
LordsItemEdits
A W.I.P collection of item edits by me that makes some items more fun, interesting, and/or better for performance. Supports some Starstorm 2 items!
Last updated | a day ago |
Total downloads | 951 |
Total rating | 1 |
Categories | Mods Tweaks Items |
Dependency string | LordVGames-LordsItemEdits-0.3.1 |
Dependants | 1 other package depends 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: 5.4.2117

MonoDetour-MonoDetour_BepInEx_5
Integrates MonoDetour's logger with BepInEx and as a side effect initializes MonoDetour early. MonoDetour is an easy and convenient .NET detouring library, powered by MonoMod.RuntimeDetour.
Preferred version: 0.6.13

RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.1
README
LordsItemEdits
There's a lot of items in RoR2, but some of them either aren't very fun/interesting or can cause performance problems late-game. This mod will (eventually) have all my edits for items that fix one or both of those problems. All item edits can be configured on/off, with some having an additional setting or 2.
Current Item Changes
Item | New Description & Why |
---|---|
ATG ![]() |
NO IN-GAME DESCRIPTION CHANGE All I've done to ATG is make the missiles work more like plasma shrimp, where they have a much shorter time to fly to the targeted enemy and are much less of a burden on performance compared to normal missiles. |
Bottled Chaos ![]() |
Bottled chaos gets a good equipment cooldown reduction added to it. Not only does it help make your current equipment more useful, but it also helps bottled chaos work with itself since you'll be using your equipment more often now. |
Electric Boomerang ![]() |
Not only did electric boomerang do a lot of proccing, it was pretty much the perma-stunning item, as you usually needed only 1 electric boomerang with some consistent attacking and a few attack speed items to practically make any stunnable enemy useless. I wanted it to be able to do good damage, just with less procs and less perma-stun. So, I've made it guranteed to proc off of skills that can stun. Not only that, but it also got a damage buff, it can travel further and faster, and it actually makes a sound when it hits an enemy to make it more satisfying to use. The whole "skills that can stun" thing means that the enemy doesn't have to actually get stunned for this to proc, the skill just has to have to ability to stun, so this will still proc off of bosses hit with a stunning skill. |
Executive Card ![]() |
Executive card now works more like an actual equipment and less like an elite aspect. The core functionality of getting more items from multi-shops and getting some money back from purchases is still there, but it's limited by the equipment's 80 second cooldown. Yes this is an equipment and not a normal item but shush it's close enough. |
Molten Perforator ![]() |
Molten perforator is one of the few items that are a huge contributor to lag late-game. The item was kindof a mix between a single-target and AoE damage item, so I've designed this new iteration of molten perforator to be like that, albeit maybe more AoE than single target. |
Pluripotent Larva ![]() |
Based on the logbook entry for the item and what the person who wrote the log said, the item's original function was to revive you as a void monster. So, I've replaced the item corruption effect with that original effect! I've also made the effect more friendly by having you turn back to normal in the next stage after the item activates, since staying as a void monster for the rest of the run probably wasn't the original intention. On top of that, you're can't respawn as a void reaver since their attack is so bad to play with, but you can always re-enable it if you really want to. You also can't respawn as a barnacle for obvious reasons. Since this new effect would be VERY busted on engineer turrets, the item is now blacklisted from them. It's still possible for other AI to get the item, including Mithrix (if he manages to actually use the item before he gives you it back). Also don't worry about using another pluripotent larva while you're already a void monster, it'll still bring you back to your true original character in the next stage regardless of how many you use. |
Pocket I.C.B.M ![]() |
Pocket I.C.B.M is another huge contributor to lag late-game with how many extra missiles it creates that then cause more proc chains leading to more lag. Now, the damage of fired missiles is tripled instead of firing 2 others, effectively being the same damage increase (although there's a damage loss with less proc chains, but tbh that's for the better) |
Polylute ![]() |
To add to the item changes done mainly for late-game performance, I've made polylute stack damage instead of hit count. Effectively the same damage, but with less proc chains, so there's less lag and (kinda?) better balance. |
Current Modded Item Changes
Item | New Description & Why |
---|---|
Armed Backpack (Starstorm 2) |
NO IN-GAME DESCRIPTION CHANGE I did the same change to this that I did to ATG: made missiles fired by this also work like plasma shrimp. This didn't really need the change, but I thought "eh why not", plus it can be toggled off if you don't want this. |
Erratic Gadget (Starstorm 2) |
I did a change to this similar to pocket I.C.B.M: swap out the extra procs for a damage multiplier. Erratic gadget doubled most lightning procs, so now it doubles the damage for some lightning procs instead which should help with late-game performance some. Erratic gadget's own proc effect is unchanged. |
Future Item Edit Plans
- Stun Grenade
- Planula
- Unstable Transmitter
- More(?)