

The purpose of this plugin is to expand rundown developer's capabilities, for users they simply have to install this plugin when a custom rundown requires it.
Be sure to install a custom rundown with an id of 1 or you will get stopped at the playfab screen. If you want to play the base game with tweaker you can download the Vanilla rundown release.
internalEnabled to true as it generates with false by defaultMax objects is hard limited to 20
DataBlockId is the warden objective ID (I recommend using your high objective) and the ItemID can be anything in the item datablock except for gear. More than one item id can be specified as well as different ones to get a mixed cargo. More than one cargo setting can be used as well if you copy the default given and make a new entry in the array.
Scale and position are arrays containing the settings per expedition icon in the tier, the sequential order given in the array is from left to right in the rundown screen. To find the default positions they are given in the bepinex log. Known issue: no error checking when not enough settings are provided per tier
Set up or use a pre-existing glowstick in the item datablock and provide the id, pulserate is how quickly the glowstick will change colors while max and min are the range at which the colors will change. Currently there are no settings to disable the light shut off sequence done when throwing glowsticks as well as there being only one object type for gamer glowsticks
There are too many settings for the hammer to explain, but it works like an array so you can have multiple settings for different hammers. Use the item datablock id to tie them to it
Currently this affects all mines when used and is not set up as an array for multiple tool settings
No per expedition setting yet, determines how enemies can move around in the level and avoid each other (doesn't affect their actual collision). The default agent radius of 0.25f is too small and I suggest 0.375f. It's better to have a higher agent radius, but if you run into issues where enemies get stuck in the level you can set it lower. You can edit the bepinex config setting to enable use of a mesh visualizer for debug purposes, handy to see where your enemies are getting stuck. It defaults to F11 to show the mesh, Page up/Page down to move it vertically and End to reset the position.
Currently only has an infection timer and can only be set to one expedition in a rundown. It will infect the player constantly after the time is exceeded and will not stop until the expedition ends. Specify the high warden objective id to use it.
Affects every expedition result screen text when enabled
No per expedition setting yet, but includes parameters to adjust the sliding scale and dodge distance
No per expedition setting yet, dynamically adjusts the difficulty depending on how many players are in your expedition. Solo is one player, Duo is two, Trio is three, Full is four players. Set enable to true for the party size and a value for the desired parameter to something other than 1 to have it take effect.
Specify the high warden objective and you can adjust how much each pack gives a player, you can have different settings per expedition. Known issue: when reducing the amount of tool (class ammo) given to mines it can not always give the player a mine. This is more of an issue with base game than my plugin.