#archived-modding-development
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get nothing done in modding
after the game is completed the systems are learned
then I can mod in full
it's worth it
AA: yes, blackmoth is compatible with lifeblood
Good to know! Does it use the modding api?
yes
sounds neat.
play it imo
I refuse

On second thought it sounds like a neat mod to try out. Question. Can I use it with an existing save and if so does it permanently hurt the save file?
the 1 dmg nail persists after quitting it?
I think so
mm I don't think bonfire was supposed to make my nail do less damage when upgrading strength
It takes 6 hits to kill a wandering husk now
@compact sedge nvm i don't think it persists post-lifeblood
so if you uninstall the mod without disabling it??
maybe it's as 56 said
because I'm calculating damage differently
hm...
I'll have to check
ok thanks
theoretically, it should be fine
what I'm doing is hijacking the hitinstance and setting the damage manually every time
also, about Bonfire
enemies' hp scales with levels/progression
so if you level strength some and level, say, resilience a ton, you're going to overall need more hits to kill enemies
that's actually the hardest part to balance
here are the actual curves
X is levels, Y is HP multiplier
green is base, red is 1 dreamer killed, blue is 2 and orange is 3
nice curves gradow
did you make bonfire
ye
yes
oh im dumb
dungo


Anybody know of mods that make the game a bit easier? Iโm trash, but I REALLY want to finish the game.
Rush grimm troupe and get unbreakable heart before CoT
Suddenly game is easy
The only flaw is farming 12k in greenpath
Minor problem
tfw the best place to farm is CoT but you need 12k geo to get to CoT
oh no wait
what
Colosseum or failed tramway is best farming
failed tramway imho
wtf
what do you farm in failed tramway
The enemies
carver spawners
how much geo per
kill every dirt carver and thne the spawner with fr greed
should be around 50 each?
It's like 50 just for the spawner I thought
they're kinda annoying to hit iirc
have to look for yourself
so I think CoF is better
but anyway
Wiki only has important information like sly's dialog
it is a solid way to farm geo
and you don't need to enter CoT for it
but you will be busy with it for a while
doing this kind of geo farming with, uhh
fireball and wraiths?
maybe shriek if you are persistent enough
tfw shriek before CoT
because the rest is fucking locked away in CoT
thanks randomizer
can't get shade soul or dive
and you can get djump before CoT
which is uhhhhh not weird at all
you could probably even get void heart before entering CoT
could you get true ending without CoT if you disable the requirements
disable the requirements large think
oh then yeah
don't see why not
all that prevents you from getting true ending without entering CoT is Lurien
please no
like they could be in dirtmouth
why would you ever do that
why not
why not make it
u
so.. I got the modding api to show up (and i'm guessing it works, and yes it's right version), but the debug mod doesn't seem to activate ingame. can anybody confirm where to put the files?
have you checked the step-by-step walkthrough in the pins
you mean this only step actually telling anything about the mod? "5) Copy the contents of this zip into the folder (Overwrite files when asked)"
just use one of the pinned installers imo
oh sry. misread pinned. I was thinking of github. the one I was using
github wtf

because y'all are monsters
and don't upload releases to github
except 56 I think
also no DLL for the modding api ofc
because it requires the original game data
well that was fast
gg lol
outdated
github more like gitgud
idk anyone who downloads releases so maybe I should get my other mod on the drive
so people will actually find it
only mod I had to compile (aside from mine) is rando2
I didn't have to compile anything but I did anyway
so I guess that makes me worse
I even compiled 56's branch of the modding api so I had a version with added hooks
a 9MB assembly dll
w h y
because I'm planning on using hooks in my meme mod
and because I wanted them in my grimmchild upgrades one at one point
because I thought that would be a good solution (I was wrong)
if you don't add a ref to hooks then it won't work w/out other people using an api w/ hooks tho
i think
I have a folder on my desktop called Mods and it's just DLLs I've compiled from y'all that I want to link to
no as long as the namespace exists in any DLL it will work I think
honestly I couldn't find gradow's github until like 3 days ago

cause I have no idea what I'm doing m8
for a while my page was the only result for "github" modcommon hollow knight
too
which is kinda funny
and it's just because I say in my readme.md : this mod requires modcommon
kek
and the actual modcommon page wasn't on google at all
well, case in point
tbf a lot of people come into #archived-modding-development with copies of the repo off of github
like
if ya wanna look for hk mods, github is not the place to start
is that even updated
and i think debug mod has releases too
y'all need to advertise the drive better
dunno
nah
It's advertised well enough
^
I literally only joined this discord for mods
Simo's job
and then I ended up not playing anyone's mod for about a week
Not my problem
and then I ended up getting to caught in making them to play them much
and you went ahead and had discussions with the other lads which is cool
i came to the discord for blackmoth
i came to the discord for whitebutterfly
I came to the discord for memes
but you are a meme
Thanks
i came to the discord to get rid of my older abusive community
You too

thanks
I came to the discord for lightbringer. found out it wasn't open source and decided not to install it :P
who comes for lightbringer anymore lol its all about shitmodst
also source is available if you search from:753
shitmodst is best modst
Well it's a direct modification of the game without monomod
ohh god
So you can't really host it on github
yikes
api when
I couldn't imagine modding anything without all the amazing tools y'all have made
I'm literally using like code from basically everyone here
Dnspy is the most useful tool tbh
tbh modcommon's fsm dumper is far and away the best resource I've had
what about the other fsm dumper
It sucks
what
that one's ok but requires a third party program for humans to read and that program has a lot of issues
I like having a text file
in human readable format
Implying all of this isn't 3rd party
If I was on their payroll the switch release would've been out last year
Just that good
If I was on their payroll the switch release would be out but it'd be shitmodst 4
where'd shitmodst 3 go
The dream
ยฏ_(ใ)_/ยฏ
The 4 stands for "4 skipping 3"
1 and 2 are mildly shitty but still grounded in non-shittyness but 4 is so shitty that entering rooms while facing the wrong direction teleports you randomly.
1/3rd of the time into a floor
1/3 as a floor imo
How do you enter a room while facing the wrong direction?
like doors
the wrong direction is entering the room
but you can't walk backwards
thats where youre wrong
hey 56 can I make a request for your mantis mod?
You should make the floor change colors over time
fucking rainbow floors
have it go through a rainbow
i could make a version which does that i guess
not in final tho
doesn't seem hard
hey 56 update your mod on github I'll send a pullrequest that adds it as an option in global settings
you don't even have to do any work
not even joking I'll do it
it'll be off by default ofc
and global settings so you have to edit a json to change it
do call it like that
Make it randomly scramble sprites
make a fork of my fork and add it
Deal
pr when
i think you'd just add a component with an update
and change colors there
and it already has color code
should be super easy
probably in like a day because I have homework
not procrastinating smh
my class has been doing romeo and juliet
i went through 99% of the unit not reading any of the book except act 1 because i thought she'd check that
and then i read all of the book the day before the test last week
act 1 more like literally pointless
not wrong tbh
Can we get a #archived-modding-development-offtopic?
you mean modding
modding is modding-offtopic
#any-percent-nmg is off topic but we still got #sr-offtopic
yes
gee sean, how come does simo let you have TWO off topic channels?
how come does
how come does grammar
how come does one even has grammer
it's 3am and you can see it's starting to wear on me
It's 6pm and you can see I'm not tired yet
just rename the channel to #check-pins
^
#๐
@RandomBluebird you need the Modcommon mod when you play randomizer mod 2.0.
nice ping
nice.png
If you don't have it it literally says to install it on the main menu
I have a feeling that was their issue but I'm also hoping for some degree of intelligence
#pro-photoshop-skillz
What's that rando2 seed you say?
actually i only had to edit the how-to-install-mods pin once'
and that was to change the current version 
I finished it 2 days ago without isma's
And after updating, you can get isma's in sly's shop after giving the key to sly
nice
ayy must mean it had taken the place of heavy blow or something
That's not how randomizer works now smh
i should play the new iteration of randomizer sometime soon
since i wasted many hours on the old one
sounds good
does lemm still sell stuff
No that was broke because team cherry made shit shops
oof
is rando gooder now
Maybe some day I'll get around to remaking the shop fsm as a component
Then I can put stuff in lemm shop
lemm sells 10 egg
lemm sells 10 wayward compass
that's value right there
Basically how the shops work now is every item has flags for what it is
make lemm sell relics for their exact price
But those are checked after taking/giving geo
wait, maybe i should make a mod that makes everything multiplied by 10
Which defeats the purpose completely
So everything in the lemm shop acts as a relic even if it has the charm flag
see how things break down
damage x10
enemy health x10
so everything would neutralise
yup
nail dmg x 10
Sell charms to Lemm imo
geo x10
but wouldn't you rather do 5k damage instead of 5 damage?
๐ค
even if the enemy also has 1000x as much hp
HK limit break when
radiance has 1,8 million health
you deal 21000 dmg with pure nail
basically, balance
Radiance is basically Kefka from FFVI
pffffffff
cuz she weak af
Frenz Kefka 
even tho final boss
nice Ptkyr
oh god, now I need a mod that replaces Radiance with Kefka
and name the mod "Franz Kefka"
Kefkaasque
also, hype for Bloodstained - Curse of the Moon
if i were to compile w/ the public beta assembly as a ref
and use its consts
would it still work on older versions because consts are consts
I think that depends a lot on the compiler
You could be safe and just set the consts manually
:effort:
does gameobject.findobjectoftype find children
modcommon has a FindGameObjectInChildren function
public static GameObject FindGameObjectInChildren( this GameObject gameObject, string name )
{
if( gameObject == null )
return null;
foreach( var t in gameObject.GetComponentsInChildren<Transform>( true ) )
{
if( t.name == name )
return t.gameObject;
}
return null;
}
that's an extension
ik
i already use it
i wanted to check if a gameobject was in the scene but it's not in any of the scene dumps
so idk if it's a child of anything
but it's in the fsm dumper
idk what dumping thing you use but mine prints all the children too
and I've had a few objects that were in the fsm dumper and not in the scene dumps
like
the Challenge Prompt for mantis lords
prompts are an fsm that spawns an fsm that spawns an fsm that controls and spawns the actual promt
wtf
ik
Just make your own prompt marker tbh
It's not hard
When hero is in range fade in
Otherwise fade out
If up or down is pressed when in range send some event
Done
Hey guys, is it possible to mod the game speed? I think 1.1x would make the game better
does time scale apply universally to all FSMs both wait times and animation speeds
It should
also there are a few problems
You have to explicitly declare unscaled time to not be using time scale
like you can't get the default length of any wait state
so I did the hacky thing and hardcoded them in
so I could change them by a multiple
but if you do Wait.Value it just returns 0
I think a Hollow Knight Hyper Edition would be really cool
I can just make a 1.1x speed mod real quick
It we could add a combo system/counter too that would be amazing
pls prove me wrong seanpr I wanna see it happen
1.1 speed would seriously make the game flow better I feel.
Maybe even 1.2, have to play around with it, but slightly faster = win
using Modding;
using UnityEngine;
namespace HKFast
{
public class Speedy : Mod
{
public override void Initialize()
{
ModHooks.Instance.HeroUpdateHook += GoFast;
}
private void GoFast()
{
if (Time.timeScale == 1f) Time.timeScale = 1.1f;
}
}
}```
Complex mod
wait there's just a timescale variable
I quit modding
why is the stuff I think is hard so easy
and the stuff I think easy so hard
Haha nice @rain cedar
I'll try it when I get home from work!! In 2 hours...
Cool
Does it matter what version?
It shouldn't matter as long as there's a modding api for the version
So any unreleased version you have isn't gonna work
I hope it makes the audio faster too
Yeah I'll downpatch to lifeblood...
Stream it
The release not beta one
can you compile a 2x one real quick
Heeey willlz
I don't wanna start my vm for it
I'll just make it grab the speed from global settings so you can put it to whatever
Default 1.1
lol ur gonna have the global settings one done before visual studio launches at this rate
Oh wait I didn't realize you need to call to save global settings explicitly
Is it easy to edit that .DLL to 1.2, 1.3 etc? So I can mess around with speeds? Like open it in visual studio and edit the code and save?
2x 2 hard
That's what I'm doing right now Graig
too bad modapi mods don't load before the menu or you could also speed up the "don't turn off the game while saving" thing too
Well that's just the chosen entry point
Easy to change, it's completely arbitrary
For some reason the settings aren't actually saving
Oh, I think I actually know the issue
And it's something that's not necessarily a bug with the API but also kinda unintuitive
Think I need to explicitly set values instead of just calling get with a default
What's that Grimm pic from?
noice
Ok yeah putting this in init makes the value save properly
GlobalSettings.speed = GlobalSettings.speed;```
Gonna have to comment that one or future me will delete it
After first run this creates a file Speedy.GlobalSettings.json in the save folder
Just change the number near the bottom of it to whatever
@warped sinew
not that it really matters but doesn't that only make the game go twice as fast if its going at fullspeed
i.e. the game will run at normal speed whenever you get hit
Making the hitstop last for less time is not something I'm gonna do
It wouldn't be as simple as a scale change
if (Time.Timescale != currentScale) {
Time.Timescale *= speed;
currentScale = Time.Timescale;
}```
maybe?
so every time the timescale is changed it will multiply that timescale, whatever it is, by the speed multiplier
where are you running it
rn it's running on HeroUpdateHook
imagine this case
timescale coroutine runs sets speed to 0.4
some update
some update 2
hero update
some update 3
some update 4
only 3 and 4 would work
1 and 2 would be at 0.4 speed
and the order of updates are "random"
Pretty sure hitstop is just 0 time scale
So a working version of this wouldn't even do anything
its a coroutine that lerps between 0 and 1
iirc
its just GameManager.SetTimeScale which needs to change
private void SetTimeScale(float newTimeScale)
{
Time.timeScale = ((newTimeScale <= 0.01f) ? 0f : newTimeScale * speedMult);
}
private IEnumerator SetTimeScale(float newTimeScale, float duration)
{
duration /= speedMult;
float lastTimeScale = Time.timeScale;
for (float timer = 0f; timer < duration; timer += Time.unscaledDeltaTime)
{
float val = Mathf.Clamp01(timer / duration);
this.SetTimeScale(Mathf.Lerp(lastTimeScale, newTimeScale, val));
yield return null;
}
this.SetTimeScale(newTimeScale);
yield break;
}
would probably do it
@rain cedar hey thanks a lot for this! Absolutely awesome!
Hey no problem
KDT might come out with a better one though since it seems like he's taken an interest in it
if you're gonna do something at least do it as correct as you can 
HK Hyper Edition is worth it 
can you make certain gameobjects ignore the time scale?
or use their own timescale different to the main one?
probably not
yeah seanpr's build for 1.3.1.5 I guess
k
this should speed up everything
hopefully it works on 1.4
including hitpauses and lerped timescales
although writing to the globalsettings doesn't seem to work, it reads from it fine though
that's a large modhooks file
after running it it'll make a json in the save folder called sanic.globalsettings.json
{
"StringValues": {
"keys": [],
"values": []
},
"IntValues": {
"keys": [],
"values": []
},
"BoolValues": {
"keys": [],
"values": []
},
"FloatValues": {
"keys": [
"SpeedMultiplier"
],
"values": [
5.0
]
}
}
oh
would highly recommend not doing 5x speed
lol 5 times
yup
maybe its placebo
I did 2x and it was already pretty insane
Of course 1.2 isn't gonna look fast after 5
you know if it's working if sounds like crystal dash and ambiant stuff and enemy attacks get out of sync
unless you fixed that too somehow
and if so then you're an absolute god kdt.
I mean you already are but like more of one.
i didn't test it much but everything seems in sync
i was trying to get + and - to adjust the speed by 0.05
but api wouldn't write to settings for whatever reason
IDK how to explain this but the sounds don't play at the timescale speed so if you start a crystal dash at 2x it only plays half the sound clip. or at 0.5x the sound stops while the dash is still charging. or they didn't on seanpr's version.
One way the game is actually really well coded is that almost all sounds automatically stop when they are supposed to, so this doesn't lead to overlap but it can lead to stuff being cut short.
what do you want the sounds to slow down too ๐ค
dunno if I can do that
the only issue as far as I can tell is transitions are still fixed length
so you go to running animation after using a door
which I can fix by replacing GameManager.BeginSceneTransitionRoutine
I believe expected behavior which doesn't really matter since the way it's programmed makes it very hard to notice but that sound files are sped up to the timescale modifier speed and pitch shifted accordingly (so they don't sound high pitch). Seems like a lot of work for not a lot of gain but if I was to do it I'd look into getting hooks into the FSM play audio functions.
audio is likely controlled entirely by unities anim system
which is completely closed off from code besides play anim
well playmaker has audio play functions and those aren't closed off and those are how most of the sound effects are done
its better than mekanism but eh its still got a while to go
its unlikely playmaker is actually controlling the sound though
most likely just telling unity to play a sound
Would have to open up dnspy but I believe the playmaker play audio stuff does have variables for both pitch and speed.
ofc it's presumably using these to do what you said, just send stuff to unity, but it is an abstraction layer that you can access with hooks I think
looking at it playmaker uses unities audiosource class
which has a pitch value but no speed
looking at it, technically possible
but 100% not worth it
No, not really
It's that but actually good
Debug mod time scale gets reset every time basically anything happens in game
I would rather avoid dependency on monomod hooks if possible
you could add the hooks into the normal api but thats probably not worth it
considering this is the only use
Lazy
argh, darn
If this is a feature you actually want I could improve it
I just thought you were saying it should be better for the sake of being better
List<SpriteRenderer> spriteRenderers = Object.FindObjectsOfType<SpriteRenderer>().ToList();
List<Sprite> sprites = spriteRenderers.Select(item => item.sprite).ToList();
Random rand = new Random();
while (spriteRenderers.Count > 0)
{
int rendNum = rand.Next(spriteRenderers.Count);
int spriteNum = rand.Next(sprites.Count);
spriteRenderers[rendNum].sprite = sprites[spriteNum];
spriteRenderers.RemoveAt(rendNum);
sprites.RemoveAt(spriteNum);
}```
It's unplayable
I love it
imo hooks to the normal api would be very useful not just for that
or at least I think it would be useful
He meant this specific time scale hook would be useless other than this
true me dumb
Shitmodst 4 coming along nicely
Also interesting is no enemies or other NPCs are getting changed
So they don't use SpriteRenderer
enemies use tk2dspriterenderer
I just kinda assumed that would use the real one internally
but I thought that extended spriterenderer so
it might jsut be a meshrenderer though
with a sprite shader
[RequireComponent(typeof(MeshRenderer))]
oh hey i was correct
Maybe I should just find all of type Renderer and go from there
this is beautiful
lmao
hitboxes are still the same right
Yes
all you need now is cornifer
lmao
Well once I get all Renderers swapped instead of just sprite ones that will be a possibility
every sprite as cornifer mod
Just Cornifer.
does getting the sprites rn just get the sprites from that scene?
Unless I load all from resources yeah
imo load them all
you can iterate over each tk2dBaseSprite
This is worse but at least the sky is interesting
I'm swapping around the materials on the renderers for this
write a camera shader that deepfries the screen imo
No thanks
write a camera shader that makes the screen rotate constantly
that's like Screen.orientation = ScreenOrientation.Portrait and stuff, right?
o
you'd need to take the cameras input and use a matrix to rotate it and render it back
tbh theres probably a shader already made for it
looks like shit
Thanks
looks like a perfect shitmodst sequel
all its missing is a "Play Lightbringer" text
best dll name
@rain cedar
I can't go back to crossroad
I'm going to get some geos to open the translation
the seed 20180524
you can save and quit to get out of there, no?
No
I have to get some geos or debug some geos.then go back
The game crashs
I play it again๏ผit becomes quake

I try again and get quake again.
mmmmmmmmmmmmmmmmmm
@lucid pond I'm not really sure how you would get stuck there
It looks like you're right outside white palace
To get there you need wings and claw
And to get hard saved there you need to beat white palace which means basically every movement ability
Also for the second one it just dimmed like that then froze there?
I play the sedd 201805240 to get vengeful spirit three times. At first time, I get the right half of kingsoul and I'm transformed outside white palace.At second and third time, I get desolate dive. @rain cedar
Oh
That makes no sense
I think I have an idea of what could have happened actually
Before playing the randomizer seed did you do white palace?
I finished true ending before play the new seed๏ผbecause I stopped the old seed to practice with Inoki. I forgot whether I quit the game after I finished the old seed.
I'm lucky to meet the problems

I'm glad ,too. You make the game more interesting by creating the mods. Thank you very much๏ผ

Ok I put up a new version that should fix it
That was a pretty rare edge case to get that bug
You must have started the game, then did white palace pretty much immediately, then done a randomizer without relaunching
version 1.0 ladies and gentlemen
because killing you once isn't bad enough they have to kill you a second time as well
wtf
@copper nacelle
uhhhhhhhhhhhhh
lol they died in the acid
what did you do
ez
literally fought them. died to the first one, they followed me to my bench and killed me again
wtf
ree
now I can fight them next to that bench
and every time I do I can sit down and get heals
its awesome
also they die to the acid
after doing like 4 or 5 of those down slash attacks
hahahaha I killed them just by sitting on the bench
for heals
also I don't think this is your mod but I dashed into the wall to try to leave
and this happened
aaaaaaaaaaaaa
wtf did you do
bahahahahaha
I entered the room to fight them (all the mantises were hostile which was weird)
and the room was black
and then I fought and died to the first one
56 polishes mods
and then I died
and then the first one spawned next to my bench
killed me again
and then the rest is history
does it happen again if you try it again
i mean like
btw are the mantises supposed to be hostile
the mantises in the village
yes
ok even though I killed the normal lords
haven't set up the bool yet
f5
I don't use debug mod
not even once
wtf
HAHAHAHAHA
reeeeeeeeeeeeeee
Are you just putting every mod name in your repos?
y'all suck at SEO
what
search engine manipulation stuff
It's literally as easy as writing a readme.md that talks about your mod and how great it is
then people search "great hollow knight mod" and they get yours
effort
anyway I'm really hopeful in 2 weeks that my github repo comes up first when someone searches: "blackmoth github hollow knight"
w h y
lol
the problem is the short description is "Repository for Blackmoth HK mod" and it should spell out hollow knight
I bet it will be the first result after that
not even joking
The thing is I don't actually want people to find my mods on google
Because then they'll stick the source code in their game folder
People already do that
if they're not in the discord idc
anyway I'm not sure I can downgrade, my assembly was built for beta and if I build an assembly for normal it breaks my controller
and then I have to use sc controller keyboard emulation which is worse which will mean I will die a lot
Clear registry
ok
Mick has to do that every time he downgrades from lifeblood
Also 56 don't do this https://github.com/5FiftySix6/Mantis-Gods/blob/master/Mantis Gods/Mantis.cs#L269
?? can't be trusted on any Unity objects
I ran rm ~/.wine/system.reg and my game is broken
p a i n
what
it uses the modcommon extension
yes
technically mine doesn't use modcommon at all either other than the extension
but I want people installing modcommon
It's a good extension
so I just dynamically linked to it
umm downgraded to normal and my save is still in a bad state
can you send a save file pls 56
Debug mod tbh
this but idk if this has 32 nail damage or 21
Wow 32 you cheater
ya know what seanpr is right I've made 2 mods without debugmod and it would have made it a lot easier
Yes
it's 21 damage
ima go compile it real quick
apparently
brb
I haven't downloaded any mod binaries...
that's why i always keep rm -rf in my source code
Joke's on you I run visual studio in an XP vm
I'm missing an assembly apparently
idk just know I have undefined references for some reason
???
im linking against playmaker, unityengine and assembly-csharp modded
and it says the type Button and Image could not be found
UnityEngine.UI is a separate dll
don't sln have references in them
Yeah
yes but mine are ofc located somewhere different to wherever they are on seanpr's computer
but you could've just looked in the references menu
no
Because no
๐ค
apparently: DebugMod.GM.ReadyForRespawn(); isn't defined or something
but idc because I'm probably not gonna need the kill self cheat anyway
i love it when i commit non-working code
tbh not sure if I'm using beta or normal assembly
but w/e I have a dll now and it doesn't have that one function but I'll make do not using that cheat
Oh I see it takes an argument now
It didn't in 1.2.2.1
This is why you don't compile from source
see 56 this is why you build from source it helps you find bugs
that function would have just broken it if I can used a prebuilt binary
lol apparently there's a new version available of debugmod that's newer than the github one
It says new version always
Because of some shit
Github updated their TLS to one that Unity can't do
For web requests
So now checking version always returns 0.0
And I was lazy with my version checking so I'm just doing current version != github version
uhh my spawnpoint is now I think forever messed up because when I die this is what I see and in the top right a mantis constantly throws his boomerang thing
wait how do you show the debug menu after closing it
ty
There's no flaws with the UI design
Everyone else is just stupid for clicking that button before looking at binds
Noclip in
Everything works until it doesn't
anyway in debug mod to change your spawn to an existing bench
that isn't where I am
or should I just edit my save
uhh im trapped in a level with no exits I think
unless 56 programmed a secret one in
Very nice
yes
ree
lol it rechallenged them and now there's 3 mantises at once
wait that was happening before
i did donotdestroyonload on everything
but the repo's updated
unless you're using the broken version
which i don't think i even commited
amazing-11
but lol this video
ok I killed em where do I go now to get out
wait 1.0 doesn't even let you exit
yes
except 1.0 does
i just don't change the version number
actual 1.0 is in the drive
nice versioning
this should be 2.0 alpha
Just do what KDT did with the tracker and grab file version
It gets you a shit looking version string but at least it's unique and 0 maintenance
ok
wait is this what you were saying about not being able to enter the mantis gods fight normally and needing dreamnail
maybe that's why bugs
so why my ghost no spawn
uhhhhhhhh
but I can hear the music
you could disable mantis gods w/ the in-game menu
then dgate back to where you are
accident
also i was just gonna make that act like the dream scenes do
no shade and stuff
or like white palace
so uh I fought them but the shade music was playing the whole time and it distracting
yeah i should fix that



