PEAK
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yesterday
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ENTITIES PLUS 0.1.3

Installation

BepInEx 5 / locally installed PEAK. Install the entire EntitiesPlus folder (DLL and assets), not just the DLL. Launch through your Thunderstore Default profile. Only the local player needs this mod; custom graphics/music are only visible/audible to that player. Friends observe vanilla inventory loss, damage and death. Multiplayer has not yet been playtested.

RANSOM

Random 4-8 minute gaps, including the first encounter. No overlapping encounters. Starts only while alive, conscious, not petrified, outside the airport, with PEAK focused and no blocking menu. Looks for two matching, active, collectible ground items within 80 metres; retries after 30 seconds if none exist. This checks proximity, not route accessibility, so terrain and friends moving items can still make a challenge difficult.

The supplied face appears with HALT. Default reaction grace is 0.4 seconds, followed by one continuous second without movement. Looking around is allowed; movement input, jumping or physical displacement fails the test. Success removes the face. Failure shows a 1.5-second fictional red downloading screen, then a red tint and task window.

Collect two distinct matching items after the 60-second countdown begins. Items owned at countdown start and repeated pickups of one item do not count. Inventory is checked every 0.1 seconds, including the worn backpack. Success immediately stops music and shows a green YOU DID IT screen. Timeout immediately stops music, permanently empties local inventory (including backpack and contents), and adds 65% injury through vanilla damage rules. The held item is destroyed using the vanilla RPC, not dropped on the ground. Damage immunity mods can prevent injury; StatueLife still controls petrified survival. Death cancels any remaining encounter and stops RANSOM music.

Death lights

Actual local death shows a light before revealing normal spectating. Revival or disconnection cancels it. Guiding Light is blue/cyan (91% default), Curious Light yellow (8%), Mischievous Light red (1%). Text appears one sentence at a time at 16 characters per second. Each completed sentence remains for five seconds, or click its text area to advance immediately. The cursor is available during the scene and restored afterward. The supplied matching track and screen fade over the final two seconds.

Guiding Light recognizes tracked recent fall damage, completed Scoutmaster throws, RANSOM injury and petrification. Attribution uses bounded recent-event chains, not omniscient knowledge; unknown causes receive an honest unknown-cause message. Scoutmaster attribution expires after a safe recovery or 30 seconds. RANSOM injury attribution expires on injury recovery or after 120 seconds and can be superseded by later damage evidence. These windows may miss slow or unusual modded chains.

Curious Light identifies recorded causes and names things, but gives no avoidance advice. Its fall line is exactly the user-requested dialogue. It mentions RANSOM only for a recorded RANSOM cause. Mischievous Light mocks and hints at responsibility. These are fictional visual/audio sequences: no executable downloads or system changes.

Settings and diagnostics

BepInEx/config/local.entitiesplus.cfg appears after launch. Gap times, reaction grace, punishment injury, rare-light chances and music volume are configurable. Music starts at 20% because the supplied RANSOM recording is loud.

EntitiesPlus-diagnostics.log beside the DLL records assets loading, encounters, pickups, punishment, death attribution and overlapping runtime Harmony owners. An unexpected main-loop error stops this mod's effects and logs the exception.

Validation

Compilation succeeded. 313 pickup/deadline regression checks and game-member/hook checks passed. All four WAVs have valid PCM headers. No custom Photon event, disconnect call, time-scale change or microphone alteration. See validation.txt, rule-tests.txt and compatibility.md in the source/output folder. Unity UI/audio, full encounters, every mod combination and unmodded-host inventory synchronization remain in-game tests.

0.1.2 affliction coverage

All 15 status entries and all 26 timed-effect enum entries from this PEAK build have reactions for every light. Collapse snapshots preserve contributing status combinations and active timed effects. Helpful/timed effects are described as active context, not automatically blamed as killers. If multiple status bars overload the scout together, the dialogue lists all contributors. Guiding advice follows inspected game recovery/removal code and the user's curse explanation. Crab status has a specific source-unknown line because its source was not established. See affliction-tests.txt and affliction-evidence.md. Source attribution remains a bounded best-effort inference, not proof of the cause of every death.

0.1.3 particles

All three death-light scenes have 48 reusable screen-space light motes. Guiding and Curious use slow drifting cyan/gold particles; Mischievous uses faster red embers. Particles dim around the text, do not intercept clicks, and fade with the screen/music. They are cosmetic and do not use gameplay randomness. Compiled and regression-checked; appearance still requires in-game testing.

0.1.4 R4NSOM fixes

The task card has separate, large MM:SS and collected-item fields. Long item names fit independently and cannot push those fields out of the message. Targets use the item type vanilla RequestPickup actually puts in inventory, including isSecretlyOtherItemPrefab replacements. Candidates require two distinct item identities. Confirmed local SetItem, pickup acceptance, and inventory synchronization are observed, with polling and held-item checks as a backup. Existing inventory and duplicate identities still do not count. Hooks only observe vanilla state and do not change inventory RPCs. Validated: 8 countdown boundary cases, 313 pickup/deadline checks, death-dialogue/affliction regressions, and 55 installed-game reference/hook checks. A live encounter and client/host multiplayer behavior still need in-game verification.

0.1.5 manual summon

Press G during an active round to summon RANSOM's normal HALT warning without waiting for the random interval. The scout must be conscious and not petrified; menus and item wheels block the shortcut. An existing encounter cannot be restarted. Two matching collectible items must be within 80m so the challenge is possible; otherwise the summon is skipped and recorded in the diagnostics log. Natural appearances remain enabled.

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