Overcharged Capacitor
  • Explosive Energy

Tier 2:

  • Pace Breaker
  • Lucky Shot
  • Sided Operation
  • Focused Retaliation
  • Solar Flare
  • Chaotic Transportation

Tier 3:

  • Pin-point Strike
  • Eternal Wrath
  • Iterated Design

Tier ?????:

  • ????? ?????
  • ?????? ?????????

Module Changes:

  • Many modules were tweaked, changed up and 1-2 were reworked. This is to combar power creep and to make certain usually less appealing modules more appealing.

  • Patient Zero can only proc its on-hit effect onto a specific enemy a maximum of 3 times. The on-kill effect does not take this cap into consideration.

Balances Changes: Synergy items that give power now give half as much power. Master Rounds are unaffected, and so are Power Cells

  • Guon Stones are no longer scrapped for 2 Scrap by default. This is a direct nerf to scrapping glass guon stones.

  • Reworked Hunter Seeker Module

  • Reworked Mirrored Software slightly

  • Adjusted module scrap costs for Crafting.

  • A pass has been done over all modules to adjust how common they are, and fix up some weights that were not applied properly.

  • Certain modules can no longer appear in Blessed Mode.

  • Certain modules can no longer appear in Rainbow Mode.

-Weapon Changes

  • The Hammer got massively buffed.
  • Slightly nerfed the Precision Rifle
  • Shrapnel Launcher now shoots 1 extra piece of shrapnel. Shrapnel spreads out in a circular formation instead of a cone.
  • Reworked Quad Burster into the Auto Burster
  • Adjusted Artemis and Apollo damage values
  • Charge Blasters small projectile now has much more force and speed

-Past:

  • Made Sentry Turret laser sight affected by collision. This means it will stop at walls / other objects.
  • Attempted fix at Laser Diode deaths breaking the AI of other Laser Diodes.
  • Fixed bug in Past boss where the landing reticle would stop rendering, making predicting where it would land very difficult.
  • Tweaked multiple rooms.
  • Fixed small visual bug related to Energy Shield enemies.

Fixes:

  • Fixed bug where the room icon for Scrap would randomly appear in a room without there actually being Scrap there.
  • Fixed bug in Patient Zero that made it not deactivate its on-kill effect when being fully unpowered.
  • Fixed Minelayer System having its mines near-instantly arm.

Misc:

  • Tweaked some of the Modulars default skin sprites.
  • Tweaked the intensity of more visual effects
  • Added more visual effects to the pool of those that can get disabled.
  • Added notifications for when new weapons are unlocked
  • Added player Scrap count to the Crafting Cores UI

1.2.9

  • Tweaked some weapons even more.
  • Made flak-shot function more intuitively.
  • Hopefully? fixed eldritch tileset bug in the Past.

1.2.8

  • Tweaked the cost of Upgrading Power.
  • Buffed Light Lance a bit.
  • Buffed Volatic Tethers a little bit.
  • very slightly tweaked the Shrapnel Launcher.
  • Tweaked code for Voltaic Tethers and Lightning Nets

V.1.2.7

  • The Hammers Active Reload should now actually work.
  • Fixed inconsistency between The Hammer variants reload times.
  • Nerfed the Scatter Blast.

V.1.2.6

Weapon Changes

  • The Hammer
  • Active reload trigger has been moved to the center of the bar. In turn, the damage has been slightly buffed.
  • Flak Cannon
  • Fire Rate slightly reduced, reduced damage and split count.
  • Kinetic Payload
  • Now has a starting penalty of -2 Power.

Module Changes

  • Flak Shot now scales less strongly.
  • Tweaked Uncontrollable Burst' stats.
  • Reduced Bifurcated Barrels Stat gains slightly.
  • Buffed Hellfire Launchers range + damage.
  • Reduced Laser Lances base damage.
  • Buffed Perfectionist Momentum
  • Greatly buffed Refunded Components
  • Greatly reduced Sticky Bombs explosive damage.
  • Increased Five-Shot Salutes stat reductions.
  • Machine Instinct now scales a bit less.
  • Nerfed The Swarm a considerable amount.

Fixes

  • Fixed some inconsistent text (Thank you Lynceus)
  • Fixed a few issues with Quantum Leap.
  • Made the game not immediately shit itself if you have Flak Shot with The Shrapnel Launcher.

V.1.2.5

  • Tweaked Flak Shot code to be a bit more synergistic with certain Modules.
  • Buffed Burning Hell slightly.
  • Fixed typo on Cleaning Protocol description.

V.1.2.4

  • Hopefully fixed language-specific mod load failure.

V.1.2.3

  • Updated code for Bifurcated Barrel And Five-Shot Salute.
  • Fixed Bifurcated Barrel And Five-Shot Salute potentially functioning in the Past.
  • Other small changes

V.1.2.2

  • Fixed bug where the Modular would get no starter weapon in their Past.
  • Added 4 new configs. Load the game once and close it to have them appear in the config manager.
  • Visual Effects: Toggles certain visual effects.
  • Important VFX Intensity: Tweaks the intensity of certain visual effects.
  • Distortion Wave Intensity: Tweaks teh intensity of distortion wave effects.
  • Afterimage Lifetime Multiplier: Tweaks the lifetime of afterimage effects.

-Note, what these configs affect isn't fully comprehensive and will be updated when required.

V.1.2.1

  • Fixed some weapon inconsistencies.

V.1.2.0

New

  • Added 2 new starter weapons.

  • Added 5 New Modules:

  • Flak Shot

  • Uncontrollable Burst

  • Tachyon Warp

  • Bifurcated Barrel

  • Quantum Leap

Changes

  • Reduced Peashooter damage from 5 -> 4.5

QoL

  • Ammo pickups sold in the shop are now turned into Scrap.
  • Added power visualisation to the Inventory. No more power mental gymnastics.
  • Added range visual indicator for Reactive Sensors.
  • Tweaked brightness of Focusing Lens & Calibrated Lens range indicators.

Misc

  • Added item tips description to Predefined Drive.
  • Tweaked projectile stuff.

V.1.1.13

  • Hopefully added final fix to co-op stuff. If stuff keeps breaking after this I'm not sure Ill bother fixing it as I have no proper way to test co-op stuff

V.1.1.12

  • Small internal changes

V.1.1.11

  • Hopefully fixed Tank Carapace from just not working right. I still have no idea why it didn't.

V.1.1.10

  • Changed code in Singularity Pulsars rift projectiles to clear distortion if they stick to a surface via sticky projectile behaviors.
  • Fixed typo in Past Bosses dialogue.
  • Another few very small things

V.1.1.9

Changes

  • If a sticky projectile effect is rolled by Chance Bullets while playing as Modular, it should now function properly.
  • Added A

V.1.1.8

  • Hopefully fixed weird issue with somehow getting every alt weapon at once.
  • Placed alternate Singularity Pulsar variant into excluded tier.
  • Tweaked carry offset of the alternate default arm cannon.
  • Fixed several visual issues with the alternate Light Lance variant.

V.1.1.7

New

  • Added new item: Predefined Drive

Changes

  • Overhauled the first 2 rooms of the Modulars Past, with new decoratives, and other things.
  • Added a few small things. :)
  • Added some special icons in certain places, spritework courtesy of Lynceus.

Fixes

  • A few small things

V.1.1.6

  • EVEN MORE CO-OP FAILSAFES I CANT FUCKING TEST PROPERLY.
  • FUCK.

V.1.1.5

  • Another minor UI tweak.
  • A module fix.
  • Don't ever ask me to fix that god damned UI again.

V.1.1.4

  • Globalized Scrap pickups because i forgot coop players share pickups

  • Added coop failsafe to Modulars past where non-modular characters get a dart gun

  • All of modulars starters should now persist past death in co-op

  • Hopefully fixed potential visual bug if a gun that was indicated to be turned into modules was picked up by another player

  • Tweaked modular inventory size scaling based on screen resolution, hopefully for the last fucking time

  • Fixed cleaning protocol breaking the game against Dragun

  • Please never ask me about controller support. Please.

V.1.1.3

Fixes:

  • Fixed Page turn button not working due to an oversight
  • Cleaned up error from selecting modules occasionally
  • Hopefully fixed weird sprite offset with cleaning protocol
  • Fixed bug where pausing and unpausing after crafting would recraft modules for free

Misc:

  • Tweaked Nopticon body hitbox
  • Temporary Module counts are now displayed with an orange color to be more consistent with the rest of the UI

V.1.1.2

  • Kill me.
  • Fixed a thing idk im tired of this already

V.1.1.1

Fixes:

  • Fixed Confidence Drives being repeatedly encounterable in the shop as Modular.
  • Updated README
  • Fixed a bug with blessed mode modular that would remove weapons when it shouldnt
  • Hopefully fixed bug with temporary modules that makes them not go away if you got 2 of the same temporary module
  • Fixed Artemis and Apollo not scaling with fire rate upgrades like intended
  • Fixed Artemis And Apollo just, not fucking working properly at all

V.1.1.0

New Item

  • Confidence Drive (Unlocked by beating the Dragun as Modular)

New Modules

  • Heavyweight Rounds
  • Cleaning Protocol
  • Phantasm Boost
  • Heat Vectoring
  • Table Kinetics
  • Tank Carapace
  • [TO_DO, Remember to fill this one out!!!]
  • [???]

Blessed Mode

  • Now functions completely uniquely for the Modular. Give it a try!

Quality Of Life

  • Modules that affect rate of fire now affect how fast charge weapons charge.
  • Added new button to the Module Inventory that displays tips.
  • Added minimap icons for Modules, Scrap and Crafting Cores.
  • Updated gun nudge mechanic into a proper gun tethering mechanic
  • Tweaked Power Capacity text box in the Module Inventory to make it more clear that it's interactable.

Module Changes

Machine Instinct
  • Lowered Risk buildup speed
  • Increased ability cooldown from 5s => 10s
  • (Note: 5 seconds was too low what was I thinking lol)
The Scavenger
  • Replaced extra scrap from scrapping mechanic with the ability to scrap guns.
  • Reduced movement bonus from 5% => 2.5%
  • (Note: This module was always a free take as it benefitted you 99% of the time. By giving you a choice it should now be less of a guaranteed pick, and actually gives a bit of extra thought to scrapping.)
Laser Lance
  • Increased Laser Lance laser damage
  • Removed 1 Bounce
Burning Hell
  • No longer reduces clip size.
  • Added new Accuracy bonus
Rubber Fillings
  • Increased bounce count from 1 (1) => 2 (2)
  • Added slight accuracy penalty
Repair Kit
  • Damage reduced back to 15% (15%)
  • Energy cost lowered from 1 (0.5) => 0.5 (0.25)
Aggresive Reload
  • Can now push away projectiles, with precise timing.
Reactive Sensors
  • Can now push away projectiles, with precise timing.
One Shot
  • Fixed rounding in the stat processing, should now consistently apply its +1 Clip size benefit.
Sticky Bomb
  • Tweaked detonation time to be more true to its description.
Recycling Nanites
  • Should now have a sound effect and visual effect when triggered.
Impact Power
  • Increased bounce count from 1 => 2
Glass Generator
  • Grants a small fire rate bonus per Glass Guon Stone.
  • (Note: This module is good, but was always left off until needed. This incentives keeping it active a bit more.)
Mercy Rounds
  • Now spread the slain enemies debuffs when the enemy is killed.
  • (Note: This module was always very niche, but along with a new module and this buff it should see more use now.)
Patient Zero
  • Added effect blacklist to its hit-effect
  • (Note: The blacklist was present for the on-kill effect, but not the on-hit. Oops.)
Misc.
  • Altered the rarity of some special modules.
Past
  • Increased Past boss HP from 550 => 675
Fixes
  • Fixed the weapon crates hitbox being stupidly large.
  • Fixed weird sprite offset with Burning Hell module.
  • Fixed Regenerative Plating having its effect values switched around. It should now give stacking armor per floor and a consistent 1 Armor when scrapping.

V.1.0.11

  • Fixed Mirrored Software picking modules that the player did not have active, negating Mirrored Softwares effect completely.

  • Perfect Replica has had some VFX added.

  • AAAAAAAAAAAAAAAAAAAAAAAAAA

V.1.0.10

  • Removed weird screenshake from the Hammer hopefully kill meeeeeeeee

V.1.0.9

Fixes

  • Pea Shooter now gives the intended 1 Additional Power instead of 2. (Note: It used to be 2 while in development but I decided to change it to one at some point, but forgot to update the weapons power stat.)

  • Gone over every module necessary and added a check to hopefully prevent them from breaking on the Dragun fight.

  • Laser Lance lasers should now follow sticky projectiles properly.

  • Sticky projectiles with bouncing properties should hopefully not act weird anymore when hitting a wall sometimes.

  • Voltaic Tethers should hopefully no longer throw out errors.

  • Aggressive Reload should now have a sound effect, like it was always supposed to have.

Module Changes

  • Monetary Value

-- Casings gained per floor no longer scales with the amount of stacks of Monetary Value you have.

-- Casings gained per floor increased from 1.2x -> 1.25x

-- Note (As funny as this module is, it gives very easy multiplicatively growing power for very cheap)

  • The Scavenger

-- Readded the damage bonus. Now gives 5% (+5%) damage per Scrap.

-- Additional Scrap gains no longer scale with how many stacks of The Scavenger you have.

-- Clip size bonus now works like other clip size multipliers.

-- (Note: with how good it was on release, and with how many times I've changed it already, I dont want it to be an instant take, but also dont want it to be hot garbage, so I readded the damage up to counterbalance all other nerfs it has gotten. Though it'll likely still stay an instant-take by most. :P)

  • Regenerative Plating

-- Armor gain when scrapping pickups no longer scales with the amount of Regenerative Platings you have.

-- (Note: the change to Regenerative Plating giving Armor when scrapping was done very late, and I forgot to consider that players will end up scrapping a lot more than floors they clear. This change still makes it usable but now Regenerative Platings main feature IS the armor per floor.)

  • Repair Kit

-- Damage bonus increased from 15% (15%) to 20% (20%).

-Disabled Dampeners

-- Made its recoil scale a lot less with your projectiles damage.

-- (Note: I don't expect people to always genuinely consider taking this module, but it should hopefully be a bit more usable now.)

  • The Swarm

-- Stacking should now provide a tighter turn angle and detection radius

  • Redirect System

-- Projectiles fired with Redirect System now have a "dead time" of 0.15 seconds when they spawn where they cannot be affected by redirects.

-- (Note: this change will only really be noticeable with shotguns, as it prevents the projectiles from clustering up into a ball.)

  • Voltaic Tethers

-- Changed max connections from 2 -> 3

  • Laser Lance

-- Should now function more intuitively with sticky projectiles.

  • Recycling Nanites

-- Damage increase per hit increased from 3.3% -> 5%

V.1.0.8

  • Fixed the Past having no music because Gungeon code is stupid.
  • Tweaked RNG Manipulation.

V.1.0.7

  • Fixes

  • Fixed Monetary Value literally not doing anything

  • Module Changes

  • Disabled Dampeners

  • Reduced recoil from Disabled Dampeners

  • Buffed reload time decrease from 10% to 12.5%

  • Hyper Propellant

  • Rewritten the air ignition code, ignition effect should now consistently ignite the air regardless of projectile speed

  • Radar Scanner

  • Now reveals secret rooms if you are in an adjacent room to it

  • Concussive Tips

  • Fixed inaccurate knockback stat description

-Tweaked a couple of descriptions.

V.1.0.6

  • Hopefully prevented the starter active item from every being dropped. The work around is kinda jank and may break so tell me if it does and how.

V.1.0.5

  • Modules Changes

--Overclocked Magazines -Reduced spread multiplier from 3x -> 2.5x

--Five-Shot Salute -Buffed stacking effect from +1 Projectile to +2 Projectiles

--Voltaic Tethers

  • Added ability for projectiles to pierce enemies
  • Added ability for projectiles pierce small debris
  • Tether nodes can only have a MAXIMUM of 2 Connections, to prevent lag.
  • Buffed damage from 12 DPS -> 15 DPS
  • Increased node-to-node range

--Lightning Nets

  • Slightly increased tether range
  • Tethers can now only have a MAXIMUM of 3 Connections, to prevent lag

--Mercy Rounds

  • Buffed damage donus from 33% (+33%) -> 50% (+50%)

--Impact Power -Fixed incorrect scaling damage value in its description.

--The Marksman

  • Fixed incorrect Ammonomicon entry.

  • Fixes

  • Hopefully fixed flickering in the UI when picking up casings.

  • Hopefully made the cursor visible on controller in the Gun Selection UI

V.1.0.4

  • Features

  • Added new synergy with the Sprun.

  • Module Changes

--The Swarm

  • To slightly compensate for a fix, The Swarm has recieved a very minor damage buff.

--Ultra Ricochet

  • Now doubles player projectile speed.

--Bubble Blast

  • Projectiles will be reduced to 6.66% of their base speed instead of 10%.
  • After reloading, projectiles will be 25% faster than their base speed.

--The Scavenger

  • Removed damage bonus completely.

  • Increased energy usage from 1 (0.5) to 2 (1)

  • Reduced movement speed bonus from 10% to 5%

  • Changes

  • The game can now be paused in the Inventory UI. This will automatically close the UI.

  • Changed some text to fit more appropriately to what the story of the Modular is.

  • Fixes

  • Fixed Modules not being lost when entering the Past, hopefully.

  • Fixed Regenerative Plating from not granting the armor bonus when scrapping pickups or items.

  • Fixed Ultra Ricochets explosions from dealing damage.

  • Fixed unintentional damage scaling with The Swarm.

  • Fixed a grammatical error in Emergency Reponse

V.1.0.3

  • Fixed a small oversight that could prevent certain inventory-based UI elements from disappearing properly.
  • Added the ability to pierce through small debris objects to various unlockables.
  • Added basic item tips support, mostly for some certain synergies.

V.1.0.2

  • Improved pickup detection logic for the Scrapper.
  • Fixed the effect of a module from causing game-breaking errors.
  • Removed some debug logging where there shouldn't be.

V.1.0.1

  • Updated README.

V 1.0.0

  • Initial release.