

ExpandTheGungeon (BepInEx Version) - by Apache Thunder.
Features:
Updated version of old Anywhere mod. Use load_flow to load a DungeonFlow. Command syntax is mostly the same as old anywhere mod. Use "load_flow help" in console to get help on how to use this command.
Three new secret floors! Both with brand new tilesets pulled from unused tilesets from old versions of the game.
Glitch Chests now take player to a full floor with glitched enemies instead of just a simple 3 room floor that goes direct to the boss.
Fixed pit generated under sell creep on floor 4. Pit edge decoration of floor tiles near left side of sell creep is no longer missing.
Fixed issue intreduced in FTA update that made it trouble-some to drop passives into sell creep in Bello's shop.
Added "Junk" enemies. A small chance a floor could have 1 or 2 critters that spawn Junk or Ammo when killed depending on which enemy was spawned. This was an idea from TheTurtleMelon so credits to him for this one.
Added custom rooms to room tables used by most floors. This adds new room layouts to the game! Most room designs courtasy of TheTurtleMelon!
A glitched elevator has a small chance of appearing on the floor. This takes the player to a glitch chest floor. Can only appear on rooms 1-4 and can only appear once in a run.
The few Winchester gun game rooms that were missing icons now have icons. This oversight from original game devs has been fixed.
Custom secret rooms. Staring with a ultra tiny secret room that is the smallest possible size (2x2). This secret room can appear in places you won't expect one to fit so be on the look out!
Glitch Floors have "corrupted" appearence via addition of sprite objects that use random tile map sprites.
Additions/Improvements to DD20 modifiers:
Certain NPCs and objects and even a copy of the player can appear as enemies on glitch floors.
An unused trap "Alarm Mushroom" has been revived and made usable. It currently appears in random rooms on the Mines, the floor the trap object was intended to appear on.
New type of elevator added. A small elevator that can take the player to another room on the floor. Used as a entrance elevator to the secret glitched elevator room on Hollow.
1 new Custom Boss! Can be found on my custom secret floor!
Compiling and versions of Enter the Gungeon required:
This source code uses C#. Visual Studio 2015 or newer recommended. This mod is intended for post AG&D versions of Enter the Gungeon and the Farewell to Arms update. Please ensure your game is up to date before attempting to use this mod.
Credits:
Changelog:
v2.7.3: Compatiblity update for MTG API 1.5.1. Fixed mistake that made Portable Elevator always spawn glitched elevators.
v2.7.2: Updated mod to be compatible with Mod the Gungeon API v1.5.0. It will now be the minimum version supported by the mod. Do not attempt manual install with older versions. It will NOT work! Added custom Old West chest to Chest spawn command (only possible in BepInEx version of MTG) Added RickRoll Chest and Surprise Chest to shrine spawn command. (they technically aren't chests so have to use this instead) Lowered spawn odds of RickRoll Chests.
v2.7.1:
Actually fix WallMimic spawn rate for TheLeadKey rooms. (and the rooms the Jungle tree and jungle exit rooms teleport the player to)
v2.7.0:
Initial BepInEx port of the mod. Note that further updates to the MTG build will have the version string increment behind the BepInEx version by 1 (aka 2.7.0 MTG version = 2.7.1 BepInEx version).
v2.6.9:
Missing rat jail door in secret chest puzzle room on Old West restored.
Rickroll chests and enemy surprise chests no longer drop items in rainbow mode.
v2.6.8:
Fixed bug with Hooks used by Casino Arcade version of Rat Punchout. Should no longer cause the real punchout fight to spawn the same items the arcade version did.
Disabled shaders based on the custom VHS shader for Linux users due to reports of the shader not working on that platform. May re-enable in the future if it turns out to be a isolated problem.
v2.6.7:
Added new music for Belly courtesy of C4ndy_cane!
Jungle (and Belly) music now has loop sections setup.
Jungle now has custom music for main Shop and Secret rooms. (also composed by C4ndy_cane)
Casino room in the Breach. Now more things to use your Hegemony credits on!
Rat Punchout Arcade Game in Casino room. Sprite courtesy of Nevernamed!
GunBall Machine in Casino room. 3 random items for 25 Hegemony Credits each!
On Old West, areas with 4 Rat Key doors have been condensed to a single door with 4 rat key locks via new custom door object.
v2.6.6:
Alarm Mushrooms are now deactivated if room has no active combat or room is cleared of all enemies.
Alarm Mushrooms found in rooms generated by The Lead Key will now correctly trigger all mushrooms in the room when one is triggered like they do in normal rooms.
Special chests found in fake chest rooms now have low odds of replacing an existing chest on the floor instead of appearing in separate trap rooms.
The trap rooms the special chests used to be found in have been removed from the room pool.
Corruption Bomb can now corrupt the challenge shrine.
Companion Shrine now has a chance to give companion items from ExpandTheGungeon.
New item added: Clown Friend. A clown kin companion will follow you on your journey into the Gungeon!
New synergy added: Clown Friend and Clown Bullets. If both items are obtained, player gains their own balloon that pops and does miniblank on bullet hits.
Some improvements to the appearance of the clown kin sprites.
AG&D Enemy replacement system can now be used with rooms generated by The Lead Key. (aka HotShot enemies can appear in lead key rooms. :D )
v2.6.5:
Removed Arrival Elevator from Rat floor to prevent new Elevator object from showing up there. (odd they even put the DungeonPlacable for it there).
Fixed exceptions that could occur in PhysicsEngine.LateUpdate with certain rooms generated by "The Lead Key" item. (bullets freezing/player movement freezing near walls was being caused by this bug)
Music and Rain FX(if on Jungle Floor) now ends as intended when the custom exit elevator is used on a floor that has one.
Code for Dopplegunner boss optimized. During random movement phase Dopplegunner will remain stationary less often.
Camera zooms out during Dopplegunner boss fight to make it easier to track where the boss is located in the room.
v2.6.4:
Lowered Wall mimic spawn rate for AddCustomRuntimeRoomWithTileSet generated rooms. (Mainly effecting rooms generated via The Lead Key and the special exit elevator room on Keep and special exit elevator room on Jungle)
Fixed mistake that prevented HotShot Cultists from appearing.
AssetBundle moved back to being an embedded resource in mod DLL. Should finally resolve issue with some users where ModWorkShop version of the mod'z zip could cause crashes if using the ZIP file name given by ModWorkShop.
Jungle floor now has custom music. Thanks to C4ndy_cane for composing the music track!
Ladder added to special Jungle elevator room on floor 1 for quick travel back to the tree room if needed.
Space tileset now a possible tileset for Portable Elevator.
Portable Elevator has small chance to spawn glitched elevator. Same odds as normal glitch elevator/glitch chest spawns.
v2.6.3:
Rooms more then one room away from player while player has "The Third Eye" item will no longer appear with black floors/invisible objects.
Add new tileset/floor: Nakatomi. Version of office tileset from before AG&D. The tileset that R&G floor uses is heavily revised compared to the original. ;)
New version of Office tileset now a possible floor reachable via Portable Elevator item.
Fixed outline sprites remaining after hotshot enemies die.
Added unused Window tilestamps to Old West Dungeon.
v2.6.2:
Alarm mushrooms now activate all mushrooms in room if one alarm mushroom is activated. This prevents farming room clears and reduces issues caused involving this and DD20 modes.
Fixed AK47 bulletkin missing death sound. (bug with vanilla game)
Fixed bootleg shot gun ammo consumption.
Jungle now uses the unused one way door sprites meant for it's tileset.
v2.6.1:
Added new item: Portable Elevator. Active Item that allows spawning exit elevator anywhere. This elevator leads to Phobos!
New Elevator objects added to ElevatorArrival and ElevatorDeparture DungeonPlaceables that use my new Elevator controller. Since my elevator doesn't have wall tiles it can match any tileset!
Since new item is used to access Phobos, The Lead Key can no longer spawn exit rooms.
New Item: Portable Ship. Become a space ship!…I don't think this needs further explenation. Active Item. Grants 1 active item slot so it doesn't take up space in active item inventory.
The Third Eye added to item pool for Cursula Shop.
Pow Block and Clown Bullets added to item pool for Truck Shop.
Fixed some mismatched ceiling border tiles on Phobos.
Reworked how entering Jungle from Keep works. Jungle Tree now leads to a special elevator exit room instead of taking player direct to Jungle.
v2.6:
Lowered chest spawn rate for Third Eye (and prevented them from triggering on boss rooms)
Re-enable occlusion on final Lich boss room and Bullet Past room with Third Eye to prevent possible graphical bugs.
New Item: Clown Bullets. Enemies have chance of transforming into clown kin when shot. Credit to SmilingMustache for the Clownkin sprites!
Old West now accessible via rat key instead of Gnawed Key. Rememeber to go to rat floor from now on! Need to save at least one rat key from punch out fight for Old West!
v2.5.9:
Lowered odds of HotShot BulletKin from appearing.
Improved The Lead Key. Generated rooms now use tileset of the Dungeon floor they originated from!
Lead Key should no longer allow multiple uses of the special exit elevator.
New passive item: The Third Eye. Allows player to see rooms that have not been explored and gives player a small chance of a special surprise chest at end of combat. Adds chance of corrupted enemies appearing and adds one curse. Credit to blazeykay for the sprite used for this item.
v2.5.8:
Fixed soft lock issue with Pow Block with Bloodbulons
Fixed COOP player getting stuck in Wild West elevator on Hollows preventing player 1 from advancing to Wild West.
v2.5.7:
Fix Sonic Companion to use stock charge behavior component instead of custom one for players who don't have GGB version of MTG installed. This fixes issue some players reported where Sonic companion would not attack enemies.
v2.5.6:
Forgot to change GUID back to Cultist companion for Baby Sitter. (was set to Sonic companion while I was building/testing that AIActor). BabySitter should now spawn the intended AIActor.
v2.5.5:
Added animations for Pow Block item sprite
Pow block now consistently makes enemies rotate fully upside down.
Enemies killed after being affected by Pow Block now have their sprites fully unoccluded so they can be seen dropping over walls/other obstructions that would normally obscure their sprite.
Shambling Round's special sequence has been disabled and will now die immediately when it takes one HP of damage or is touched by player after being affected by Pow Block.
Certain Jungle rooms now have new grass patch objects restored from unused code in the game.
3 new enemies added. "Hot Shot" versions of Bullet Kin, Shot Gun Kin and Gun Cultists. These are special versions that dual wield guns that sets them apart from their regular counterparts.
Camera transition for exit to Old West from special Hollow exit room is now smoother.
Ability to disable/enable Mod's logo on Main menu screen via Resources\ExpandTheGungeon_Settings.txt
Rewrote most of special elevators used to take player to the exit room that leads to Old West on Hollow. Issues where the elevator stops working if player teleports away without using it after opening/unlocking elevator should be fixed.
Rebuilt Baby Sitter companion. Now has full six way animations setup for more accurate depiction of coop cultist.
Baby Sitter companion now correctly retains current remaining health when item is dropped and picked backup and on floor loads.
New Companion Item added: Sonic Box. Sonic The Hedgehog joins you on your run through the Gungeon! He'll spindash into enemies and drop rings if he takes damage. Rings collected by player counts as casings. Note though Sonic can die so try to keep him from taking too much damage!