Lawlzee-ProceduralStages icon

ProceduralStages

Adds procedurally generated stages to Risk of Rain 2. Now featuring overworld maps!

Last updated 11 hours ago
Total downloads 9844
Total rating 17 
Categories Mods Maps Client-side Server-side
Dependency string Lawlzee-ProceduralStages-1.7.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

RiskofThunder-HookGenPatcher-1.2.3 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.3
bbepis-BepInExPack-5.4.2108 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2108
RiskofThunder-R2API_Language-1.0.1 icon
RiskofThunder-R2API_Language

API for modifying the language localisation of the game

Preferred version: 1.0.1
Rune580-Risk_Of_Options-2.7.0 icon
Rune580-Risk_Of_Options

A convenient API for adding BepInEx ConfigEntry's to a option menu

Preferred version: 2.7.0

README

Procedural Stages

Procedural Stages replaces conventional static terrains with procedurally generated environments, offering a fresh and varied experience with each stage while striving to maintain the familiar feel of vanilla stages.

How does the generation works ?

At the beginning of each stage, a newly procedurally generated environment is created. The spawn pools for monsters and interactables, as well as the music selection, are randomly chosen from various stages.

Screenshots

Image6 Image1 Image2 Image3 Image4 Image5

Video

Here is a video created by LimeLight demonstrating the mod

Configuration

You can edit the configuration in Settings > Mod Options > ProceduralStages.

Catgeory Name Default value Description
Configuration Replace all stages Enabled If enabled, all stages will be procedurally generated. If disabled, normal stages and procedurally generated stages will be used.

More configurations coming soon!

Report an issue

If you encounter any issues, feel free to reach out to me on Discord (@Lawlzee) or create a GitHub issue.

Credits stuff

Stage number Interactable credits Monster credit
1 225 150
2 300 180
3 375 210
4 425 240
5 500 270

Todo list

  • [X] Support multiplayer
  • [X] Be compatible with the Risk of Resources Gauntlet mod
  • [X] Make the color palette less blue
  • [X] Add decorations to the map (grass, trees, rocks, pillars, etc.)
  • [X] Optimize the NodeGraphs
  • [X] Optimize the map mesh
  • [X] Fix the bug where the screen flashes white when entering the first stage
  • [X] Fix the bug where the screen flashes white when entering a void seed
  • [X] Add a dead barrier if the player clips through the map
  • [X] Improve music selection
  • [X] Add more post-processing effects.
  • [X] Implement Simulacrum support.
  • [X] Optimize stage performance.
  • [X] Prevent interactables from spawning on slopes.
  • [X] Fix the bug where the player sometime gets stuck in the drop pod.
  • [X] Legendary chest on stage 4 always cost 400
  • [X] Fix drones spawning out of the map
  • [X] Add compatibility with the Judgement mod
  • [X] Improve the orientation of Newt altars.
  • [X] Add stage unique interactables. For example, add a red chest on stage 4
  • [X] Add collision to props
  • [X] Add non cave maps
  • [X] Improve air Node Graph
  • [X] Enhance stage runtime performance.
  • [ ] Add biomes/map types (snow, grass, desert, etc)
  • [ ] Add props clustering
  • [ ] Add floating island map?
  • [ ] Replace special stages with procedural maps (Gilded Coast, Void Fields, Void Locus)
  • [ ] Add an option for infinite map size scalling ?
  • [ ] Improve compatibility with Ro2API.DirectorAPI
  • [ ] Randomize more terrain settings
  • [ ] Add more configurations
  • [ ] Create a random DccsPool instead of reusing the DccsPools from the game
  • [ ] Replace the moon with a procedurally generated stage
  • [ ] Randomize stage names
  • [ ] Address the issue of getting stuck in holes in the map.
  • [ ] Enhance stage creation performance.
  • [ ] Enhance the uniqueness of stages.
  • [ ] Remove the ability to dream for normal stages

Algorithms used

This section includes the algorithms utilized for implementing procedural terrain generation. If you are not a programmer, feel free to skip this section.