#archived-modding-development

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leaden hedge
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test.SetupNewPlayerData()

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test.version

rain cedar
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I guess

leaden hedge
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only gotta do it once

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on load

rain cedar
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The version is just a hard coded string in SetupNewPlayerData and SaveGame

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Fucking hell

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It has to come from somewhere for the string in the menu

solemn rivet
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Verulean: no hard cap, but sorta

rain cedar
#

That's probably hard coded too, though

leaden hedge
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probably an fsm string

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somewhere

rain cedar
#

Nah there's a much easier way

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There is a GameVersionData class

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They've even got a way to get major, minor, etc versions

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They're just not using it in PlayerData or GameManager

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This class isn't static and it doesn't have an instance member so I'm not sure how best to access it

young walrus
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Only 1600?

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Felt like way more

solemn rivet
leaden hedge
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TeamCherry.References,gameVersionData ?

rain cedar
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Not sure what you mean, KDT

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Oh, I see

leaden hedge
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that must be on something

rain cedar
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I never noticed that TeamCherry namespace

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TeamCherry.References is never used according to dnspy

leaden hedge
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it'll be on a gameobject

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actually it won't hollowface

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FindObjectsOfType<References> might find it

rain cedar
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It's easier to just add a version string to the modding API than to deal with this

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For now I guess I'll just use reflection to check if one of the GT things exists

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Because that's easy and I'm lazy

rain cedar
#

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

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Didn't test extensively but I'm pretty sure I didn't break anything for 1.1.1.8 with this

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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

rain cedar
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I haven't tested that but it should fix the gate

cold bluff
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worddd

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where do i put this

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hollow_knight_Data?

rain cedar
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Nevermind it doesn't work

cold bluff
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lol

leaden hedge
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rip

rain cedar
#

Same place as other mods

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The mods folder

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Hang on let me try something else

cold bluff
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oh it's 1 directory further

rain cedar
#

Oh I see

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GetGatePosition on TransitionPoint doesn't do what I thought

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But it's also untested hollowface

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Alright it worked

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The transition doesn't randomly go to crossroads

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What a world to live in

buoyant wasp
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@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....

leaden hedge
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hmm

buoyant wasp
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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

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[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 
rain cedar
#

I'm considering just adding try/catch into the hooks in the modding dll to print errors

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So you don't have to manually do it

buoyant wasp
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that'd be nice ๐Ÿ˜ƒ

rain cedar
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It would also prevent one mod from breaking another

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Because as is I'm pretty sure if one function in an event breaks none of the ones after it in the queue run

buoyant wasp
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that seems like a likely scenario

leaden hedge
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jsut hope the broken one runs last hollowface

rain cedar
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I'll have to look into how to get the actual function being run from a Delegate

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So I can log it properly

leaden hedge
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can you not do a stack trace

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in the catch

rain cedar
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The Delegate class has a MethodInfo attribute

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I'll just use that

leaden hedge
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oh I figured out yet another problem with fsms

rain cedar
#

But yeah I should print the stack trace too

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Although the exception string should contain that anyway

leaden hedge
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HutongGames.PlayMaker.Actions is completely empty, and gets compiled from somewhere at runtime

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but its required to get function prototypes

rain cedar
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I'm seeing a ton of stuff in that namespace

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Doesn't look empty to me

leaden hedge
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in the assembly?

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or in game?

rain cedar
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Assembly

leaden hedge
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this is all I get

rain cedar
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And that's not even done with A yet

leaden hedge
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wtf

rain cedar
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Oh wait I see

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You're looking in PlayMaker.dll

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That's in Assembly-CSharp

leaden hedge
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oh

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so it is

rain cedar
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Not gonna bother putting that in the drive since it'll get fixed soon anyway

buoyant wasp
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"this one should work "

rain cedar
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It does work

buoyant wasp
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yeah, just thinking edit the wording

rain cedar
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Repinned the drive link to keep it on top

buoyant wasp
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like "Fixes random transition between Path of Pain and Forgotten Crossroads"

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or something

rain cedar
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Yeah alright I'll change it

lone dust
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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)?

rain cedar
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You can manually up your nail damage

buoyant wasp
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could you damage yourself to 1hp then set the invincible flag?

lone dust
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@buoyant wasp yeah i wanted to have the effect of taking damage though so i could know if/when i was taking damage

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im practicing the grimm boss

buoyant wasp
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ah

lone dust
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good idea tho sean

rain cedar
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Guess I could change infinite hp to not automatically heal you to full

leaden hedge
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with my build its 55 damage

lone dust
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yeah thatd be cool sean

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if its easy, you could also just add a "fill hp" option too

rain cedar
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Not sure how that would work though because all that the infinite hp cheat does is heal you to full constantly

lone dust
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not sure how thatd work since its not a boolean but ๐Ÿคท

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oh i see

leaden hedge
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just add a toggle to enable fotf constantly hollowface

lone dust
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yeah thatd work too

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but i guess thats just the same as increasing damage haha

rain cedar
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I think I have an idea

lone dust
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is fotf a multiplier or additive?

leaden hedge
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1.75x

lone dust
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kk

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with str rn its 32 dmg, so 1.75x that would be 56 i think as you said

leaden hedge
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55 or 56

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not sure if it rounds up or down

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sean do you know if theres a button to save all classes to cs files?

rain cedar
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Fury is up

lone dust
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nice

rain cedar
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File -> Export to Project

lone dust
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last question, how do you manually change the nail dmg

leaden hedge
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=-

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= is more

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  • is less
lone dust
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gotcha

rain cedar
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I made a change that should make infinite hp work the way you want

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But I've learned my lesson, I'm gonna test it first

lone dust
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haha ๐Ÿ˜›

leaden hedge
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i hate that javascript doesnt have classes

lone dust
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haha it "does"

leaden hedge
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it makes this fsm shit so much harder to port zzz

lone dust
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syntactical sugar classes Jebaited

leaden hedge
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it has objects which can contain function and variables like a class

lone dust
#

well, it has a class constructor

leaden hedge
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but its not a class

lone dust
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hmm maybe that is es7 actually

rain cedar
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Alright nevermind

buoyant wasp
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I really want to learn TypeScript

lone dust
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oh no, classes are es6

buoyant wasp
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but just haven't had the time

rain cedar
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My plan was to hook HeroController.TakeDamage and set it to 0 damage if infinite hp was on

lone dust
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word around the block says typescript is slowly dying ๐Ÿ˜ญ

rain cedar
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But they're checking if damage is 0 and not doing any damage effect

leaden hedge
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yeah thats how it works for everything

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instead do the playerData.TakeHealth

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that might work

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unless they've moved stuff

rain cedar
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Alright

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Might still die if we're hooking it there

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We'll see

leaden hedge
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if (this.playerData.health == 0)
{
base.StartCoroutine(this.Die());
}

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shouldn't die

rain cedar
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tiaW

leaden hedge
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unless you actually go to 0 hp

rain cedar
#

Ok something I did was making me type backwards

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I don't know how I did that

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But anyway, "== 0"

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Good job, Team Cherry

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Just gotta get negative hp and you never die

lone dust
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is it all in js?

leaden hedge
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ah but

#
            if (this.health - amount <= 0)
            {
                this.health = 0;
            }
rain cedar
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Shit, my foolproof plan

lone dust
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wow... i could totally help mod and such then

leaden hedge
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nah this is in csharp

lone dust
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ah okay, close enuf-ish

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was the game written in unity?

leaden hedge
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javascript is for fsm web viewer

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and yes it is

lone dust
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nice

rain cedar
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Oh boy this would get annoying very quickly

lone dust
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now i only need to solve my laziness problem ๐Ÿคฆ

rain cedar
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It's doing the death effect when I get hit

lone dust
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LOL

rain cedar
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But at least it "works" other than that

leaden hedge
#

you know what

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                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;
                }
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could always set that to true if you're invincible

rain cedar
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Yeah, I'll try that

leaden hedge
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it'd still have an effect, but probably less annoying than the death noises

rain cedar
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No it doesn't play the death noise

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Just the black circle thing that radiates outward

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Probably less annoying than the baldur shell effect tbh

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Eh this is good enough

leaden hedge
#

oh

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baldur shell lol

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I wanted to do carefreeShield lol

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WTF

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are they retarded

rain cedar
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Yes

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It's a pretty good switch

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Too hard to do hitsSinceShielded*10 hollowface

leaden hedge
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I don;t even know

rain cedar
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Oh I see, it's only *10 for the first 3

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I can kinda see why they did this then

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Still bad implementation, though

leaden hedge
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(hits x 10) + (hits==4 x 10) + (hits>=5 x 20)

rain cedar
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@lone dust I just uploaded the new infinite hp cheat

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So you can stay at 1 hp if you can deal with the extra hit effect

lone dust
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nocie

brazen bramble
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woah

rain cedar
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woah

buoyant wasp
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woah?

rain cedar
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Whoa!

buoyant wasp
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you figure out how to fix the randomizer? (no pressure, just curious what the solution ends up being)

rain cedar
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I haven't really looked into it yet

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I can probably just check for inventory in GetBool

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I don't think that would have any negative effects

buoyant wasp
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so, you mentioned that you were re-running the rando logic on load, curious as to why that vs just reading from rnd.js?

rain cedar
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That's not guaranteed to be accurate

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Rerunning the seed is only like 2 seconds on the worst of computers (Ciplax)

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It's near instant for me

buoyant wasp
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my initial load using a NVMe Samsung 960 + i7 takes about 2-3 seconds

rain cedar
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The initial load also has to load the XML file

buoyant wasp
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ah

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that's probably the real cost

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xml deserialization is garbage slow compared to most stuff

rain cedar
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Yeah, and it's like 1700 lines

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Getting to be pretty massive

leaden hedge
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the solution is to not deserialize it hollowface

buoyant wasp
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not that i'm saying you have to, but perhaps might be worth looking at storing it as a protobuf or something

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if it gets much bigger

rain cedar
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Not super excited about rewriting the file but maybe

buoyant wasp
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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.

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the only time it'd regenerate the file is if the version changes

rain cedar
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Alright, doesn't sound too bad

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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

buoyant wasp
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that was my other thought to do it at game load rather than save load

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much less likely to notice

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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

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because there isn't any interaction that they expect to happen

rain cedar
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On new game it loads the xml during the black screen loading the scene

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Which nobody has complained about

buoyant wasp
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ah, yeah

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i've never even noticed that

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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)

rain cedar
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Yeah, they do

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I should probably just randomize during the load always

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Not just on new game

buoyant wasp
#

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)

rain cedar
#

Yeah, storing the randomization is the clear better option here

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That also guarantees a save will work if the randomizer is updated

buoyant wasp
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yup

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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

rain cedar
#

I've never tried myself but yeah that's a safe assumption

buoyant wasp
#

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

rain cedar
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The solution is to have only one save file

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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

buoyant wasp
#

you mean store the data in the save (IE extend the save?)

rain cedar
#

Yeah

buoyant wasp
#

yeah, that's the best way, I just didn't know if it was feasible ๐Ÿ˜ƒ

rain cedar
#

Bonfire and lightbringer already work that way

buoyant wasp
#

ah

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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

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so you could do ModHooks.ModSaveDataManager.Set("RandomizerMap", themapgoeshere);

rain cedar
#

Yeah, that's a good idea

solemn rivet
#

Bonfire mod updated

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Patch notes: Better math

rain cedar
#

Very specific

solemn rivet
#

yeah

hazy sentinel
#

๐Ÿค”

rain cedar
#

Next step to achieving balance: Fix duping

solemn rivet
#

I decided to show the "expected/average amount of hits resisted"

hazy sentinel
#

why would you fix duping hollowface

solemn rivet
#

instead of the probability of resisting after one hit

rain cedar
#

Just set timescale to 0 whenever inventory is up

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Easy fix

hazy sentinel
#

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 hollowsad

rain cedar
#

You can respawn Grimm with debug mod

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Then dupe it

hazy sentinel
#

but that's cheating intenseface

buoyant wasp
#

yeah and duping most definitely isn't

rain cedar
#

Yeah, duping that charm notch is obviously intended

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That's why it's different from the others

solemn rivet
#

can you dupe the charm from the mushrooms?

hazy sentinel
#

can't dupe any of the other notches

cold bluff
#

what is going on with this noclip command

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it's crazy af omg

rain cedar
#

That's not even new

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Get with the times

cold bluff
#

hey man

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that's what i'm doing

rain cedar
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That's fair

cold bluff
#

your mod is much better than kein's

rain cedar
#

Thanks

dapper folio
#

noclip?

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part of the debug mod?

rain cedar
#

Yes

dapper folio
#

wish I could use it with pop right now

buoyant wasp
#

you can! it'd be cheating, but that's not the point

dapper folio
#

i got teleported to crossroasd

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so now Im gonna get back to where i was at least

#

never used debug mod before, how do i do stuff with it

young walrus
#

you use your mouse and click stuff

dapper folio
#

i hid menu, how do i get it back?

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also, got back to spot

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thank you debug

rain cedar
#

Got teleported to crossroads from path of pain?

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I made a mod that fixes that

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It's in the pins, didn't bother uploading to drive because I'm sure they'll fix it next patch

young walrus
#

press F1

#

hides/unhides everything

dapper folio
#

thanks

amber plank
#

im having the wierdest bug right now after installing and uninstalling an mod

rain cedar
#

How did you uninstall it?

amber plank
#

but getting rid of all files relating to the mod and replacing them with the backup i made

rain cedar
#

Yeah that should work

amber plank
#

i was wrong wasent i

rain cedar
#

What's the bug you're getting?

amber plank
#

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

rain cedar
#

Guess you loaded it in lightbringer accidentally

#

I can fix your save if you send it here

dapper folio
#

yeah, lightbringer makes some changes that will hold over

amber plank
#

dam

dapper folio
#

only use it on a new save or if you have a backup

amber plank
#

i only use new save

#

but maybe i did it by accident and forgot

dapper folio
#

did you verify files?

amber plank
#

yea

dapper folio
#

yeah, accident my be the cause

amber plank
#

but yea i have pure nail and strenth charm but it takes 2 shots to kill green path enemys

#

the ones that explode

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and i know for a fact that shouldent be the case

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i didnt have a pure nail or the strenth charm on my other save but 1 shot thos eenemys there

dapper folio
#

how much damage is pure nail supposed to do anyway?

rain cedar
#

21

amber plank
#

i have strenth charm and pure nail but it takes 2 shots to kill exploding green path enemys

#

other save though

#

nope

#

its fine

rain cedar
#

Offer still stands to fix your save if you send it here

amber plank
#

one sec

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i found it

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Volatile Mosskin

#

is the enemy

#

15 hp

#

prue nail does 21 damage

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i have strenth charm and pure nail but it takes 2 shots

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i feels like its the default nail damage

#

no

#

the first upgraded nail

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not pure nail not even clsoe

dapper folio
#

lightbringer reduces the base damage as a way to balance against the whole ranged attack thing

amber plank
#

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

dapper folio
#

wow, congrats

amber plank
#

i found out today

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it was bugged

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thought it was just charm costs

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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

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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

dapper folio
#

still, congrats. back to the salt grinder for me

amber plank
#

lol

solemn rivet
#

I'm a modder. I can use noclip in PoP, right? hollowface

#

Also, that last section is bullshit

leaden hedge
solemn rivet
#

Balloon hp

leaden hedge
#

yes but I added, VAR = function( VAR OP VAR )

#

so you can actually see, Quarter HP = HP / 4

timber gale
#

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

leaden hedge
#

it works for 1.2.1.0

timber gale
#

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

leaden hedge
#

it'd be automatically active

timber gale
#

kewl lemme retry installing that then

leaden hedge
#

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

rain cedar
#

Yeah, not a bad idea

buoyant wasp
#

- Sped up process for opening inventory -- hmmmm

rain cedar
#

Yeah, it's shit

#

Doesn't induce significant lag anymore

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Can't consistently clip

buoyant wasp
#

lol

#

so it breaks some of the glitches eh?

rain cedar
#

Just one

robust kiln
#

does the randomizer mod works for CP or i have to get it through the old version?

rain cedar
#

It's on current

#

But not the public beta

robust kiln
#

ok thnx

leaden hedge
young walrus
#

what dis

leaden hedge
#

its a mod to nightmare king grimm

#

makes him harder

wispy root
#

Where do I put this?

leaden hedge
#

you need the api installed

#

then you just put in hollow_knight_Data/Managed/mods/

rain cedar
#

Looks like this doubles his hp and changes a bunch of state transitions

wispy root
#

ok

rain cedar
#

Not sure what that means for his AI

leaden hedge
#

try it hollowface

#

if someone beats this I'll be impressed and then make it harder

rain cedar
#

I think he should just spam spikes for the most part with this

#

Not sure what AD Pos and Slash Pos states would be

leaden hedge
#

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

rain cedar
#

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

leaden hedge
#

so there are spikes constantly spawning

rain cedar
#

Sounds fun

leaden hedge
#

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

rain cedar
#

You should probably check scene name in Update

#

So you don't mess with things that are tagged "Boss" that aren't NKG

leaden hedge
#

I could probably just do it in reset

rain cedar
#

Yeah, that works

leaden hedge
#

but yeah it will fuck with troupe master

#

"Grimm_Nightmare" right

rain cedar
#

Not sure

leaden hedge
#

you can pogo off the spikes for some reason too

#

not sure why considering you'd have no reason to do it normally

rain cedar
#

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

buoyant wasp
#

<@&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?)

kindred nest
#

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?

leaden hedge
#

@buoyant wasp

kindred nest
#

Yeah, are you looking for frames for footage, or uh, backgrounds for timetables, or what?

leaden hedge
#

I believe he wants frames for a live stream

buoyant wasp
#

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

solemn rivet
#

would you want timers for each runner?

buoyant wasp
#

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

kindred nest
#

Hmm, okay.

heady tangle
#

Is the bossrush mod still available?

rain cedar
#

Not for current patch

heady tangle
#

ic

dapper folio
#

if you revert back to 1.1.1.8 then it's available

rain cedar
#

Obviously it wouldn't have Grimm/Nightmare Grimm on it, though

heady tangle
#

but ofc it wouldnt work unless I reverted the game to 1.1.1.8 right?

rain cedar
#

Yeah

heady tangle
#

ic

#

ty

#

I havent even finished the game anyways

heavy geyser
#

does bossrush have grimm yet

dapper folio
#

no

lucid vale
#

Is there a mod where i can change my geo count??

dapper folio
#

Cheat Engine

#

or Debug Mod

golden salmon
#

What all stuff is in the Cut Content mod?

dapper folio
#

i forget, check the readme

lucid vale
#

how do i install the debug mod properly because there are 2 folders and were do i put both

leaden hedge
#

into the root hollow knight folder

lucid vale
#

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?

leaden hedge
#

it'll automatically enabled when you load a save

lucid vale
#

ive loaded my save and nothing has happened

leaden hedge
#

ok did you install the modding api

lucid vale
#

yes

#

That's where my folder is

leaden hedge
#

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

lucid vale
#

where is my save folder?

#

is it the one in appdata?

leaden hedge
#

%appdata%/../locallow/team cherry

lucid vale
#

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

leaden hedge
#

well thats probably because you didn't read the instructions

#

to put the zip

#

into the root

lucid vale
#

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

leaden hedge
#

wow

#

almost as if thats intended

#

so you know where to put them

lucid vale
#

and now my game wont start

buoyant wasp
#

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

young walrus
#

has to be Steam version to work

#

iirc

rain cedar
#

He got as far as the mod attempting to load images

#

So he's on the Steam version

wispy root
#

Easiest boss of my life hollowface

#

Fucking obs, fucked up the recording file

leaden hedge
#

nice

#

which version was this

wispy root
#

The one you gave me yesterday

leaden hedge
#

ah

#

check the gdrive it got updated hollowface

wispy root
#

sure

robust kiln
#

Theres a mod for a more difficult nk?

leaden hedge
#

yes

#

NGG

robust kiln
#

Nice

leaden hedge
#

0.0.32 is the latest version

bleak robin
#

Nightmare Grimm Grimm?

robust kiln
#

Ok thank you

leaden hedge
#

Nightmare God grimm

bleak robin
#

That makes more sense

leaden hedge
#

you beat it before trinomi though

#

but he was using the harder version

bleak robin
#

You should make it be like GPZ and just add more descriptive words

#

Beautiful valiant radiant sensual nightmare God grimm

leaden hedge
#

can't really make it much harder

#

its already pushing whats possible in game afaik

solemn rivet
#

how different is NGG?

leaden hedge
#

try it

solemn rivet
#

don't have the time rn

#

I'm at uni

leaden hedge
#

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

solemn rivet
#

what about baloon

leaden hedge
#

its the same

#

pillar is removed

solemn rivet
#

those two are my most hated moves

#

should be ez

leaden hedge
#

pillar was removed because its impossible to dodge atm

solemn rivet
#

because of spikes, I assume?

leaden hedge
#

yes

#

you need to move left / right to dodge pillar

solemn rivet
#

yeah

leaden hedge
#

but you cant if theres spikes

#

next patch will add grimm lords

#

which makes you fight 2 at once for the last 25%

solemn rivet
#

also, what do you mean by uppercut after dash? You mean the dash after the "dropkick" dash?

leaden hedge
#

yep

solemn rivet
#

oh

#

nice

leaden hedge
#

so it goes dive -> dash -> uppercut

solemn rivet
#

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

leaden hedge
#

oh

#

and spikes do 2, 2, 4, 8 damage

#

at phase 1,2,3,4

solemn rivet
#

yikes

leaden hedge
#

so er

#

don't walk into the spikes hollowface

solemn rivet
#

thanks for the info!

wispy root
#

Well... I got to first puffer, but I see this is going to take a bit longer D:

void tree
leaden hedge
#

yep trinomi mentioned it was easy before hollowface

leaden hedge
#

after getting to final phase you have to fight 2 grimms at once

void tree
#

Are there still spikes during final phase?

leaden hedge
#

no

#

just 2 grimms

#

probably the hardest part is the balloon section

rain cedar
#

Wouldn't the game still see the fight as done after killing only the original grimm?

leaden hedge
#

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

wispy root
#

Could you give the player full soul when entering the fight?

leaden hedge
#

yeah I guess

wispy root
#

the debug mod only fills the main soul pool D:

leaden hedge
#

graig said he'd try it on stream tomorrow

#

so that'll be fun hollowface

dapper folio
#

updated pin to list NGG and the charm notch mod

leaden hedge
#

I think last phase is easier, so I might buff it a little, but its pretty hype having 2 on the screen at once

buoyant wasp
#

sounds brutal

#

๐Ÿ˜ƒ

leaden hedge
#

@rain cedar theres a bug with nail damage in the debug ui

buoyant wasp
#

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

rain cedar
#

It should, yeah

leaden hedge
#

for some reason
f str + nail4 = 32 < expected
f str + nail + fury = 32 instead of 56

buoyant wasp
#

cool

#

fstr+fury, now there's some ballsiness

leaden hedge
#

and it says 32 (flat 21, x1.0)
and 32 (flat 21, x1.75)

rain cedar
#

Look at the multiplier

leaden hedge
#

well one of them is wrong

rain cedar
#

21*1.5 = 31.5

#

32*1.75 = 56

leaden hedge
#

I know the maths

#

how come str updates real damage

#

but fury is just a multiplier

rain cedar
#

That's just how it works in game

#

Don't ask me

leaden hedge
#

surely it should 56 (21 x 2.75)

#

or 2.625 or whatever it is

rain cedar
#

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

leaden hedge
#

fkn TC

#

can't keep anything consistent

tidal flint
#

what does Nightmare God Grimm do?

young walrus
#

eff you up

ornate rivet
#

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

tidal flint
#

ooo kinky

#

I mean uhh

#

terrible

ornate rivet
#

I havent actually gotten to trying it so idk

tidal flint
#

so wait is Nightmare God Grimm like, instakill?

ornate rivet
tidal flint
#

wow I'd really rather die than ever play that

young walrus
#

play that and you will die

#

best of both worlds

tidal flint
#

hey yeah!

#

I can experience great pleasure, and then die!

#

that sounds like a great idea!

#

well, time to auto erotic asphyxiate myself!

stiff bane
#

is there a mod that shuts up salubra

#

please tell me there is

young walrus
#

don't need a mod

#

just alt+f4

#

shuts her right up

rain cedar
#

Or just buy what you want and leave

#

Not like you need to sit around listening to her for hours

stiff bane
#

i meant the blessing

#

when you sit on the bench

young walrus
#

don't sit at benches

rain cedar
#

You need to sit on the bench for like 10 seconds to fill your soul

#

Jeez, get over it

tidal flint
#

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?

stiff bane
#

but I just wanna chill

buoyant wasp
#

don't get the blessing, problem solved

stiff bane
#

whoops too late now i'm cursed

buoyant wasp
#

good thing there are 3 more save slots available

stiff bane
#

it's not like i'm gonna start a new save just for that

#

it's not that big of an issue

buoyant wasp
#

if you have salubra's you're basically done at this point anyway ๐Ÿ˜›

stiff bane
#

wouldn't this just take one small change to remove

#

i mean it's just one voice file or two

buoyant wasp
#

maybe, go decompile the dlls and find out ๐Ÿ˜ƒ

stiff bane
#

well aren't you just very sarcastic

rain cedar
#

Nah you'd want to change this in the resource files

#

Just replace it with empty audio

buoyant wasp
#

it's monday, monday is extra salt day hollowstare

rain cedar
#

If I'm gonna change any audio it'll be all the waterways crap

#

Salubra isn't even that bad

stiff bane
#

but the flukewarms don't follow you to literally everywhere

#

unlike a certain charm vendor

rain cedar
#

If by literally everywhere you mean benches and only if you sit at them for like 5 seconds then yes that's accurate

stiff bane
#

no, I sit down on em' for at least 5 minutes each time

rain cedar
#

Why?

stiff bane
#

change my charms, read journal entries, just chill and absorb the amazing atmosphere

rain cedar
#

You can do all of that except charms without being at a bench

stiff bane
#

but

#

i wanna sit on that bench ok

rain cedar
#

Just remove it from your save if it bothers you that much

stiff bane
#

i thought everyone was bothered by this

#

i guess i'm the only one

buoyant wasp
#

most people A: don't get that item, and B: don't sit at benches for extended periods of time

stiff bane
#

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

rain cedar
#

So remove it from your save

stiff bane
#

it's not like I know how

rain cedar
#

There's a save editor in the pinned messages but I'm not sure it can do that

stiff bane
#

i... guess i'll just remove the sound file

rain cedar
#

Good luck with that

stiff bane
#

(if I figure out how to extract because what the hell is this packaging)

rain cedar
#

Use unity studio

#

Also in the pinned messages

hazy sentinel
#

you can just s+q when you want to be at a bench for a while

stiff bane
#

wot?

hazy sentinel
#

salubra's blessing doesn't proc wgen loading into a bench

#

when*

stiff bane
#

what does that combination do?

hazy sentinel
#

what

stiff bane
#

s+q

hazy sentinel
#

sit at bench, quit to menu, load up save

stiff bane
#

oooh

hazy sentinel
#

you'll be on the bench w/o blessing active

stiff bane
#

thank you so much

hazy sentinel
#

might get tedious though

stiff bane
#

this is a really simple thing but it really helps

hazy sentinel
#

ye but you have to do that every time you sit at a bench so idk

cold bluff
#

no just every time you sit at a bench for 5 minutes

hexed basalt
#

so everytime he sits at a bench?

young walrus
golden salmon
#

Is Bonfire up to date?

rain cedar
#

Yes

golden salmon
#

Thanks

golden salmon
#

Downloading Bonfire makes the game crash on startup for me

#

Halp

rain cedar
#

You download the right one for your game version?

golden salmon
#

Um

#

I have no idea

#

Which one would that be?

rain cedar
#

I can't tell you which version you're using

golden salmon
#

The newest one

rain cedar
#

By newest do you mean the beta or the release patch?

golden salmon
#

The release patch

rain cedar
#

Alright

#

I'm gonna guess that you're probably on a mac, then

golden salmon
#

No

rain cedar
#

Then the mod should work for you

hazy sentinel
#

try starting HK directly from the .exe

golden salmon
#

That's what I did

hazy sentinel
#

๐Ÿค”

#

did you also try starting w/ steam hollowface

rain cedar
golden salmon
#

I did not try starting with Steam

#

Doesn't that fuck everything over?

hazy sentinel
#

no

rain cedar
#

Shouldn't matter how you launch it

buoyant wasp
#

assuming that he's on the steam version, not the gog version (those are different right?)

hazy sentinel
#

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 intenseface

golden salmon
#

I'm gonna go with "I installed the wrong one because I'm a dumbass"

#

Ay the one you linked worked

#

Thanks mate

rain cedar
#

Make sure your version in the main menu matches the version for the mod in the future

golden salmon
#

Alright

#

....Okay so something tells me I'm not supposed to have 50k Geo

solemn rivet
#

oh

#

shite

hazy sentinel
#

TEST BUILD

solemn rivet
#

shhhh

#

just take it a be quiet

hazy sentinel
#

also it's not like that makes leveling any easier when you can relic dupe hollowface

solemn rivet
#

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

golden salmon
#

It will pain me to force myself to lose 50k Geo

#

But in the interest of science

#

I shall do it

solemn rivet
#

just use it

#

or don't

#

spend it on charms, benches or smth

golden salmon
#

Nah mate I gotta do it legit

hazy sentinel
#

I'm willing to do things "legit"

solemn rivet
#

if you won't tell, then I'm not telling either

hazy sentinel
#

as in, all glitches are allowed but no external programs/cheat mods

solemn rivet
#

^

#

I live by that

rain cedar
#

You should fix relic duping to fuck with him

hazy sentinel
#

ban

rain cedar
#

It wouldn't be hard to do

#

Just tedious

solemn rivet
#

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

rain cedar
#

You need to have a bool for each relic in your moddata and modify the relic fsms on load to check against the bools

solemn rivet
#

irk

#

not worth it

#

I mean

#

you can farm for geo

rain cedar
#

Yeah but that's an intended mechanic

#

A boring as fuck one

#

But still intended

solemn rivet
#

dupe is also intended hollowface

rain cedar
#

If you say so

solemn rivet
#

jk

#

I honestly don't think it's worth it

rain cedar
#

It's really not

golden salmon
#

Meh I'm just gonna spend it on stuff from Iselda

solemn rivet
#

buy all pins

#

oh how much geo I wasted on those during my first playthrough

hazy sentinel
#

100% the game with no maps

rain cedar
#

You say that like it's hard to do

solemn rivet
#

I would only need map to find grimm flames, since I haven't memorized their locations

rain cedar
#

You only need to memorize one of each tier

#

You can dupe them

solemn rivet
#

oh

#

didn't know about that

hazy sentinel
#

flame dupes on steel soul when

solemn rivet
#

how do you dupe them?

hazy sentinel
#

die

rain cedar
#

Yeah, actually

#

Just die after killing it

#

Quitting and screen transition don't work

solemn rivet
#

intended mechanic

#

your shade becomes next flame confirmed

rain cedar
#

We only even know about this because it's in the 1.2.1.4 patch notes

#

Finally, something they did helped a speedrun

solemn rivet
#

- Removed duplicate charm notchsadgrub

buoyant wasp
#

too bad they are patching it out now ๐Ÿ˜‰

rain cedar
#

Yeah, but it being patched out is irrelevant until there's more content

buoyant wasp
#

sean, i thought you said that the corpse to summon the troupe could be hit with regular nail,

solemn rivet
#

that's how I summoned it

buoyant obsidian
#

Wasn't that fixed day 1?

golden salmon
#

Respec machine broke

rain cedar
#

Yeah, it was that way on 1.2.1.1

solemn rivet
#

what do you mean, Geld?

rain cedar
#

But there's some other bug with chests that makes that patch unusable (I think)

#

Never actually had a problem with chests

golden salmon
#

Okay so I kept exiting out and restarting the game to get a shit load of money and leveled to 99

solemn rivet
#

hahahahahaha

golden salmon
#

Then I respec'd and now levels cost 10k at level 1

solemn rivet
#

oh

#

thanks for that

hazy sentinel
#

intended mechanic

solemn rivet
#

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

buoyant wasp
#

was there a patch today? thought they were still betaing it

hazy sentinel
#

beta patch

buoyant wasp
#

ah, yeah, mickley just tried to summon without dreamnail, couldn't hit him

#

he's not on the beta since it's rando

solemn rivet
hazy sentinel
#

also @golden salmon i thought you weren't going to cheat hollowface

solemn rivet
#

I was thinking that

#

but since he found a bug, I thought I'd let it slide

golden salmon
#

It's not cheating if it's an intended mechanic

solemn rivet
#

the link I sent above still does not work

#

but I found the error

#

fixing it

hazy sentinel
#

what error hollowface

solemn rivet
#

tested myself

pale totem
#

Is Blackmoth up to date?

solemn rivet
#

ehh

golden salmon
#

Thanks mate

solemn rivet
#

@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

rain cedar
#

That should work, yeah

solemn rivet
#

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

pale totem
#

Alright lads. Anyone want to teach me how to use the API?

solemn rivet
#

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

pale totem
#

how do I get the API?

pale totem
#

1.2.1.0?

hazy sentinel
#

that's current version (make sure you're not playing on beta patch)

pale totem
#

I'm not

hazy sentinel
#

k then 1.2.1.0 should be the right one

solemn rivet
#

if you wanna double check, just open the game and check the bottom left corner of the menu screen

pale totem
#

yeah that's the right one

solemn rivet
#

okay

#

hope it works!

#

gotta go now

pale totem
#

So from square one: I have the thing from g drive downloaded. What do?

solemn rivet
#

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

pale totem
#

just kinda slap it in there?

solemn rivet
#

yup

pale totem
#

What about the data folder that currently exists?

solemn rivet
#

they should merge

#

and overwrite

#

don't worry, steam can verify and repair if you don't want to use mods anymore

pale totem
#

okay

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so put the entire data folder in and fuse it with the other data folder?

solemn rivet
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yeah

pale totem
#

okay

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and then how does Blackmoth show up?

solemn rivet
#

you have to download the modding api version of blackmoth from the google drive

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and do the same for it

pale totem
#

merge its data file with the existing merged data file?

solemn rivet
#

yes

pale totem
#

okay

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thanks

solemn rivet
#

np

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now I really gotta go

pale totem
#

final question though sorry

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1.1.1.8 Blackmoth is okay?

solemn rivet
#

all modding api mods should work regardless of version

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should

pale totem
#

okay

solemn rivet
#

if it doesn't, I'll fix it over the week

pale totem
#

looks like Ill find out

solemn rivet
#

but you have to download the modding api version of blackmoth

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the usual version will NOT work

pale totem
#

thank you

buoyant wasp
#

did the damage dealt by glowing womb to baulders increase?

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cause i've now one shot 3 of them with a single womb guy without any other charm/buff

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(in rando CP)

rain cedar
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It's been that way

buoyant wasp
#

huh, interesting

viral mica
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yo is there a way I can fight all the bosses again?

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like some sort of save state loader

dapper folio
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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

viral mica
#

will it work with NKG?

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oh only 1.1.1.8

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okay

dapper folio
#

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

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if it doesn't and it's an API-supported mod, then go with the API's version

buoyant wasp
#

The debug mod can respawn all the bosses

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as many times as you want

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including NKG. If you want pain, there is also a NGG version (Nightmare God Grimm). It's.....something.

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(it also has about 50 other features, but....)

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@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.

solemn rivet
#

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.

broken fable
#

did you need isma's tear to win on that seed?

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dream gate, grubsong, etc are guaranteed to not be required; they aren't guaranteed to not be "good".

leaden hedge
#

you will never need ismas

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as it fills the same role as crystal heart

young walrus
#

and CH is in the logic as "needed"

broken fable
#

@young walrus what do you mean "needed"? needed to win, or needed for dreamgate?

young walrus
#

needed to win

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dream gate, dream wielder, and the two grub items are coded to not hold any important items

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aka.... claw, dream nail, CH, dash, double jump, etc

leaden hedge
#

you can use ismas to win instead

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but CH will always be avaliable

young walrus
#

well yeah.

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exactly

leaden hedge
#

incase ismas is stuck somewhere

young walrus
#

which is fine, cuz CH is always available

#

somewhere

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can still find isma's sooner

broken fable
#

that's a deficiency in the randomizer. there should be seeds possible where you need isma to win, and heart is stuck somewhere.

young walrus
#

there's been lots of seeds where we haven't found CH and used tear to win

broken fable
#

i don't believe the randomizer has any concept of winning, actually. i think it just wants you to get items.

leaden hedge
#

it does have a concept of winning

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its coded around certain items being required to win

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I guess we could add I trigger for A or B

rain cedar
#

The randomizer definitely doesn't check that you can win

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Because that's a guarantee if every item is available

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No point

broken fable
#

@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.

young walrus
#

why would you need an explicit entry when the requirements are more or less "implied"

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all the critical items are available to get

leaden hedge
#

there is a requirement to get to monomon, claw and crystal heart

#

thats all you need

young walrus
#

like sean said, why add something that checks win conditions when every item is available

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or claw and ismas

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that's it

leaden hedge
#

so it doesn't let those be hard to get

broken fable
#

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.

rain cedar
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Room randomization would require a list of every room with requirements for getting from any gate to any other gate

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I'm not gonna be the one to make that

broken fable
#

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.

rain cedar
#

Even with tools it's still gonna be tedious as fuck

young walrus
#

yeah. you'd have to map literally every room

broken fable
#

yep.

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not arguing there.

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but just imagine how awesome it would be to have to cross a white palace room to get to herra hollowface

leaden hedge
#

disorientingly so

broken fable
#

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.

buoyant wasp
#

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
broken fable
#

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.

buoyant wasp
#

eh, if lantern isn't in the pool

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then 1800 is fine

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cause you really will only get it if you go to lemm

young walrus
#

it's a nice to have

#

you don't need it

buoyant wasp
#

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

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so, in pool = reduce the cost, out of pool = "leave it, it's fine".

broken fable
#

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.

buoyant wasp
#

...no

young walrus
#

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

buoyant wasp
#

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

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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

young walrus
#

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

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and it's amazing

#

we're all in agreement on nail arts and the kingsoul charms being next on the list

broken fable
#

wait. people agree on adding notch mod?

buoyant wasp
#

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

young walrus
#

and it's slow to go upgrade your nail anyways

buoyant wasp
#

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

solemn rivet
#

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

buoyant wasp
#

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

young walrus
#

it's hard to do it like that gradow b/c there's room requirement differences for isma's vs CH

buoyant wasp
#

^

rain cedar
#

If I have time today I'll work on randomizer some

#

Priority #1 for me is reworking the xml to have a single blacklist and proper and/or logic instead of requirement sets

young walrus
#

does the current mod work on 1.2.4?

#

or 2.1.4?