

HazardChaos
Spawns Dynamite, Tornado, and Tumbleweed dynamically near players, optionally hands Tornado control to the game’s AI, and shows per-type spawn timers.Details
HazardChaos (PEAK) – v0.1.14
Spawns Dynamite, Tornado, and Tumbleweed dynamically near players, optionally hands Tornado control to the game’s AI, and shows per-type spawn timers. Runs only in Level_* scenes (e.g., Level_1) — not in Airport/Title/Pretitle.
Features
Per-type schedulers
Independent intervals, TTLs, and caps for each hazard.
Smart placement
Forward-cone from the chosen player anchor, ground raycast, collision checks; optional line-of-sight (LoS).
Multiplayer aware
- Only the MasterClient (host) performs spawns → all clients see them.
- Configurable anchor selection modes to decide whose vicinity to target.
- Optional capacity scaling per additional player.
Tornado AI hand-off
If the vanilla TornadoSpawner
+ RPCA_InitTornado
path exists, the game’s AI takes over; otherwise the mod’s mover is used (reliable fallback with parent-drive). :contentReference[oaicite:2]{index=2}
Burst spawns
Configure how many Dynamite/Tumbleweed to spawn at once per tick.
Grace period
Optional protection window after level load before any timers start.
Overlay / Settings
- Compact overlay with three independent timers (per hazard), live counts, and status (F9 toggle).
- In-game Settings window (F11) to edit config live; Save writes to
.cfg
. :contentReference[oaicite:3]{index=3}
Performance: Large scales & particles are GPU-heavy. Lower Scale/Radius or enable HardPause if FPS drops.
NEW in v0.1.14
Challenge – Tornado
A configurable challenge event that spawns a Tornado near the chosen player (anchor), shows a “Tornado incoming.” banner, and then pursues like the normal mod-driven Tornado.
Tunables (section Challenge.Tornado
):
Scale
(visual only): 2–5PullRadius (m)
: up to 100PullForce
: up to 100SpeedMult
: multiplier applied to the base Tornado speedRetargetSeconds
: 1.5–3.0 (movement re-target cadence)LiberateKinematic
(bool) +LiberateMaxMass
: up to 150- Spawn ring around the anchor:
CloseSpawnMin
,CloseSpawnMax
,MaxVerticalDelta
PreSpawnDelaySec
+BannerSeconds
Behavior:
- Uses the same Tornado prefab as normal spawns; movement provided by the mod’s mover to ensure consistent pursuit even without vanilla AI present.
- Final spawn point is clamped to the anchor ring, ground-snapped, and pushed out a few extra meters to avoid appearing too close.
- BothRandom mode: if a Challenge Tornado is already active when the timer fires again, the Challenge Tumbleweed is spawned instead (to avoid stacking the same type).
Challenge – Host proximity gate (optional)
To avoid edge cases where spawns drift to map spawn points on some setups, you can require the spawn to be within N meters of the host.
Challenge.RequireHostNear
(default: true)Challenge.HostNearMeters
(default: 150)
If the initially chosen position (e.g., near a random player) is farther than the configured distance from the host, the spawn will be re-anchored and recomputed near the host instead.
Performance throttle (safer)
When enabled, the mod pauses only Normal spawns while an interactive game UI is open; Challenge spawns continue so events are not blocked. The UI detection avoids false positives from HUD/overlays.
Performance.ThrottleWhileWindowOpen
(bool)Performance.WindowKeywords
(semicolon/comma-separated hints; avoid generic terms like “Canvas”)
How it behaves in multiplayer
- Only the MasterClient schedules/spawns.
- Spawn positions are chosen near an anchor (configurable):
HostOnly
|RandomPlayer
|RoundRobin
|NearestToHostCamera
- With Host proximity enabled, spawns that would land far away from the host are re-anchored to the host’s vicinity.
- All players are affected by hazards; spectators are handled via the camera anchor. :contentReference[oaicite:4]{index=4}
Controls (Hotkeys)
Hotkey | Action | Scope |
---|---|---|
F6 | Spawn Tornado near anchor | host only |
F7 | Spawn Dynamite near anchor | host only |
F8 | Spawn Tumbleweed near anchor | host only |
F9 | Toggle overlay UI | local |
F10 | Toggle version watermark | local |
F11 | Toggle Settings window | host only |
Default Settings (from code)
Intervals (independent per type)
- Dynamite: 15 s
- Tornado: 90 s
- Tumbleweed: 12 s
TTLs
- Dynamite: 10 s
- Tornado: 120 s
- Tumbleweed: 20 s
Caps (concurrency limits)
- Global: 6
- Dynamite: 2
- Tornado: 1
- Tumbleweed: 3
Burst counts (per tick)
- Dynamite: 2
- Tumbleweed: 3
Tornado fallback movement
- MoveSpeed: 10 m/s
- RetargetSeconds: 3.0 s
Challenge – Tumbleweed (defaults)
- Scale 4, SpeedMult 3, Retarget 1.5 s
Adjust any of the keys above to fit your session or server rules.