Mods (game modifiers) let you customize the rules of a play session before you begin. Some mods make the game easier and lower your score multiplier as a trade-off; others ramp up difficulty and reward you with a bonus. A handful of special mods automate gameplay or record non-standard conditions. Every mod exposes a score multiplier, a rankable flag indicating whether the play is eligible for online leaderboard submission, and an optional incompatible mods list that prevents conflicting combinations from being selected at the same time.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/InventiveRhythm/fluXis/llms.txt
Use this file to discover all available pages before exploring further.
Mod Categories
fluXis groups mods into sixModType categories:
| Category | Description |
|---|---|
| Rate | Adjusts playback speed of the map. |
| DifficultyDecrease | Makes the map easier to clear. |
| DifficultyIncrease | Raises the stakes or punishes mistakes more harshly. |
| Automation | Removes the need for player input. |
| Misc | Alters map content or visual presentation. |
| Special | System-assigned states (e.g., the game was paused). |
Incompatible Mods
Many mods cannot be used together because their effects directly conflict. For example, Easy and Hard cannot both be active — one reduces health requirements while the other increases drain. When you select a mod, any incompatible mod is automatically deselected. TheIncompatibleMods array in each mod’s implementation enforces these rules.
All Available Mods
Rate — Change the map's playback speed
Rate — Change the map's playback speed
Acronym: Displays as
{rate}x (e.g., 1.5x, 0.75x)Type: Rate
Rankable: Yes
Score Multiplier:
1.0 + (rate − 1.0) × 0.4Incompatible Mods: NoneThe Rate mod speeds up or slows down the entire song and all timing windows proportionally. The score multiplier scales with the chosen rate — playing at 1.5× speed gives a meaningful bonus, while 0.75× applies a penalty. Performance Rating applies a more aggressive curve for rate changes: rates below 1.0 are penalized cubically, while rates above 1.0 are rewarded by
1.5 × rate − 0.5.Easy — Relaxed health requirement
Easy — Relaxed health requirement
Acronym:
EZType: DifficultyDecrease
Rankable: Yes
Score Multiplier: 0.7×
Incompatible Mods: Hard, No Fail
Performance Rating modifier: ×0.80In Easy mode, your health bar starts at 0% instead of the normal starting value. You need to reach and maintain 80% health by the end of the map in order to pass. This flips the usual health dynamic — rather than preventing your bar from draining, you must build it up. A score multiplier of 0.7× reflects the reduced difficulty.
Hard — Aggressive health drain
Hard — Aggressive health drain
Acronym:
HDType: DifficultyIncrease
Rankable: Yes
Score Multiplier: 1.04×
Incompatible Mods: Easy, No Fail
Performance Rating modifier: ×1.05Hard mod activates accelerated health drain: the more notes you miss, the faster your health depletes. A single bad section can escalate into a cascade failure if you cannot recover quickly. The slight score multiplier bonus and PR boost reward players who can manage the pressure.
No Fail — Impossible to fail
No Fail — Impossible to fail
Acronym:
NFType: DifficultyDecrease
Rankable: Yes
Score Multiplier: 0.5×
Incompatible Mods: Easy, Hard, AutoPlay, Fragile, Flawless
Performance Rating modifier: ×0.40No Fail disables all failure conditions. No matter how many notes you miss or how low your health drops, the map will play through to the end. This is ideal for practicing difficult sections without the interruption of a failed attempt. The significant 0.5× score multiplier and 0.40× PR penalty reflect the complete removal of risk.
Flawless — Only perfect hits allowed
Flawless — Only perfect hits allowed
Acronym:
FLType: DifficultyIncrease
Rankable: Yes
Score Multiplier: 1.0×
Incompatible Mods: No Fail, AutoPlay, FragileFlawless adds an extra fail condition: any judgement below Flawless immediately ends the map. Every note must be hit within the tightest timing window or you fail. This is the ultimate precision challenge — even a Perfect judgement is treated as a failure.
Fragile — One miss and you're done
Fragile — One miss and you're done
Acronym:
FRType: DifficultyIncrease
Rankable: Yes
Score Multiplier: 1.0×
Incompatible Mods: Flawless, AutoPlay, No FailFragile adds a fail condition specifically for Misses. A single missed note ends your play immediately. Unlike Flawless, late or early hits that earn Okay/Alright/Great are still acceptable — only a complete Miss triggers failure. This puts emphasis on coverage and not dropping notes, rather than pure timing precision.
AutoPlay — Watch the map play itself
AutoPlay — Watch the map play itself
Acronym:
APType: Automation
Rankable: No
Score Multiplier: 1.0×
Incompatible Mods: No Fail, Fragile, FlawlessAutoPlay takes over all input and hits every note with perfect Flawless timing. No keypresses are required. This is useful for previewing maps, checking patterns, or watching a demonstration. Scores from AutoPlay sessions are not submitted to any leaderboard.
Mirror — Flip the lane layout horizontally
Mirror — Flip the lane layout horizontally
Acronym:
MRType: Misc
Rankable: Yes
Score Multiplier: 1.0×
Incompatible Mods: NoneMirror reflects all note lanes horizontally. For a 4K map, lane 1 becomes lane 4, lane 2 becomes lane 3, and so on. This is achieved by setting each note’s lane to
keyCount − lane + 1. It is useful for training weaker hand dominance or experiencing a familiar chart from a fresh perspective.No LN — Replace all long notes with taps
No LN — Replace all long notes with taps
Acronym:
NLNType: Misc
Rankable: Yes
Score Multiplier: 0.8×
Incompatible Mods: None
Performance Rating modifier: ×0.60No LN removes all hold note durations — every long note is converted into a single tap note by setting its
holdtime to 0. This significantly changes the feel of LN-heavy maps and is often used for practice or by players who prefer a pure tapping experience. The PR modifier of 0.60× reflects the reduced complexity.No Mines — Remove all landmines
No Mines — Remove all landmines
Acronym:
NMNType: Misc
Rankable: Yes
Score Multiplier: 0.8×
Incompatible Mods: None
Performance Rating modifier: ×0.60No Mines strips all landmine objects from the map before gameplay begins. If a map relies heavily on landmines as a core mechanic, this mod substantially reduces its difficulty. The 0.60× PR modifier accounts for the removal of an entire avoidance challenge.
No SV — Remove scroll velocity changes
No SV — Remove scroll velocity changes
Acronym:
NSVType: Misc
Rankable: Yes
Score Multiplier: 0.8×
Incompatible Mods: None
Performance Rating modifier: ×0.60No SV resets all scroll velocity multipliers to 1.0 and clears associated scroll-related events (HitObjectEase, ScrollMultiply, TimeOffset). Maps that use SVs for visual gimmicks or reading challenges become uniform in scroll speed, making patterns much more predictable.
No Events — Strip all visual effects
No Events — Strip all visual effects
Acronym:
NEVType: Misc
Rankable: No
Score Multiplier: 0.6×
Incompatible Mods: None
Performance Rating modifier: ×0.40No Events removes all storyboard visual events including flashes, color fades, pulses, playfield movement/scale/rotation, layer fades, shakes, shader effects, and beat pulses. This creates a clean, distraction-free gameplay environment. Plays with this mod are not rankable and receive a significant PR penalty.
Paused — Score was paused mid-play
Paused — Score was paused mid-play
Acronym:
PAType: Special
Rankable: No
Score Multiplier: 1.0×
Incompatible Mods: NoneThe Paused mod is automatically applied by the game when a player pauses during a play session. It cannot be manually selected. Scores with this mod are saved to the local leaderboard for reference but are never submitted to the online leaderboard. This ensures that paused plays cannot exploit reaction time or retry advantage.
