#Endless Tweaker

83 messages · Page 1 of 1 (latest)

icy cliff
#

https://steamcommunity.com/sharedfiles/filedetails/?id=3460131825

Adds customizability to the Endless Mode experience. Allows you to tweak:

  • The frequency of item rewards
  • And how many you get to choose from
  • And how many you can get in total
  • What rooms you can get, adding the options for
  • Challenge rooms
    • And whether or not you get a bonus item for them
  • Shop rooms
  • Rest sites
  • Planned support for Boss rooms and Event rooms, hopefully
  • How much you heal after each stage
  • How often you heal a life
icy cliff
#

New Update! Transition Fixes and Boss Functionality!

I fixed the issues causing buggy transitions and shop music to continue playing outside the shop

I also added boss functionality! You can now choose whether you want boss rooms randomly or on a set interval, as well as a minimum number of fragments you must complete before finding them, and whether you get a bonus item from them. Also allows setting the weighted chance of each boss appearing.
In order to have a chance pf encountering a higher tier boss, you must first defeat the previous tier

icy cliff
#

New Update! Settings Lib and Difficulty Controls

Added a dependency for SettingsLib by @minor sandal in order to clean up my ever growing settings menu.
Added ability to set custom difficulty number for endless, and to set how often and by how much to increase the difficulty.

icy cliff
#

Hotfix for Patch 1.3.a is now online. Should be fully functional again!

icy cliff
#

Added toggle for completely enabling/disabling the mod. Useful if you want to play some vanilla endless for a while, or if you want to check out @teal wasp's Speed Demon (Hint, you do want to do that. It's fantastic)

icy cliff
#

Update for Patch 1.3.c now online, sorry for delay

icy cliff
#

Updated for 1.6.b, added settings to control price of rerolling item rewards during endless.

Comments on the workshop listing indicate that people were having issues with shops, bonfires, and bosses being automatically skipped in prior versions; and I've never had those issues on my end so I've not been able to figure it out. If you're still experiencing those issues on this most recent update, please either DM me or share here pictures of relevant logs (from the F1 screen) and/or clips of it happening.

broken adder
#

gotta go through the shop/rest like 3-4 times before it loads a different map, usually a boss or challenge

icy cliff
broken adder
#

i was actually looking to see if you knew about it doing this but it seems other people do(also, apologies i didnt see the bug-reporting section)

here's the only video i found of what im talking about happening: #haste-clips-and-screenshots message

#

gimme a moment and i'll go get the f1 logging

icy cliff
#

Gotcha. Technically since it's chance based, there is always the chance of it looping back into the same room, I could absolutely put in a config though to stop that from happening, which I might do. If your chances are set too high, it could still ping pong you back and forth between shop and rest, but-

#

Also, I never look in #1356914431941939340 - My understanding is that's explicitly for base-game, not modded

broken adder
#

ah, i see

#

my main issue is not that its happening because of genuine random chance but more so that it feels more like a gaurantee

#

at least until i "break out" so-to-speak

icy cliff
#

yeah, if it's happening too often that's definitely something I want to look into

broken adder
#

well, thats ironic

#

i just experienced the shop skipping glitch again

icy cliff
#

:NotLikeThis:

#

lmao

#

Got F1 logs for me? 👀

broken adder
#

whats the best way of sending logs from this console?

icy cliff
#

Screenshot

broken adder
#

real

icy cliff
#

It might dump somewhere that you could copy and paste, but I have no idea where, lmao

broken adder
#

skipped a bit there, the f1 log really likes to jump around when you tab back in

icy cliff
#

Yeah

broken adder
#

here are the current settings i have and i do have a suspicion

icy cliff
#

Thanks

broken adder
#

got another skip, changed shop weight to 15, but i do believe i know where the most important part of the log is

#

seems like HasteTransitioner isn't being stopped from loading the next node, or something is force-passing the shop

#

another skip, this time a boss

icy cliff
#

Yeah, basically as far as I can tell, the way that endless typically works is that it creates a level "map" like you'd have for any other fragment and after each level it just spits you directly into the next node (as if you'd pre-queued a line of nodes in a normal fragment) and so what I'm doing is injecting whatever room is rolled as the next node in the queue. Typically, it has no problem with that, so I'm not sure why it's occasionally going twice.
I've gotta head back to work now, so I can't keep tinkering with it, but I'm gonna see if I can pull off completely rescripting the process and see if I can make it work using an entirely different system.

#

Because that was the gist of what I got from your logs as well, is that for some reason scenetransitioner is just firing again for no apparent reason

broken adder
#

is it on github? i can take a peek to see

#

another skip btw, boss level, and yeah its defo just not being interrupted

icy cliff
#

Yeah, the github for it is linked in the workshop description. If you wanna take a look and see if you can figure out what's happening, feel free

broken adder
#

i bet there's another location where it gets called like in an ienum

icy cliff
#

Okay, I'll be back to this later. Peace

broken adder
#

peace

broken adder
#

i know this is good code but the base game code feels so spaghetti to me, my gosh

thats what i get for not taking time to understand a games code before saying i'll help lmao

broken adder
#

i might have found the issue? i cba to set up an environment to test this but it looks like HasteTransitioner.Update gets the very default scene state every frame and then tries to compute the target state, but if it cant it uses just a normal world, which is probably why its skipping

#

so look into ComputeTargetState or hijack HasteTransitioner.Update and make sure that its not eating any yucky stuff

#

im probs wrong but you'll end up having to hijack something

#

and its probably the update method

icy cliff
#

I think that's mostly just bc it's a Unity project though, it kinda does that

icy cliff
broken adder
#

true, it usually does end up looking like that

#

np! literally had nothing to do and it felt good to look at code again instead of wanting to but not

icy cliff
#

Hey I get that, lmao

icy cliff
#

Okay, update pushed tonight that's huge back-end. I completely refactored how I do most of the sequencing of the mod. Ideally, this fixed the issues with levels skipping, since I think I finally tracked that down with the help of @broken adder. As always, if that's not the case, please let me know. 🙃
I think this also made transitions finally look good again, and it finally implemented the graded bonus between levels. I also changed balancing ever-so-slightly in that Shops and Rest areas no longer count as actual levels as far as progression is counted, so item reward intervals will actually line up to the number displayed on the screen, but also so that you will have to have 5 actual Normal or Challenge levels completed before bosses can show up (by default settings, anyway).
There's probably more than that, but I'm tired

#

Also a decent chance that I broke something that I didn't properly test for, so also let me know if you find anything like that, lmao

broken adder
#

love the mod, should have been base game fr

#

or an option

broken adder
#

have encountered a few skips, but im able to access the shop at least more reliably now lmao, here's a skip from the boss

broken adder
#

non skip boss 🙏 it seems like the difference is actually in currentNodeStatus with the difference being that skipped levels are postlevelscreencomplete or its alternative and non-skipped are set to loading instead

#

another skip

#

yeahh its skipping loadingcomplete for some reason

icy cliff
#

Hmm. So I'm using the actual "proper" load methods for loading into next rooms, which by default sets currentNodeStatus to Loading for Default, Challenge, and Boss rooms, and to Running for Shop and RestStop

#

Oh, I see that something in there is changing it back from Running to PostLevelScreenComplete

#

Oh but either way it shouldn't be skipping bosses that way

#

Hmm

#

Wait, the logging that you have there also doesn't have the expanded/updated logging from the newest version

#

Are you getting the screen that shows what Rank you get between each level now?

broken adder
#

sorry I was in class and hanging out with my bf after it, so didn't see this

#

im p sure steam just didn't update the mod so im gonna go in and force it in a bit

icy cliff
#

You're all good, lol

broken adder
#

s'all fixed seems to me!!

#

got a second to check

icy cliff
#

Hell yeah!

icy cliff
#

Posted a real quick update to make it so that Shop Nodes cannot roll directly into Shop Nodes and Rest Site Nodes cannot roll directly into Rest Site Nodes. They can still roll into each other, so theoretically you could bounce back and forth between them, but it should allow for higher percent chances of at least one of the two without it just endlessly rolling back into itself.

crimson pond
#

nearly just what I was wanting out of the base game

#

can you add a way to choose between what the next level is as like a deviation every few levels?

raw forge