Mod Config Menu Pure is a library for The Binding of Isaac: Repentance that allows other mods to have a settings menu.
You can find this library on the Steam Workshop.
Credit goes to piber20 for originally creating this library and Chifilly for updating it for Repentance.
This is a forked version of Mod Config Menu by Zamiel that removes all of the hacks that override internal Lua functionality, which causes problems with other things in the Isaac ecosystem. For this reason, it is called the "Pure" version.
As of vanilla patch v1.7.9b, other version of Mod Config Menu will not work anymore, like Mod Config Menu Continued, so it is recommended to use this version instead.
If you are a player of Isaac mods, then using Mod Config Menu should be straightforward. The controls are as follows:
- By default, you can open the menu by pressing L. (This keyboard binding is customizable from the "Mod Config Menu" sub-menu.) F10 will also always open the menu, which cannot be changed.
- Use the arrow keys or WASD keys to move around.
- E, space, or enter can be used to select an item.
- Esc, backspace, or Q can be used to go back.
- By default, you can open the menu by pressing down the right control stick (i.e. R3). (This controller binding is customizable from the "Mod Config Menu" sub-menu.)
- Both control sticks can be used to move around.
- The "a" button can be used to select an item.
- The "b" button can be used to go back.
By default, there will be two sub-menus installed: "General" and "Mod Config Menu". If you have other mods installed, they may add additional menus.
In order to use Mod Config Menu Pure inside of your mod, do not use the require
or dofile
or pcall
or loadfile
functions. Rather, simply check to see if the global variable of ModConfigMenu
exists, with something along the lines of:
local MOD_NAME = "My Mod"
local VERSION = "1.0.0"
local function setupMyModConfigMenuSettings()
if ModConfigMenu == nil then
return
end
ModConfigMenu.AddSpace(MOD_NAME, "Info")
ModConfigMenu.AddText(MOD_NAME, "Info", function() return MOD_NAME end)
ModConfigMenu.AddSpace(MOD_NAME, "Info")
ModConfigMenu.AddText(MOD_NAME, "Info", function() return "Version " .. VERSION end)
end
For more information:
- See the quick start guide.
- Also see the API documentation.
Note that the "Pure" version of Mod Config Menu will not work properly if:
- You have subscribed to the "Pure" version and you subscribed to a different version at the same time, which will cause a conflict.
- You are subscribed to a mod that uses a standalone version of Mod Config Menu, which will cause a conflict.
- You are subscribed to a mod uses the
require
ordofile
orpcall
orloadfile
functions to initialize or invoke Mod Config Menu.
Yes.
Yes. In [url=https://bindingofisaacrebirth.fandom.com/wiki/V1.7.9b]version 1.7.9b[/url], the loadfile
function was removed from the game. But unlike other versions of Mod Config Menu, Mod Config Menu Pure does not use loadfile
(or any other hacks), so this version continues to work as it did before.
No, because it uses the Repentance-only API for getting the HUD offset.
This is probably because the mod is using the require
or dofile
or pcall
or loadfile
functions to initialize or invoke Mod Config Menu. Contact the individual mod author to fix this and do not post a comment here.
The original version of Mod Config Menu was made by piber20. Mod Config Menu Continued is an updated version made by Chifilly with the goal of making it work with the Repentance DLC and fixing some bugs. Mod Config Menu Pure is an updated version of Mod Config Menu Continued with the goal of fixing yet more bugs. Thus, Mod Config Menu Continued is not the same thing as Mod Config Menu Pure.
As of December 8, 2022, Mod Config Menu Continued no longer works with the latest version of the game, so you should use Mod Config Menu Pure instead.
No. You should only subscribe to one specific version of Mod Config Menu at a time.
See the "Using Mod Config Menu for Players" section above.
If the default keyboard/controller bindings do not work, then it is possible you have previously remapped them to something else. In this case, you can use the F10 button on the keyboard, which will always open the menu. Then, you can configure the keyboard/controller bindings to the exact thing that you want.
Mod Config Menu is not in charge of saving any data besides the ones in the "General" and "Mod Config Menu" pages. If an individual mod does not properly save its data, then you should contact the author of that mod.
Yes. However, it might not work as a drop-in replacement for mods that use the require
or dofile
or pcall
or loadfile
functions to initialize or invoke Mod Config Menu. Another common issue is using deprecated properties like ModConfigMenuOptionType.BOOLEAN
instead of ModConfigMenu.OptionType.BOOLEAN
. If you are a mod author and you want to switch to the pure version, you should test everything thoroughly.
The original version overwrote some of the Lua and Isaac API functions, such as pcall
and RequireMod
. This version does not overwrite any API functions.
There are 3 ways:
- You can see the version in the console.
- You can see the version in the game's "log.txt" file. (See the next section.)
- You can see the version at the top of the mod's Lua file. (See the next section.)
By default, it is located at the following path:
C:\Users\[username]\Documents\My Games\Binding of Isaac Repentance\log.txt
By default, it is located at the following path:
C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac Rebirth\mods\!!mod config menu_2681875787\scripts\modconfig.lua
By default, it is located at the following path:
C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac Rebirth\data\!!mod config menu\save#.dat
The #
corresponds to the number of the save slot that you are playing on.
You need to delete the save data file that corresponds to the Isaac save slot that you are on. See the previous section.
It works for everyone else, so it has to be something wrong with you. Start by uninstalling the game, completely removing all leftover game files, reinstalling the game, and then only subscribing to this mod on the workshop and nothing else. At this point, you will probably have no errors, so you can then start to introduce other things piece by piece until you find the thing that is causing the problem. For more information on where the various game files are located, see my directories and save files explanation.
Look at the commit history.