This mod allows you to randomize your run in a unique way. You can specify the maximum number of items that each tier will be allowed to generate. For example, say you only want 10 different Tier 1/White items to spawn then you can set the value in the config to 10. When the new run starts, it will select 10 white items at random and add those to the available drop items list, so those 10 white items will be the only white items you will see this run.
There is a section in the config file called New Total Item Counts
. This is where you will specify the total number of items for each tier you would like to be available to you throughout the run. If you want all items available for that tier, set the value to 0
.
If any of these values are "invalid", i.e. less than 0 or more than the total number of items in that tier, then the mod will just default to using all available items for that tier, so there will be no limit.
The list of available tiers to modify are:
Important info:
There is a section in the config file called Item Tag Percents
. In this section, you can customize how many Healing, Utility, and Damage items drop in your runs. If you want half of your items to be Healing and the other half to be Damage then you would set HealingTypePercentage
to 50, and DamageTypePercentage
to 50.
0 means you want 0 items of that type. The sum of the three fields, obviously, should not exceed 100.
If you really don't want to do math and you really only care about a specific tag, say Damage
, then you can set Damage
to your desired percent, and then set the other two to -1. When the config file regenerates it will default the values that were at -1
to split the remaining percentage down the middle.
For example -> 43, -1, -1
would become 43, 28.5, 28.5
Important info:
Boss
or Lunar
tiers. This is only for Tiers 1-3.DamageTypePercentage
= 25, UtilityTypePercentage
= 25, and HealingTypePercentage
= 0, then 2/8 items will be Damage, 2/8 items will be Utility, and the other 4/8 items will be selected at random from all three types. Utility
tag only has 10 items, you have UtilityTypePercentage
set to 50, and you have a combined total of 30 items allowed in your run between Tier 1, Tier 2, and Tier 3, then all 10 Utility items will be added to the pool, and the remaining 5 items that would have been Utility will be pulled randomly from the other two tags. There is a config option called ItemPoolRefreshOptions
under the General
section. This will allow you to customize when this mod refreshes the item drop pool.
The three current available choices are:
These options should provide a little more variety for longer runs, if wanted. EachStage is probably not needed as it's really not that different from vanilla, but I threw it in there just in case.
There is a config option called ShouldSyncVoidItems
under the General
section. This will make it so any non-void items generated for the run through this mod will have their void item counterpart loaded. Only those void items will show up, unless the random items generated for a tier don't have any void counterpart between all items within that tier. In this situation a single void item from that tier is pulled at random instead in order to prevent weirdness with having an empty item tier.
There is a new section in the config file called Guaranteed Items
. This section will show you all of the items generated for each tier with a number next to them. You can specify any number of items per tier, and you would place the numbers of that items into the config setting. These items will be added as "extra" items to that tier. So if you specify 5 items for Tier 1
and you have Paul's Goat Hoof
as your guaranteed item, then Tier 1
will have 6 total items.
Along with being able to set guaranteed items per tier, there is also a setting for whether or not you want the items you've set as guaranteed to be the only items in that tier. So for whatever reason if you want to have Soldier's Syringe
as your only Tier 1
item, then you would add it's number to the appropriate setting, and set Should only use guaranteed items for Tier 1
to true
. This will ignore your Tier 1
settings while you have both Should only use guaranteed items for Tier 1
set to true
and any item numbers in the Tier 1 Guaranteed Items
section of the settings in this section. Each Tier has its own setting for "Should Use" and "Guaranteed Items"
To add multiple items for each tier you would enter each number of the item in the appropriate section, separated by just a comma. For example, if you want 1: Soldier's Syringe
and 2: Paul's Goat Hoof
as your items you would enter 1,2
as your values for the Tier 1
items. These numbers for these items are just examples and not the real values. (The "real" values can also change with mods that install more items as well)
Tier 3
item, and wanted to guaratee that it was always a Damage
item, this would allow you to do thatThe above updates aren't exactly small, but I will try to work on them when I have the free time. I actually really want these added myself.
Void Fields
or the Artifact of Evolution
completely ignore this mod entirely, and are pulled from all items in the game.If you find any bugs, incompatibilities with other mods, or just general suggestions please feel free to add them to the Issues section in Github!
3.0.1 *Updated to be compatible with MysticsItems
3.0.0
2.3.0
2.2.0
2.1.1
2.1.0
2.0.1
How the item pool limitation works
and Cusomizing items by tag
sections2.0.0
1.0.0
0.7.0
0.6.0
0.5.0