ReheatedItems
A W.I.P collection of changes to vanilla & DLC items to make some items more fun, interesting, and/or better for performance.
| Last updated | a day ago |
| Total downloads | 79 |
| Total rating | 0 |
| Categories | Mods Tweaks Items |
| Dependency string | LordVGames-ReheatedItems-0.5.0 |
| 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: 5.4.2121MonoDetour-MonoDetour_BepInEx_5
HarmonyX interop & BepInEx 5 logger integration for MonoDetour. Initializes MonoDetour early as a side effect.
Preferred version: 0.7.10RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.1.1Smooth_Salad-ShaderSwapper
A lightweight library for upgrading stubbed shaders to actual shaders at runtime.
Preferred version: 1.0.1README
ReheatedItems
There's a bunch of items in RoR2 that are either underwhelming, aren't very fun/interesting or can cause performance problems late-game. This mod will (eventually) have all my changes for items that fix one or both of those problems. All item changes can be configured on/off, with some having additional setting(s).
Current Item Changes
| Item | New Description & Why |
|---|---|
| ATG |
NO IN-GAME DESCRIPTION CHANGE I've made 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. If you want the missiles to be faster but still be real missiles then check out FasterProcChains. |
Bottled Chaos ![]() |
Bottled chaos gets a good equipment cooldown reduction added to it to help make your current equipment more useful while also helping bottled chaos work with itself since you'll be using your equipment more often now. |
Electric Boomerang ![]() |
Vanilla electric boomerang can usually permastun an enemy, or a few if they're lined up right, which makes fighting a lot of enemies completely free. This makes it synergize with skills that stun on hit, along with giving it a damage boost since it (mostly) won't be proccing as much. This will also still proc when hitting bosses, as long as the skill hit can stun. |
Executive Card ![]() |
Executive card now works more like a normal equipment instead of a passive one. 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. |
| Guillotine |
Instead of just less % hp on elites, it's now an equipment that does a good amount of damage to a single enemy and disables their elite effects for a bit. This doesn't disable their stat buffs however, so they'll hit and tank just as hard, but this should make a targeted elite easier to deal with depending on the situation. |
Lost Seers Lenses ![]() |
Now does something closer to "Super crits" instead of just insta-kills when it procs. Does a ton of damage and activates on-crit effects multiple times, and the proc chance is double of what vanilla lost seer's is. Plus it works on bosses now. |
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 ![]() |
This brings back the old functionality of pluripotent larva described in the item's logbook entry: reviving as a void ally. Only as a void devastator though due to avoiding problems with balance/bugs with playing as other void enemies. Instead of making you stay as the void ally for the rest of the run which was the original design, I've made it turn you back into your normal character when you enter the next stage. |
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 with the missile hit just with less procs afterwards. |
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. |
| Stun Grenade |
Turns stun grenade from a meh item that does nothing on bosses to a damage proc item that also nerfs the enemy's stats some. Also made green rarity to accomodate the changes. |
War Bonds ![]() |
Changed almost entirely from how it works normally. Now you have a chance make enemies drop small gold chunks similar to how gilded enemies do, and after picking up enough gold chunks it will work like kjaro/runalds bands where it will do a ton when using a big enough hit. Helps with money some like old war bonds and also does more damage after your big hit if you pick up more money like current war bonds. |
Future Possible Item Changes
- Unstable Transmitter
- Sticky Bomb
- Planula
- More(?)








