#archived-modding-development
1 messages ยท Page 26 of 1
I guess
The version is just a hard coded string in SetupNewPlayerData and SaveGame
Fucking hell
It has to come from somewhere for the string in the menu
Verulean: no hard cap, but sorta
That's probably hard coded too, though
Nah there's a much easier way
There is a GameVersionData class
They've even got a way to get major, minor, etc versions
They're just not using it in PlayerData or GameManager
This class isn't static and it doesn't have an instance member so I'm not sure how best to access it
@hazy sentinel
TeamCherry.References,gameVersionData ?
that must be on something
I never noticed that TeamCherry namespace
TeamCherry.References is never used according to dnspy
it'll be on a gameobject
actually it won't 
FindObjectsOfType<References> might find it
It's easier to just add a version string to the modding API than to deal with this
For now I guess I'll just use reflection to check if one of the GT things exists
Because that's easy and I'm lazy
Alright, new debug mod is up:
Options to respawn Grimm and NKG
Enemies panel now detects Grimm and NKG properly
"All Charms" button gives new charms and makes fragile charms unbreakable
Added button to change Grimmchild state
Added overcharm toggle to charms menu
Fixed self damage for new patch
Didn't test extensively but I'm pretty sure I didn't break anything for 1.1.1.8 with this
The buttons are still there because I'm too lazy for version specific UI but they just log a thing to the console that you can't do that on this patch
Nevermind it doesn't work
lol
rip
oh it's 1 directory further
Oh I see
GetGatePosition on TransitionPoint doesn't do what I thought
Fixes random transition between Path of Pain and Forgotten Crossroads
But it's also untested 
Alright it worked
The transition doesn't randomly go to crossroads
What a world to live in
@leaden hedge - So there is a bug with PlayerDataDump.GetCurrentVersion() which causes the query to the version.txt file to not work right. Basically Mono.Security (which is what Unity ships with), doesn't include any SSL Certificate Roots at all. So all queries to the page over https fail with "Invalid certificate received". I've looked at the unity forums and it seems like the only real fix is to run some mono executable that imports the root CAs, but not really a fan of that approach. We could disable the validation on teh SSL certs entirely, but again, not really something i want to do either....
hmm
i was confused about why It wasn't saying there was a version mismatch when i was testing, but sort of had ignored it until now, added the exception to the catch and logged it to modlog and get this
[PlayerDataDump] OPEN
System.Net.WebException: Error getting response stream (Write: The authentication or decryption has failed.): SendFailure ---> System.IO.IOException: The authentication or decryption has failed. ---> Mono.Security.Protocol.Tls.TlsException: Invalid certificate received from server. Error code: 0xffffffff800b010a
at Mono.Security.Protocol.Tls.Handshake.Client.TlsServerCertificate.validateCertificates (Mono.Security.X509.X509CertificateCollection certificates) [0x00000] in <filename unknown>:0
at Mono.Security.Protocol.Tls.Handshake.Client.TlsServerCertificate.ProcessAsTls1 () [0x00000] in <filename unknown>:0
at Mono.Security.Protocol.Tls.Handshake.HandshakeMessage.Process () [0x00000] in <filename unknown>:0
at Mono.Security.Protocol.Tls.ClientRecordProtocol.ProcessHandshakeMessage (Mono.Security.Protocol.Tls.TlsStream handMsg) [0x00000] in <filename unknown>:0
at Mono.Security.Protocol.Tls.RecordProtocol.InternalReceiveRecordCallback (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Mono.Security.Protocol.Tls.SslStreamBase.AsyncHandshakeCallback (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
at System.Net.WebClient.GetWebResponse (System.Net.WebRequest request) [0x00000] in <filename unknown>:0
at System.Net.WebClient.DownloadDataCore (System.Uri address, System.Object userToken) [0x00000] in <filename unknown>:0
I'm considering just adding try/catch into the hooks in the modding dll to print errors
So you don't have to manually do it
that'd be nice ๐
It would also prevent one mod from breaking another
Because as is I'm pretty sure if one function in an event breaks none of the ones after it in the queue run
that seems like a likely scenario
jsut hope the broken one runs last 
I'll have to look into how to get the actual function being run from a Delegate
So I can log it properly
oh I figured out yet another problem with fsms
But yeah I should print the stack trace too
Although the exception string should contain that anyway
HutongGames.PlayMaker.Actions is completely empty, and gets compiled from somewhere at runtime
but its required to get function prototypes
Assembly
wtf
"this one should work "
It does work
yeah, just thinking edit the wording
like "Fixes random transition between Path of Pain and Forgotten Crossroads"
or something
Yeah alright I'll change it
is there anyway to do the debug mod where you can have the effect of taking damage (like infinite HP) but use fotf (stay at 1 hp)?
You can manually up your nail damage
could you damage yourself to 1hp then set the invincible flag?
@buoyant wasp yeah i wanted to have the effect of taking damage though so i could know if/when i was taking damage
im practicing the grimm boss
ah
good idea tho sean
Guess I could change infinite hp to not automatically heal you to full
with my build its 55 damage
Not sure how that would work though because all that the infinite hp cheat does is heal you to full constantly
just add a toggle to enable fotf constantly 
I think I have an idea
is fotf a multiplier or additive?
1.75x
55 or 56
not sure if it rounds up or down
sean do you know if theres a button to save all classes to cs files?
Fury is up
nice
File -> Export to Project
last question, how do you manually change the nail dmg
gotcha
I made a change that should make infinite hp work the way you want
But I've learned my lesson, I'm gonna test it first
haha ๐
i hate that javascript doesnt have classes
haha it "does"
it makes this fsm shit so much harder to port zzz
syntactical sugar classes Jebaited
it has objects which can contain function and variables like a class
well, it has a class constructor
but its not a class
hmm maybe that is es7 actually
Alright nevermind
I really want to learn TypeScript
oh no, classes are es6
but just haven't had the time
My plan was to hook HeroController.TakeDamage and set it to 0 damage if infinite hp was on
word around the block says typescript is slowly dying ๐ญ
But they're checking if damage is 0 and not doing any damage effect
yeah thats how it works for everything
instead do the playerData.TakeHealth
that might work
unless they've moved stuff
if (this.playerData.health == 0)
{
base.StartCoroutine(this.Die());
}
shouldn't die
tiaW
unless you actually go to 0 hp
Ok something I did was making me type backwards
I don't know how I did that
But anyway, "== 0"
Good job, Team Cherry
Just gotta get negative hp and you never die
is it all in js?
Shit, my foolproof plan
wow... i could totally help mod and such then
nah this is in csharp
nice
Oh boy this would get annoying very quickly
now i only need to solve my laziness problem ๐คฆ
It's doing the death effect when I get hit
LOL
But at least it "works" other than that
you know what
if (this.playerData.equippedCharm_5 && this.playerData.blockerHits > 0 && hazardType == 1 && this.cState.focusing && !flag)
{
this.proxyFSM.SendEvent("HeroCtrl-TookBlockerHit");
this.audioSource.PlayOneShot(this.blockerImpact, 1f);
spawnDamageEffect = false;
damageAmount = 0;
}
could always set that to true if you're invincible
Yeah, I'll try that
it'd still have an effect, but probably less annoying than the death noises
No it doesn't play the death noise
Just the black circle thing that radiates outward
Probably less annoying than the baldur shell effect tbh
Eh this is good enough
I don;t even know
Oh I see, it's only *10 for the first 3
I can kinda see why they did this then
Still bad implementation, though
(hits x 10) + (hits==4 x 10) + (hits>=5 x 20)
@lone dust I just uploaded the new infinite hp cheat
So you can stay at 1 hp if you can deal with the extra hit effect
nocie
woah
woah
woah?
Whoa!
you figure out how to fix the randomizer? (no pressure, just curious what the solution ends up being)
I haven't really looked into it yet
I can probably just check for inventory in GetBool
I don't think that would have any negative effects
so, you mentioned that you were re-running the rando logic on load, curious as to why that vs just reading from rnd.js?
That's not guaranteed to be accurate
Rerunning the seed is only like 2 seconds on the worst of computers (Ciplax)
It's near instant for me
my initial load using a NVMe Samsung 960 + i7 takes about 2-3 seconds
The initial load also has to load the XML file
ah
that's probably the real cost
xml deserialization is garbage slow compared to most stuff
the solution is to not deserialize it 
not that i'm saying you have to, but perhaps might be worth looking at storing it as a protobuf or something
if it gets much bigger
Not super excited about rewriting the file but maybe
well, you wouldn't necessarily need to, could just keep the XML as is. the very, very first time it's loaded, you deserialize it and then turn it into something else like protobuf or a binary version of the class, and then store it on the local FS. every time after that it just checks for the existance of the already processed version and uses that instead.
the only time it'd regenerate the file is if the version changes
Alright, doesn't sound too bad
I could also start an async load of it when the game launches and wait for that to be completed on file load if it somehow isn't already done
that was my other thought to do it at game load rather than save load
much less likely to notice
even if it was synchronous instead, the player would just think it took an extra 1-2 seconds to load the game and probably not even notice
because there isn't any interaction that they expect to happen
On new game it loads the xml during the black screen loading the scene
Which nobody has complained about
ah, yeah
i've never even noticed that
so i think you only really notice with the save load because you click a button and everything just lags for a second. so it's the expectation that it would be near instant and then it not being so that makes it noticable. hiding the loads in places that people expect there to be a delay in works. (i think you said TC does GC when you take damage to hide the lag from it)
Yeah, they do
I should probably just randomize during the load always
Not just on new game
the only other thing i can think of would be to store the randomized values for the seed in the save folder and find some sort of thing in the save data that you can use to verify that user1.dat's save matches user1.rnd.dat's data. If there's some unique key that each save has that you could guarantee doesn't change. (because i'm guessing your issue with not doing that now is that if they clear the save, then start a new one or something, you might get an old randomized mapping)
Yeah, storing the randomization is the clear better option here
That also guarantees a save will work if the randomizer is updated
yup
it sounds like right now, if you were half way through a save, and updated the randomizer, the next time you loaded the save, it'd be....broken in many ways
I've never tried myself but yeah that's a safe assumption
question is....how do you ensure that a given save matches a given randomization. Looking through the json for playerdata, there doesn't appear to be anything in it that is unique
The solution is to have only one save file
It's been on my to-do list for a long time to add an easy way to track extra data in the save to the modding api
you mean store the data in the save (IE extend the save?)
Yeah
yeah, that's the best way, I just didn't know if it was feasible ๐
Bonfire and lightbringer already work that way
ah
yeah adding something like Save.ModData being a Dictionary<string, object> where the string is the mod's key and object is whatever it wants to store
so you could do ModHooks.ModSaveDataManager.Set("RandomizerMap", themapgoeshere);
Yeah, that's a good idea
Very specific
yeah
๐ค
Next step to achieving balance: Fix duping
I decided to show the "expected/average amount of hits resisted"
why would you fix duping 
instead of the probability of resisting after one hit
also unfortunately i can't get infinite charm notches on this save because i got it assuming TC were competent at making the game consistent 
but that's cheating 
yeah and duping most definitely isn't
Yeah, duping that charm notch is obviously intended
That's why it's different from the others
can you dupe the charm from the mushrooms?
can't dupe any of the other notches
That's fair
your mod is much better than kein's
Thanks
Yes
wish I could use it with pop right now
you can! it'd be cheating, but that's not the point
i got teleported to crossroasd
so now Im gonna get back to where i was at least
never used debug mod before, how do i do stuff with it
Got teleported to crossroads from path of pain?
I made a mod that fixes that
It's in the pins, didn't bother uploading to drive because I'm sure they'll fix it next patch
thanks
im having the wierdest bug right now after installing and uninstalling an mod
How did you uninstall it?
but getting rid of all files relating to the mod and replacing them with the backup i made
Yeah that should work
i was wrong wasent i
What's the bug you're getting?
well it was the lightbringer mod and i was smart enough to never go into a save i already had made a new one but when i uninstalled it and went into my main save
soul eater costs 2 charm notces and my pure nail does alot less damage
Guess you loaded it in lightbringer accidentally
I can fix your save if you send it here
yeah, lightbringer makes some changes that will hold over
dam
only use it on a new save or if you have a backup
did you verify files?
yea
yeah, accident my be the cause
but yea i have pure nail and strenth charm but it takes 2 shots to kill green path enemys
the ones that explode
and i know for a fact that shouldent be the case
i didnt have a pure nail or the strenth charm on my other save but 1 shot thos eenemys there
how much damage is pure nail supposed to do anyway?
21
i have strenth charm and pure nail but it takes 2 shots to kill exploding green path enemys
other save though
nope
its fine
Offer still stands to fix your save if you send it here
one sec
i found it
Volatile Mosskin
is the enemy
15 hp
prue nail does 21 damage
i have strenth charm and pure nail but it takes 2 shots
i feels like its the default nail damage
no
the first upgraded nail
not pure nail not even clsoe
lightbringer reduces the base damage as a way to balance against the whole ranged attack thing
yea
and some charms costs are off
wana know whats funny
ive beaten the hole game and the new dlcs with this dmaage down bug
LOL
wow, congrats
i found out today
it was bugged
thought it was just charm costs
but when i made a new save and 1 shot an enemy but didnt on my main save with full nail and strenth charm
i was like
woo
wow
i dont know fi i should be upset at myself for not seeing it sooner or proud that i did all those hard bosses with a disadvantage
still, congrats. back to the salt grinder for me
lol
2 functions down, 1136 to go
Balloon hp
yes but I added, VAR = function( VAR OP VAR )
so you can actually see, Quarter HP = HP / 4
Not sure if this is the right chat, but does anyone know if the debug mod still works for this version of hk? Or is there a toggle key im missing
it works for 1.2.1.0
Should it just be present when i enter a save, or do iI need to enable it in some way? ofc im a skrub so i probs just installed it wrong
it'd be automatically active
kewl lemme retry installing that then
also @rain cedar I've been thinking of moving all the fsm stuff into a single class like so,
eventually when you can do everything via this, and its not gonna change every few days, could add it to modding api
Yeah, not a bad idea
- Sped up process for opening inventory -- hmmmm
Just one
does the randomizer mod works for CP or i have to get it through the old version?
ok thnx
if anyone literally hates themselves good luck killing this 
what dis
Where do I put this?
Looks like this doubles his hp and changes a bunch of state transitions
ok
Not sure what that means for his AI
I think he should just spam spikes for the most part with this
Not sure what AD Pos and Slash Pos states would be
well if you notice
FsmUtil.ChangeTransition(fsm, "Move Choice", "SPIKES", "Slash Pos");
FsmUtil.ChangeTransition(gfsm, "Move Choice", "FIREBATS", "Spike Attack");
these are affecting different FSMs on 2 different grimms
Oh, I see, you're making a grimm copy and changing that to spam spikes
So you've got spike spam as well as the normal one
so there are spikes constantly spawning
Sounds fun
ye
FsmUtil.ChangeTransition(fsm, "Move Choice", "PILLARS", "AD Pos");
FsmUtil.ChangeTransition(fsm, "Move Choice", "SPIKES", "Slash Pos");
this just prevents the normal grimm from either wasting his time
or doing pillars
and pillars is undodgeable afaik
You should probably check scene name in Update
So you don't mess with things that are tagged "Boss" that aren't NKG
I could probably just do it in reset
Yeah, that works
Not sure
you can pogo off the spikes for some reason too
not sure why considering you'd have no reason to do it normally
I hope they patch that
It's fucking annoying with shade soul
Can't fireball him during spikes because I get knocked back into them
<@&309837968875585540> - I'm looking at layouts for restreaming races of HK (primarily I think they have been trying to restream Randomizer races, but could apply to any of them). I'm wondering if people with actual skill in visual design could help (unlike myself who couldn't draw a straight line if my life dependent on it and am basically tone deaf from a design aesthetic perspective. ) I'd like to get a few different HK stylized layouts that are 1920x1080 designed for 2,3, or 4 players. Could start with a simple 4 person layout to get the feel right then move onto others. Thinking we'd have:
2 Person Layout - Equal size
3 Person Layout - Equal size, might be the same as a 4 person layout with some sort of thing in the 4th space
3 Person layout - 1 "featured" space, 2 smaller spaces (for if a player was doing something really difficult that we wanted to focus on)
4 Person layout - 1 features, 3 smaller
Ideally we'd have a place for the title of the thing (so is this a randomizer race, or a any%nmg, etc), places for the names of each runner. May have some space for some other (for ...something?)
Hummm, I'm reading this but I don't really watch streams, so all this still sounds pretty abstract. Do you have any concrete examples similar to what you're looking for?
@buoyant wasp
Yeah, are you looking for frames for footage, or uh, backgrounds for timetables, or what?
I believe he wants frames for a live stream
so, here's an example from metroid fusion:
or earthbound:
both of those of course are 4:3 aspect ratio because that's what the games are, HK would be 16:9. and of course those are 2 runner examples, vs 3 or 4 runners
would you want timers for each runner?
eh, normally what they've done is just done a sub capture of the runner's stream that has the runner's timer in it
which is why the timers look different in all 4 examples
but we don't necessarily need to have it split out either if we don't want to
that said, it isn't a bad idea to have a space for it
Hmm, okay.
Is the bossrush mod still available?
Not for current patch
ic
if you revert back to 1.1.1.8 then it's available
Obviously it wouldn't have Grimm/Nightmare Grimm on it, though
but ofc it wouldnt work unless I reverted the game to 1.1.1.8 right?
Yeah
does bossrush have grimm yet
no
Is there a mod where i can change my geo count??
What all stuff is in the Cut Content mod?
i forget, check the readme
how do i install the debug mod properly because there are 2 folders and were do i put both
into the root hollow knight folder
one folder goes into the api folder but one stays in the root
if i did it correctly then how do i start up the debug menu?
it'll automatically enabled when you load a save
ive loaded my save and nothing has happened
ok did you install the modding api
I dunno
it works, so you've obviously installed something wrong, you've probably not installed the api
go check ModLog.txt
its in your save folder
%appdata%/../locallow/team cherry
Trying to load mods
Loading assembly: hollow_knight_Data\Managed\Mods\DebugMod.dll
Trying to instantiate mod: DebugMod.DebugMod
Initializing debug mod
[DEBUG MOD] Could not find asset folder
Error: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.Texture2D].get_Item (System.String key) [0x00000] in <filename unknown>:0
at DebugMod.InfoPanel.BuildMenu (UnityEngine.GameObject canvas) [0x00000] in <filename unknown>:0
at DebugMod.GUIController.BuildMenus () [0x00000] in <filename unknown>:0
at DebugMod.DebugMod.Initialize () [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
[DEBUG MOD] [DREAM GATE] File dreamgate.dat not found!
thats what was in my ModLog.txt
well thats probably because you didn't read the instructions
to put the zip
into the root
see how the folder is next to the exe
ok
when i try to put the api files next to the exe it just puts them in the hollow_knight_data folder that is aldready there
and now my game wont start
debug mod is literally the easiest mod available to install. there is nothing complicated about it. just copy the entire contents of the zip file into the root of the hollow knight directory. It puts all the folders and files where they belong automagically
The one you gave me yesterday
sure
Theres a mod for a more difficult nk?
Nice
0.0.32 is the latest version
Nightmare Grimm Grimm?
Ok thank you
Nightmare God grimm
That makes more sense
You should make it be like GPZ and just add more descriptive words
Beautiful valiant radiant sensual nightmare God grimm
how different is NGG?
try it
all his move recovery is buffed
spikes constantly spawn
after dashing he does uppercut
he always does the firebat teleport
spikes move differently to normal
what about baloon
pillar was removed because its impossible to dodge atm
because of spikes, I assume?
yeah
but you cant if theres spikes
next patch will add grimm lords
which makes you fight 2 at once for the last 25%
also, what do you mean by uppercut after dash? You mean the dash after the "dropkick" dash?
yep
so it goes dive -> dash -> uppercut
nice
makes it a smaller window to pogo and hit him then
will try it later for sure
but first I have to consistently beat him no damage vanilla
yikes
thanks for the info!
Well... I got to first puffer, but I see this is going to take a bit longer D:

yep trinomi mentioned it was easy before 
@void tree @wispy root
after getting to final phase you have to fight 2 grimms at once
Are there still spikes during final phase?
Wouldn't the game still see the fight as done after killing only the original grimm?
heal gets reset
then checks if the sum of both hp < 5600
so you have to do 800 damage to them collectively
although I could make that 4800 so you've gotta do 800 to both
Could you give the player full soul when entering the fight?
yeah I guess
the debug mod only fills the main soul pool D:
updated pin to list NGG and the charm notch mod
I think last phase is easier, so I might buff it a little, but its pretty hype having 2 on the screen at once
@rain cedar theres a bug with nail damage in the debug ui
did the charm notch mod get updated to trigger the SetPlayerIntHook event?
I think that's the only thing i have left to fix in the tracker
It should, yeah
for some reason
f str + nail4 = 32 < expected
f str + nail + fury = 32 instead of 56
and it says 32 (flat 21, x1.0)
and 32 (flat 21, x1.75)
Look at the multiplier
well one of them is wrong
I'm just reading the damageDealt int from the nail fsm
The multiplier is separate
I couldn't tell you why fs updates the damageDealt directly and fury is a multiplier
what does Nightmare God Grimm do?
eff you up
Rape you, then kill you, then repeats the process 5 to 1000 times and mutilates you until you come back alive only to be killed again over and over
I havent actually gotten to trying it so idk
so wait is Nightmare God Grimm like, instakill?
Thats how much I know he does
wow I'd really rather die than ever play that
hey yeah!
I can experience great pleasure, and then die!
that sounds like a great idea!
well, time to auto erotic asphyxiate myself!
Or just buy what you want and leave
Not like you need to sit around listening to her for hours
if it bothers you when you do that then don't do that
don't sit at benches
don't breathe
don't live
wanna join my cult?
but I just wanna chill
don't get the blessing, problem solved
whoops too late now i'm cursed
good thing there are 3 more save slots available
if you have salubra's you're basically done at this point anyway ๐
wouldn't this just take one small change to remove
i mean it's just one voice file or two
maybe, go decompile the dlls and find out ๐
well aren't you just very sarcastic
it's monday, monday is extra salt day 
If I'm gonna change any audio it'll be all the waterways crap
Salubra isn't even that bad
but the flukewarms don't follow you to literally everywhere
unlike a certain charm vendor
If by literally everywhere you mean benches and only if you sit at them for like 5 seconds then yes that's accurate
no, I sit down on em' for at least 5 minutes each time
Why?
change my charms, read journal entries, just chill and absorb the amazing atmosphere
You can do all of that except charms without being at a bench
Just remove it from your save if it bothers you that much
most people A: don't get that item, and B: don't sit at benches for extended periods of time
A: i'm a completionist B: i like to chill
and even if i'm not just sitting down i want some peace and quiet while I change the charms please
So remove it from your save
it's not like I know how
There's a save editor in the pinned messages but I'm not sure it can do that
i... guess i'll just remove the sound file
Good luck with that
(if I figure out how to extract because what the hell is this packaging)
you can just s+q when you want to be at a bench for a while
wot?
what does that combination do?
what
s+q
sit at bench, quit to menu, load up save
oooh
you'll be on the bench w/o blessing active
thank you so much
might get tedious though
this is a really simple thing but it really helps
ye but you have to do that every time you sit at a bench so idk
no just every time you sit at a bench for 5 minutes
so everytime he sits at a bench?

Is Bonfire up to date?
Yes
Thanks
You download the right one for your game version?
I can't tell you which version you're using
The newest one
By newest do you mean the beta or the release patch?
The release patch
No
Then the mod should work for you
try starting HK directly from the .exe
That's what I did
It's this one that you need https://drive.google.com/open?id=0B-qUydUUcSkUakROM1UyZzZyYjg
no
Shouldn't matter how you launch it
assuming that he's on the steam version, not the gog version (those are different right?)
i mean it's pretty clearly the steam version
otherwise why would they say "I did not try starting with Steam" with no further clarification that they're on DRM-free 
I'm gonna go with "I installed the wrong one because I'm a dumbass"
Ay the one you linked worked
Thanks mate
Make sure your version in the main menu matches the version for the mod in the future
TEST BUILD
also it's not like that makes leveling any easier when you can relic dupe 
this conversation never happened
^
I'm not even worried about geo cost anymore
I'm more worried about geo cost growth than the actual numbers
It will pain me to force myself to lose 50k Geo
But in the interest of science
I shall do it
Nah mate I gotta do it legit
I'm willing to do things "legit"
if you won't tell, then I'm not telling either
as in, all glitches are allowed but no external programs/cheat mods
You should fix relic duping to fuck with him
ban
I remember how I felt like such a badass when I found out that you could get to Mawlek early on on my first playthrough. Same thing with getting to Hallownest's Crown without double jump
You need to have a bool for each relic in your moddata and modify the relic fsms on load to check against the bools
dupe is also intended 
If you say so
It's really not
Meh I'm just gonna spend it on stuff from Iselda
100% the game with no maps
You say that like it's hard to do
I would only need map to find grimm flames, since I haven't memorized their locations
flame dupes on steel soul when
how do you dupe them?
die
We only even know about this because it's in the 1.2.1.4 patch notes
Finally, something they did helped a speedrun
- Removed duplicate charm notch
too bad they are patching it out now ๐
Yeah, but it being patched out is irrelevant until there's more content
sean, i thought you said that the corpse to summon the troupe could be hit with regular nail,
that's how I summoned it
Wasn't that fixed day 1?
Respec machine broke
Yeah, it was that way on 1.2.1.1
what do you mean, Geld?
But there's some other bug with chests that makes that patch unusable (I think)
Never actually had a problem with chests
Okay so I kept exiting out and restarting the game to get a shit load of money and leveled to 99
hahahahahaha
Then I respec'd and now levels cost 10k at level 1
intended mechanic
let's leave it at that, yeah
many things broke on the transitiom from 1.1.1.8
many small things I didn't bother to check
was there a patch today? thought they were still betaing it
beta patch
ah, yeah, mickley just tried to summon without dreamnail, couldn't hit him
he's not on the beta since it's rando
try this @golden salmon
also @golden salmon i thought you weren't going to cheat 
It's not cheating if it's an intended mechanic
what error 
Is Blackmoth up to date?
ehh
Thanks mate
@rain cedar , how's compatibility with the modding API mods?
galbora, since there is a modding api version of blackmoth and I think the modding API is up-to-date...
try that and see if it works for you
That should work, yeah
if it doesn't, I can try fixing it over the week
the methods used in blackmoth were not much affected, from what I can tell
Alright lads. Anyone want to teach me how to use the API?
just plug it into your installation folder
and same goes for the mods
there should be a hollow_knight_data inside the zip
just put that on the same folder as the hollow_knight.exe
how do I get the API?
1.2.1.0?
that's current version (make sure you're not playing on beta patch)
I'm not
k then 1.2.1.0 should be the right one
if you wanna double check, just open the game and check the bottom left corner of the menu screen
yeah that's the right one
So from square one: I have the thing from g drive downloaded. What do?
unzip it
you should find a hollow_knight_data folder inside it
put that in the same folder as the game
same thing goes for the mod itself
just kinda slap it in there?
yup
What about the data folder that currently exists?
they should merge
and overwrite
don't worry, steam can verify and repair if you don't want to use mods anymore
yeah
you have to download the modding api version of blackmoth from the google drive
and do the same for it
merge its data file with the existing merged data file?
yes
okay
if it doesn't, I'll fix it over the week
looks like Ill find out
but you have to download the modding api version of blackmoth
the usual version will NOT work
https://drive.google.com/open?id=0B_b9PFqx_PR9Vm52bDEwTG5HaEk this is the version that should work
thank you
did the damage dealt by glowing womb to baulders increase?
cause i've now one shot 3 of them with a single womb guy without any other charm/buff
(in rando CP)
It's been that way
huh, interesting
yo is there a way I can fight all the bosses again?
like some sort of save state loader
Boss Rush mod (1.1.1.8 only; use a patcher to downgrade)
Save file backups before each boss
Debug(?) can let you refight the dream bosses
start up HK and in the main menu it'll tell you what version you're on in the bottom left corner (as well as the content packs you have)
go into the mod folder and each zip will tell you which version of hk it works with
if it doesn't and it's an API-supported mod, then go with the API's version
The debug mod can respawn all the bosses
as many times as you want
including NKG. If you want pain, there is also a NGG version (Nightmare God Grimm). It's.....something.
(it also has about 50 other features, but....)
@rain cedar - Was thinking that the logic precluded good items being behind dreamgate, just had a seed where isma's was there. (finally found CH down in shade cloak and finished). But yeah, was thinking something useless was always behind dreamgate.
okay, so today I plan on doing a full playthrough (possibly 100%) of Bonfire Mod. This should help me get a better feel for balance, progression etc.
@buoyant wasp it's not necessarily "uesless", but it's marked in the dependency graph as requiring every item that is required to win. https://github.com/MyEyes/RandomizerMod/blob/a7fa150c488856b34e3f894b227b6d8a0f9ac8a1/randomizer.xml#L279
did you need isma's tear to win on that seed?
dream gate, grubsong, etc are guaranteed to not be required; they aren't guaranteed to not be "good".
and CH is in the logic as "needed"
@young walrus what do you mean "needed"? needed to win, or needed for dreamgate?
needed to win
dream gate, dream wielder, and the two grub items are coded to not hold any important items
aka.... claw, dream nail, CH, dash, double jump, etc
incase ismas is stuck somewhere
that's a deficiency in the randomizer. there should be seeds possible where you need isma to win, and heart is stuck somewhere.
there's been lots of seeds where we haven't found CH and used tear to win
i don't believe the randomizer has any concept of winning, actually. i think it just wants you to get items.
it does have a concept of winning
its coded around certain items being required to win
I guess we could add I trigger for A or B
The randomizer definitely doesn't check that you can win
Because that's a guarantee if every item is available
No point
@leaden hedge i'm saying it's coded to give you items, not to allow you to win. like there's no entry for requirements to get to monomon.
why would you need an explicit entry when the requirements are more or less "implied"
all the critical items are available to get
there is a requirement to get to monomon, claw and crystal heart
thats all you need
like sean said, why add something that checks win conditions when every item is available
or claw and ismas
that's it
so it doesn't let those be hard to get
we all agree there's currently no point in the randomizer knowing about winning. i would like to make the randomizer way smarter though, which would open the door to crazier randomizer ideas, like room transition randomization.
reorganizing the data would also avoid annoying updates like this: https://github.com/MyEyes/RandomizerMod/commit/a7fa150c488856b34e3f894b227b6d8a0f9ac8a1#diff-248b2eb751c94ead94948aed94f078b0R37
Room randomization would require a list of every room with requirements for getting from any gate to any other gate
I'm not gonna be the one to make that
i'm currently trying to make a tool to make it easier to record that information. a tool where you can click around on a map. i wouldn't expect anyone to undertake writing all that down without some kind of aid.
Even with tools it's still gonna be tedious as fuck
yeah. you'd have to map literally every room
yep.
not arguing there.
but just imagine how awesome it would be to have to cross a white palace room to get to herra 
disorientingly so
another crazy randomizer mode i'd like to make possible is grub locations and geo deposits being locations for items. that would require some weird modding to make that work, but i think it'd be interesting and fun.
in any case, Isma's should share the same logic as CH in terms of where it can't be. if CH can't be behind dreamgate, isma's shouldn't either. If it can be, then so should CH
do we have a running list somewhere of the all the stuff we've looked at actually doing for the current randomizer? in my head it's:
* Add Nail Skills to Pool
* Move Kingsoul out of WP and Queensoul into the pool. One thought was to make it the combined version, then there would be literally nothing in WP.
* Possibly make Grubsong a viable location for a progression item (since 10 grubs early is fairly easy and it provides some good geo)
* Add Charm Notch Mod to Randomizer (seriously, it's awesome)
* Make Wayward compass OP with showing available paths in easy (maybe hard?)
* Add Pale Ore from either Nosk or Basin to the pool (but not both?)
* Possibly reduce the cost of lantern slot to something reasonable (1k?) then add it to the pool
saying that grubsong requires shade cloak is kind of a hack. really, i think the randomizer should know what you need to win, and make sure that's possible without getting items from any of the "annoying" locations. so it should be possible for any item (except dream nail and claw, i think) to be in annoying locations, as long as the rest of the game is beatable without it.
my idea for latern cost is that we just say that buying that item requires getting to lemm. randomizer doesn't understand that kind of dependency yet, but that's just a C# problem.
eh, if lantern isn't in the pool
then 1800 is fine
cause you really will only get it if you go to lemm
the only argument for reducing the cost down is if it is in the pool
so that you don't have something like mantis claw behind it
so, in pool = reduce the cost, out of pool = "leave it, it's fine".
I think we should add to the main pool: nail arts, pale ores (grub, seer, coliseum would be "annoying" locations), mask shards (except sly; grey mourner, grub, seer would be "annoying" locations), vessel fragments (except sly; seer, fountain would be "annoying" locations), charm notches (except salubra; coliseum would be an "annoying" location), 3x simple keys, elegant key, love key, shopkeeper's key, city crest, king's brand, tram pass, lantern.
...no
yeah.... we've talked about all oft his
this*
and decided no
the length of the rando is already pretty good
adding in ALL of that will make the rando run much longer
the stuff i listed other than grubsong (which was still undecided i think) and lantern (also undecided), is pretty much what most of the racers have more or less agreed on
cause it adds a small number of locations, but overall doesn't vastly increase the time
we talked about masks/notches/vessels and basically decided that it would just add a ton of extra time and provide no real improvement to the game
we never really landed on anything with the pale ore. and the lantern change we decided to skip b/c the requirement for it to get into Peaks is gone now
and the notch mod was the answer to randomizing the notches
and it's amazing
we're all in agreement on nail arts and the kingsoul charms being next on the list
wait. people agree on adding notch mod?
i think the pale ore was to add 1, but any more was pointless because the cost for any further upgrades on nail was too much
and it's slow to go upgrade your nail anyways
notch mod is liked by several of the runners, a few said they didn't care either way and i think 1 or 2 said no
Wouldn't it be easier to simply leave CH as it is and make it behave sorta like relics - CH has a 50% chance of being Isma's
we're not really talking about changing CH
i just said that Isma's should have the same logic as CH
in terms of it being an item that wouldn't be behind dreamgate
it's hard to do it like that gradow b/c there's room requirement differences for isma's vs CH
^
