Grunn Multiworld Setup Guide
Required Software
- Grunn (Sokpop Collective) on Steam.
- BepInEx 5 (x64) - https://github.com/BepInEx/BepInEx/releases.
Take a
BepInEx_x64_5.4.xbuild, not BepInEx 6. - The Grunnchipelago client mod (
Grunnchipelago.Client.dlland its dependencies). - The Grunn apworld (
grunn.apworld), only needed by whoever generates the seed.
Installing BepInEx
- Find your game folder: in Steam, right-click Grunn → Manage → Browse local files.
You should land on a folder containing
Grunn.exe. - Unzip the BepInEx archive into that folder, so that
BepInEx/sits next toGrunn.exe. - Launch the game once, then close it. BepInEx generates its folders on that first run:
BepInEx/plugins/must now exist.
If BepInEx/plugins/ was not created, BepInEx did not load: check that you unzipped into
the folder holding Grunn.exe and that you took the x64 build.
Installing the mod
- Create the folder
BepInEx/plugins/Grunnchipelago/. - Drop
Grunnchipelago.Client.dlland the DLLs shipped alongside it into that folder. - Launch the game once, then close it. The mod writes its configuration file to
BepInEx/config/grunnchipelago.client.cfg.
Connecting to a multiworld
Launch the game. On the title screen, a small ARCHIPELAGO panel sits on the right, just above the version credit. The mouse cursor is released there (on the title screen only) so the panel can be clicked; in game Grunn stays entirely on the keyboard, untouched.
| Key | Effect |
|---|---|
| Tab | next field (Shift+Tab: previous) |
| Up / Down | move between fields |
| Enter | next field, and connect from the last one |
| Esc | drop the keyboard focus |
The fields:
- Host -
archipelago.gg, orlocalhostfor a local server - Port - the port given by the room
- Slot Name - must match the
name:field of your YAML, exactly - Password - leave empty if the room has none
While a field holds the keyboard the menu's own controls are muted, so you can type a slot name containing an "E" without confirming the menu behind it.
There is one button, Connect. Pressing it while already connected simply leaves the current room and joins the new one, so switching multiworlds is a matter of editing the fields and clicking again. If the connection fails, the panel says so - with the server's own reason when it gives one, otherwise after about ten seconds.
The panel remembers what you type, so the next launch reconnects on its own. The main menu title reads GRUNNCHIPELAGO when the mod is active. Checks are sent as you play, and received items arrive in your inventory.
Connect from the title screen, before loading a save - that is when the mod picks the save profile matching the multiworld you are joining (see Saves below).
If you prefer, the same settings live in BepInEx/config/grunnchipelago.client.cfg under
[Connection]; the panel simply reads and writes that file.
Enabled = false turns everything off and gives you the vanilla game back - no patch is
applied at all in that state.
The in-game console
Press F1 in game to focus the Archipelago console, in the bottom-right corner. It shows everything the server says - items found, hints, chat, command results - and it stays faint while unfocused so it never gets in the way.
| Key | Effect |
|---|---|
| F1 | focus / unfocus |
| Enter | send the line |
| Page Up / Page Down | scroll the history |
| Home / End | jump to the top / bottom |
| Mouse wheel | scroll the history |
Focused, it takes the keyboard and the mouse wheel: type a server command (!hint,
!missing, …) or plain chat. Your character does not move and your tools do not cycle while
you type. Escape is left to the game, which opens its pause menu with it.
The view follows the newest line only while you are already at the bottom, so an arriving message never yanks the history out from under you mid-read.
Options worth knowing
- QoL:
SkipEndingDialogues(on by default) lets Escape end the post-death orb dialogue at once. Nothing else is skipped.StatsShowAllLinesalways displays every stat line in the Tab/Pause panel. - Logging:
VerboseLogslogs every check, grant and trap. The mod also keeps a persistent, timestamped log atBepInEx/plugins/Grunnchipelago/grunnchipelago_session.log- that is the file to attach when reporting a problem.
Saves
The mod keeps a dedicated save profile per multiworld, named after the seed and your slot:
- Not connected - you play on your normal, vanilla save. Untouched, always.
- Connected - the game switches to the profile of that seed and slot. Two different multiworlds never share progress, and joining the same room again picks its profile back up.
The switch only ever happens on the title screen, before a world is loaded - which is why you should connect there rather than mid-game. Connecting while already playing leaves the current save alone until you return to the menu.
You can move between multiworlds without restarting the game: go back to the title screen, point the panel at the other room and connect. The world is rebuilt for the save you are joining, so nothing carries over from the previous one.
Once switched, the session stays on that profile even if you disconnect. Going back to your vanilla save means restarting the game without connecting.
Generating a seed
Only the person generating needs the apworld.
- Drop
grunn.apworldinto thecustom_worlds/folder of your Archipelago installation. - Grab the template YAML (
Players/Templates/Grunn.yaml, or generate the templates from the Archipelago Launcher) and edit it to taste. - Put your YAML in
Players/and run Generate, or upload it to https://archipelago.gg/uploads.
Troubleshooting
The game starts but nothing connects. Check Slot against the name: field of your
YAML - they must match exactly, capitals included. Then read the session log: connection
errors are written there in full.
A pickup gives nothing. That is normal for a check you already sent: the object
respawns but stays inert. The log says Silencieux : … (deja envoye).
An item never showed up in the world. Three items are deliberately never injected into your inventory - the Bone, the Compass and the Strange Key. Owning them would kill an ending (Dog, Hedge Maze and Long Hallway respectively). Instead they appear as a pickup next to the rose sign at the start, and you take them only when you actually want them.