#[Request] Quick Save mod.

1 messages · Page 1 of 1 (latest)

zealous cave
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A mod that allows for making multiple saves and going back in between them for faster seed searching purposes.

spare mason
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Pretty sure Brainstorm and DebugPlus both had savestates.

granite grotto
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iirc Brainstorm removed them but DebugPlus has save states still

light gate
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theres also a few other seed searching methods that are far better

zealous cave
light gate
light gate
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it's not

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works just fine

zealous cave
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latest version isnt 1.0.1.f

light gate
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doesn't make a difference

zealous cave
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yes it does

light gate
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only thing that's changed is the deck skins

zealous cave
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you think i havent used the soul it makes a difference

light gate
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it really doesn't lmao

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unless you have steamodded on, but that's an issue with it not the soul

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the soul is 100% accurate to vanilla

zealous cave
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steamodded alters rng?

light gate
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im not sure exactly why

zealous cave
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🫤

light gate
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using an older steamodded version fixes this issue, git allows you to do that

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im not sure which commit broke it, most likely rarity api but i can't be sure

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regardless it's probably gonna get fixed soon

zealous cave
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the soul doesnt consider repeat cards or blind hands, vouchers, effects of tarots cards etc, so thats why i wanted a quick save

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debugplus works for that right, ill just use that and downgrade steamodded

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thanks

zealous cave
light gate
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I mean

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you could always just not use steamodded

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debugplus is a lovely mod

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but I was implying that you can go to an earlier steamodded 1.0 version from before rarity api was implemented

granite grotto
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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

light gate
granite grotto
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it for sure wasn't

pearl grove
# granite grotto I think someone was looking into the seed issue but if you know of a known worki...

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

GitHub

Additions:

SMODS.Rarity: Adds a rarity which can be attributed to any SMODS.ObjectType
SMODS.ObjectType: Abstraction of SMODS.ConsumableType. Handles the pool logic portion of SMODS.ConsumableType...

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(at least, the commit before it "Whoopsie x2" didn't have any issues yet)

light gate
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@snow skiff are u looking into it

snow skiff
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Not yet, but since it was narrowed to that I wonder if it's to do with changing when pseudorandom was called

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Rest of the changes on this commit were related to injecting rarities (which this issue is likely not tied to).

pearl grove
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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

snow skiff
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ah

pearl grove
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that's just the first commit that I could find and say "the previous commit didn't have issues, this one does"

snow skiff
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ohh ok

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My hypothesis is that this is the problem

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Vanilla doesn't use psuedoseed

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When calculating rarities, just pseudorandom

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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.

pearl grove
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I can try to take a quick look

pearl grove
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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

snow skiff
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ooh yeah duplicate rarity tables are not intended

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Can be fixed pretty easily: remove pools = {["Joker"] = true}, line from all rarity declarations

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Foolproof fix for this would require changing how rarities are added to ensure an already added one is ignored.

pearl grove
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you'll also need to fix a weird attempt at normalization at line 763

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(that doesn't work)

snow skiff
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Oh yeah that was from old rarity API that isn’t needed

pearl grove
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ugh even with both of those we're still not at default behaviour

snow skiff
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Expected since neither mess with seed order, but at least they’re known so those fixes can be bundled together.

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I might've found the fix?

pearl grove
snow skiff
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(also legendary gets injected into Joker pools so if someone increases their weight then legendaries can appear naturally)

pearl grove
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right

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alright I have a local working version

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(that matches Math's the-soul seed predictor)

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would you like me to make a PR?

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actually, planets don't match up somehow 🤔

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oh nevermind I'm stupid math's seed predictor shows impossible planets

snow skiff
# pearl grove would you like me to make a PR?

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.

pearl grove
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I didn't do any mod-compat checks yet so sounds good to me

snow skiff
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I already have a PR for rarity bugfixes lmao

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I forgor

pearl grove
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lmao

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here's my git diff

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oh wait hold on that's not everything

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(again, I didn't test this with mods that add new rarities)

snow skiff
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ehh their rarity behavior changing isn't that bad

pearl grove
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GauntletGames-2086 force-pushed the bugfix branch from d33bf52 to fcff0b7
oop lmao

snow skiff
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Figured out squashing, I can now hide all my whoopsie moments

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You will never know when I push a syntax error balatrojoker

pearl grove
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I think I'll have a clue at the 3rd force push 🤣

snow skiff
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xdd

small coyote
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I'm making exactly this type of mod rn, should be released by the end of this week

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(for quick saving, I mean)

granite grotto
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I'm curious does it do anything above DebugPlus's?

small coyote
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to load a run, just click on it from the browser menu, and then just click play on the standard setup run menu

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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!

granite grotto
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oh nice

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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

small coyote
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well, I made the mod because I often wanted to go back in the run and retry something

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so I'm just auto-saving after each round

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if a seed is really cool, I will also save it to rerun later, skipping the early game

red mortar
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Yes absolutely I would really like a graphical savestates mod

small coyote
zealous cave
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just to update this for anyone with the same problem i just deleted rarity and it worked.