r/Underminers

Does anyone know what [vhs] does or where the flag comes from?

Does anyone know what [vhs] does or where the flag comes from?

I've been looking through the dr.ini file to learn the structures that the game uses for it, and i saw this flag. Is it like [video_ch5] and it just tracks whether the chapter 3 vhs tape went alright?

u/Alternative-Wind-155 — 2 days ago

I Need Roaring knight sprites

I need help with finding the roaring knight sprites because I'm working on a project but whenever I find a good one it's either low quality so it comes out really bad when I upload it or there's just barely any, I'm on mobile so I don't have any options, can anyone help?

u/spralelmao — 2 days ago

Where does Susie says such words?

Hey so I’ve found a fanart from Deltarune where there is a clear game dialogue when Susie says „there’s nothing that pisses me off than people who don’t tell you the whole deal” and I’ve been wondering if it’s real, fanmade or anything else. Do any of you guys could search the game files for such dialogue? I’d be very grateful 🌹 oh and also here’s the fanart where I’ve found the dialogue box

u/JustRetimaxX — 7 days ago

Making a working modpack for Multiplayer in G3M

As the title says, I want to use the G3M launcher to create a modpack for DELTARUNE for me and my friends to play. I want to add some extra mods (Like Kaizo Knight and Triple Jevil to mess with them) but have no idea where to start. I thought it was as simple as: select the mods I want with Multiplayer included and hit launch, but I'm obviously very wrong. If someone could help me by giving me a step by step list on how to do this I'd greatly appreciate it! (If I can't use G3M then I'd also like steps for what to do)

reddit.com
u/SnooGadgets4178 — 4 days ago

Ralsei/Susie forgets how to heal.

When I use the blank spell it just causes a soft lock. Is there a mod that fixes this?

u/Plus-Trip-5628 — 6 days ago

Wtf affects how much HP you have in (SPOILER)

Ok so I've noticed that in different playthroughs at the start of Ch5 Weird Route, Kris seems to have varying HP amounts? Anyone know what causes a difference here? Like in mine it was 6, in Snapcube's it was a 5, I've seen some with 11 and 9 as well. It's bothered me and I just want an answer from someone who's a bit better at finding this out than I am.

reddit.com
u/MudThis8934 — 10 days ago

Is there still a way to disable dogcheck using the UTMT, specifically for chapter 4 or 5 cause i want to see "banned" rooms, or is that not possible anymore?

(I also meant in Deltarune in the heading but i think that may have beenn obvious)
I've been trying a few different ways to disable the Dogcheck, even trying some things of my own with my very limited knowledge of how to read and alter code and nothing seems to work, mostly because they were all for the demo versions (which i dont know if Toby changed the way that code works)

reddit.com
u/Ok_Curve3294 — 8 days ago
▲ 43 r/Underminers+7 crossposts

Undertale on the Gameboy (yes its real)

Yes this runs on a real gameboy! More info in desc.

Please sub to my patreon to help me out, in return youll get test releases and such!

https://patreon.com/c/blaqberry

Next public release will be when Snowdin is done! (Fairly close) (on itch io also in desc of the video)

Ty for reading :3

youtu.be
u/Difficult-Action-925 — 11 days ago

Does anyone know how to remove the "[side B]" flag in dr.ini (the file on your save folder)

I know that it could possibly do nothing because the FULL weird route hasn't happened but my head has been spinning for a few minutes because the flag reappeared after connecting to the internet and im not the type of person who likes that its trying to be permanent like the flag that triggers soulless in undertale

reddit.com
u/Alternative-Wind-155 — 14 days ago

Would a Fabric-like mod loader for DELTARUNE be useful?

A Fabric-like mod loader for DELTARUNE

I have been working as a developer for a while, although I have very little experience with game development. Over the past few days, I started experimenting with DELTARUNE modding and quickly noticed how difficult it can be to use multiple mods at the same time.

A large number of DELTARUNE mods are distributed as patches that modify the game’s data.win file. Even when two mods are conceptually compatible, they may edit the same scripts, objects, events, variables, or other resources. Because of that, combining them can result in overwritten changes, broken references, crashes, or behavior that only fails much later during gameplay.

I have already been experimenting with some solutions of my own. For example:

  • Reworking the in-game configuration menu so multiple mods can add options without overlapping buttons or replacing each other’s interface.
  • Manually reconciling complex mods, such as the Local Multiplayer and 60 FPS mods.
  • Adding compatibility fixes and quality-of-life improvements.
  • Investigating ways to validate broken functions, variables, and GameMaker resources before the game is launched.

The further I go, the more the project starts to resemble a compatibility-focused version of DELTARUNE that can support several mods without requiring every combination to be manually patched.

The main idea

My long-term idea is to create something inspired by Fabric Loader and Fabric API for Minecraft.

Instead of every mod replacing large parts of the game, the loader would provide a shared API and a standardized way for mods to:

  • Register hooks and events.
  • Add configuration options.
  • Access input, timing, saves, menus, and other game systems.
  • Add scripts and resources without relying on unstable numeric IDs.
  • Declare dependencies and incompatibilities.
  • Communicate with other installed mods.
  • Receive information from the game while it is running.
  • Avoid replacing entire scripts or events whenever possible.

Ideally, mods would be distributed as individual packages, similar in concept to Minecraft’s .jar mods, rather than requiring every author to provide a complete binary patch of the game.

The first versions would probably still need to build a modified data.win before launching the game, since DELTARUNE and GameMaker do not work like Java. However, the experience for users and developers could still be very similar to a traditional mod loader.

Launcher and mod management

The project would also include a proper desktop launcher for managing the game.

Some planned ideas include:

  • Registering multiple DELTARUNE installations.
  • Keeping vanilla and modded installations separate.
  • Creating different mod profiles.
  • Enabling and disabling mods.
  • Resolving dependencies and detecting conflicts.
  • Launching individual chapters directly.
  • Keeping generated modded runtimes separate from the original installation.
  • Managing saves per profile.
  • Supporting legacy .xdelta and .g3mpatch mods.
  • Displaying useful build, validation, and crash logs.

I would also like to include a Resource Pack system, similar to Minecraft, with a visible priority order.

Resource packs could replace:

  • Sprites and portraits.
  • Textures and interface elements.
  • Music and sound effects.
  • Fonts.
  • Translations and text resources.

For example, someone could create a soundtrack pack that replaces Chapter 1’s music with piano arrangements, or a visual pack that changes character portraits, without modifying unrelated game code.

The biggest challenge

The obvious problem is adoption.

A system like this would be most useful if mod developers created or ported their mods to its API. Existing mods would not instantly become perfectly compatible, and many community contributions would eventually need to be adapted.

I do not expect the loader to magically solve every conflict either. Two mods that fundamentally replace the same gameplay system may still require a dedicated compatibility patch.

However, I believe adoption could become realistic if the loader made common tasks significantly easier, especially:

  • Adding configuration menus.
  • Replacing visual and audio assets.
  • Registering input actions.
  • Creating hooks without replacing entire events.
  • Managing dependencies.
  • Testing mods safely.
  • Supporting several chapters and game versions.
  • Preventing common GameMaker reference errors.

The goal would not be to invalidate the work that already exists. Legacy mods and current tools should remain supported whenever possible. The goal would be to provide a more modular foundation for future mods.

What do you think?

Do you think a Fabric-like mod loader and API would be useful for the DELTARUNE community?

I would especially like to hear from existing mod developers:

  • Which parts of DELTARUNE modding currently cause the most problems?
  • Which APIs or hooks would be the most useful?
  • Would you consider porting a mod if the SDK made development and compatibility easier?
  • Should this be developed as a new project, or as an extension of existing tools such as Deltamod and G3MTool?

This is still an early and ambitious idea, but I would rather design it around the real needs of the community than build everything in isolation.

reddit.com
u/takenashit — 12 days ago

Flowery sprites

I asked this in another subreddit, but I thought I'd ask here too. Can anyone provide the individual pngs and gifs of flowery's sprites? I want all of them, and not in a sprite sheet form like the flowery sprites on spriter's resource, but the individual animations and images. There's some on his wiki but I can't seem to find all of the individual sprites anywhere else. Please, if you can provide them do so! It would be much appreciated :)

reddit.com
u/One-Summer1652 — 12 days ago