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Mark Rogers edited this page Oct 18, 2026 · 1 revision

The repository had no issues or pull requests when these pages were written (2026-10-17), so these questions come from the skills, their research and their test runs.

Is this for the Flash game?

No. madnesswright is for MADNESS: Project Nexus, the 2021 Steam game (app 488860). "Madness: Project Nexus (Classic)" is the older Flash game on Newgrounds, with unrelated saves and mods; the skill says so and stops. The Steam install folder is still named Madness Project Nexus 2, from the game's pre-release title.

Is there a level editor in the game?

No (October 2026). Levels are Unity scenes built in the developer's SceneTools project with Unity 2019.2.6f1 and exported as .sobj. See Levels with SceneTools.

My mods do nothing on the normal Steam branch. Why?

Official modding runs only on releasebeta. The release build (v1.11.a, build 25615280) carries the loader but runs it only when the build reports Beta, so it reads nothing in Mods and writes no mod log. mpn.py where and log say which build ran last. See Getting started.

The official doc says mods.txt, but I only have mods.log.

The game writes Mods/mods.log; the Modding Overview calls it mods.txt. mpn.py log reads either. See Troubleshooting.

Do I need BepInEx for a code mod?

No. Since beta v2.19.a (April 2026) the game loads Harmony 2.4.2 assemblies named in info.txt. BepInEx builds such as the old Not Enough Madness are for 1.08-era release builds and break on updates. See Assets and Harmony.

Should my code mod target netstandard2.0 or net472?

Neither, on build 25615280: target net48. The game's Managed folder has no netstandard.dll, and its 0Harmony.dll targets net48; a net472 build failed against it with MSB3274. If a later build differs, the skill reads the folder again before choosing.

check-mod passes. Will the mod work?

Not necessarily. check-mod knows the file rules, not the game's entity names or values, and a misspelt Root with no similar Filename in the mod passes clean. The proof is mpn.py log after you play, plus what you see. See Mods and MadCards.

Can a local mod depend on another local mod?

No. Dependencies in info.txt holds Steam Workshop item ids only, and check-mod reports anything else as an error.

Does the agent see the game?

No. It reads files and logs. You enable the mod, play, and say what you saw; the skills tell you exactly what to look for.

Will the agent install Unity or a decompiler?

No. Unity, the SceneTools and ModTools projects, decompilers, MCP servers and Workshop uploaders are yours to install. The agent never handles Steam credentials.

Can mods affect other players?

The game has no online multiplayer or anti-cheat, only local co-op and Remote Play, so mods affect your own machine. A mod with an assembly runs code on your PC: the skill says so before you enable someone else's DLL.

Does it work on Linux or Steam Deck?

mpn.py runs on Linux, macOS and Windows; CI tests it on all three. The game itself is Windows only and runs on Linux and Steam Deck through Proton, where its data folder is inside the Proton prefix. Not tested for these pages: a real Proton install. The skill's research lists that path as unverified.

Why are SceneTools files not in the repository?

The SceneTools and ModTools projects carry no license file, so nothing from them is copied here. The test fixtures are synthetic.

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