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Revision as of 17:42, 25 June 2023 by Darkly77 (talk | contribs) (link to main patch notes)

This page outlines changes in Patch 1.0.0.3 that relate specifically to Modding.

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.png Apprentice character_apprentice Character
Fisherman.png Fisherman character_fisherman Character
Cryptid.png Cryptid character_cryptid Character
Golem.png Golem character_golem Character
King.png King character_king Character
Renegade.png Renegade chal_renegade Character
Chain Gun.png Chain Gun weapon_chain_gun Weapon
Claw.png Claw weapon_claw Weapon
Drill.png Drill weapon_drill Weapon
Excalibur.png Excalibur weapon_excalibur Weapon
Fighting Stick.png Fighting Stick weapon_fighting_stick Weapon
Gatling Laser.png Gatling Laser weapon_gatling_laser Weapon
Scythe.png Scythe weapon_scythe Weapon
Fairy.png Fairy item_fairy Item
Lure.png Lure item_lure Item
Pocket Factory.png Pocket Factory item_pocket_factory Item
Shackles.png Shackles item_shackles Item
Sharp Bullet.png Sharp Bullet item_sharp_bullet Item
Stone Skin.png Stone Skin item_stone_skin Item

Effects & Stats

New Stat

There is 1 new stat: speed_cap

New Effects

There are many new effects:

Key Text Key Description Values Notes Used By
accuracy EFFECT_ACCURACY +/-x % accuracy Number (%) Renegade.png Renegade
extra_loot_aliens_next_wave effect_extra_loot_aliens_next_wave +x additional loot aliens appear during the next wave Number (int) Lure.png Lure
guaranteed_shop_items effect_guaranteed_shop_item Shops always sell x Key = Item ID Apply effect with custom_key Fisherman.png Fisherman
no_heal effect_no_heal You can't heal in any way Bool (0/1) Golem.png Golem
projectiles EFFECT_PROJECTILES +x projectiles Number (int) Renegade.png Renegade
specific_items_price EFFECT_SPECIFIC_ITEM_PRICE +/- x price Key = Item ID Apply effect with custom_key Fisherman.png Fisherman
stats_below_half_health effect_stat_below_half_health {STAT/VALUE} when you have less than 50% health Key = stat Apply effect with custom_key Golem.png Golem
stats_on_level_up EFFECT_STAT_ON_LEVEL_UP {STAT/VALUE} when you level up Key = stat Apply effect with custom_key Apprentice.png Apprentice
temp_stats_on_dodge EFFECT_TEMP_STAT_ON_DODGE {STAT/VALUE} when you dodge Key = stat Apply effect with custom_key Cryptid.png Cryptid
tier_i_weapon_effects EFFECT_TIER_I_WEAPON_BONUS {STAT/VALUE} for every Tier 1 weapon Key = stat Apply effect with custom_key King.png King
tier_iv_weapon_effects EFFECT_TIER_IV_WEAPON_BONUS {STAT/VALUE} for every Tier 4 weapon Key = stat Apply effect with custom_key King.png King
tree_turrets EFFECT_TREE_TURRET Killing a tree spawns a turret Bool (0/1) Pocket Factory.png Pocket Factory
upgraded_baits effect_upgraded_baits Baits make special enemies spawn in all future waves Bool (0/1) Fisherman.png Fisherman
special_enemies_last_wave UNUSED UNUSED UNUSED UNUSED UNUSED

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

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, where item_X is an item ID.
    • Note that the item ID must start with item_ for this to work.
  • 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