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Categories & Risky Items
Updated 3 days agoCategories & risky items
Why categories exist
Some types of items break runs faster than others when stacks spike -- especially movement, attack speed, proc spam, cooldown abuse. The mod sorts items into broad buckets so you can tune whole groups (multipliers) or shut off a whole bucket via category blacklist.
Categories include: Damage, Defense, Healing, Utility, Proc, Movement, Cooldown.
How items get sorted
- The game's own tags (damage / healing / utility) are used when present.
- Otherwise the mod uses simple name hints -- for example hoof / feather / quail style names lean Movement, bandolier / alien head lean Cooldown, and a few defense-ish keywords lean Defense.
It's not perfect for every modded item; use per-item overrides or blacklist when something feels wrong.
Category multipliers
Under CategoryScaling, each category has a multiplier (and there's a global Category Exponent dial). Think of it as: "for items in this bucket, lean growth stronger or weaker compared to default."
Setting Movement multiplier very low (or to zero in extreme setups) is how preset Movement Disabled nukes movement-heavy scaling influence.
Unsafe items
UnsafeItems is a list of code names that should get safer defaults: softer curves, optional hard ceiling, etc.
There's also automatic tagging for a few classic trouble patterns in item names (movement hoof/feather/quail, syringe, tougher times style names) even if you forget to list them.
Settings:
- Unsafe default mode -- Which growth style unsafe items use if you didn't set a per-item mode.
- Use diminishing returns -- When on, unsafe items use a separate, usually tighter soft-cap-style target so they don't rocket as hard.
- Unsafe soft cap target -- That tighter curve's feel.
- Unsafe hard cap -- Hard ceiling on stack count after the formula runs for unsafe items (safety valve).