Brynza_API
🟡 Updated this yearPreview
🔍 Analysis
- 🏆 #6 of 22 Seekers of the Storm Update mods in this game by downloads
📋 About This Mod
BlastAttack EndPosition Use SetEndPosition(this BlastAttack blastAttack, Vector3? endPosition) to turn BlastAttack from sphere explosion to capsule explosion ProjectileImpactCapsuleExplosion component Derives from ProjectileImpactExplosion Set Vector3 positionAdd value to add position to transform position and use result as BlastAttack position Set Vector3 endPositionAdd value to add position to transform position and use result as BlastAttack endPosition Set ScaleEffectByAxis scaleEffectByAxis value to set which axis gets scaled for explosion effect Set Vector3 addRotationToEffect value to rotate explosion effect EffectData additions Use SetScale(this EffectData effectData, Vector3? scale) to set scale of your effect as a vector Use EffectComponent GetEffectInstance(this EffectData effectData) to get effect object instance after spawning it. Works only if transmit is set to false ClientBuffs Similar to regular buffs field, you can add non networked buffs. Use AddClientBuff(this CharacterBody characterBody, BuffDef buffDef, int count = 1) to add client buffs and use RemoveClientBuff(this CharacterBody characterBody, BuffDef buffDef, int count = 1) to remove them. You can set client buff count with SetClientBuffCount(this CharacterBody characterBody, BuffDef buffDef, int count) and get client buff count with GetClientBuffCount(this CharacterBody characterBody, BuffDef buffDef) defaultConfigValues Dictionary<ConfigFile, Dictionary<ConfigDefinition, string>> that will be populated on config read with default values from a config file. Similar to ConfigFile.OrphanedEntries DontFadeWhenNearCamera Use SetDontFadeWhenNearCamera(this ref CharacterModel.RendererInfo rendererInfo, bool flag) to set rendererinfo to not fade on camera proximity BulletAttack BonusForce Use SetBonusForce(this BulletAttack bulletAttack, Vector3 bonusForce) to set bonus force to bullet attack like with blast attack LastJumpTime Use GetLastJumpTime(this CharacterBody characterBody) to get Run.FixedTimeStamp that has been set on last jump Loadout Sections Adds sections selection for Loadouts tab Use SetSection(string section) GenericSkill extension to move it to new section selection. GenericSkill s with unset section and skin choice will be in Main section Section string will be used as language token, so add language tokens for new section names for your desired languages BulletAttack IgnoredHealthComponents implementation BulletAttack s with ignoreHitTargets bool value set to true (Use SetIgnoredHealthComponents(bool flag) BulletAttack extension) will not be able to hit bodies more than once until the ignoredHealthComponentList list has been reset (Use ResetIgnoredHealthComponents() BulletAttack extension) Language tokens addition method Custom language tokens addition method, that adds tokens directly to base game language dictionaries. Adding the same token will update existing one with new string output Use AddLanguageToken(string token, string output, string language = "en") method to add language tokens IOnProjectileExplosionDetonate interface Gives a method that runs on ProjectileExplosion Detonate method. Wall Jumping Bodies with non zero baseWallJumpCount int value (Use SetBaseWallJumpCount(int count) CharacterBody extension) will be able to jump set amount of times while sticking to walls Strafing Bodies with Strafing buff or strafing bool set to true (Use SetStrafe(bool flag) CharacterMotor extension) in Character Motor would be able to make sharp turns midair if move direction is perpendicular enough to horizontal velocity Air Control From Velocity Add Bodies with AirControlFromVelocityAddBuff buff or airControlFromVelocityAdd float set (Use SetAirControlFromVelocityAdd(float value) CharacterMotor extension) in Character Motor its air control will be increased by velocity magnitude BunnyHop Bodies with BunnyHop buff or bunnyHop bool set to true (Use SetBunnyHop(bool flag) CharacterMotor extension) in CharacterMotor will be able to keep horizontal velocity on jumping Velocity Override Character Motor will always move using Velocity Override vector if it is not zero Use SetVelocityOverride(Vector3 vector3) CharacterMotor extension Linked Skill Generic Skill with set linkedSkill Generic Skill value will take its cooldownScale , bonusStockFromBody and flatCooldownReduction values Use LinkSkill(GenericSkill linkSkill) GenericSkill extension IOnGroundHitServer Runs OnGroundHitServer(CharacterBody characterBody, CharacterMotor.HitGroundInfo hitGroundInfo) on server ground hit IOnGroundServer Runs OnGroundHit(CharacterMotor characterMotor, CharacterMotor.HitGroundInfo hitGroundInfo) on global ground hit OnHitGroundServer event Similar to OnHitGroundAuthorty event but runs on server Use AddOnHitGroundServerDelegate(OnHitGroundServerDelegate hitGroundServerDelegate) CharacterMotor extension to add an event and use RemoveOnHitGroundServerDelegate(OnHitGroundServerDelegate hitGroundServerDelegate) CharacterMotor extension to remove it RocketJumpComponent component Applies velocity to filtered targets on projectile explosion using force force : float value that controls the explosion push force verticalForceReduction : AnimationCurve that reduces force the more angle between the explosion and the target resetNegativeVerticalVelocity : boolean value that resets vertical velocity for CharacetrMotor/RigidBody if it is below 0 before force application radiusMultiplier : float value that multiplies the explosion radius for rocketjump knockback physForceInfo : PhysForceInfo to set force flags for rocket jump force buffsWhileMidair : List<BuffDef> that will add buffs on rocketjump and then remove them on landing clientBuffsWhileMidair : List<BuffDef> that will add client buffs on rocketjump and then remove them on landing on authority rocketJumpFiltering : enum that filters who are elgible for rocketjumping Everyone : Everyone can rocketjumping OnlyTeammates : Only characters with the same team index as the owner of projectile can rocketjumping OnlySelf : Only the owner of projectile can rocketjumping GuidedProjectilecomponent Projectile rotates towards owner point of view or view direction if there is no point rigidBody : set RigidBody of the projectile projectileController : set RigidBody of the projectile guidingPower : float value that controls how much degrees per second the projectile rotates Sprint All Time body flag Character will sprint all time Activating skills will not prevent sprinitng Entity states that can be cancelled by sprinitng will not be cancelled Sprint crosshair will not replace standard crosshair FOV will not increase while sprinting Look sensitivity will not be lowered while sprinting Sprint button will receive raw input Immune To Void Fog body flag Body will not receive Fog damage. Fog bonus damage will still increase
Brynzananas API mod adding features for developers usage
📊 Mod Details
- Game
- Thunderstore Mods
- Author
- Brynzananas
- Version
- 1.10.1
- Downloads
- 255
- Endorsements
- 1
- Category
- Seekers of the Storm Update
- Created
- 6/6/2025
- Updated
- 8/8/2026
- Tags
- Seekers of the Storm Update, Libraries
🔧 How to Install Thunderstore Mods
Use r2modman/Thunderstore Mod Manager. Or manual: install BepInEx, drop mods into plugins folder.
📖 Full step-by-step install guide for Thunderstore →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Thunderstore commands, item IDs, and more.
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