Mycopunk
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Coruscnium-PrideTerrain-1.0.0
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PrideTerrain

The planet is now made of pride flags.

Every terrain texture layer — cliffs, ground, cave walls, the distant scenery — is replaced with a pride flag picked at random. The rock keeps its actual shape and lighting, so you get flags with real geology under them, tiled across an entire procedurally generated world.

This is a shitpost. It is also, technically, a working mod.

Purely cosmetic and client-side. Level geometry is untouched, nothing is sent to other players, and everyone else sees the planet however their own game is set up.

The pride series

PrideTerrain is the fourth and last. Each one takes a different part of the game and makes it a flag, and they're completely independent — install any combination you like. Installing all four is a decision you can make.

Mod What it does
PrideUI Cycles your whole UI colour through a flag's stripes, one at a time. The tasteful one.
PrideHUD Replaces every image in your HUD with the flag of your choice.
PrideEnemies Gives every enemy a random flag.
PrideTerrain Makes the entire planet out of flags. You are here.

All four share the same fifteen flags and the same drop-in flags folder, so a custom flag added to one can be copied into the others.

Installation

Thunderstore

  1. Install BepInExPack_Mycopunk.
  2. Install this mod through your mod manager.
  3. Launch the game.

Manual

  1. Install BepInExPack_Mycopunk as above.
  2. Extract the PrideTerrain folder into BepInEx/plugins/ in your Mycopunk directory, keeping PrideTerrain.dll and the flags folder together.
  3. Launch the game.

Configuration

There isn't any. It's random — that's the whole mod.

Flags

Rainbow · Progress · Transgender · Bisexual · Pansexual · Lesbian · Gay · Asexual · Aromantic · Aroace · Nonbinary · Genderfluid · Genderqueer · Agender · Intersex

The same fifteen the rest of the set uses. They're loose PNGs in BepInEx/plugins/PrideTerrain/flags/, so you can drop your own in and the world will start using it.

How it works

Mycopunk's terrain shader doesn't sample individual textures — it samples one Texture2DArray of up to eight layers and picks a layer per surface through its ground and wall index lookups. So the entire job is handing it a different array: build eight layers of flags, assign it once when the level's textures finish loading, and every cliff, floor and cave wall follows on its own.

Two deliberate choices:

  • The normal and height array is left completely alone. That's what carries the rock's bumps, and what the terrain's height-based blending between layers uses. Keeping it means the flags are lit and shaded like real terrain instead of looking like wallpaper, and the layers still blend into each other properly.
  • Per-layer tints are neutralised to white. The shader multiplies each layer by a tint, which is how one rock texture serves several biomes. Left in place, a biome's dusty orange multiplies your flag into dusty orange. Tiling, smoothness and height blending are all copied across untouched.

Which flags a world gets is derived from that world's own seed, so a mission looks the same every time you load it, and rejoining doesn't recolour the planet.

Requirements

Changelog

See CHANGELOG.md.

Credits

All fifteen flags come from Wikimedia Commons and are public domain, CC0, or released for free use. Per-file credits are in ATTRIBUTION.md.

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