#archived-modding-development
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Wewt! Thanks mod 
I don't see any errors from moresaves
But there's ~3k lines of errors in the log from benchwarp
It's not gonna be anything randomizer does
API changes
Also never seen this before
And I hate it
Good reason I've never seen it before
thats 56
Disgusting
Looks like menu state isn't updating properly
Stuck at MAIN_MENU, never goes to SAVE_PROFILES
If I log the one on UIManager.instance instead of the cached _uim it's fine
So there's two UIManagers
That's really not good
And idk how it's even possible
nice
#singleton
I am insulted
hi insulted
hi lazy
MoreSaves breaks after a quit even without randomizer there
I'm gonna see if it breaks after a quit with an older API
Because if so it's not my problem
Feb 17 API-46, MoreSaves stops working after you quit back to menu
Not my problem
@copper nacelle fix your mods
no thanks
@copper nacelle fix your life
oh ok
Just do some shit like csharp On.UIManager.Awake += (orig, self) => { orig(self); _uim = UIManager.instance; };
_uim => UIManager.instance
I guess that also works
I don't know why _uim even exists
Because caching is better
true
UIManager.instance also used to throw if it wasn't set
I changed it like two api updates ago
Just a few more days before school is out and I can finish the editor
Item duplication should be out by Wednesday probably? New scenes are also almost done but just bare scenes so no support for scene transitions unless you make them yourself
What do you mean by item duplication?
probably putting existing items in other rooms
Hollow night crashes when using the enemy display in debug mod. "Too many heap sections in GC"... maybe the debug mod isn't clearing enemy references?
Yeah, debug has a lot of issues
ok no worries ๐ I don't usually use it anyway, I honestly forgot I had it on until I couldn't menu back to game
woah rando2 update 
It's nothing major
What does the preloader stuff do? Like what makes it different?
Wait maybe you mentioned already
It's different because it's fully handled by the API
Beforehand any preloading would have to be done at initialize by the mods
Which could cause issues of course, because multiple mods trying to load different scenes is a bad thing
The loading bar could be improved
Right now it just jumps forward after finishing with a scene
wait, so how do we load stuff now then? or will it already be loaded?
For most mods you won't have to preload anything
But you can see here how its done in randomizer https://github.com/seanpr96/HollowKnight.RandomizerMod/blob/master/RandomizerMod2.0/RandomizerMod.cs#L125
The requested objects are then passed into Initialize as a Dictionary<sceneName, Dictionary<objectName, object>>
Yeah
have the changes been pushed or no?
Yeah it's up
alright nice
And that's by overriding GetPreloadNames()?
looks like it
Neat
So the api is big and void of documentation. Anyone know off the top of their heads best hook for starting/loading into actual game? I've been using activeSceneChanged and filtering out menu scenes but that seems silly to me
haha
ModHooks.Instance.AfterSavegameLoadHook
^
Works for new games too?
there's a seperate one for that
Okay cool. Thanks ๐
yea ModHooks has bunch of stuff, just use intellisense to look through them
if only someone would finish writing the api docs
LUL wish in one hand
Would be very helpful but i think kdt was writing them and hes busy rn
more saves mod doesn't show up on GH search grumble grumble scroll up grumble
there you go I even merged the fork
so you can use my repo
44 seconds ago awesome
I was looking for 56's but like... that makes more sense. Thanks KDT
pfft
too many clicks
do i look like a clicker game guy?
cuz i am
If I ever get around to coop/multiworld stuff I want to have separate save files so I'm inspecting the magic of the mod
theres also support for extra data and filtering of saves in modding api iirc
well you'd have to program in the filtering
"filtering"?
saves should store which mods they were last loaded with
and you could make it only show certain ones based on that, or another piece of data
Oh okay! Hey that's neat
also @copper nacelle I made you a collaborator on moresaves so you don't need to do pull request
@leaden hedge you got me covered mate, right? :^)
Also iirc saleh and 56 were making a multiplayer mod
what are you doing here
looking at the randomizer code atm, i can see its logging the item shuffles, where exactly is this log?
the log is in your save folder
ah
are you on windows?
yup, i know where it is, thanks
modlog.txt i think
how you doing anyway @leaden hedge, im mostly here because of randomizer heh :p
not really been up to much, not really wanted to mod celeste or hk
yea, understandable
i just recently got into some slow walking of HK and randomizer
4 minutes behind you on Any% :p
oh well, i shouldnt hijack the modding channel for this, thanks for the help though, got what i needed now
i wonder how much silksong will kill hk, especially the modding side of things
i secretly hope it's a bad game
modding isn't super strict on off-topic stuff as its pretty slow 99% of the time
also did you make adding custom entites in ahorn easier yet @honest walrus
uhh, somewhat?
its always been easy though
i dont remember when you last looked at it
right, its been a while since you looked at Celeste stuff
https://streamable.com/qr680 you have this coming when i have time and motivation :p
08/2018 ish
hmm, i can see it doesnt swap mask shards around, is that evil code wise, or just not a feature yet
it works fine, it just isn't enabled
oh, is there a way to enabled it, or would i have to modify the code and recompile it myself?
you'd have to add the feature, as its probably not in the repo
ah
but it'd be similar to how incremental upgrades already work
but with health instead of dive/fireball
what does this do about those anyway?
i found shriek after hornet1 and upgrade at shape of unn, what if i ignored the drop at hornet?
im assuming it gives me the base version there instead
first one you get gives you level1
figured :p
but the main use is for racers
so awkward things are minimised
like elegy isn't randomised and neither is voidheart/kingsoul
i noticed it cleared out glass for me at soul master without dive, that was pretty nice
elegy is the grub grandpa right?
uhhh... that baldur totally closes
are you telling people to do spitless
You're not locked in after getting the first item
elegy and masks being randomized would be uhh... fun and interesting
... super fun
its fun until i have to get all grubs to get compass...
It was already impossible for progression items to be at elegy
The problem was in bingo
feels bad man, how else would i get around
Where something like quick focus could be required
oh yea, thats some nice logic
Right now I'm thinking I'm going to create a new label for "long" items
and a menu setting for how to randomize those
Long?
Easiest way to integrate them is to replace the bad locations with a geo pickup and put excess items into the shops
feels like the randomizer is very biased towards the early areas of the game for progression items though
But there's no reason not to have alternate modes that use logic for them
i guess thats a problem with winning condition being just watchers
since you only need dash + claw + dream nail and any of crystal heart, tear or shade
hmm, not 100% sure, but maybe
I don't think low% gets dash
As long as you get claw first, dash isn't necessary
how do you get into fungal without dash?
with claw
fireball skip
or claw
the one trick i havent bothered with yet
but in low% its fireball
thats the only place i remember that needs dash at least
except for your sanity
so are there any cool features planned for the randomizer, or am i better off traumatizing @mellow elbow with all skills or something? :p
could always try to do something myself, doesnt look like the game is that evil in the modding department
I'm working on a fairly big update for the randomizer right now
but is it as spaghetti superglued to noodles like terraria?
and all it did was keep track of hp and spawn hit effects, and on death geo
@unborn flicker so what are the cool features, if i may ask :p
explosions
I've already implemented randomization for keys and items, as well as toggles for which item pools are randomized
More stuff will be randomized later on too
so stuff like wanderer journal or whatever they are called?
add grubs to the pool
lol. everyone thinks they want that
because they do
Random grubs would be nuts
@young walrus oh trust me, the more i can torment @mellow elbow , the better
I will add that if Muri ever writes the logic for it
But right now I have more important features to work on
add 100% hunters journal completion as a random item
and put a 99% dreamnail bias on it
Anyways, relics are the easiest thing to randomize
It's everything else that has special fsm cases
relics are just an int on the item pickup fsm iirc
see i totally know what any of this means, im just here to greet KDT and torment Csstform :p
you know how everything in celeste is in code and is nice and works
well forget that
yea uhh, yea
hollow knight has json, that gets parsed into objects that run one line of code
so uhh, where is the quickest way out of here?
I mean as long you're not trying to do anything fancy
and what are these MAG things D:
you never need to look at fsms
and we even have an fsm viewer
so you don't have to look at 20000 line jsons
and try to figure out whats going on
yea i think ill pass
ill leave it to you guys that knows what is going on
and hope silksong is made off less json spaghetti
atleast silksong is going to be on switch
which means they can't use that many at once
you know hollow knight was originally gonna be on wii u, and it took them like 6 months to optimize to run at a passable framerate on switch 
something tells me this game is made with unity, superglue, more unity, and spaghetti :p
doesnt unity make modding the game a bit more annoying than it has to?
basically the exact same celeste
... i have ptsd from looking up playmakerfsm
Doesn't celeste use xna
so most game logic is uhh... one line garbage that this program/tool has spit out?
Is there some sort of ingame debug-box with the modding api only?
a console readout essentially
so you make state machines (an object) out of states(object []), and each state has a set of actions (object []), and those actions are stuff like https://hutonggames.fogbugz.com/default.asp?W82
which is add 2 numbers together
oops I interrupted my bad
basically it gets out of control really fast
and something like controlling how much hp something has
so i am tryna build Assembly-CSharp, and i get "Failed to load MONOModded.dll"
has something like 500 objects
i think you are better of coding the logic in malbolge when it gets decently sized
idk if i am missing a step or something
but yeah they programmed pretty much everything in that
even stuff like switches
which are just like on hit, send an event to another object
best thing about that is they use the same string for every finished event
working around that stuff does not sound fun tbh
so you get great bugs like, looking down finishes unrelated actions (like opening doors) faster
yeah it also does BroadcastEvent("FINISHED")
any other places where that can go horribly wrong?
because that sounds like a can of worms
its mostly fine I think
Is this celeste or HK we're talking about
i never knew that about the looking down thing
its used in Any% into crystal cavern
did you know hitting 2 different elevator levers that affect the same elevator teleports it
... at the same time?
within a short time frame
thats why you can't hit the same lever for a second afterwards
where is that sanely possible to do?
because fixing the bug was too hard
i think any% uses it at lurien
to teleport to the top
yeah that's what you get for hiring like 3 different devs during creation
i think they scrapped the engine at one point too iirc
... understandable with interactive flowchart json one liners
do not doubt
i think that's my favorite part of artists/creative types tho. it doesn't matter if it's perfect, so they can actually finish projects
all my programmy stuff is in a permanent state of "i'll finish it later"
if you have a bug to drop more stuff at watcher knights, that would be great
like approximately 5 more things, should be fine
I wouldn't even meme on them so much if this sort of game was difficult to program
I did this instead of coding today
but tbh somehow metroidvanias always have bugs everywhere
have you considered getting a good cube
@leaden hedge can you explain the invisible walls at watcher knights though
that 5x5 pattern was rough though
unless my game is broken
rubik's brand
even if you don't care about speed, rubik's brand is horrible
and not pleasant to turn
you can loosen it tho, i did it with mine lol
oof
i made mine to cut like 30 prolly, still clanky tho
still can almost sub 2 minutes after only 2 months of casual cubing ๐
very nice
maggotprime
once a week or so I'll go through all 4 and solve them just to make sure i remember the last layer stuff
i was at sub 1 minute in like 2 weeks, but i did solve a whole lot
i'm weird with speed-stuff. I'm not a very competitive person, so I figure if I'm not even close what's the point in practice
is that a shengshou TM mirror cube TM
that ghost cube tho ๐ฉ
i should probably get over that and start running 106
oof
Your megaminx is missing a tile too haha
ye scammed
they bonk in nothing
doing it both on latest patch and 1.2.2.1 for me
they can literally bounce next to the actual gate wall and smack into the invisible wall 3 times
i thought that was a move
lets see if i can fish out some video of it
https://www.twitch.tv/videos/425648560?t=01h41m15s ignore my insanely good watcher knight strats, the right knight just stops for no reason because he hits a wall
they only do it near the edges of the arena
and you can see and hear that they hit a wall
i have also shot a fireball there and have it disapear
im also convinced that elevators can only go upwards the first time you activate them >_<
Fixed it
now this be epic
gotta flex on people with my ability to solve a ghost cube
10/10 party trick
gets you all the girls
you can solve a ghost cube with F2L, right? it's just hard to figure out the pieces?
yeah its just a regular 3x3
due to it being harder to turn
relying on muscle memory motions isn't as good
because it can get stuck, and then you have to reset if you can't remember where you were
i see
lol
i mean I don't solve it with roux
because that sounds awful
oh actually
you might not be able to solve it with F2L
because the center pieces need to be rotated correctly before you insert the edges (for middle layer)
๐
A mod that gives NoEyes eyes
And this includes a new attack that makes said eyes attack you
give no eyes googly eyes
give everyone googly eyes
and make them have physics
@rain cedar sorry for the bother, but how do you build the API? i tried it, and it gives me "Failed to load MONOModded.dll"
That is not a very useful output
If you go to the OutputFinal folder, what's in there?
What files are there exactly?
I'm trying to figure out what stage it died at
Just send a screenshot
screenshot taking long to upload
There'll be a ton of them
Did you make the vanilla folder?
i did
It looks like it copy everything from there
Or actually no it did
I don't see ValueTupleBridge in there though
So it's dying at or before that step
it's at the bottom
Ok it is in there
ye
Severity Code Description Project File Line Suppression State
Error Failed to load assembly MONOModded.dll Assembly-CSharp C:\Users\Sid\Documents\Cloned\HollowKnight\HollowKnight.Modding\Assembly-CSharp\EXEC
idk if this helps
Yeah it probably died on ILRepack
Because there's no MONOModded.dll in there
But there's also no MONOMODDED_Assembly-CSharp.dll
Or Assembly-CSharp.dll
Or Assembly-CSharp-patched.dll
I can't tell what step it broke on
It has OriginalAssembly-CSharp.dll
Which comes from right before the ILRepack
But it shouldn't get that far if monomod fails
is there a way to debug it?
@leaden hedge cool thanks
@shy cloak you can enable ShowDebugLogInGame
In the ModdingApi global settings
"BoolValues": {
"keys": [
"ShowDebugLogInGame"
],
"values": [
true
]
},
omg u rock thanks dude ๐
๐ค
it was used similarly with :maggot: and :MaggotD:
hollowd
maggotprime

are you okay
๐ฆ FINCH IS POWERLESS AGAINST SPONTANEOUS AMNESIA ๐ฆ
unfortunate
earlier today i took my AP math placement test and i'm still worried that i had 5 Ds in a row
what the fuck
idk ask someone who actually does both
art
i imagine if you took an untrained person, they'd have a better job of drawing something recognizable over getting a program to compile
@dusky lion haha imagine not having gifted nitro
:c
it would be great if everytime you fail to compile something you have a 5% chance of dying
it would be great if i had a 100% chance of dying right now instantaneously
i would say that if evo wasn't a dopamine wizard
So, my current issue is that simple keys don't have an associated playerdata bool, so buying them doesn't remove them from the shop. I could change the shop fsm to set randomizer settings bools instead, but then I would have to change how it handles every other item. Any ideas or suggestions?
is it in scenedata
The sly and pale lurker keys are in playerdata. I assume the other two are in scenedata
you could just manually remove them
that would still require a change to the fsm, though
now that I think about it though, I could just insert the setrandomizerbool later so that it only affects simple keys maybe
hmmm, there are too many shop fsms ๐ก
You're gonna have to change it to use fake bools
Handle them in the get/set bool hooks
ok, that looks promising
Does Settings.SetBool(value, boolName) save a bool to settings even if it hasn't been declared?
that sounds right to me, I think it's just a dict
yup, Sean's suggestion seems to be working perfectly now
much easier to pretend all shop items are charms rather than try to follow the fsm


Are there some new mods that will add more lore to Hollow knight?
Hollow Knight has no lore
yes
Maybe you can make that mod
the ur mom gay mod
Just write a whole bunch of paragraphs of lore and make them show up whenever you collect a relic
i think the dll for ur mom gay mod still exists in the depths of grimm crime sindicate
๐ค
i summon thee, tentacle person
wrong one
Hey for debug mod, how possible is it to add an option to have fury always active?
That's already possible (somewhat)
If you get to 1hp and turn on infinite hp you'll always have fury but won't die
But pantheon forced heals would break it
If that's what you're doing
yeah, that's the problem
It probably uses PlayerData.MaxHealth
Would be 1 line to kill that
Try with that in your mods
Incredible mod, I know
I just drop it into Managed?
Mods
It might still visually look like you're being healed because HeroController will still send an fsm event
I think I fucked my game, I tried to open HK without changing the directory name first and it auto updated something
let me reinstall the mods real quick
ok, seems good
Thanks 
youre welcome
yeah you're welcome
dw youre gonna crush it
ye i hope so
thinks are so fucking fine you have no idea how fine they are
i dont do the drugs
high on life i see
Source: Killing Floor Male Voice One Medic_9.wav
Hey y'all, I'm new here. Just wondering if there's already a mod to track how many deaths you've had on a file?
If not, my second question is: how hard would that be to make?
Or maybe some sort of advanced stats mod?
it is very easy to make , (for a modding staff) you can ping one if you are interested
Who are the modding staff? Are there more than โ ?
yes of course
@ Modding Staff
there is like 5 or 6
they are offline
and x (56) is always at dont disturb
yea, i am a modding staff, i just forgot to put on the green role
Cool!
it's not that hard to make
just need a counter and increment it each time you die
counter could be just stored in the save file
shut up and start doing it
Yeah I figured as much. If I knew more about accessing the game files and stuff I'd totally do it myself, but as of now I only know Java.
if ya know java already then the lang used for modding is C# so it shouldnt be too hard, you just gotta learn how to get the api working and the hooks
I'm gonna learn C next year haha ๐
just C?
yea C# is essentially the same syntax without the cancerous bracketstyle and method naming
learn c#
C and C++, and I think I have a course in assembly as well
also online or school ?
Uni
:glare:
not really if we are talking syntax
java is more similar to C# for the syntax
C is old af
true
once you know OOP with Java youre already set for C#
So is assembly lmao but I'm still gonna learn that
yea, what taco said
true, we gotta take it next year too
not knowing assembly already
Yeah I figured C# would just be a bit of reading up on syntax
jk i don't know it either 
it's fine sid i don't know anything
Anyways, are there any good resources to learn the API and stuff? I'm sure that question is asked a ton here.
min0: says that i dont know anything
also minO: god of art
Noice
but theyre half finished and not completely up to date
looking at api docs
modding staff are usually always around to help
what do you plan to do, buck?
Also, if anyone were to make the death counter, I'd be very grateful ๐
scroll up
Well I was gonna try to make a death counter, but I know nothing
aah i see
Maybe beside the completion percentage
ill remind it
i should make the lurien mod tbh
what you need to do is make thorn spike pillars for marmu
im not making an abomination unless you pay me
come to me w/ modding ideas that aren't cursed and ill do them >:(
also you could probably recolour grimm's spikes and add thorns
ez
i have a great modding idea but only if fsm reader worked for me 
i do art for mods and hopefully modsโข in the future
oof
why doesnt the viewer work?
well i discussed that with nes for a long time
what is the idea, sugar
hidden

nice
What doesnt work about fsm viewer?
the fsm viewer works for everyone except sugar
please dont try to fix it , you cant
why doesnt it work for you anyways
I really wasnt going to lul
we talked with nes for a long time
I'm just wondering what does work for you
@glass surge the api docs are mostly unwritten. Best way to learn about the api, in my opinion, is a combination of intellisense and IL spy. The api is massive, so if you can formulate a specific question people here are good about answering.
or asking staff too
or getting 56 to handhold
@sugar under what circumstances does the fsm viewer not work? I've been using it and would love to know what about it does not work
homothety i see you 
Or is sugar just shit posting
afaik the viewer has one component that doesnt work or is there a legitimate problem with the viewer
it just immediatly closes
are you sure youre opening the right file?
^
wdym
also sid when you're going to work on marmu 2.0 dm me
ive opened some files expecting the fsm trees to be there only for it crash
Oh okay runs for me so that's fine then. Do you have antivirus stuff running? I assume windows?
did you add the circular markoth nail barrage sid?
uh maybe
no, that's what i need to add
hey windows defender is pretty neat, kinda
also the side nail attack
if i disable it
yeah, if you hate your PC
fun
will it work ?
i thought that was mcaffee
yea, it's not bad in windows 10
fair
Windows defender is ok, but if you click the wrong button once it tends not to let you undo that without a ton of work
don't use any antivirus
I completely disabled defender as much as possible
and even the health checks it wants to do, I added all my drives as exceptions
so.... it runs those, but on nothing
It might work if you disable it sugar, but if its windows defender that has flagged it, you'll have to do some extra stuff to make it work again afaik. It blocks it deep in windows poop. Been a long time since I had to unblock a file from WD so dont remember off the top of my head
I couldn't tell you. For multiple reasons. But Google would be a better place to ask that
Wait, Markoth mod is a real thing?
yeah. he turns into a penis
sigh

Nice! Is it as evil as the pictures show?
get it, cuz he's a dick
:gwblobwoke:
hmm
About the fsm viewer, I thought that was an issue with steam paths or something since you don't use steam but I can't remember why open file without the level list doesn't work either
Btw guys it's nothing to do with antivirus it's definitely a path issue and also a library issue, nothing to do with the fsm viewer itself
markoth mod is very evil
oh ok
as is its creator
i don't know a good way to do the side nail attack for markoth
need to do that properly
and circular barrage
and should be good enough
then it's marmu time
rad sword rain
vertical sword rain, i plan to do with xero
sigh will i be roped into recolouring grimms spike sprites green
๐

how do you have time for all of this during exams
boi
i tried to make time to draw today but i have no time
i am done with exams
like 2 days ago
oof
may 29 here i come
i am not going to school after next week 
nice
@safe hamlet I look forward to seeing what sort of nightmarish evil you have created.
everybody does hedrack, everybody
will try my best to not disappoint
do what with complex numbers
b.ii.
it's not hard i just ๐ค am not sure fully what it's asking of me
mmm not much i'd say considering this is high school maths
I mean
they are not real, 200 IQ
yep
you know what the polar form of a complex number is?
ye
ok
what math does this fall under? i have never seen this type of problem
then you shouldn't have issues solving these problems

wdym sid
also, I gotta go, sadly

mino was asking what the question is trying to ask i believe
if you still need help when I come back, in like 30min, I can help you then
I was just kidding btw
there's no shame in not knowing how to solve any problem
oh you mean 10b(ii)?
so you know what the (principal) argument of a complex number is, right?
yep
so 10b(ii) wants you to look at the area you shaded in 10b(i) and figure out what's the largest possible arguments for points there
and also the smallest possible argument
AH so then just minus them from each other
yep
this circle will be moved down, and you'll only consider part of it
because of Im z >=0
yeah
I gtg now
nah i know what to do now, thanks
the answer is obviously .588 
you mean 33.7 degrees 
you mean 133.7 degrees 
amback
how's it mino?
for everyone who wants to make peace with our lord and saviour dlkurosh,
hmmmmmm
i was considering buying icono but then i went with rain world. rip kuro
also gradow it's fine i figured it out
revising topics you haven't done in months right next to your exams is a potential risky move
why buy icono or hk when you can buy overgrowth
||good job on the marketing||
@solar jacinth What in the world kind of effects did you put on that gif in art-gallery
have a slightly red layer, and a slightly blue layer move in opposite directions and then back towards an original point
kindof like imitating how 3D movies used to look w/o 3D glasses
ye that's the aesthetic
it's art lazy, you just dont understand 
I see
Wtf mino no
It was like 2 secs to make that effects
@charred parrot @jovial vault https://photomosh.com/
Glitch images, videos or webcam using WebGL effects. Save output as image, gif or video.
oh yeah i forget that site exists
but tbh doing it the way i thought you did it also takes 2 seconds
you can just do it natively in an animation software that way
That site is better also has more options
fair enough
I should still learn more about c# , i cant make a game only knowing how to create a chat-bot 
But i kinda started to understand unity better
that's good! progress tbh

if statements reee
If statemenys are so ez and so useful
And yes technically i only know that kinda stuff
then you're good
the only reason it's taking me long is because I'm the most anal person in existence and want things to be clean
Same
you can make a whole game with if statements only
i mean technically yes
also no wonder we're working together im the most anal person when it comes to art and making sure things look good
this is why assets are taking a while
thats not how that works
that means we'll be too worried about things being perfect instead of getting stuff done
not good if its too much
yeah true

tho im pretty sure you're more of a perfectionist than i am
at a certain point i go "no one will look at this for more than 10 seconds and it's fine in this state"
lazy: hey guys it's been 3 weeks and been grinding this tiny aspect out
the ideas of the game level design etc.. is it only lazy and you ?
granted mino the thing I've been grinding on is not a tiny aspect
its like how every entity (boss, enemy and player) will be controlled
that person who created that oc , i forgot her name , something like 180 it was
when did this project started
two months i think?
i mean
honestly we had to revamp everything around 2-3 weeks ago
when we went "ah yes, this is now 100% original"
figure out a whole new art style and plot
literally just got finalized swathe out today
how much it is close to finishing
Make the lore so deep not even Sumwan can memorize all of it
impossible
my life was a lie
tbf half of this server thought i was a guy
(including me)
wAiT MiNo's a GirL?
Most of the people here still think I'm a guy
when in fact you are a fool
well i was suprised when i figured out you were a girl
wait
jngo is a girl too ?
wtf
motherfucker
I will probably be done tonight though
so then things get
gnarly
oh wow just in time for me to [redacted for nda]
don't worry guys we'll have lore so deep nothing will make sense
boy does overgrowth's lore make minimal sense
Put in intentionally contradictory lore
i will make it too complex that even sumwan will have hard times at figuring it out 
and other hilarious jokes you can tell to yourself
who the fuck is sumwan
you dont know her ?
u
and wiki
Oh hey she's performing judgment in discussion
oh yes
ah
it truly is not summer in south asia unless there are frogs croaking outside your window at ungodly hours
I want die
Understandable
AP CS was omega free
Ive heard ap cs in general is easy
gotta get the perfect score tho
hmmm, I was going to put RIGHTSIDECITY + (SUPERDASH | WINGS) as the logic for the basin simple key, but now that I think about it, that could potentially require pogoing across all the spikes in basin. Maybe RIGHTSIDECITY + (SUPERDASH | (WINGS + MAGSKIPS)) would be better? Thoughts and ideas please
How is pogoing across the basin spikes a mag skip?
Yeah it's not as hard as that
i don't entirely understand what a magskip is, really, but I think the current philosophy on logic is "if it's essentially just a pogo trick, it doesn't need a skip"
I vaguely remember that reddit post now that you mention it
skip to broken vessel is not just pogos
This is correct
you'd have to keep it CH or wings to prevent locks from not having the correct shade hp
This is not Monarch Wings
basin simple key is the same
you need to get up that ledge
and if you can't b/c you can't do the shade skip, you're fucked
Oh, we weren't talking about the shade skip
oh lord everyone in the comments acts like that takes an insane amount of skill
I certainly don't care enough to put gwomb into logic for that
but you can get the key with only CH and dive
which is what I thought you were disputing
yeah, that won't be an issue
so you're right, right side city access + CH or wings would be right
cuz you can get right side access with TE skip at salubra too
right side city is also the best shortcut ever for not having to deal with difficulty settings
(QUAKE + (TRAM | LANTERN | MISCSKIPS)) | (CLAW + (SUPERDASH | WINGS)) | (SHADESKIPS + (CLAW | WINGS | (MISCSKIPS + FIREBALLSKIPS + FIREBALL + DASH))) | (CREST + ((CLAW + (DASH | WINGS)) | (SUPERDASH + (BALDURS | ACID | CLAW | WINGS | DASH)) | ACID) + ((CLAW + WINGS) | (SIMPLE1 + (CLAW | (WINGS + MISCSKIPS))))) | (TRAM + (CLAW | (WINGS + (MISCSKIPS | SHADESKIPS))))
1st key, contrasted with SIMPLE4
so sewers access
although, I did not go through the effort to make Godtuner actually require the last key
So you count each key as a distinct item?
I have plans for QOL stuff to make the other two keys useful
All 4 keys are randomized
I guess it makes no difference; just wouldn't have realized you could do it that way immediately
It only cares whether you have at least one or all of them though


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