#[Request] Quick Save mod.
1 messages · Page 1 of 1 (latest)
Pretty sure Brainstorm and DebugPlus both had savestates.
iirc Brainstorm removed them but DebugPlus has save states still
theres also a few other seed searching methods that are far better
like?
thanks ill try this out
immolate (for nvidia gpus), brainstorm (outdated), https://mathisfun0.github.io/The-Soul/
the soul is outdated
latest version isnt 1.0.1.f
doesn't make a difference
yes it does
only thing that's changed is the deck skins
you think i havent used the soul it makes a difference
it really doesn't lmao
unless you have steamodded on, but that's an issue with it not the soul
the soul is 100% accurate to vanilla
steamodded alters rng?
offsets the order jokers appear by one
im not sure exactly why
🫤
using an older steamodded version fixes this issue, git allows you to do that
im not sure which commit broke it, most likely rarity api but i can't be sure
regardless it's probably gonna get fixed soon
the soul doesnt consider repeat cards or blind hands, vouchers, effects of tarots cards etc, so thats why i wanted a quick save
debugplus works for that right, ill just use that and downgrade steamodded
thanks
ye should work
just to be clear i install the .9.8 instead of the 1.0.0 alpha right?
I mean
you could always just not use steamodded
debugplus is a lovely mod
but I was implying that you can go to an earlier steamodded 1.0 version from before rarity api was implemented
I think someone was looking into the seed issue but if you know of a known working commit I can see if I can fidn the commit that broke it
im just going under the assumption that it wasn't broken at some point
it for sure wasn't
this commit seems to have introduced the issue if I'm navigating the commits correctly - using seeded runs to test
https://github.com/Steamopollys/Steamodded/pull/244/commits/c5f07b8ea808704075494633d67e04fcfa171331
(at least, the commit before it "Whoopsie x2" didn't have any issues yet)
@snow skiff are u looking into it
Not yet, but since it was narrowed to that I wonder if it's to do with changing when pseudorandom was called
Rest of the changes on this commit were related to injecting rarities (which this issue is likely not tied to).
no guarantees it's that commit btw, could be that e.g. the issue from that commit was fixed at some point and re-introduced by another commit
ah
that's just the first commit that I could find and say "the previous commit didn't have issues, this one does"
ohh ok
My hypothesis is that this is the problem
Vanilla doesn't use psuedoseed
When calculating rarities, just pseudorandom
Got homework to do rn so can't test but this (or something related to this specific variable in SMODS.poll_rarity) would be the culprit.
I can try to take a quick look
one "quick look" later
INFO - [G] 2024-12-05 :: DEBUG :: Test :: available_rarities = SMODS.ObjectTypes[_pool_key].rarities = {
[1] = table: 0x0fb6dfa0 {
key = "Common",
weight = 0.31372549019608,
},
[2] = table: 0x0fb6e000 {
key = "Uncommon",
weight = 0.11204481792717,
},
[3] = table: 0x0fb6e1f8 {
key = "Rare",
weight = 0.022408963585434,
},
[4] = table: 0x0f9a1ad8 {
key = "Uncommon",
weight = 0.11204481792717,
},
[5] = table: 0x0fa82408 {
key = "Rare",
weight = 0.028011204481793,
},
[6] = table: 0x0f74ec60 {
key = "Legendary",
weight = 0,
},
[7] = table: 0x0f9e39e8 {
key = "Common",
weight = 0.41176470588235,
},
}
this sure seems like an issue
ooh yeah duplicate rarity tables are not intended
Can be fixed pretty easily: remove pools = {["Joker"] = true}, line from all rarity declarations
Foolproof fix for this would require changing how rarities are added to ensure an already added one is ignored.
doing that (or removing the works to fix the table, but it doesn't fix the seeds yet{ key = "Common" }, lines at 881-883)
you'll also need to fix a weird attempt at normalization at line 763
(that doesn't work)
Oh yeah that was from old rarity API that isn’t needed
ugh even with both of those we're still not at default behaviour
Expected since neither mess with seed order, but at least they’re known so those fixes can be bundled together.
I might've found the fix?
actually, I think you need to use the fix you provided since my version seems to mess with the table order
(also legendary gets injected into Joker pools so if someone increases their weight then legendaries can appear naturally)
right
alright I have a local working version
(that matches Math's the-soul seed predictor)
would you like me to make a PR?
actually, planets don't match up somehow 🤔
oh nevermind I'm stupid math's seed predictor shows impossible planets
I have a failsafe added for rarity pools (to prevent the above in the case it happens), prob would be better to just mention the change and I can bundle it in and make the PR with credit.
I didn't do any mod-compat checks yet so sounds good to me
lmao
here's my git diff
oh wait hold on that's not everything
the real git diff
(again, I didn't test this with mods that add new rarities)
ehh their rarity behavior changing isn't that bad
GauntletGames-2086 force-pushed the bugfix branch from d33bf52 to fcff0b7
oop lmao
Figured out squashing, I can now hide all my whoopsie moments
You will never know when I push a syntax error 
I think I'll have a clue at the 3rd force push 🤣
xdd
I'm making exactly this type of mod rn, should be released by the end of this week
(for quick saving, I mean)
I'm curious does it do anything above DebugPlus's?
DebugPlus only uses keybinds for save states, right? bc my mod can save unlimited amount of runs as files, then you can browse them in-game via a menu with short run summaries (see image below)
to load a run, just click on it from the browser menu, and then just click play on the standard setup run menu
I'm currently adding a way to manually save a run, and will later add some settings for auto-saving. After that, it should be done!
oh nice
yeah mine just is keybinds and isn't unlimited (but to be fair I don't think I'll ever need more than 10 saves). Definitly looks like a nice iteration on it though
well, I made the mod because I often wanted to go back in the run and retry something
so I'm just auto-saving after each round
if a seed is really cool, I will also save it to rerun later, skipping the early game
Yes absolutely I would really like a graphical savestates mod
just to update this for anyone with the same problem i just deleted rarity and it worked.