Vasodilation
Spend stamina to resist Cold. Host-synced ratios for sprint, jump, climb, rope, and vine. Alpine walls skip. Emote warmth included. DanceTillYouDrop compatible.Changelog
[2.0.0] - 2026-09-17
Rework for current PEAK. More ways to stay warm, stamina-based heat, and the same RaiseEvent host handshake as my other mods.
Warmth (was sprint-only in 1.2.2)
- Per-move host-synced ratios: Sprint
0.5, Jump / SprintJump / ClimbJump0.25, WallClimb0.5, RopeClimb1.0, VineClimb0.75 - Rope hang, vine hang, vine grab, and kicks do not warm
- Wall climbing warms the same way except in Alpine (cold surfaces)
- Infinite stamina / no real spend = no warmth
- Emotes are the only fake: host
EmoteColdPerSecond(default0.01) for Dance, Crashout, Shimmy, Backflip, Wave, and Bully - Works with DanceTillYouDrop — allowed emotes keep warming for as long as that mod keeps you emoting them
Multiplayer (replaced 1.2.2's PhotonCustomPropsUtils room property)
- Host handshake + config sync via Photon RaiseEvent 162 (
tony4twentys.Vasodilation) - No more
VASO_CFG_V1room CustomProperties and no PhotonCustomPropsUtils dependency - If the host does not have Vasodilation, clients stay cold (even if they have the mod)
- Host ratio / emote rate / gate values sync on join, late join, host migrate, and live config changes
- Solo / offline works without waiting on a room property
- Drops 1.x
ColdPerSecond/TickSecondsinstead of keeping dead config keys - Removed PhotoCustomPropsUtils dependency
[1.2.2] - 2025-09-16
- Readded PhotonCustomPropsUtils dependency to improve the host handshake and config sync
- Should also fix it not working in offline mode
[1.2.1] - 2025-08-24
- Removede the leftover PhotonCustomPropsUtils dependecy stuff I didnt remove before previous update -_-
[1.2.0] - 2025-08-24
- Host-authoritative behavior: effect only applies if the host has the mod; clients consume host ticks and settings.
- Config sync: host writes room property
VASO_CFG_V1(pipe-packed); clients adopt host config on join and when updated. - Networking: per-actor ticks sent via Photon RaiseEvent (no PhotonView required); prevents scene-load hangs.
- Reliability: broadcast ticks → clients gate locally (must be sprinting &
Cold > gateOff); hysteresis reduces flicker. - Compatibility: explicit
IInRoomCallbacks/IMatchmakingCallbacks/IOnEventCallbackimplementations for PEAK’s PUN signatures; handles host migration (re-publishes config and restarts loop). - Debugging: new config
Debug.VerboseLogswith detailed join, publish/receive, and tick apply/skip messages. - Fixes: resolved client not receiving effects under host configs; removed ambiguous
Hashtableusage and invalid PhotonView IDs.
[1.1.0] - 2025-08-12
- Checks if player has cold affliction before activating, removing unwanted VFX/SFX anytime the player runs
[1.0.0] - 2025-08-06
- Initial release.
