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Sunset Tropics
An alternate Stage 4 map set on a tropical archipelago littered with comically large sea shells. Also includes a loop variant and a Simulacrum variant!
| Date uploaded | 3 weeks ago |
| Version | 1.0.4 |
| Download link | wormsworms-Sunset_Tropics-1.0.4.zip |
| Downloads | 8532 |
| Dependency string | wormsworms-Sunset_Tropics-1.0.4 |
This mod requires the following mods to function
RiskofThunder-R2API_Director
API for easily modifiying the Director (RoR2 monster / interactable spawner) behaviour
Preferred version: 2.3.9RiskofThunder-R2API_Addressables
R2API Submodule for implementing Addressables functionality
Preferred version: 1.1.3JaceDaDorito-LocationsOfPrecipitation
A utils mod that features editor and runtime tools I use for making stages!
Preferred version: 1.1.2Smooth_Salad-ShaderSwapper
A lightweight library for upgrading stubbed shaders to actual shaders at runtime.
Preferred version: 1.0.1README
Sunset Tropics
A Stage 4 map set on a tropical archipelago, home to a village that's mostly made of giant hollowed-out sea shells. You can dunk yourself underwater and explore a sparse coral reef with sunken ruins between the islands.
Like other Stage 4 maps, there's a guaranteed legendary chest that appears hidden in one of five locations, marked by a blue torch. Scavengers can rarely appear before looping, like in Sundered Grove.

Variants
Sunset Tropics also comes with 2 variants:
- Midnight Tropics, a loop-exclusive variant featuring crashed ships from Siren's Call
- A Void replication of Sunset Tropics, exclusive to SotV's Simulacrum gamemode


Other Features
- Config Options
- Sunset Tropics - Enabled (true/false)
- Midnight Tropics - Enabled, Exclusive to Looping, Swap Places with Sunset Tropics (true/false)
- Simulacrum Variant - Enabled, Enabled on Stage 1 (true/false)
- Underwater music muffling (true/false)
- DLC music (true/false)
- Modded enemy toggles
- Modded enemies can appear if their respective mod is enabled
- EnemiesReturns: Sand Crab, Lynx Totem, Colossus
- Starstorm 2: Archer Bug
Bugs / Issues
Please let me know on GitHub and/or Discord (@worms / @ry6240) if you encounter any issues with the map. Also feel free to message me if you have suggestions or other feedback!

CHANGELOG
1.0.6
- Increased spawn distance for Hermit Crabs (Standard -> Far)
1.0.5
- Updated the water gravity script to fix a couple issues:
- Enemies that spawned underwater would sometimes not be affected by water gravity
- Enemies launched by Breaching Fin would float upward until they rose above the water
- Fixed Lemurian Eggs not spawning if Artifact of Devotion is enabled
- Fixed a spot where interactables could spawn halfway inside one of the giant sea shells
1.0.4
- Music no longer switches depending on whether Alloyed Collective is enabled
- Previously it was Into the Doldrums when playing without DLC3, or Swamplified Mizzle with DLC3. Now it's always Into the Doldrums
- This was changed since my implementation of switching music tracks conflicted with soundtrack mods (sorry!!)
- Increased distance required for the clam geysers (cleysers) to get culled. Should hopefully fix them almost always being invisible on low settings
- Slightly reduced selection weight for triple drone shops (5 -> 3)
1.0.3
- Unused legendary chests are now removed instead of remaining in the scene (bandaid fix for an issue where Lost and Found would show the contents of invisible chests in this map)
1.0.2
- Added LocationsOfPrecipitation as a dependency (oops!!!!!)
- Added a couple crates around a wooden ramp in one of the shell houses to prevent enemies getting stuck on the sides
1.0.1
- Changed boss theme (Hydrophobia -> A Tempestuous Noise of Thunder and Lightning Heard)
- Added a config option to enable EnemiesReturns' Archer Bugs on Sunset/Midnight Tropics (disabled by default)
- Fixed manifest.json file linking to Wetland Downpour's GitHub page (oops)
1.0.0
- Initial Release