From Brotato Wiki
NOTE: THIS PAGE IS WIP
ModLoader Update (v6)
ModLoader has been updated to v6. Full details of this release, and the new features it introduces, are on the ModLoader GitHub, here:
Note that existing mods may have breaking changes. See more details on the ModLoader wiki, here:
Mod Uploader
The mod uploader now allows modders to tag their items. The available tags are:
- Characters
- Weapons
- Items
- GUI
- New Mechanics
- Reworks
- Cheats
- Challenges
- Utilities
- Translations
List of New IDs
The new IDs for characters, weapons and items are:
Name | ID | Type |
---|---|---|
Apprentice | character_apprentice
|
Character |
Fisherman | character_fisherman
|
Character |
Cryptid | character_cryptid
|
Character |
Golem | character_golem
|
Character |
King | character_king
|
Character |
Renegade | chal_renegade
|
Character |
Chain Gun | weapon_chain_gun
|
Weapon |
Claw | weapon_claw
|
Weapon |
Drill | weapon_drill
|
Weapon |
Excalibur | weapon_excalibur
|
Weapon |
Fighting Stick | weapon_fighting_stick
|
Weapon |
Gatling Laser | weapon_gatling_laser
|
Weapon |
Scythe | weapon_scythe
|
Weapon |
Fairy | item_fairy
|
Item |
Lure | item_lure
|
Item |
Pocket Factory | item_pocket_factory
|
Item |
Shackles | item_shackles
|
Item |
Sharp Bullet | item_sharp_bullet
|
Item |
Stone Skin | item_stone_skin
|
Item |
Effects & Stats
New Stat
There is 1 new stat: speed_cap
New Effects
There are many new effects:
Cryptid Effect
- Added new effect,
cryptid
:- key:
cryptid
- text_key:
effect_cryptid
- Translation: Gain {0} material and XP for every living tree at the end of a wave
- Note: In v1.0.0.2, Cryptid used the text_key
EFFECT_GAIN_STAT_FOR_EVERY_TREE
- key:
Changed Effects
One effect from pre-v1.0.0.0 has been expanded: gain_stat_for_every_stat_effect
.
- It now also supports:
common_item
(Tier 1),legendary_item
(Tier 4),living_tree
. - It also supports the number of a certain item that is currently held, using the key
item_X
, whereitem_X
is an item ID.- Note that the item ID must start with
item_
for this to work.
- Note that the item ID must start with
- Previously, it could use any core stat, plus:
materials
,structure
,living_enemy
Debug Service
There are several new debug options available:
Key | Type | Default | Notes |
---|---|---|---|
invisible | Bool | false | Player is invisible |
randomize_equipment | Bool | false | Start with 6 of a random weapon. Start with 10 - 500 materials. Start at level 10 - 26. |
randomize_waves | Bool | false | Every wave is randomised. Possible waves are 9 - 20 |
hide_wave_timer | Bool | false | Hides the wave timer GUI |
nullify_enemy_speed | Bool | false | Enemies cannot move |
no_enemies | Bool | false | Enemies will not spawn |
debug_enemies | Array of Enemy Resources | [] | Forces the specified enemy/enemies to spawn |
spawn_specific_elite | String | "" | Forces the specified elite to spawn |
Elite Spawning
To spawn a specific Elite: Enter an elite string for spawn_specific_elite
, as one of the following.
elite_butcher
elite_colossus
elite_croco
elite_demon
elite_insect
elite_mom
elite_monk
elite_rhino
These names come from the resource (.tres) files in res://entities/units/enemies/elites/
You need to start a new run after setting this variable, as elites/hordes etc. are determined at the start of a run.
Note that this does not force an Elite to spawn on any wave. It only changes the Elite that will spawn on an Elite wave.
Misc Changes
- For modders: pause.tscn and pause.gd moved out of ModLoader directory