<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Posts on Toemmsens mods and projects</title><link>https://toemmsen.ch/posts/</link><description>Recent content in Posts on Toemmsens mods and projects</description><image><title>Toemmsens mods and projects</title><url>https://toemmsen.ch/images/papermod-cover.png</url><link>https://toemmsen.ch/images/papermod-cover.png</link></image><generator>Hugo -- 0.146.0</generator><language>en</language><copyright>Toemmsen</copyright><lastBuildDate>Thu, 11 Jun 2026 15:11:26 +0200</lastBuildDate><atom:link href="https://toemmsen.ch/posts/index.xml" rel="self" type="application/rss+xml"/><item><title>Sloppiler</title><link>https://toemmsen.ch/posts/sloppiler/</link><pubDate>Thu, 11 Jun 2026 15:11:26 +0200</pubDate><guid>https://toemmsen.ch/posts/sloppiler/</guid><description>Beyond Deterministic Compilation</description></item><item><title>gd4_p5cs</title><link>https://toemmsen.ch/posts/gd4_p5cs/</link><pubDate>Fri, 22 May 2026 17:50:49 +0200</pubDate><guid>https://toemmsen.ch/posts/gd4_p5cs/</guid><description>&lt;h1 id="gd4_p5cs">gd4_p5cs&lt;/h1>
&lt;p>&lt;strong>gd4_p5cs&lt;/strong> is a &lt;a href="https://p5js.org">p5.js&lt;/a>-inspired creative-coding layer for Godot 4. It lets you write visual sketches in either &lt;strong>GDScript&lt;/strong> or &lt;strong>C#&lt;/strong> without touching scenes, shaders, or the Godot editor&amp;rsquo;s drawing pipeline directly. The goal is fast iteration: write a few lines, save, and see the result immediately.&lt;/p>
&lt;p>The name reflects the stack: &lt;strong>Godot 4&lt;/strong> + &lt;strong>p5&lt;/strong> + &lt;strong>cs&lt;/strong> (C# support).&lt;/p>
&lt;p>The project is based on &lt;a href="https://github.com/adcomp/Godot4_p5">adcomp/Godot4_p5&lt;/a> and extends it with C# support, hot-reloading, a runtime sketch selector, and a broader API.&lt;/p></description></item><item><title>Raytracer</title><link>https://toemmsen.ch/posts/raytracer/</link><pubDate>Fri, 22 May 2026 09:51:39 +0200</pubDate><guid>https://toemmsen.ch/posts/raytracer/</guid><description>&lt;p>(WIP)&lt;/p>
&lt;h1 id="rust-raytracer--pathtracer">Rust Raytracer / Pathtracer&lt;/h1>
&lt;p>For a module in my studies, i developed my own raytracer. The raytracer and later pathtracer is written in rust, which was also a new language for me.&lt;/p>
&lt;p>The raytracer includes gltf/glb loading,&lt;/p>
&lt;p>All images on this page were rendered with this Raytracer by me. The more complex scenes were created in Blender and exported as gltf/glb files which the raytracer then loaded and rendered.&lt;/p></description></item><item><title>BepInExInstaller</title><link>https://toemmsen.ch/posts/bepinexinstaller/</link><pubDate>Thu, 19 Feb 2026 16:22:07 +0100</pubDate><guid>https://toemmsen.ch/posts/bepinexinstaller/</guid><description>&lt;h1 id="what-is-bepinex">What is BepInEx?&lt;/h1>
&lt;p>&amp;ldquo;&lt;strong>Bep&lt;/strong>is &lt;strong>In&lt;/strong>jector &lt;strong>Ex&lt;/strong>tensible is a patcher/plug-in framework for Unity games that use Mono as their scripting backend.&amp;rdquo; &lt;em>&lt;a href="https://docs.bepinex.dev/index.html">https://docs.bepinex.dev/index.html&lt;/a>&lt;/em>&lt;/p>
&lt;h2 id="why-does-it-need-an-installer">Why does it need an Installer?&lt;/h2>
&lt;p>I always thought this Framework wasn&amp;rsquo;t as easily usable for End-Users as it should be. To install &lt;em>BepInEx&lt;/em> into your game, you need to select the right version for your game (32Bit or 64Bit) and if it is Mono or IL2CPP.&lt;/p>
&lt;p>I really wanted this to be as easy as possible with nothing to go wrong. For that reason i searched for an Installer and ended up finding the one by &lt;a href="https://github.com/aedenthorn/BepInExUnityInstaller">aedenthorn: BepInExUnityInstaller&lt;/a>.&lt;/p></description></item><item><title>Fallout Shelter Cheat</title><link>https://toemmsen.ch/posts/fscheat/</link><pubDate>Thu, 19 Feb 2026 16:15:32 +0100</pubDate><guid>https://toemmsen.ch/posts/fscheat/</guid><description>&lt;p>This page documents FSCheat, a BepInEx plugin for Fallout Shelter that adds an in-game cheat menu for resource management, dweller control, crafting overrides, room restrictions, and save-file utilities.&lt;/p>
&lt;h1 id="installation">Installation&lt;/h1>
&lt;ul>
&lt;li>
&lt;p>Download the BepInEx installer from &lt;a href="https://www.nexusmods.com/site/mods/1601?tab=files">BepInExInstallerGUI (Nexus)&lt;/a>.&lt;/p>
&lt;/li>
&lt;li>
&lt;p>Download the plugin archive from &lt;a href="https://www.nexusmods.com/falloutshelter/mods/103?tab=files">FSCheat (NexusMods)&lt;/a>.&lt;/p>
&lt;/li>
&lt;li>
&lt;p>On Linux or Proton, launch the game once before installing so the prefix exists.&lt;/p>
&lt;/li>
&lt;li>
&lt;p>Install the game (if you haven&amp;rsquo;t already), then install the plugin archive through the installer.
&lt;a href="https://www.youtube.com/watch?v=egVZXAivM40">Video tutorial here&lt;/a>&lt;/p></description></item><item><title>CTDynamicModMenu</title><link>https://toemmsen.ch/posts/ctdynamicmodmenu/</link><pubDate>Thu, 19 Feb 2026 16:15:03 +0100</pubDate><guid>https://toemmsen.ch/posts/ctdynamicmodmenu/</guid><description>&lt;h1 id="what-is-the-ctdynamicmodmenu">What is the CTDynamicModMenu?&lt;/h1>
&lt;p>The CTDynamicModMenu is a universal &lt;a href="https://docs.bepinex.dev/articles/index.html">BepInEx&lt;/a>-Mod to easily create ModMenu&amp;rsquo;s for games.
It provides the ability to Register Commands which then automatically get rendered in Categorized Tabs. These Commands can be Toggles for Mods, Commands with arguments to set specific values etc.&lt;/p>
&lt;p>&lt;em>(WIP) It also can automatically create BepInEx-Config files and persist the settings if the command is configured for that&lt;/em>&lt;/p>
&lt;h2 id="features">Features&lt;/h2>
&lt;ul>
&lt;li>Automatically generated Menu with Tabs for Categories&lt;/li>
&lt;li>Toggle Functionality with color coding&lt;/li>
&lt;li>Commands with Arguments with automatic parsing&lt;/li>
&lt;li>Name, Description and format for Help/Doc function&lt;/li>
&lt;li>Command Window for using the mods as /commands with autocompletion&lt;/li>
&lt;li>Log window for CTDynamicModMenu-Mods&lt;/li>
&lt;li>Set Keybinds for Commands&lt;/li>
&lt;li>Settings for the Menu&lt;/li>
&lt;li>(&lt;em>WIP&lt;/em>) Automatic config generation and persistance&lt;/li>
&lt;/ul>
&lt;h1 id="how-do-i-use-this-in-my-mod">How do i use this in my mod?&lt;/h1>
&lt;p>To use the CTDynamicModMenu in your mod, you need to download the .dll file and reference it in your .csproj file. After that you need to add the Dependency to the mod by adding the following to the top of your Main Plugin-Class:&lt;/p></description></item><item><title>Dependency Resolver for BeamNG</title><link>https://toemmsen.ch/posts/dependency_resolver/</link><pubDate>Mon, 24 Feb 2025 22:48:52 +0100</pubDate><guid>https://toemmsen.ch/posts/dependency_resolver/</guid><description>Addon for mods requiring other mods</description></item><item><title>MultiSlot / General ModSlot Generator</title><link>https://toemmsen.ch/posts/multislot/</link><pubDate>Mon, 24 Feb 2025 20:48:52 +0100</pubDate><guid>https://toemmsen.ch/posts/multislot/</guid><description>Mod for generating mods in BeamNG.drive</description></item><item><title>Welcome to my page</title><link>https://toemmsen.ch/posts/welcome/</link><pubDate>Mon, 24 Feb 2025 20:48:52 +0100</pubDate><guid>https://toemmsen.ch/posts/welcome/</guid><description>&lt;p>This website is about my mods and projects and how you can use, install or integrate them into your own.&lt;/p>
&lt;p>I mainly focus on BeamNG-mods and BepInEx mods for various games.&lt;/p>
&lt;p>Visit my &lt;a href="https://github.com/Toemmsen96">GitHub&lt;/a> for more information!&lt;/p></description></item></channel></rss>