

This mod allows you to change several things about the enemy spawning behavior in the game. It is intended to be used for modpack balance fine-tuning. Only the host needs to have it installed. Small warning: Taking advantage of this mod requires you to have a basic understanding of json file syntax. In return it offers a very high degree of configurability!
Here's a list of what's made possible by the mod:
These important files and folders will be generated in your BepInEx config folder after launching the game:
Index154.SpawnConfig.cfg => The global config of the mod which is comparatively simple. Contains descriptions for each available setting. Please take a look at it!SpawnConfig:
SpawnGroups.json => Edit this file to modify, add and remove enemy groupsSpawnGroups-Explained.json => This file contains information about the properties of SpawnGroups.json and how they work. Please check it out to learn more about the rules the other file has to follow!GroupsPerLevel.json => Edit this file to change how many enemy groups spawn per levelGroupsPerLevel-Explained.json => Contains corresponding explanations for the contents of GroupsPerLevel.json! You should read it!Defaults:
SpawnGroups-Readonly.json => This file just exists as a reference and is not meant to be edited! It contains the configs for all groups the game has loaded before your custom config was applied. So the enemy groups added by other mods will be found in here as well. The file is overwritten on every game launchGroupsPerLevel-Readonly.json => This file just exists as a reference and is not meant to be edited! It contains the vanilla groups per level configs. The file is overwritten on every game launchMake your edits in the files SpawnConfig\SpawnGroups.json and SpawnConfig\GroupsPerLevel.json. Just read the explanations and follow the example of the vanilla entries and you'll be fine. Or replace the file with one made by somebody else if you want! Changes will take effect only after restarting the game
Have fun!
(optional) Keep reading for further details.
You need to know the internal name of an enemy in order to be able to add it to the spawnObjects list of a group in your SpawnGroups config. The names in your config need to be exact matches, otherwise it will not work!
The names of all enemies, including modded ones, will be logged to the console when you start the game. Here's a list of the vanilla enemy names.
Enemy - Head = HeadmanEnemy - Robe = Grim reaperEnemy - Hunter = HuntsmanEnemy - Runner = Reaper / Scarecrow-looking guyEnemy - Beamer = Laser clownEnemy - Slow Walker = TrudgeEnemy - Animal = AnimalEnemy - Bowtie = Fat guyEnemy - Floater = Mentalist / AlienEnemy - Hidden = Invisible manEnemy - Tumbler = Frog chefEnemy - Upscream = Small crawling headEnemy - Valuable Thrower = Rugrat / BabyEnemy - Ceiling Eye = PeeperEnemy - Duck = DuckEnemy - Slow Mouth = Spewer / Puke thingEnemy - Thin Man = Shadow childEnemy - Bang = Exploding skullEnemy - Gnome = GnomeIf a group contains an invalid enemy name then you will see a corresponding error in the log when you launch the game. A group containing an invalid enemy name will be ignored entirely by default. You can change a setting in the global config file to make it so all invalid enemies will simply be removed from the group if you prefer. In that case the group will still be able to spawn as long as it contains at least one valid enemy.
AmountSetup() and PickEnemies() in EnemyDirector.cs!Here's a video for a quick and simplified overview of how enemy spawning works in REPO: https://www.youtube.com/watch?v=Yx-PW4qYEHY