


Adds a roaming T. rex enemy to Muck using the local Trex model source from the Park Wilds workspace.
All tuning lives in BepInEx/config/local.muck.trexpredator.cfg after the first run.
This machine does not currently have Muck or a .NET SDK installed, so the plugin cannot be compiled here. On a machine with Muck installed:
.\scripts\build.ps1 -MuckDir "C:\Program Files (x86)\Steam\steamapps\common\Muck"
The script expects BepInEx under Muck\BepInEx. Use -BepInExDir if it is somewhere else.
The full Trex source folder is about 650 MB, so this mod packages only the runtime OBJ and core albedo textures by default:
.\scripts\package-assets.ps1
That creates:
package/BepInEx/plugins/MuckTrexMod/assets/trex_obj/
The runtime also supports a proper Unity asset bundle. If you later build one, place it at:
BepInEx/plugins/MuckTrexMod/assets/Trex.assetbundle
The asset bundle path is preferred over the OBJ fallback.
After a successful build, import DCMOD-TrexPredator-0.1.2.zip through Thunderstore Mod Manager:
DCMOD-TrexPredator-0.1.2.zip.The zip uses the same layout as existing Muck Thunderstore packages: root manifest.json, root README.md, root icon.png, root MuckTrexMod.dll, and root assets.
After a successful build, copy the contents of package into the Muck install folder, preserving:
BepInEx/plugins/<Author>-TrexPredator/MuckTrexMod.dll
BepInEx/plugins/<Author>-TrexPredator/assets/...
The plugin uses reflection for player damage, day detection, and gold reward because the local workspace does not include Muck's assemblies. The code also includes fallback click damage on the Trex collider so it can still be killed if Muck's weapon-hit path does not send damage messages to custom objects.