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- You are strongly discouraged from using any modding tools in your actual online Steam installation as to prevent unlocking achievements, corrupting your savefile and cheating in the leaderboards. You should make a copy of your game somewhere else and install Mr. Goldbergs Steam Emulator in the game directory.
- That being said, you can probably use texture mods online in Steam just fine.
- Always create a backup of your local save file (i.e. savegame.sav) by copying it to a safe location.
- Backing up your Spel2.exe is not necessary when using Playlunky as it does not modify the executable.
- This tool is provided as is without any warranties. If do you break anything using it we can not take responsibility.
- Do not report modding related bugs to Blitworks.
Playlunky is integrated within Modlunky 2 as of version 0.11.0, which means you can download and use Playlunky from an actual user interface. So download Modlunky 2 rather than directly downloading Playlunky. To do so, just download Modlunky, start it up, navigate to the Playlunky tab, select the newest version of Playlunky on the top right, press download. The rest of the interface lets you disable mods, change load order of mods and set settings. See Additional Features for a description of those features.
- Download the latest release here after making sure that it is compatible with your installed version of Spelunky 2 (see the upper right corner in the main menu). Do not download the source code, you want
palylunky.zip
. - Extract the downloaded zip file to your Spelunky 2 installation folder, usually
C:\Program Files (x86)\Steam\SteamApps\common\Spelunky 2
. - Run
playlunky_launcher.exe
if you want to start the game with mods, runSpel2.exe
directly or through Steam to disable mods.
- Download a mod from spelunky.fyi.
- Drag and drop the downloaded file (might be a
.png
or a.zip
, it doesn't matter) ontoplaylunky_installer.exe
(the one with the blueish icon) - Wait for it to say
Installation was successfull...
- Enjoy your mod every time you launch the game through
playlunky_launcher.exe
.
- Download a mod from spelunky.fyi.
- Place the contents of the mod into a subfolder in
Spelunky 2/Mods/Packs
(you might need to create these folders if you have no mods installed)
Alternatively you can just place the zipped mod directly into theSpelunky 2/Mods/Packs
folder. - Some mods may require you to rename the files that they ship, so always refer to the instructions that come with the mod.
- You should now have a folder or a zip inside the Packs folder, named after the mod you downloaded, for example
Spelunky 2/Mods/Packs/Cat Spelunker
orSpelunky 2/Mods/Packs/Cat Spelunker.zip
. Don't put loose files directly into thePacks
folder, if the mod you downloaded is just a single file just create your own folder with a random name. - Launch the game through
playlunky_launcher.exe
, this will automatically install your mod. For larger mods (such asfingerspit's Remix Mod
) the installation may take a while since Playlunky has to convert all files to a format usable by the base game. Give it a few minutes, if nothing seems to happen report a bug. - Enjoy your mod every time you launch the game through
playlunky_launcher.exe
.
To declare what order mods should be loaded in (e.g. when two mods replace the same file from the base game and you prefer one over the other) open the file Spelunky 2/Mods/Packs/load_order.txt
and just sort the mods in the order you want them to load in. Make sure every line contains exactly one mod name.
Also using load_order.txt
you can disable mods by prefixing their name with --
, aka two minus signs.
Next to playlunky_launcher.exe
you will find playlunky.ini
which has settings you can turn on and off simply by changing the word after the =
sign. The available categories and their settings are the following.
[general_settings]
-
enable_loose_file_warning
: Enables the warning you get when you have loose files in yourSpelunky 2/Packs
folder. This warning is intended for new users to reveal one potential mistake they are making, so it makes sense to disable this when you already know what you are doing. -
speedrun_mode
: Automatically blocks all mods other than character mods. This means you can enable this if you want to do a speedrun that is legal according to the current rules. -
disable_caching
: Disables caching of mod data, so every time Playlunky starts all conversions and merging of files will happen as if you just freshly installed your mods.
[script_settings]
-
enable_developer_mode
: Allows reloading script mods by pressingCtrl
+F4
anywhere while the game is running and accepting input.
[audio_settings]
-
enable_loose_audio_files
: If enabled allows Playlunky to load loose audio files from mods rather than just loading full soundbank files. Some mods require this setting to be enabled in order to get the full experience. The only reason this is an option is because it will incur a few more seconds of startup time. -
cache_decoded_audio_files
: If enabled Playlunky will cache decoded loose audio files, which will speed up startup time after first load but requires more space on your hard drive.
[sprite_settings]
-
random_character_select
: If this setting is on, when loading a character file, e.g.char_black.png
, Playlunky will ignore load order and instead load char_black.png from a random mod, among all mods that ship with this file. Mods that ship char_black_full.png are only supported from v0.6.0 and later. -
generate_character_journal_stickers
: If enabled a sticker is generated for old style character mods. -
generate_character_journal_entries
: If enabled a journal sprite is generated for old style character mods. -
generate_sticker_pixel_art
: If enabled together withgenerate_character_journal_stickers
the generated sticker will have a crude pixel art in the style of vanilla stickers.
This tool is not sufficient for creating mods. You will instead need Modlunky 2, follow the instructions in their wiki.
When developing mods while using Playlunky however you do not need to repack the executable whenever you change your assets (i.e. skip the step "Repacking with Modlunky 2"). Also note that Playlunky will automatically organize files in your mod, meaning it might move files to different folders within your mods directory after you created them. This usually just means it will place textures into Data/Textures
, levels into Data/Levels
and audio into soundbank
.
If you are ready to share your mod make sure you delete the ".db" folder in your mod folder before zipping it up.
As of version 0.8.0 Modlunky 2 extracts the games audio files into the soundbank
folder, where you will find two folders ogg
and wav
. Generally speaking the wav
folder contains the games SFX and the ogg
folder contains the games dynamic music snippets.
From version 0.5.6 of Playlunky it is not necessary anymore to repack these assets into a .bank
file when modding them, instead you can just place the audio files you changed into your mod folder and run directly with Playlunky. Note that the game still decides in most instances how long a clip is played, thus adding clips longer than the original may cut them off in game.
You can also ship your mod with different types of audio files than just .wav
and .ogg
, only the actual name of the file matters for resolving it correctly. Supported formats are all those that are supported by libnyquist (.wav
, .ogg
, .opus
, .wv
, .mp3
, .flac
, .mpc
and .mpp
) It is advisable not to ship your mods with music files in the .wav
format because they will be quite large.
Loading audio files requires Playlunky to do a specific preprocessing step that takes a bit more time than the usual startup (~1s), additionally each audio file has to be decoded into memory which requires additional time (10ms-200ms, depending on file type) and memory (50KB-16MB, depending on file type and length). If you do not want to incur this overhead, maybe because you are extra impatient or have only a tiny amount of memory, there is an option provided in playlunky.ini
that goes by the name of enable_loose_audio_files
. If you are only extra impatient you can enable the option cache_decoded_audio_files
which will save all decoded audio files in a raw format and thus speed up loading audio significantly.
Modlunky2 has the option to generate entity sprite sheets during the extraction process, look for a checkbox labeled "Create Entity Sprites". These sprite sheets will be placed in Data/Textures/Entities
. Those sprite sheets contain all sprites used by one entity (i.e. stickers, journal entries, animations) and no other sprites. For example Mounts/turkey.png
contains the turkey animations, the turkey journal image, the cooked turkey in-game sprite and the cooked turkey journal image. Compare this to mounts.png
which contains all mounts and none of the extra sprites.
You can modify these entity sprite sheets like any regular sprite sheet and place them into your mod, Playlunky will then automatically generate the files the game requires (e.g. in the case of a modded turkey it will generate journal_entry_mons.png
, journal_entry_items.png
, items.png
and mounts.png
). This generation takes all enabled mods into account and respects specified load order.
The reason for those entity sprite sheets existence is simply to allow modding entities in a more fine grained way. A mod could previously not modify the turkey without also blocking other mods from modifying Qilin. At this point only very few monsters and NPCs are not available through these sheets.
The _grid.png
files that are generated next to the entity sheets can be used a guides to make sure sprites stay within their allotted space.
See Sprite Mods using Entity Sprite Sheets, with regular character sprite sheets users get a generated sticker and journal entry.
To mod shaders place a shaders_mod.hlsl
file into your mod folder that contains only the functions that you want to modify. For now it is only supported to modify functions, not add them. Also make sure that you copy the exact same signature from the original shaders.hlsl
file, Playlunky does not properly parse the code but only matches strings. An example would be this shaders_mod.hsls
which inverts all colors in-game (thanks @Dregu):
float3 Grading_Helper(float3 color, Texture2D LUT) {
float slice;
float sliceLerp = modf(color.b * (LUT_SIZE - 1.f), slice);
float3 sliceColor1 = LUT.SampleLevel(smoothClampingSamplerState, LUT_Helper(color.r, color.g, slice + 0.f), 0).rgb;
float3 sliceColor2 = LUT.SampleLevel(smoothClampingSamplerState, LUT_Helper(color.r, color.g, slice + 1.f), 0).rgb;
// The next line was changed to return 1.f - color
return 1.f - lerp(sliceColor1, sliceColor2, sliceLerp);
}
To mod only select strings first extract your exe with Modlunky v0.6.4 or higher. Then find inside the Extracted folder a file named strings00_hashed.str
. Add a strings00_mod.str
file to your mod folder (or the equivalent for any of the other 7 valid string files) and copy for each string you want to change the corresponding line from strings00_hashed.str
into your file. Now change only the part after the :
for each line while leaving the hex code at the beginning of the line intact. Empty lines as well as lines starting with #
are ignored. An example would be the following strings00.str
which modifies the strings in the main menu:
# Main Menu
0x49054a7e: Deth
0xa1023681: Deth Together
0xfe203cc2: For Dummies
0x34906f28: How Bad am I
0x8ca20866: Meself
0x9a19dfba: Real Deth
When translating a mod to another language you can just copy the whole strings00_mod.str
file, change the number on it to the corresponding language and change the strings. The hex code at the beginning of the line is the same for each language.
Character names are handled in a slightly different way by the game, as you might notice when changing them in the string table. Their name in the character select screen will not change. The reason for that being that the character names are embedded in the Spel2.exe file where you would be able to find a full name and a short name for each character, e.g. Margaret Tunnel
as the full name and Margaret
as the short name. To modify these you have to provide a file names char_{color}.name
where {color}
is the associated color for your character mod. The file contains only the full name of the character, for example:
Margaret Tunnel
Playlunky will automatically infer the short name by taking only the first word, i.e. here Margaret
. Alternatively you can explicitly define full name and short name as here:
FullName: Margaret Tunnel
ShortName: Maggy
As of v0.7.0 Playlunky supports the same scripts that Overlunky supports. This functionality is still in development and subject to break. Playlunky will also not always be up to date with the latest and greatest Overlunky Whip builds, so it is recommended to develop scripts with Overlunky and only release them for Playlunky use when those features make it into Playlunky, or instruct your users to use Overlunky as well.
Currently only one script per mod pack is loaded, it has to be named main.lua
and can't require any other scripts. Other than that the same restrictions and API apply as does for Overlunky, with the exception of require
and message
not being supported. Only mods that are enabled will have their script loaded. A settings menu will be open while in the main menu, it can also be opened anywhere else by pressing Ctrl + F4. If you want to use Playlunky for developing scripts you can also enable developer mode in playlunky.ini
which enables reloading scripts by pressing Ctrl + F5. Errors will be displayed along other errors in the top left corner of the screen.
If you find any bugs that appear related to your usage with Playlunky or it is missing some features that you absolutely need, head to the Issues page, look through the existing issues to see if it has already been reported and if not create an issue. When reporting bugs always attach your games log file, found in the Spelunky 2 installation directory and named spelunky.log
.