#archived-modding-development
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use MonoMod Hooks to add a hook to DamageEnemies.DoDamage(GameObject)
override the DamageDealt part of the HitInstance
isn't there a hitinstance mod hook
Yeah
This got very confusing, because of Hell Mod...
public void OnAttack(AttackDirection dir)
{
if (PlayerData.instance.equippedCharm_6)
{
NailUpgrades = PlayerData.instance.nailSmithUpgrades
PlayerData.instance.nailDamage = (5 + 4 * NailUpgrades) + 5 * (PlayerData.instance.maxHealth - PlayerData.instance.health)
}
}
private void OnAfterAttack(AttackDirection dir)
{
PlayerData.instance.nailDamage = 5 + 4 * NailUpgrades
}
if Hell Mod isn't there this should function normally, right?
I literally gave you code that was 99% of the way there
probably 100% of the way there
sorry
and no
that won't work
nailDamage isn't read often
you have to either manually update the damage like I showed you
or call an Fsm Event
PlayMakerFSM.BroadcastEvent("UPDATE NAIL DAMAGE");
has to be called if you want to update nail damage without manually setting it on the component
mhm
Hey can I request to submit another mod to the mods list on the google drive?
also I just realized it shouldn't matter if something tries to update between the hero getting hit
because it should use GetInt("nailDamage")
i hope ๐
I guess I should try being more direct.
I'd like to request to submit another mod to the mods list on google drive.
It's a mod called Grimmchild Upgrades and it's a mod that lets you buff, or otherwise change grimmchild almost any way you see fit. It doesn't impact save files (anymore). It's designed to work with Infinite Grimm so you can have a sense of progression for that mod. But it works perfectly fine without any other mods besides modcommon.
I'm still bugtesting it but I reckon it's tested enough to submit in about 30 minutes.
yes that would be very helpful thank you
=)
there is one bug I want to fix related to notch display but if you find anymore let me know
pics?
ohno
Why do you have json in your mods folder?
I have no idea how it ended up there
.Json.dll ๐ค
I forgot where the ModLog was...
where your save files are
is there a hook for the player opening the inventory?
no thats fsm
ok
you could check on update if the inventory button is being pressed
There's a function CanOpenInventory or something
Chances are if that's called it's because the player is trying to open it
Monomod hook it
And check if it's true
well my problem is that fsm is running some code that overrides the amount of notches I have set as accessable.
might need to just take that out or change what it calls
quickmap checks that too
Ok, here's the ModLog
you can put it on pastebin or something if you're having trouble uploading it.
System.Reflection.ReflectionTypeLoadException
oof I dunn messed something up I think
and this really sucks because idk how reflection really works
?
Not you
System.Reflection
It's a namespace with a bunch of useful things in it for grabbing variables that might not exist or are private
hold up 1 sec
for infinite grimm
This is in Initialize grimmchildupgrades = (from assembly in AppDomain.CurrentDomain.GetAssemblies() from type in assembly.GetTypes() where type.Namespace == "GrimmchildUpgrades" select type).Any();
Oh that's just the code I had for modcommon
and the same line in GetVersion
bool gcup = (from assembly in AppDomain.CurrentDomain.GetAssemblies() from type in assembly.GetTypes() where type.Namespace == "GrimmchildUpgrades" select type).Any();
yeah
Should be fine, I'd think
so that's for infinite grimm
for the other one I also have in a try catch thing:
if ((int)Type.GetType("infinitegrimm.InfiniteGlobalVars, infinitegrimm").GetField("versionInt").GetValue(null) >= 300)
Well if it's in a try/catch it shouldn't break anything
ok well it works on my machine so I'm confused
can you send me the dlls you are using
It loaded for me too
every combination of those two mods loads for me so I'm confused
oh uh seanpr you may notice when you press i it shows the wrong number of notches available
I fixed that but it's probably still broken on yours
I use a controller
now exit the bench and press i
or whatever button
it should only show two
unless you somehow hacked my computer and took the latest version off of it
Ah yeah I see
but if you find any different bugs to that bug let me know
Are the upgrades less damage required on hard?
no sorry
Brutal
I don't track if scores were gotten on hardmode or regular
What's the damage required for max grimmchild?
Well I'm at 6 notches so I guess whatever the number is I hit it
I found a pretty abusable bug
Although it might not be possible in the unreleased version
Since it's to do with the notches
Nah
because if so that's fixed but for somereason the graphics doesn't display properly
yes that should be fixed
also 6 is the max notches it will use by default but you probably aren't at max level
levels 4, 5, and 6 all use 6 notches but level 6 is stronger
since I want grimmchild to get more OP as a reward for doing well in it
the max damage is 35 which is so chosen to be exactly enough to one shot primal aspids
the max attack speed is 2.5x normal which is around once every 2/3s of a second
Oh yeah I only hit 9k-ish
that's level 4. level 5 is 10k to 15k
well levels 4 5 and 6 are all very far apart because of what I said earlier about notch cost not going up
Yeah makes sense
level 4 is designed as the last level that players should be able to reach with some but not a lot of practice
and the reason for that is it's the first level that gives you ghost balls
it will fire through walls at enemies and the balls themselves go through walls
this is mildly buggy in a few rare areas because TC placed enemies out of bounds in stupid places
Cool
but my code itself works fine
oh and that DLL should fix the inventory bug you had
I forgot if I mentioned that
Yeah you did
there is still a graphical bug with it but I can't easily fix it unless ModHooks.Instance.CharmUpdateHook happened earlier than it actually does.
Isn't later desirable over earlier?
So you can undo changes the game does if you have to
well here's the thing. I need it to be later to actually apply the proper overcharm status. I need it to be earlier so the menu gets updated on the proper overcharm status.
tbh I haven't looked into monomod yet
It's really simple
You'd just have something like this
public override void Initialize()
{
ModHooks.Instance.CharmUpdateHook += After;
On.HeroController.CharmUpdate += Before;
}
public void Before(Idk args)
{
//Code
orig(self);
}
public void After()
{
//Code
}```
I'll look into it for version 0.2.0.
As of now the only problem is you get minor inventory graphical glitches when you overcharm yourself so it's not a huge priority to fix.
Yeah no big deal
Alright well I'm about to go to sleep so I guess I'll leave the zip here. Please reject it and ping me if you find anything gamebreaking or even mildly large and I'll check out any issues tomorrow. Also anyone else that wants to test it and report bugs I would be super happy. There's definitely a lot to test and a lot that could potentially go wrong but I also know a lot more about C# so hopefully that isn't a problem.
Edit: Obsolete see below
like my other mod it requires ModCommon btw
Neato
oh I did find a very small bug I'd like to fix first (I lied about going to sleep right away) I found it on the 6 flame save and it happens because I forgot to make absolutely everything require killing nkg first
Is it possible to make a charm lvl/upgrade system?
Notch cost, effect, combos, etc?
That would be cool
it is if explosion pogo, inventory dropping, and the VS pickup change can be reverted.

How do you level it up?
The mod posted right before you asked is actually that
Oh
Hey Graig , that's sorta what I'm trying to do, except it levels up automatically based on how well you do in another mod.
oh shoot sorry didn't mean to ping
Sounds cool
Hello, where can i get the bonfire mod?
it's currently busted for current patch
was it updated for that?
I think I did update it, yeah
but now I'm not sure anymore
Mystery is making me second guess myself
if you're not sure of it how can anyone be sure of it 
What other interesting mods ate there?
raziel, you can get bonfire and the other mods in the gdrive in the pins
Theres not much information anywhere
the readmes
the google drive has all the mods with readmes you'd ever need
anything else is scattered around the channel
Oh ok. Guess i didnt explore enough
current version is 1.3.2.8 or something like that
so i guess some parts are probably busted
it is out of beta, but public beta is still being updated
1.3.1.5 is current patch
oh
1.3.2.8 is beta patch
oh, then that's fine
Any idea if the grimm child mod is compatible with other mods?
I can try and see if it works on beta but :effort:
Nice info on api mods. Thanks
np!
all api mods should be at least partially compatible with eachother
but boss rush is curr broken
anybody know of an in-game enable/disable version of HK-invulnerability for 1.2.2.1?
And I see in menu 1.3.1.5 for version
yes i installed it and all
but when i do the thing it just gives me a pic that uses 0 kb and has nothing on it
does it ask you for a file name to save the picture as
you need to save it as a png
and also you need to with your text, not have any special characters I think because the exe is broken
the python script fixes it but that requires running python
worked now thx
So I have a question about monomod. I have a known public function that I want to run my own code directly after, but before anything else. but which doesn't have an existing hook. How do I add my own hook to this function?
what
you want to run your code right after the function
just hook it
and call orig
Runtime detour hooks hook everything
then your code
there's no hook in the ModHooks thing
and I'm not quite sure how to add my own hook
On.namespace.class.function += hookfunc
^
^^
will that run right after or right before
You get an argument which is a delegate for the old function
Choose to call it whenever
wait really it just overrides the old function?
Yes
yes
dank just what I needed time to fix some code in the original game
private void NailSlash_StartSlash(On.NailSlash.orig_StartSlash orig, NailSlash self)
{
self.GetComponent<tk2dSpriteAnimator>().Sprite.color = Color.black;
orig(self);
}```
example
Another
private bool HeroController_CanJump(On.HeroController.orig_CanJump orig, HeroController self)
{
bool dashing = HeroController.instance.cState.dashing;
HeroController.instance.cState.dashing = false;
bool canJump = orig(self);
HeroController.instance.cState.dashing = dashing;
return canJump;
}```
Essentially removes the dashing check from CanJump
oh that's where you put the on x thing
Well kinda
You need to hook it in initialize too
On.HeroController.CanJump += HeroController_CanJump;```
I just do that part then tab complete to get the arguments
really that's all there is to it
On.NailSlash.StartSlash += NailSlash_StartSlash;
yeah
you need to reference the dll tho
does this apply to any game with monomod?
and add it to the mods folder
but that's it
well, you have to compile a specific dll
which creates the delegate for every method
how much work is it anyway making the modding api
56 has done this for HK
cuz ur making it sound like a lot less work than I would have thought
it kinda is
the modding API's hooks are still useful tho
specifically when you need to hook "in the middle" of a method
neither before nor after
Nah it's synchronous
like
lemme pick an example rq
ok
so the part in the middle you all chose to make the most sense for mod development
yeah
like, here: cs bool flag6 = this.inputHandler.inputActions.dash.WasPressed && !ModHooks.Instance.OnDashPressed(); if (flag6) { bool flag7 = this.CanDash(); if (flag7) { this.HeroDash(); } else { this.dashQueueSteps = 0; this.dashQueuing = true; } }
what namespace is "On" in
this is literally on line 51 of the HeroController.LookForQueueInput() method
eh
did you add the hooks.dll?
ohh wait are people gonna need that to run my program
that's a lot of deps for a small mod
just ship them with the mod
shhh
or add them as dependencies on the modlinks.xml
and the installers will auto-dl them
the second one
the first one is for mems
we were discussing possibly merging the api and the hooks
can I statically link hooks or is it not a foss license
but then it was argued that maintenance would be a bitch
The issue is it doesn't let you compile against .net 3.5
eh
Idk what gradow is talking about
well
wait what .net is hooks built for
I can search, but I'm not sure I'm gonna find it
I've been doing everything in .net 3.5
That's fine
You can use 3.5, just not if it's merged with the main assembly
I'm gonna statically link it unless anyone here explicitly tells me I can't and just see if that works
someone said something about merging the two, but then someone else mentioned that having one big dll would be a pain to maintain
and I think that was that
It's like one line in the post compile actions
It doesn't make anything harder to maintain
I can't find an open source license so sue me I guess (no but really pls don't, please just send a C&D and I'll stop statically linking hooks)
ok but like crossroads already looks broken with 2 deps
and then I add a third one

really tho y'all should merge it
may 6th
may 6th, before I touch a single line of code
๐ซ
you dug too deep and died too soon
touche
I could just add
fixCharmBug()
to Update()
because running getInt and getBool every frame 40 times probably won't hurt perf too much
don't screenshot this hack btw
oh is Hooks.dll literally just running https://github.com/0x0ade/MonoMod/tree/master/MonoMod.RuntimeDetour.HookGen on the hollow knight executable?
Yes
oh then I'm definitely not allowed to statically link it and y'all are probably not allowed to put it in your git repo for the modding api.
but you could add it to the things built when building the modding api
that's what i do
so instead of combining both DLLs into one. why not just have it build both separately and put both dlls in the zip fiile?
then you don't get the problem that you screenshotted of mine
what problem
but what
merge them into the same zip file instead of into the same dll
it just merges them after making the hooks
that's my opinion
do i smell compact mode
but you use compact
respect 0
well at least I'm not verulean.
respect -0
why is my modhooks 5MB but the one in the drive only 1MB?
What else did you do 56?
ยฏ_(ใ)_/ยฏ
what version of HK did you use, what version of monomod
ok, well if this is an unreproducable build I'm not linking my mod against it.
kek

did you use ilmerge for that?
no
did you build the hooks dll by hand or do you have a script for it?
so to be clear you just merged Assembly-CSharp, PlayMaker, and Mono.Security?
or is there anything else you merged
and did you use the patched or unpatched Assembly-CSharp?
bruh you have a pr
dang
well here I was trying to recreate it from vague discord answers
you should use nuget for the monomod binaries but otherwise looks fine.
well then whoever put it there should use nuget
dank got a 10MB Assembly file
I'm gonna try building it using your fork and see if that works better
you think your fork is ever gonna get accepted
I know I kinda rallied against you 3 weeks ago
but I'm down to switch sides
I saw that
but both are open source so I figured you just wanted to use il-merge
even though it's slower
and worse
here I'll give your PR a thumbs up. hope that's enough support because that's all I can really do

donate $100 for shitmodst 2
schistmodst
i cant believe shitmodst is fucking dead

oh geeze your one also built a giant assembly-csharp.dll @copper nacelle
9MB
probably the only size difference is you used il-repack instead of the crappier one
w/e I still wanna see it merged and it makes sense since you merge so much stuff together
also it works so I guess my plan now is to build my 0.2 version against the merged DLL and I'll just leave the 0.1.5 version as is with the one minor inventory bug since I still think it's good enough for general use.
wtf
my assembly w/ hooks was like
4mb
3.11
1.3.1.5
i think that has the playmaker stuff but idk
i can remake it real fast
I told you it was 9MB
lol is this really all there is to it?
yeah
Yep
That's how hooks work
It's fucking awesome
You can also do -=
Which removes the hook
^
and in deinit for itoggleablemod
otherwise you get 5 onscene hooks when you quit out a bunch
how's rainworld modding btw
oof
And not finishing all those projects I said I'd finish
I don't really think I can dedicate myself to any one community, especially now that partiality is going to start growing more and more
makes sense
I'm going to keep finding games I like and want to mod, and leaving other ones
mod hk when

o
but everything's possible
@compact sedge Some communities don't think so

ugh I rebuilt modding api using 56's modding api and my controller stopped working in linux
I'm confused about this. my controller has never worked with any prebuilt modding api binaries but when I made my own it did work.
and now it's not working again
omg ur right I forgot I needed to use the linux dlls in the vanilla folder
big think
time to wait for steam to reverify
yeah I did do that before to check that your PR worked but I want to be able to one click build
weird question but
why are the dlls slightly different on linux
and will modding api ever do anything to address this?
no idea
we were building with the linux dlls before i think
then we compared and they were the same
so we just started using the windows ones w/ diff folder structure
my linux dll was like 2KB larger
oh wait
maybe that was because lifeblood beta
maybe that's what fixed it
idk
ok yeah it's literally not a problem with modapi or if it is it's a problem with modapi that's fixed by just building against the beta branch
so how do you run the original function after doing your hool
orig(self)
What those
what do they doo
u wot m8
wait are those cut charms
yes
I overrode the charm display function
and I forgot to run it
why is the middle one normal
Charms found in Hollow Knight's image files. Some descriptions from during the kickstarter, but not much is known. SUBSCRIBE โบ http://www.youtube.com/subscri...
also rip astoroth
my void heart is stuck as a broken asset now
bless his soul
I need to edit my save to fix I guess
no wait it's just orig(self) didn't do anything
did you call it w/ all the args
I ran orig(self) in the wrong function
I ran it in the calculatecharmnotches function which I'm just disabling
What happened to astoroth
@fair rampart uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
ughhh I can't for the life of me figure out what class does the thing I need to do and I don't wanna dump the fsm data again
do you not keep the save_fsm folder?
i have it
also how do you search for variables in dnspy
it's only searching for class names
and variables where they are defined
but not where they are changed
or accessed
I wanna know whenever a var is accessed
Hey KDT how do I actually use your viewer
like how do I import a file
if I have a bunch of json files
You need to rename the one you want to look at to data.json and add var fsm = to the beginning
btw if I'm able to ditch Monomod entirely I'm gonna have a probably bug free mod release tonight
"bugfree"
jk I need monomod
Back
Been a while since I've beein #archived-modding-development
Any progress with the BM mod Gradow?
You mean blackmoth?
Alright I'm gonna stop trying to fix the inventory bug because the charms menu FSM is one of the worst in the game.
I'm gonna just wait for G&G and hope they make changes to it to fix it so that I can just use GetInt and GetBool overrides
Actually I need y'all's opinion
What is worse:
If the game crashes and you uninstall the mod right after, your notch cost on one charm will be messed up until you edit your save file (exiting the game normally will not trigger this)
If you overcharm yourself intentionally you will get a graphical bug that requires closing and opening the inventory to fix it. Same with unovercharming.
Now that I'm thinking about it I think the first one is "better" but I want some second opinions
The game is pretty stable unless some other mod is causing crashes
At which point that's not your problem
I think alt f4 might also count as game crash not 100% sure
oh and the other thing that would cause it is if the person quits the game normally, replaces their save with one of the backup saves, and uninstalls the mod before launching the game.
Why would anyone do that?
but like why would anyone do that?
oh you beat me to it
alright so option 1 then you think?
Neither are ideal but that one is probably better
Game's bad yeah
is applicationQuitHook the return to menu one or is that something different
No that's when the game closes
I assumed you were using it already and the game just didn't call it when it crashed
actually would this work?
Is there like a hollow knight mod database?
Yeah they're all at the google drive link in the pins
...
Nice entitlement
Damn... more effort
I don't even know what effort there is
It's literally a list of mod downloads
Umm can i show you the mod databbase im used to?
No
the only thing that sucks is it's hard to tell at a glance which ones support the right version
Yeah that could be better
That's nice and all but unless somebody wants to design a site like that for this game, pay to host it, and manage it thereafter google drive is what we're using
I'm doing something similar in randomizer
im mildly mad about throwing about 300 lines of junk fsm code away
but it was junk code
Alright. This version fixes the major bug I was having with notch cost. I think it's good enough. Everything I've tested works. It doesn't mess up your save file which is nice. And it doesn't affect people without level 4 grimmchild.
It DOES NOT require monomod hooks, or shouldn't require those. Nothing in my code is using them.
It does require modcommon and Mod API
just like my last mod
By the way... how many of these mods require partially?
@river tiger wut
Make bugborne mod, k thx bye
Radiance is basically bug-moon presence tho
[INFO]:[RandomizerMod] - Putting progression item hasAcidArmour at SlyKey
Does it mean that I have Isma's tear at Shopkepper's key?
I guess?
\n\n
I can't find isma's tear anywhere
did you check the shopkeeper's key location?
omfg why do you have mag skips on
mag skips includes ridiculous shit that's not really RTA friendly
basically TAS only skips
well that ruins the fun
to get the dreamnail needs to use mag skips at Unn's lake
so I want to find isma's tear
yeah, but that's like the easiest of them all
^
have fun getting to isma's tear location with no super dash
or getting the thorns location with only fireball
sheesh. that option is a meme.
i think it might be in the logic too to get to monomon with only wings, shade cloak, claw, and sharp shadow
that one's not terrible. but that's the kind of thing you're dealing with here
So, some Boss Respawns I've noticed are broken on Debug Mod, including
Broken Vessel
Traitor Lord
(sometimes?) False Knight
Brooding Mawlek
Watcher Knights
I just want to know why I can't find Isma's tear
Did you read the most recent randomization?
Or did you read an old one
And debug hasn't been updated for lifeblood
well, Isma's sure is somewhere
Well

Traitor Lord and Brooding Mawlker were broken from before that
Cool. Then they don't work. shrugs
can someone play the seed 20180522
Sean's not going to fix those tbh
Ok
they are special enemies, makes sense they wouldn't work
So.... Either you can, or just deal with it I guess
But most bosses respawn?
Brooding Mawlek gives the mask shard
this one is understadะฐble
but why Traitor Lord?
Cloth quest
And watcher knights absolutely respawn. Cuz I've used debug on older patches too practice them. As have many other runners. Unless again.... You're trying to use an old mod on lifeblood
Yeah, that must be from Lifeblood
I just realized my enemyhpbarsmod might not work for hive knight
Meme boss anyways. 
memeblood
brb gotta check
I finished the seed then I sought everywhere,, but I could't get isma's tear. So I read the modlog.txt. [RandomizerMod] - Putting progression item hasAcidArmour at SlyKey 
Vmi I have some free time. Gonna see if I can find Isma's
where did you already check, so I don't waste time checking places where we know it isn't at?
thanks! you can load the seed 20180522,then read the modlog and check. HK 1315,randommid mod 2a7.I'm going to sleep.it's 23:54 in China.
:hollowclap:
So the keys are randomized now in v2?
they should
but sly's key was at its usual spot
and no Isma's either there or in the shop
So the keys may not have been randomized correctly
also, just to be sure it was rando'ing properly, I picked up fotf and it was wraiths
yeah, that's my best guess, Mick
lemme see where sly's key is supposed to be
maybe we have 2 keys now
well
[INFO]:[DebugMod] - Loaded image: SlyKey
[INFO]:[RandomizerMod] - Putting progression item hasAcidArmour at SlyKey
so, yeah, rip
isma's isded
SlyKey means it's in the shop after you get the key
Or at least it should mean that
If it just means it doesn't exist that's a pretty big bug
It wasn't in the store even after getting the key
And the key was where it always is
Alright
huh so it's possible to be unable to open the gate to the waterways
Which gate?
the one in CoT
Oh to the waterways
I read that as after
You mean in randomizer or something else?
Because if it's randomizer then yeah I know people wasting keys could be an issue but I don't consider it high priority to fix
so randomizer requires a specific route then to ensure you can get everywhere
It requires you to not use keys on jiji or the banker place sometimes
Which are both completely worthless areas
I get that they're worthless but it means you can softlock yourself out of 107%
The alternative is making fluke/crest require being able to reach all keys
Which is lame
I don't know what that is
Maybe
Also the only difference between the normal sly items and the key ones is this
requiredPlayerDataBool = shopName == "SlyKey" ? "hasSlyKey" : ""```
So idk how that would not work
Unless Team Cherry's shops just don't work
Which is actually not out of the question
assuming team cherry's shops work
I know that the removal bool works since leg eater works
required bool might do nothing though, since for sly they don't use it
They use another worse method for his key
Alright well fuck it I'm just gonna make the removal bool "!hasSlyKey" and change the bool override to parse !
good luck! I'm taking a break from modding tbh.
:ech:
you're welcome 56
๐ค
btw I don't think I used a single line from your machine gun grimm thing.
even though I forked it
hope you're not too upset about it
idc
Alright
I know why the sly shop doesn't work
It's because I'm dumb
hasSlyKey is false after you give sly the key
Which means it's actually impossible to ever open the shop with it
Wait, so sly key isn't randomized?
The key isn't
Nah not yet
I'm fixing the \n\n in shops and adding these to language strings too
<entry sheet="Prompts" key="BATH_HOUSE_KEY">This key may be required to enter waterways. Think hard before opening!</entry>```
Nice
thanks
Alright tear is showing up in the shop
Just had to change one letter
Wait that's not one letter
hasSlyKey -> gaveSlyKey
@lucid pond I've uploaded a new randomizer that fixes the issue you had with Sly's shop
It will not take effect on old saves, so your previous run will still be locked out of isma's tear
Hi! I'm new to the server and after completing the game (100% on Steam) I got this video on YouTube: https://www.youtube.com/watch?v=8N3f1z3zjsM
I was amazed by this mod and also didn't even know there were mods for this game
Anyone could help me a bit with how to get mods into the game? Any help is apreciated, thank you all. 
๐
just download an installer
check the boxes for the mods you want installed
and open the game
Where I can get the installer?
๐
?
Oooh I'm stupid
lel
๐
What happened to taking a break from modding?
break's over
That was fast
nah but I'm not starting anything new until next week but I want to collect suggestions in the meantime
@rain cedar Great! Thank you!
"Mick Knight mod" : all in game sounds replaced by sound files made by Mick's voice

@rain cedar when you are going to get the dreamnail. If you fall down,you will not be flashed after you get the dreamnail. Then you have to quit to the menu and load the save. so you have to go to the resting grouds twice.
how many samples of your voice are there anyway @young walrus
randomizer mod 2.0
I don't get what you mean by "you will not be flashed"
what about you enter the dream and there's no dream nail
Well... None right now. But I can record a bunch no problem
that'd be a good mod
boop impression
Ok so if you fall what happens?
Is the moth there at the end?
Or is it a shiny item there that you just pick up?
Would take me a few hours tops to record all of em
make a cover of every soundtrack
You can pick up a shiny item, but you will not leave from the dream. Other thing, if you don't fall down in the dream ,you will be transfered to the door of the moth.
Is it the regular looking shiny item or is it the special dream nail one?
If it's the former I don't know what's wrong, if it's the latter then falling must reload the room instead of just putting you back at the start
Which is just awful
Ok seems to be the former
๐ It's a long time that I haven't chatted (with others) in English.
so don't fall down when you go to get the dreamnail. That's OK. 
Nah I'm trying to fix it
Ok I fixed that as well as another issue people had reported with getting dream nail before going to resting grounds
Hopefully I didn't break anything else

In case anyone is wondering this is the fix for activeSceneChanged being too late https://github.com/seanpr96/HollowKnight.RandomizerMod/blob/master/RandomizerMod2.0/RandomizerMod.cs#L353
The SceneHasPreload function is here https://github.com/seanpr96/HollowKnight.RandomizerMod/blob/master/RandomizerMod2.0/RandomizerMod.cs#L1061
I guess it's less of a fix than a workaround but eh
Ok not good my game got stuck on the black screen going down from watchers
Is there a way to stop coroutines without a reference to the IEnumerator used to start it?
I need to kill a coroutine running in GameManager
Hm, the MonoBehaviour docs say StopCoroutine "Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour."
So, in theory, passing the function name would work
It also says not to mix the methods, though
Like only stop with a string if you start with one
I think I can make the coroutine get an NRE, which would stop it
Don't think I have a better option
Nevermind this isn't gonna work
Fixed the soft lock, new version up (again)
the new randomizer mod2.0 has no problem.
Nice!
you could probably call StopAllCoroutines on the monobehavior containing the coroutine
tho if there's others on the monobehavior it'll stop those coroutines too
Stopping all coroutines on GameManager is probably not a good idea
But I can try it just to see what breaks later
stop all coroutines and just write your own game
While writing some code for my smart routines type I noticed that the coroutines seem to become nested types inside their object. You might be able to get at them through some reflection shinangans
It's really not worth the hassle
I just waited for it to stop itself instead and it doesn't cause any noticeable delay
I will try to play new seed
Just so you know, the lemm option under quality of life does the same thing as the ten egg mod
I don't think you'll get double geo with both of those on or anything but it's still redundant
Makes it sell all relics to lemm when you talk to him on the right side
ok that's dope
gg
that's false! eazy level is different fron hard level
but hard level and maglar level are same
I make a mistake๏ผI havenโt find dreamnail๏ผ
It's pretty likely that hard/mag will be the same yeah
๐ I will play again
Since there's almost no difference in requirements for items
Dream nail is actually weighted fairly heavily towards late locations so it makes sense to be the last item
it's basically just the thing to finish the game with
the rest is all for getting around the place
what about make a glitched mode in v2
the glitched logic would be fun
oh current patch killed most of the glitches
it has to be on the old one for earlier patch
finish
Finish the seed
I donโt find any question about Randomizer mod2.0 after you update it.
Can debug mod give access to cut content?
the question everyone is asking themselves
no
we're mostly just waiting for death barriers on the sides and a working entrance instead of needing dreamnail... maybe other stuff idk what 56 is trying to do with it now.
O no, howling wraiths is missing, it isn't even the only missing/glitchy thing I've encountered in randomizer
wasn't it hidden to the right behind some bushes on the ground in older versions?
That's why I'm asking, yeah
Although why they would be on that old of a version is beyond me
I have the most recent version of both the game and mod
hold on where exactly do I find it?
%APPDATA%\..\LocalLow\Team Cherry\Hollow Knight\
Or not
I guess I'll just assume they did something wrong since everything is fine for me and vmi
Sorry computer was slow so I did other stuff while it was loading, I got it now
You expect me to believe your computer is so slow it takes 30 minutes to open a small text file?
I was looking for the file and the search took time to load, then I forgot about it for a little bit
But here it is
Have you relaunched the game since the issues?
yes
That overwrites the log file, so I can't really help here
oh, alright
If you send your save file I can test it myself later today
Actually just send a screenshot of the main menu, I have a feeling I know what's wrong
I think it does
Ok
Ah screw off you did the same to Rain World
Yeah but that was because I had to show you guys how Partiality worked,
sure sure
what Zandra said
fiiiiine


gnight!