
MonsterDropsPatch
Extends Lategame Upgrades' Hunter upgrade so everything killable drops a sample: Ghost Girl, Masked mimics, Nutcracker, Butler, and configurable extras. Jars look and act exactly like the built-in samples, tinted per enemy.Monster Drops Patch
Extension for Lategame Upgrades' Hunter upgrade. Hunter is great — but not everything that can be killed drops a sample. This patch fixes that: the late-game killers finally pay out.
New samples (drop at Hunter level 4 by default)
| Enemy | Jar color | Default value |
|---|---|---|
| Ghost Girl | Pink | 120–180 |
| Masked ("mimics") | White | 33–50 (cheap — they swarm) |
| Nutcracker | Crimson | 90–130 |
| Butler | Amber | 80–120 |
The jars are clones of Lategame Upgrades' own sample items — identical model, glow particles, sounds, scan nodes, scrap-value sync, and Midas Touch behavior — tinted per enemy and registered through the same sample pipeline. They look and act exactly like built-in Hunter drops, because to the mod they are.
Notes
- Ghost Girl only drops if she can be killed — pair with Lategame Upgrades' own Silver Bullets upgrade.
- Fire-exit Mimics (x753-Mimics) cannot die by design in that mod, so they can't drop loot. The killable "mimics" are the vanilla Masked enemies, which this covers.
- Forest Giant, Maneater, and Giant Kiwi samples already ship with Lategame Upgrades —
assign their tiers in LGU's own config (
Samples dropping at each tierunder[Hunter]). - Coil-heads and other unkillable enemies are excluded for obvious reasons.
- Multiplayer: drops are host-authoritative through LGU's own kill hook, like every other sample. All players should run the mod (it registers items/network prefabs).
Config
BepInEx/config/BLUJAY.MonsterDropsPatch.cfg — per enemy: enable, display name, jar color
(hex), min/max value, and required Hunter level.
Want drops for other modded enemies? Add them in [Additional Enemies] with one line, no
coding needed:
Entries = Peeper,4,40,60,88FF88;SomeEnemy,4,100,150,4444FF
Format: EnemyName,level,minValue,maxValue,hexColor separated by ;. The enemy name must
match its internal EnemyType.enemyName — on lobby load the log prints a verification line
per configured enemy and tells you if a name doesn't match anything.