
PeakStranding
Climb with unseen allies - Death Stranding–style async multiplayer seeds your world with ropes, pitons, and other structures left by scouts who came before you.Details
Peak Stranding
Once, there was an expedition
👍 Now with likes 👍
This PEAK mod adds Death Stranding-style asynchronous multiplayer - random items from other players appear in your world and display the names of the scouts who placed them. You can also save and load your items locally to keep them between the runs on the same map (disabled by default).
Leave a feedback on the PEAK Modding discord server in Peak Stranding thread or in the GitHub issues
This is a server-side required + client-side highly recommended mod.
Known issues
Overloading the scene
If players connecting to you are getting kicked with Proton errors - reduce the amount of online structures or turn off loading locally saved structures (disabled by default).
Ropes are troublesome?
Might be caused by the optimizer. Try disabling Experimental_Rope_Optimizer
in config. Improved in 0.9.
Deleting the items
The online chain item cannot be deleted. Magic bean vines disappears only from the host side when deleted. This is due to bugs in the game itself and may or may not be fixed in the future.
Config
The config file is located at BepInEx/config/com.github.wafflecomposite.PeakStranding.cfg
. You can also change the settings in-game by installing ModConfig. Most settings require restarting the run to take effect.
Local
Save_Structures_Locally
- Whether to save structures placed in your lobby locally. Default:true
.Load_Local_Structures
- Whether to load previously saved structures at the start of a new run. Default:false
. You can enable it instead of online structures to save your progress through the map.Local_Structures_Limit
- How many local structures to load at the start of a new run (-1 for no limit). If you have more than this, only the most recent ones will be loaded. Default:-1
.
Online
Send_Structures_To_Online
- Whether to share structures placed in your lobby to other players. Default:true
.Load_Online_Structures
- Whether to load random structures placed by other players in your world. Default:true
.Online_Structures_Limit
- How many remote structures to load at the start of a new run. Default:40
. Limited to300
on server side.Structure_Allow_List
- A space-separated list of structure prefab names that are allowed to be placed by other players. Leave empty to allow all structures. Default:bounceshroom piton shelfshroom flagseagull flagturtle chainshooter magicbean ropeshooter ropespool stove
Allow_Clients_Like
- Allow clients to like online structures. Default:true
.Allow_Clients_Delete
- Allow clients to delete online structures. Default:true
.Custom_Server_Api_BaseUrl
- Custom Server URL. Leave empty to use official Peak Stranding serverCustom_Server_Api_BaseUrl
- Custom Server URL. Leave empty to use official Peak Stranding server
UI
Show_Structure_Credits
- Whether to show usernames for structures placed by other players in the UI. Names comes from Steam and can potentially be offensive. Default:true
.
Experimental
Experimental_Rope_Optimizer
- Fixes severe lag caused by a large number of ropes by disabling their physics and throttling network sync when not in use. Installing the mod on clients is recommended for best expirience. Try to disable if ropes become unusable.
Planned (Not Yet Implemented)
Gameplay
- A way to view your 'like' stats
- Proper UI
- Making random non-deployable items (i.e. medkit, food) appearing in your world if lost or abandoned by other players
Optimization
- MorePeak and custom map support (partially done)
Support custom items from other mods
- Per-mod basis; may come with updates
Where are the local saves stored?
Deployed items are saved per map seed in BepInEx/config/PeakStranding/PlacedItems
folder.