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How It Works
Updated 2 days agoHow pickups work
When the mod actually runs
Think of a checklist. All of these must pass for an item pickup to use your custom growth rules.
Artifact (optional)
If require artifact is on, Artifact of Exponents must be active for that run.
One at a time
The game must be giving you exactly one stack in that moment. If something dumps multiple stacks in one go, the mod leaves that alone so chests, printers, and weird effects do not break.
Item type allowed
Under Item Filters, each color and tier (white, green, red, boss, lunar, void, and so on) can be turned on or off. Tierless or temporary items are usually off by default because they are risky or internal.
Not blocked by lists
Blacklist, whitelist, or whole-category-off rules must allow that item. See Lists and filters.
If anything fails the checklist, you get normal Risk of Rain 2 behavior: plus one per stack from that grant, or whatever the game sent.
What the mod changes under the hood
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When you pick up an item, the game normally adds stacks to your inventory. This mod adjusts that number for single-stack grants so your total moves toward the next step on your chosen curve (exponential, soft cap, and so on).
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In some pickup edge cases, after the normal grant happens the mod may add a few more stacks so you still land on the target it calculated.
Tooltips (optional)
If enabled, the item description text (what you read in your inventory) can show a short summary of how this mod would treat that pickup. It is a hint, not a full combat simulator.
What this mod does not change
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It does not replace how damage, healing, movement speed bonuses, or proc chances are calculated per stack.
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It does not change drops, chest prices, or whether an item appears. It only changes how many stacks you gain when a valid pickup fires.