Slip & Skid
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Kjoekjoe-MoreCards-1.1.1
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MoreCards

Ten new cards for the Slip & Skid post-round draft. They roll alongside the game's own cards, use the game's own card art and layout, and are picked and placed exactly the way you already pick and place everything else.

What it adds

Card Rarity What it does
Overdrive Uncommon +10% top speed for every car, for the round.
Supersize Rare +10% car size for every car. Permanent, and it stacks — four picks is roughly a 1.5x car.
Wreck Off A car you drop on the track as an obstacle, sized to match a real player car.
GUN! Legendary Bolts a gun to your car. It fires by itself every 6 seconds, and a bullet that touches a car knocks it up off the road and holds it slow for an instant. You are immune to your own. Set BulletsKill for a gun that kills outright instead.
Boink! UltraRare Land on top of another car to squash it and cut its speed by half for half a second. Side-swipes don't count — you have to come down on them.
Bouncy Legendary A swim ring around your car. Bump someone and they get shoved off line; you take a smaller shove back. Wind BouncePush up if you would rather launch people.
Floaty Rare -30% gravity on your car. Same jump, much more air. Lasts the match and stacks.
Timber! Off A tree you drop on the track. Solid trunk and solid canopy, each fitted to its own shape — you can't drive through either, or into the empty air around them.
SWAT! Rare A giant flyswatter in your own colour, pinned by its handle to a post beside the track. It parks out to one side, sweeps 90° across the road every few seconds with its pad on edge, and flings whoever it catches — where you end up depends on which part of the pad hits you and when.
Bollard Uncommon A retractable bollard set into the road, in your own colour. It sits flush for 3 seconds, rises, stands for 3 seconds, then drops again — solid the whole time it is up, and drivable straight over when it is down.

Overdrive and Supersize buff the whole lobby, the way the game's own modifier cards do. GUN!, Boink!, Bouncy and Floaty land only on the player who drafted them.

Every number above is configurable — see Configuration below.

Requirements

  • Slip & Skid on Windows
  • BepInEx pack for Slip & Skid (SlipSkid_Modding-BepInExPack_SlipSkid) — installed for you by any mod manager, since it is declared as a dependency

Install

With a mod manager (recommended)

Install through Thunderstore Mod Manager or r2modman: find MoreCards, click Install, then launch the game from the manager. The BepInEx pack comes along automatically.

By hand

  1. Install the BepInEx pack for Slip & Skid first, if you haven't already.
  2. Download this package and open the zip.
  3. Copy the BepInEx folder from inside the zip into your game folder, merging it with the BepInEx folder that is already there. The plugin should end up at:
Slip & Skid\BepInEx\plugins\SlipSkid.MoreCards\SlipSkid.MoreCards.dll

The default game folder is:

C:\Program Files (x86)\Steam\steamapps\common\Slip & Skid
  1. Launch the game once. If the cards don't show up, open Slip & Skid\BepInEx\LogOutput.log and look for a line starting with CustomCards: — it says how many cards were registered and where they landed in the catalog.

Multiplayer

Everyone in the lobby needs this mod, on the same version, with the same settings.

Cards cross the network as positions in a shared list rather than by name. A player without the mod has a shorter list, so the same roll hands them a different card — the draft desyncs for everyone. Settings that change how a card behaves need to match for the same reason: each machine simulates its own car, so a Floaty set to 30% on one PC and 60% on another means your jumps land in different places on different screens.

Everything works in single player too.

Configuration

A config file is written on first launch:

Slip & Skid\BepInEx\config\slipskid.morecards.cfg

Every entry is documented in the file itself. The things people usually reach for:

  • EnableCustomCards — turn the new cards off without uninstalling
  • [Rarity] — one entry per card, setting how often it turns up in the draft; the defaults are the Rarity column in the table above. The values are the game's own rarity levels and carry the game's own odds: Common 110, Uncommon 60, Rare 37, UltraRare 25, Legendary 12, Unique 2, drawn against a pool holding every card in the game — so a Common turns up about three times as often as a Rare. Off retires a card without uninstalling anything: it stays in the catalog, so the draft still lines up with everyone else, it is simply never offered. The Wreck and Timber! cards ship Off — set WreckRarity and TimberRarity to put them back in the pool. The host's settings decide what the lobby is offered, since the roll happens server-side
  • SpeedCardBoostPercent, SizeCardGrowthPercent, GravityReductionPercent, BoinkSlowPercent — how strong each effect is. The draft card's text updates to match, so what a card promises is always what it does.
  • GunFireInterval, BulletSpeed, BulletsKill — the gun's rate of fire, and whether its bullets kill outright or, as they do by default, knock a car up off the road and hold it slow (BulletSlowPercent, BulletSlowSeconds, BulletHopSpeed)
  • BouncePush, RingSize — how hard the swim ring throws people, and how big it is
  • CarCardScale, TreeScale, SwatterScale — how large the Wreck's car, the Timber! tree and the SWAT! flyswatter's pad are, all measured in player-car lengths
  • SwatterReach — how far the flyswatter sweeps out, separately from how big its pad is. The swatter resizes itself when you press F9, so you can dial both in while watching it
  • SwatPush, SwoopSeconds, RestSeconds — how hard the flyswatter throws people, how fast it sweeps across the track, and how long it waits between swats

Press F9 in game to re-read the file without restarting, which is the quick way to dial in a value while you watch it. Press F8 for a state dump in the log.

Known limits

  • Windows only, matching the game.
  • The Wreck borrows an existing prop to exist as a placeable object, so it inherits that prop's collision shape — the wreck's hitbox is not car-shaped. If the borrowed prop misbehaves, PropCarrierName in the config picks a different one; the candidates are listed in the log every launch.
  • Bullets only test against cars. They pass through walls and props, and expire on a timer.
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