Isnt It Really Fun Huh
Client-side prank console for private PEAK lobbies. Prank everyone, everyone but you, picked scouts or the scout in your crosshair using statuses, physics, warps, items, spawned monsters, a chicken illusion and more. Only the prankster needs it.Isn't it really fun, huh?
A client-side prank console for private PEAK lobbies. Open one menu, pick who deserves it, and remind your friends that teamwork is a social construct.
You install the mod. Nobody else has to. All effects travel through PEAK's own networked actions, so vanilla players see and feel everything without installing anything.
Private lobbies only. Use this with friends who know what they are getting into. It can pass people out, launch them off the mountain, or kill them outright. Never use it in public lobbies or on strangers.
Requirements
- PEAK (Steam)
- BepInExPack for PEAK 5.4.75301
- The mod works when installed only by the prankster. Other players can stay vanilla.
Installation
Thunderstore Mod Manager / r2modman
- Select the PEAK profile.
- Install Isn't it really fun, huh?.
- Launch the game through the mod manager.
Manual
- Install BepInExPack for PEAK.
- Drop
morluto.IsntItReallyFunHuh.dllintoPEAK/BepInEx/plugins/. - Start PEAK and join a private lobby.
Usage
| Action | Default |
|---|---|
| Open / close the menu | F8 |
| Close the menu | Esc |
| Change a player's selection | Click their colored chip |
| Fire a prank | Click its button |
The menu has three parts:
- Targets —
All but me,Everyone,Pick, orIn front. In pick mode, click one or more player chips. The counter shows how many will be hit.In frontaims at whichever scout is under your crosshair (up to 40 m, in a narrow cone). - Amount — scales status strength, fall duration, launch force and prank duration. The
Statusestab has its own copy of it, plus a slider for how muchMercyrestores. - Tabs —
Statuses,Pranks,Items,Spawns, and theFun Director.
At the bottom there are two quick actions: Random prank (rolls a non-nasty prank from the
current tab for the current targets) and Unstick everyone (releases glued or webbed scouts).
Red buttons are the nasty ones. They ask for a second click; that is the entire safety net.
While the menu is open your scout stops moving and the cursor is freed, so you will not walk off a cliff mid-prank. Your scout does not become invulnerable.
Tabs
Statuses — poison, cold, heat, drowsiness, injury, hunger, spores, curse, chaos, mercy.
Two sliders sit above the buttons: Status strength is how much every status adds,
Mercy restores is the share of the current status bar the Mercy button removes
(100% means a full wipe).
Pranks — pass out, wake up, trip, launch, teleport to you, teleport to a random scout, real or fake sky teleport (250–700 m up; the fake one brings them back), chicken illusion and its cancel button, glue in place, unstick, destroy the held item, send the Scoutmaster after someone, call the Scoutmaster off, kill, petrify, zombify.
Items — random gift, food, a balloon, a jetpack, or something explosive. Below the buttons
is a searchable picker: type part of a name, click the item, then Give to targets to hand out
that exact item. Empty inventory wipes the held item, hotbar, pockets and backpack.
Spawns — a small scare factory aimed at the current targets:
- Scoutmaster — pick front/behind/left/right and a distance, then choose
Stand stillorChase. - Mushroom zombies — count, spawn radius and behaviour.
- Skeletons — count and radius.
- Remove all spawned NPCs cleans up only the NPCs this mod created.
Fake versions are frozen in place; live versions use PEAK's own AI. Spawned NPCs belong to the client that created them and disappear when the scene changes.
Fun Director — turns the menu into an autopilot. Every 15–300 seconds it picks a random
scout and a random prank, with optional nasty pranks and an option to include yourself.
Prank someone right now fires immediately.
Host-only actions
Some things are controlled by the lobby host in PEAK's networking:
- Zombify only works if you are the host.
- Mercy always wakes the target up, but only the host can also clear their status bar.
The cleared share is set by the
Mercy restoresslider.
Everything else is sent through RPCs that every client executes, so it works from any seat.
Configuration
The config file is created at PEAK/BepInEx/config/morluto.IsntItReallyFunHuh.cfg.
| Setting | Default | What it does |
|---|---|---|
ToggleKey |
F8 |
Key that opens and closes the menu. |
BlockGameplayInput |
true |
Freeze movement, camera and interactions while the menu is open. |
UiScale |
1.0 |
Menu scale, 0.7–1.6. |
ShowCaptions |
true |
Show sarcastic captions after each prank. |
Director / Enabled |
false |
Enable the automatic Fun Director. |
Director / IntervalSeconds |
75 |
Average delay between automatic pranks. |
Director / IncludeMe |
false |
Let the director pick you too. |
Director / AllowNastyPranks |
false |
Include curse and kill-level pranks in the rotation. |
Changes are applied immediately; no restart is needed for most settings.
Notes and limitations
- The mod is client-side, but it is not invisible: victims see the effects and the game's own kill feed/logs will show what happened.
- Items are requested from the lobby host using PEAK's own spawn routine, so they work from any seat and behave exactly like normal loot.
- Spawned Scoutmasters and zombies are owned by the client that created them. Their AI runs on that client, so do not leave the lobby while a live one is chasing someone. Cleanup, scene changes and leaving the room remove them.
- Skeletons are local props. They appear for everyone through PEAK's own skeleton spawn RPC, but they are not networked objects and cannot be cleaned up remotely.
- Status effects are ignored in the Airport hub by the game itself. Start the run first.
- Passed-out and dead scouts cannot be pranked meaningfully. Revive them first, then reconsider your choices.
- Progress, achievements and runs are real. A prank can end someone's run.
- No telemetry, no external connections, no data collection. The mod only calls PEAK's existing gameplay RPCs.
The chicken illusion
PEAK already has a cannibalism hallucination: hungry scouts see other scouts as chickens. The mod borrows that exact mechanic, pushes every observer's hunger above the threshold and then filters who may be cannibalized, so only the chosen scouts turn into chickens.
- Each observer must have the game's Cannibalism accessibility setting enabled. It is on by default. Observers with it disabled will not see the illusion.
- Chickens only appear when the observer looks at the scout from a normal nameplate distance (about 8 m). It is a hallucination, not a model swap.
- The chosen scout never sees themselves as a chicken.
End chicken illusionrestores the original cannibalism flags and, when you are the host, puts hunger back. As a guest you cannot lower other players' hunger, so the cancel instead suppresses the illusion for everyone until observers eat or the scene changes. The menu shows a note when that happens.
Building the release archive
build-release.ps1 builds everything and produces the exact zip that goes to Thunderstore:
powershell -ExecutionPolicy Bypass -File build-release.ps1
- Builds
Releaseand deploys the DLL to PEAK (pass-SkipDeployto skip that). - Reads the version, package name, description and dependencies from the project files.
- Fails early if the name, version or description would be rejected by Thunderstore.
- Writes
Releases/AvSGames-Isnt_It_Really_Fun_Huh-<version>.zipwith this layout:
BepInEx/plugins/morluto.IsntItReallyFunHuh.dll
CHANGELOG.md
LICENSE
README.md
icon.png
manifest.json
Upload that zip on the Thunderstore package page as-is. Bump <Version> in the csproj and add a
CHANGELOG.md section before building a new release.
Credits
- AvSGames — idea, code and questionable sense of humor.
- PEAK and its modding community for the BepInEx template and tooling.
Not affiliated with the PEAK developers. Use at your own risk, and be the kind of goblin your friends can still laugh at afterwards.
