PEAK

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Dependency string
Bananegame-HazardChaos-0.1.14
Dependants

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): 2–5
  • PullRadius (m): up to 100
  • PullForce: up to 100
  • SpeedMult: multiplier applied to the base Tornado speed
  • RetargetSeconds: 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.

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