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Larger Levels
Bigger levels maxed per difficulty, 3x valuables, max extractors per level, enemies unchanged for the maybe-safe vibe. Streams/culls far modules to keep it smooth.Larger_Levels
Levels got huge. Like, “the Level Generator fell in love with me and won’t stop flexing” huge.
What it does
- Bigger procedural layouts that are maxed per difficulty tier. We push the game’s internal cap and scale the grid so you actually get those chonky runs.
- 3× more valuables to compensate for all that extra real estate. Shine bright, goblin.
- MAX extractors per level where the game allows it, so you’re not stuck waiting on the loot hose.
- Enemies unchanged on purpose. Enjoy that spooky “maybe it’s safe” feeling until it’s absolutely not.
- Smart streaming and culling so your PC doesn’t catch fire. If a player is inside a module it never culls, and everything stays synced.
Default settings (you can tweak)
Scale.ModuleMultiplier = 10← bigger levelsValuables.ValuableSpawnMultiplier = 3← 3× shinies- Streaming is on by default; far modules and their junk get culled until you approach.
- Thanks to OrigamiCoder for the helps <3 Happy GAMING!
