
PeakAchiever
Pin badges from the pause menu and track, during your run, which ones you can still earn: progress bars, timers, item checklists, green checks and red crosses.PeakAchiever
Pin the badges you want to chase, and see during your run which ones you can still earn.
- Pin from the pause menu. Open the badges page of the pause menu and click a badge you have not earned yet: a yellow pin marks it, and the badge's tooltip says whether a click pins or unpins it. Works in the airport too, so you can pick your targets before take-off.
- Today's map. In the airport, badges today's map cannot hold carry a red cross on the badges page, and their tooltip names the missing biome ("Not on today's map (Roots)"). During a run the same mark reads the run's own map. They can still be pinned, for another day.
- Suggested pins. The badges page stars as many badges as there are free pin slots: all doable on today's map (or the run's), and compatible with your pins and with each other. Badges tied to that map's biomes come first (the map alternates, so they wait otherwise), then clean runs. A locked secret badge is never starred.
- No incompatible pins. A map has either Tropics, Alpine and Caldera, or Roots, Mesa and the Gloom (read from the game's level table). A badge that needs a biome no map shares with a pinned badge is faded on the badges page, its tooltip names the pin in the way, and clicking it is refused. Only proven clashes count: Lone Wolf, for instance, stays pinnable with Clutch, since other scouts can leave before the summit.
- Track in the top-right corner. During a run, each pinned badge shows its icon, name and
condition, taken from the game in your language.
- A yellow bar and
current / totalfor badges with a counter.LIFETIMEmarks counters the game keeps across all runs (meals cooked, height climbed...). - "Holding so far" for clean-run badges (no fall damage, no packaged food...) still intact.
- Speed Climber shows the run time against one hour, and the time spent in each biome so far (the current one in yellow). The time and splits stay under the red cross once the hour is over.
- Each biome time is followed by its gap to the median of past runs at the same ascent:
(+1:20)in red when slower,(-0:40)in green when faster. The biome in progress shows a gap only once it runs over its median. - Speed Climber also shows an ETA: the run time so far, plus the median time past runs at the same ascent took for the rest of the current biome and for every biome ahead. It shows once each of those biomes has been finished at least once with the mod installed. It turns orange once it is past one hour.
- Cool Cucumber, Bundled Up and Tread Lightly show the highest heat, cold or spores rate reached in
their biome against the limit, as a bar and
max 4% / 10%. The bar and the figures turn orange from 75% of the limit (8% of 10%). - Foraging, Mycology, Advanced Mycology and Gourmand show every item that counts as a grid of
icons: dimmed until eaten this run, then in full colour with a green tick. The item lists are read
from the game, and written to
BepInEx/LogOutput.logthe first time a run needs them. Items no spawner, item or luggage of this level can yield move to a fainter row, "Not seen on this map": a hint, since an item could still come from somewhere the mod does not read, so the badge never gets a red cross for it. - A green check once earned.
- A red cross, with the reason, once the badge can no longer be earned this run: its biome is not on this map or is behind you, or the clean-run condition broke.
- A yellow bar and
- Forbidden items marked in the inventory. While a pinned Naturalist or Leave No Trace badge is still holding, a red cross sits in the bottom-right corner of every hotbar slot holding an item that would break it (packaged food; pitons, rope spools, the rope cannon, the chain launcher and other placeable objects). The backpack slot shows a yellow warning if something forbidden is inside, and the opened backpack shows the cross on that item. The marks go away once the badge is earned or broken.
- Pins persist. They are saved in the config. At the start of the next run, badges earned are unpinned and failed ones are doable again.
- Secret badges keep their
???until earned. The tracker hides while the pause menu is open. - Client-side only: other players do not need the mod.
Installation
Requires BepInExPack for PEAK.
- With a mod manager (Thunderstore Mod Manager, r2modman, Gale): install PeakAchiever into your PEAK profile and launch the game from the manager.
- By hand: copy
Altaks.PeakAchiever.dllintoBepInEx/plugins/of your PEAK BepInEx install.
Tested with PEAK 2.4.c. If a game update breaks the mod, the error shows in BepInEx/LogOutput.log.
Configuration
BepInEx/config/Altaks.PeakAchiever.cfg, section [Tracker]:
| Key | Default | Meaning |
|---|---|---|
ToggleKey |
<Keyboard>/f6 |
Shows or hides the tracker during a run. Set it from the game's Controls menu, in the row "PeakAchiever: show / hide the tracker" at the end of the first column (click it and press a key, or reset it to F6). A key saved by 0.1.0 is converted; one with modifiers falls back to F6. |
MaxPinnedBadges |
5 |
How many badges can be pinned at once (1 to 12). |
PinnedBadges |
empty | The pins, edited from the pause menu. |
On the badges page, a Statistics button under the Back button opens the biome times per ascent: how many times, median, best, and the whole climb of each map layout. Erase this ascent asks for a second click within 3 seconds, then removes that ascent's lines from the file. The panel takes mouse clicks; it is not reachable with a gamepad yet.
The time of every biome you finish (mini runs excepted, and not the biome you joined a run in) goes
to BepInEx/config/Altaks.PeakAchiever.splits.csv, one line each: run id (the game's, or one the mod
makes when the game gives none), ascent, place in the run, biome, seconds. Delete the file to reset the ETA.
How badges are judged
Every rule comes from the game's own code and scene data (game version 2.4.c). When nothing in the game can rule a badge out, the tracker never shows a red cross for it.
| Kind | Badges | Red cross when |
|---|---|---|
| Run counter | Knot Tying, Clutch, Plunderer, First Aid, Jester, Archery, Foraging, Mycology, Advanced Mycology, Gourmand | never |
| Lifetime counter | Cooking, Happy Camper, Bouldering, Toxicology, Ascender, Bookworm, Calcium Intake | never |
| Clean run | Balloon, Naturalist, Survivalist, Leave No Trace, Speed Climber | the condition breaks |
| Alone at the summit | Lone Wolf | never: the game counts scouts only at the summit, and others can leave before |
| Clean biome | Cool Cucumber, Bundled Up, Tread Lightly, Medieval History | the biome is not on the map, or the condition breaks |
| Area reached | Beachcomber, Trailblazer, Alpinist, Volcanology, Nomad, Forestry, Wanderer | the biome is not on the map |
| Found in a biome | Astronomy, Megaentomology, Daredevil (Mesa); Web Security (Roots); Bellringer (Gloom); Animal Serenading (Alpine or Mesa); Arborist (Tropics or Roots) | none of those biomes is on the map, or all are behind you |
| Anywhere | every other badge | never |
If an achievement-blocking mode is active for the run, the tracker says so above the cards.
Credits and licence
MIT licence, see LICENSE. The mod ships only its own cross and pin icons. Badge icons, names,
descriptions and fonts are read from your copy of the game while it runs, and never redistributed.
PEAK belongs to its developers; this mod is not affiliated with them.
Development
Built from the PEAK BepInEx template (NuGet PEAKModding.BepInExTemplate). Copy
Config.Build.user.props.template to Config.Build.user.props and point it at your game and BepInEx
folders; a Debug build then copies the plugin there.
dotnet build # builds and deploys the plugin
dotnet test # unit tests; needs the game installed, they load its assemblies
dotnet build -c Release # Thunderstore package in ./artifacts/thunderstore/