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ExponentialItemsReloaded
Items stack exponentially with configurable tier filters, artifact gating, lunar/void/boss/temp item toggles, and direct GiveItemTemp support. 1 -> 2 -> 4 -> 8 -> chaos.
By CryptidLabs
| Last updated | 2 weeks ago |
| Total downloads | 3212 |
| Total rating | 1 |
| Categories | Tweaks Items Artifacts Client-side Server-side Alloyed Collective AI Generated |
| Dependency string | CryptidLabs-ExponentialItemsReloaded-1.2.9 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2100RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.0README
ExponentialItemsReloaded
Adds Artifact of Exponents, an artifact that makes item stacks jump exponentially instead of increasing one at a time.
By default, with Base Size set to 2, repeated pickups move stacks like:
1 -> 2 -> 4 -> 8 -> 16 -> 32...
This is a modernized/reloaded version made for current Risk of Rain 2 modded builds.
Requirements
- BepInExPack
- R2API.ContentManagement
- R2API.Language
Installation
Place the mod DLL and icon files in the same plugin folder:
BepInEx/plugins/ExponentialItemsReloaded/
|- ExponentialItemsReloaded.dll
|- icon_selected.png
`- icon_deselected.png
Restart the game after replacing the DLL. BepInEx loads plugin code at startup, so DLL changes do not hot-reload while Risk of Rain 2 is already running.
Artifact
Enable Artifact of Exponents from the artifact menu.
If Require Artifact Enabled is turned off in config, the mod can run without enabling the artifact.
Config
The config file is generated after launching once:
BepInEx/config/com.cryptidlabs.exponentialitemsreloaded.cfg
General
| Setting | Default | What it does |
|---|---|---|
| Require Artifact Enabled | true | Only applies the effect while Artifact of Exponents is enabled. |
| Max Stack Size | 4096 | Hard cap for item stacks created by the mod. |
| Base Size | 2 | Exponential base. 2 gives 1,2,4,8. 3 gives 1,3,9,27. |
Item Filters
| Setting | Default | What it does |
|---|---|---|
| Affect White Items | true | Allows common items. |
| Affect Green Items | true | Allows uncommon items. |
| Affect Red Items | true | Allows legendary items. |
| Affect Boss Items | true | Allows boss/yellow items. |
| Affect Lunar Items | true | Allows lunar items. |
| Affect Void Items | true | Allows void items. |
| Affect Tierless Items | false | Allows hidden/internal/tierless items. Usually safer off. |
| Affect Temporary Items | false | Allows temporary item grants through RoR2's GiveItemTemp path. Experimental; useful for Alloyed Collective / DLC-style temporary items. |
| Affect Equipment | false | Reserved safety option; this mod currently modifies item pickups, not equipment pickups. |
Debug
| Setting | Default | What it does |
|---|---|---|
| Enable Debug Logging | false | Logs stack changes when the mod applies. |
| Log Artifact List On Load | false | Logs every loaded artifact for troubleshooting. |
Temporary Items
Temporary items use a different inventory path than normal permanent item pickups. ExponentialItemsReloaded now hooks Inventory.GiveItemTemp directly and reads temporary/effective stack counts from RoR2's temp item APIs before calculating the next exponential target.
To enable temporary item scaling:
- Launch once so the config exists.
- Open
BepInEx/config/com.cryptidlabs.exponentialitemsreloaded.cfg. - Set
Affect Temporary Items = true. - Restart the game.
When enabled, temporary grants should follow the same configured exponential stack behavior as normal item grants.
Notes
Temporary items and tierless/hidden items can be chaotic with heavily modded profiles. Keep those toggles off unless you are testing or intentionally want those systems affected.
If you change the plugin GUID from an older local build, delete the old config file so the new one can generate cleanly.
Changelog
1.2.8 Temporary Grant Fix
- Added direct handling for RoR2
Inventory.GiveItemTempgrants. - Temporary item scaling now uses
GetItemCountEffective,GetItemCountTemp, andGetTempItemRawValueinstead of relying on temporary-looking item names or tiers. - Fixed temporary grants staying at
1when the item definition did not match the older temporary-item detection heuristic. - Added focused temp grant logging so test logs can show current temp/effective counts and the calculated target.
1.2.7 Temporary Item Storage Cleanup
- Removed the inaccessible
Inventory.TempItemsStoragehook path. - Avoids HookGen/protection-level build failures around RoR2's internal temp item storage type.
1.2.6 Pickup Path Compatibility
- Improved pickup grant handling so extra exponential stacks are added after normal pickup resolution when needed.
- Extra temporary stacks are granted through
GiveItemTemp; permanent stacks continue usingGiveItemPermanent.
1.2.3 HookGen Name Fix
- Fixed HookGen naming assumptions from earlier local builds.
- Removed stale overload-specific hook references that could fail on current generated MMHOOK assemblies.
1.2.1 Temporary Item Detection
- Improved detection for temporary/FoodTier-style items.
- Temporary items are checked before tierless/hidden filtering, so
Affect Temporary Items = truecan allow them even whenAffect Tierless Items = false. - Added debug logging for blocked/allowed temporary items when
Enable Debug Logging = true.