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Cave Crawlers

Cave Crawlers Mod Menu

8 downloads 1 favourites Updated Sep 23, 2026
Cave Crawlers Mod Menu

About this mod menu

About this mod menu # https://zlogic.eu ================================================================================ CAVE CRAWLERS MOD MENU | v1.0 | by TheHolyOneZ ================================================================================ Open / close RightShift or Insert Loader MelonLoader 0.7.3 (IL2CPP, net6) Game Cave Crawlers - Unity 2021.3.45f2 Both keys and the menu scale can be rebound from the Settings tab. Tabs run down the left, grouped PLAYER, COMBAT, VISUALS and MENU. Everything here works as a client - hosting or joining. Nothing needs the other players to have the mod, and nothing sends them anything they have to trust. It all acts on your own machine through the game's own methods. PLAYER TAB ---------- Live readout: - Health, current and maximum - Move speed Each stat row is a switch + a slider. Switch OFF, the slider tracks your real value. Switch ON, it holds your value there (re-applied only when the game drifts it, so nothing is written every frame). Player stats: - Max health - Move speed (edits the real movement speed field) - Threat (how much aggro you pull) - Interact range (reach for pickups / interactables) - Full heal Weapon stats - these drive your equipped WEAPON's output (swords, bows; tools like the pickaxe swing on a fixed animation and ignore them): - Extra damage - Damage multiplier - Attack speed - Weapon range - Crit chance - Crit damage MOVEMENT TAB ------------ - Bunnyhop - hold Space to auto-jump the instant you land. Works while sprinting, crouching or prone. Uses the game's own jump, so it is entirely client-side. - Live grounded / player-found readout. PROGRESSION TAB --------------- All of this is local save / progression state, so it works in any lobby. Perks: - Unlock all perks - Keep perks unlocked - re-asserts a couple of times a second Expertise: - Unlock everything (max every talent node) Expertise points: - +1 / +10 / +100 - -1 / -10 / -100 - Uses the game's own expertise grant COMBAT TAB ---------- Melee: - Melee reach - extends how far your swings register - Reach multiplier (1x-6x) - Patched on the game's own attack-range method, so it is client-side Hitbox expander: - Enemy hitbox expander - widens enemy colliders so arrows and melee land more easily - Hitbox scale (1x-5x) - Widens sideways only and skips the collider the enemy moves on, so it never wedges them in the level. Restores the moment you switch it off. ESP TAB (VISUALS) ------------------ Read-only. Draws even with the menu closed. Nobody else sees any of it. Sources: - Enemy ESP - every active mob, including bosses, the slime bosses and the cursed sword phantoms (bosses are tinted differently) - Chest ESP - unopened chests, with a loot preview of what is inside - Zone ESP - catacombs, goblin villages, extraction points and ancient doors Tags (toggle each): - Names - Health bars - Distance - Chest loot preview Range: - Max distance (20-400 m). Zones show from twice that. Each target gets a small marker dot, a thin health bar where it applies, and centred name / distance text with a soft shadow so it reads over any scene. SETTINGS TAB ------------ Toggle keys: - Rebind the primary and secondary open / close keys Appearance: - Menu scale (0.7x-1.6x) Display: - Render vs. monitor resolution readout - Match monitor now - Force native resolution on launch (on by default) - fixes the upscale blur on a monitor sharper than 1080p Behaviour: - Free mouse while open - releases the cursor so it can reach the menu Config: - Save settings, written to the game's MelonPreferences.cfg HOME TAB -------- - Product, version, author - Build integrity badge - says "verified" when the seal is intact - Session state and player count - Links SAFETY ------ - Every tab checks you are actually in a run before it acts. From the menu it says so instead of doing nothing. - Everything that holds a value re-applies only when the game drifts it, and every scanning feature is throttled - the menu is not meant to cost frames. - Toggling a feature off restores what it changed. Leaving the run, changing scene, or unloading the menu restores everything. - Only one Harmony patch is used, on a full method body. Detouring a small property getter under IL2CPP crashes the game, so nothing else is patched - the rest are direct field / method writes on your own owned objects. BUILD INTEGRITY --------------- This DLL is sealed. The credits inside it are encrypted under a key derived from the file's own hash and signed with a key that is not distributed, so a modified copy cannot run: rename anything and the seal breaks, the menu disables itself, and the copy cannot be re-signed by someone else. If your Home tab does not say "verified", you did not get this from zlogic.eu and I cannot tell you what else was changed in it. ================================================================================ by TheHolyOneZ · https://zlogic.eu · more projects at zsync.eu ================================================================================

Tags

Multiplayer Single Player Crafting Co-op First-Person Fun