#archived-modding-development
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Oh I don't think move overwrites by default
need /y
Oh and the move is fucked now
Because the new csproj changes build location
Unfortunate
another ../ has been added
Welp the new enemy rando version doesn't work with rando v2.9.1 because when I load a new game I somehow get immediately sent to the Hornet battle and then when I close the game there are no options but Im probably doing something wrong
The LOAD ENEMY RANDOMIZER doesn't show up at all with Rando v2.9.1
Ye
All I got was no options
All I saw was gm menu style and the title HOLLOW KNIGHT
Correct
ok
Sorry if Im kinda complaining too much
Her fight just started and hten it resets
When I walked in king's pass I got an indimate transition to the Hornet fight
The knight walked foward and bam Hornet fight
Ok
ok
it's half fixed
it shows the full main menu when returning now
but it still doesn't have the load button
If you wanted to, it'd probably be better to swap to the API's preload system
But that's a lot of work
I may as well just stick with what's already there
As long as I can get it to load the loading button from the start, I'll be happy
Yeah
how are you doing with rebuilding the API?
MonoMod has an issue with their custom attributes
so I'm looking at that now
I think it's because of access to a modified closure
Yeah I fixed it
๐ค
probably because kerr was working on a hornet rewrite
if you press L at the right time it does that
yeah
it's part of the other error that was breaking it
I've disabled it
and also potential random healing and the menu change
ok I've almost got it
Woah, enemy rando being fixed? 
it's kinda fixed
minus a small bug which means you can't return to the main menu
there's a certain method detour which is now a bit weird but i'm looking into that
but the memory leaks should be gone
on that note, I've fixed all issues related to the load button not showing up
it will now appear with or without the item rando when you load the game
I've also fixed some other stuff like removing random debug things
like randomly teleporting to hornet when you press L sometimes
yeah enemy rando loads with qol now
Is it fixing loading issues or also fixing things like bosses becoming things that break events or shades breaking things like colosseum?
uhh
loading issue fixed?
Functionality is good enough for me, but curious.
pog
oh no I've a lot of work to do
not yet
although I'll look into that stuff as well
it works at least
Awesome! Even with just the loading issue thank you for your work!
It is a fun mod to try for the novelty.
wow I never thought that I'd be talking to you today
or that I'd be fixing this mod either
i'm honestly not too sure how this happened
I was just like "I wanna play this - it doesn't work - I guess I'll try fix it"
Hopefully nothing involving being held at gunpoint.
haha no
I'm sure others will appreciate your efforts too. :)
yeah I hope so
i don't want to update the api with this just yet because unity mono is fucked
sizeof(char) == Marshal.SizeOf(typeof(char)) but sizeof(bool) != Marshal.SizeOf(typeof(bool))
and as a result some stuff breaks for some On hooks, which a lot of mods use
and by breaks I mean crashes the game immediately instead of after 400 scenes
but don't turn on the area randomizer, it doesn't work at all
use the new one instead
although that should be obvious
I'll remove the option at some point but I need to sleep now

monka
yes
But it's important
Because if you look at the PR before that, that's what actually matters
There was a implicit capture of caHandler so it'd get set to the value of the second assignment even when the first was the non-null case
@safe hamlet
the second pr was just because #56 meme
ah
where can I find a list of things like enemy names, scene ids etc.?
ok I found the scene ids
nvm, I've got a better way of doing it
@solemn basin I think I've fixed your issue with shades in the colosseum
could you elaborate on the other thing with bosses breaking events?
Enemy Rando sometimes transports me to different tranisitions that aren't even supposed to happen for some reason
The 1 you made
the latest one?
Ye this
I'll give you a new one with that fully removed
Thanks!
but I'm pretty sure I got rid of the calls to that function
Also I have seen the decrease of Collectors and Traitors, 0/10 /s
Elder Baldur spawned a Collector AND a Traitor suprisingly
nice
do you think I should add godmaster bosses in, abs. rad, pure vessel etc.
and nailmasters
I would love that but that would also be horryfiying
Finding Sly out of nowhere to rek you
That seems good
of HK?
Ye
both
Enemies randomized are until Lifeblood
Since the old enemy randomizer said version:1.3.1.5 in readme
have you tested this?
apparently it worked until voidheart
and it works for me on voidheart
ok
of pre-godmaster were randomized
I think there's something going on with your version of the mod
Sly, PV etc aren't randomized
Ye that
It's ok
it's because the mod was written pre-godmaster
it doesn't randomize bosses anyway though
It does randomize Brooding Mawlek
Isn't Collector also a boss and it's randomzied just not in the original position?
what do you mean?
Collector can appear outside of the Love Tower
Just not randomized where you find him normally
yes exactly
other enemies can turn into bosses, but bosses can't turn into other enemies
Ye
that's intentional
However The Radiance is actually something.
Doesn't appear at all in her original place
this will reset your settings, so make sure to change them before loading a save
I've added an option for godmaster enemies, but I might have missed something
if you notice anything weird just let me know
I also (hopefully) fixed a bug with shades in the colosseum
also I pushed everything to a new github repo if anyone wants the source code https://github.com/Fireball248/EnemyRandomizer
So for the option of godmaster enemies/bosses i have to enable it on the main menu?
Found it!
I'm pretty sure it should work
I couldn't be bothered resetting until I found a godmaster enemy, but it tried to turn something into an ordeal zoteling when the setting was off and it failed, so I think it SHOULD work
and I can finally actually play it now
Hey it's working
Ye
inb4 absrad in like every room
Now Sly is just stuck in a hole while spinning
This is funny to see ngl
When I pogo on an enemy the hit doesn't count or probably Sly broke it
that's weird
I doubt it's the enemy rando though, afaik it doesn't mess with hit detection
oh
yeah it probably is actually
it's probably generating the incorrect hitbox
hitbo
I have some keys that are like that
where I have to press surprisingly hard for it to register
nah it isn't that I just pressed it really lightly
poor sly
Ye, poor Sly
That happens every time
and the scaling code
Also ye, the hitboxes seem to fucked
the scaling happened like that before
^
it's supposed to do that i think
Probably to fit the area
Okay some news: When I restarted the game the hitboxes got fixed
ok
that's good to know
if it happens again I'll look into it in more detail
I think there's something wrong with the zotelings
it's just staying there and spinning really fast
oh well
Also found a sound effect problem:When I hit False Knight it does when the Maggot getting hit without the armor
The descrpitions are amazing
also why is this so expensive
ok
actually it doesnt unlock anything period
well this is a problem
You can get past him
tank
ik
or just leave and come back
also mantis claw from false knight
that's pretty good
and apparently the main menu softlock got fixed somewhere in that
wasn't the main menu softlock mostly just because it's intended for a different api?
possibly
but still, I don't see what fixed it
I haven't changed anything other than adding the godmaster enemies
also this
that means that even without your claw you could get to fungal
Taken The Lurien
Lurien
actually it was really bad to get that there because it infected the crossroads
oh god
which makes navigating them a massive pain
winged nosk is also totally broken here
not sure if it's because of the terrain or just because it doesn't work
well, it's some free literally nothing
free soul extremely useful
and it still drops geo for some reason
how did you find them they're invisible
well, I first noticed when my health suddenly dropped and grimm shot his fire everywhere
and the infection particles from HK
no clue why they were invisible though, I'll have to try fix that
Found a spinning zote
@wraith bear That's awesome! Siblings broke gauntlets (which you could no clip out of) but the colosseum was generally not able to be completed as it would just break.
The other two problems I remember is that trying to get into the White Palace required turning Enemy Randomizer off, as the Kingsmould would change to something else and killing it wouldn't open the door to enter the WP. But the other thing is certain events break if bosses change to something else - if you go to Brooding Mawlek's room and kill whatever random thing BM changes to the mask shard won't spawn. The Hollow Knight and Radiance will change to random enemies too, so you can't finish the game going to their rooms. You have to win the game by killing the Hollow Knight where it shows up outside the Black Egg.
Which can lead to something funny like beating the game in under ten minutes with 0% completion.
I found Absolute Radiance a while ago
Yes I think all that is fixable
I took siblings out of the colosseum and gauntlets, and I'll look into the colosseum issues as well
Everything else should be do-able by just having a list of specific instances of enemies that can't be randomized
Although other bosses aren't changed, so I don't see why HK and Radiance would be an exception
Isn't there a Grub Mimic glitch where if it turns into anotehr enemy and then why you kill it the colosseum won't contuine on too?
ok
I'll try sort that
again, should be easy to fix by stopping it from being changed
Some things don't need to be randomized ye
Would the game break if Hornet was actually randomized?
Ye she isn't
yeah
I think that HK is checking for a certain enemy to be killed in boss rooms
so obviously if that enemy doesn't show up, the check will never pass and it won't let you continue
Also here's another thing:The charm notch in Fungal Wastes doesn't drop with Enemy Randomizer pretty sure
yes
Im really glad someone who knows how to code is fixing Enemy Randomizer, meanwhile I can't even code
I'll just need to look for all the places where you get an item from killing something
and also find a way to disable randomization in certain areas
which should be very easy, as there is already a case for the colosseum where certain enemy types are exempt
the only problem is stopping the game from ending when you kill HK normally
or radiance probably
It should be shrumal ogres in the fungal wastes at the charm notch.
ok got it
I think it should be almost ready tbh, then it'll just need config for which enemies
hopefully I'll be able to fix the colosseum with this too, but I'll have to test that later
Nice!
OH NO
IT'S CRASHING AGAIN
I don't even know what's wrong with this damn white defender
this shouldn't even have a memory leak
I'm not running QoL or rando map mod
ok
and now it's fine again
that was weird
and now it's crashed again
@copper nacelle I'm having issues with white defender again for seemingly no reason
QoL and map mod aren't installed
56 proven innocent after all ๐ค
huh
Your conclusion from yesterday was that On hooks were causing a memory leak right?
it seems to be fine as long as you don't alt-tab away from HK
yes
I don't see why it's changed though, I haven't messed with the loading code or anything to do with on hooks
oh well, I'll just add it to the readme
at any rate, I've got the rando blocker working
I'm just testing on these guys for now
so I'll change it to block HK, Radiance and the Shrumal Ogres in their specific places
and it should be easy to add new cases, should I need to later
although there are still issues with it
oh
I just wasted a bunch of time there
or not actually
ignore me
THK, radiance and Ogres arent randomized anymore?
I forgot to mention this but what about Flukemarm, the boss spawns a charm when you defeat it but boss is randomized
I think so
I'm just trying to get debug mod to work with me so I can test it
and I'll add flukemarm
You may want to add Benchwarp if you aren't already using it for testing. It's quite a bit faster than noclipping with debug
Benchwarp also gives the scene names
yeah
I think (only tested the first one so far) that colosseum is working now
although I need to double check I actually get the correct rewards
although zote never shows up
still, I got the charm notch
I'll just check the other two, then I'll do HK and Radiance
and the ogres
There is a small problem of things turning into weavers and therefore going invisible until you go on exactly the right spot
so I'll stop that from happening
very easy to do that
Did you also fix the Kingsmould outside the White Palace?
ok I'll do that as well
I'm having an issue with Trial of the Conqueror, one of the enemies is fully disappearing
no trace in the logs either
ohh
no I got it
Enemies disappearing? Had that issue in Crossroads aspids arena but I can noclip out
soul twisters break colosseum apparently
and I guess volt twisters too
I've disabled both
weirdly, Kerr had them disabled for normal gauntlets but not the colosseum
Arent those in colo 3?
yeah
but they teleport away when the rando chooses them
to change something else into
I think
A few enemies are weird like that. Collector showing up in rando is him screaming then jumping through the ceiling to fly to his home planet.
incredible
is new HK Level editor our already
Having the Hollow Knight change into the Collector and then jump into the ceiling for the dramatic finale was pretty funny.
yeah I've had that one before lol
Traitor Lord makes unproper entrances
level editor has been out for a while
it's been like a month since you figured out how to fix the bug
bother nes
@dark wigeon
Also Collector doesn't seem to spawn random enemies in his original place Good since Collector would be more powerful than Elder Baldurs
Welp Collector now is offically the most powerful boss in the world
grub mimic is fixed, I think you said there was something wrong with it before?
I have it disabled now
so it won't change
Ye
Really is a mess
but it spawns so much random stuff
one wave was a watcher knight and a brooding mawlek
I wonder what will happen to God tamer
it unfortunately can't spawn Radiance
Ah
I guess so you don't get an ending in the middle of it
Imagine THK spawning in Colo
You can't kill Radiance for an ending out in the world.
^
She'll get staggered, fly up, and disappear.
The acid is also her weakness
But you can kill the Hollow Knight for an ending.
I love the fact the bosses can die to acid
And if you have Void Heart Hornet will show up if you weaken THK out in the world, allowing you to reach Radiance's room.
And when you "challenge" The Radiance no more
Yes even the people on YouTube are bothering me
I got a thousand other things going on but I'll tell you when I have more progress
isn't it summer break
trial of the conqueror works
just fool left
oh no
ok just don't do trial of the fool
it's totally wrecked
it spawns the first 10 or so waves at once
then lost kin showed up and it broke
Sounds legit.
Is it best to disable more bosses than just Radiance to not be in the colossuems?
there are more
most of it was already taken out by Kerr
lost kin breaks it, so I removed that
if you have any issues with bosses, just let me know and I'll take them out in future
but for now I'll leave them in
Watcher Knights don't seem to break colo
although that might be a bad idea
Uumuu would break it though
I'll make sure to block that
What about Nosk?
uhh
no idea
probably
I'll disable it
loodles don't change for some reason
I think that's for the best though
the rotation would break everything
wait no
everything is broken now
nothing is randomized
Because of the loodles?
ok let's just go with don't do fool
Wait wha
it isn't required for completion
Required for 112%
So fools randomizes nothing?
ahhh
I see
so basically, if it can't find a replacement, it stops the program from looking for replacements until the scene changes
so the loodles break everything
if I disable them it should fix it
actually, they aren't included in the main randomizer
Wait, are you talking about the upgraded loodles?
I know this kinda nit picky but they are called death loodles
ok
or in the code, they're called 'Colosseum Grass Hopper' for some reason
all the enemies have really weird names
it makes it so hard to figure out what things are
yep
cries in bad pc so no hk mods for me
I'm just going to hope Uumuu isn't in the rando because I'm not going to try figure out what it is in this
Crystal Guardian is Zombie Beam Miner
I have no clue what a Flukeman is
Zombie Fungus A is apparently a Shrumal Ogre
although I'm not certain on that
Is Enraged Guardian Zombie Beam Miner 2?
I fixed the death loodles
I've got all the cheats on
I'm 1-hitting everything, infinite soul, invinciblity
oh hello there
he's just stuck in midair
definitely taking him out
I think that was supposed to be god tamer
wait what version are you on?
so it works properly?
yes
well no
but it randomizes things
as you can see, there are still issues
but it worked as it did in the past
I'm fixing the issues which were in it then
huh, it wasn't god tamer
I guess NKG just breaks it
somewhat unsurprisingly tbh
in what ways does NKG break?
mhm
plus I think it's unfair to have to potentially fight NKG in Trial of the Fool
I mean
I love the NKG fight
and I'm willing to fight him anywhere anytime
if you ain't prepared to fight a random NKG/Pure Vessel in the middle on nowhere das ur fault
haha I guess
but still
although I can't argue
anyway, it wasn't him breaking it
it was something else
so for now I'll just leave it
I'll come back to this another time
for now I'll test HK and Radiance
and then get the other fixes done
Royal Guard ๐
no actually
Royal Gaurd
at least according to the logs
also I just got here and flukemarm is already dead
Yes, it is a Royal Gaurd, and killing it broadcasts ROYAL GUARD KILLED
ah ok
so what was killed? the great mystery
The Fluke corpse is probably loaded whenever Fluke is absent
so that flag is the thing preventing you from getting into WP
ok
any idea what Flukemarm's name is in code?
Homothety, forgot to mention but finished Room Randomizer and had a blast. Thank you for a fun time getting lost. ๐
Fluke Mother
ok I thought so
The scene dump is handy for this sort of thing, but you have to know the room names
I've got that correct in my code so it must be something else
yeah I found it in there
it might be that I killed one in the colosseum?
Royal Gaurd is much worse than Dusk Knight, the superior name used for the dead one in Ancient Basin
TC consistency tho
Who is Dusk Knight?
The charm checks for flukeMotherDefeated before it spawns
probably should set that manually in the mod
right, will do
I got to an ending at least, so HK definitely spawned
any idea why he might be invisible
and Grimm was also invisible btw, when I found him earlier in the wild
that's a vanilla glitch, but it could also be triggered by the mod
ok
at any rate, he's in his room now
and I'm assuming Radiance is in her room too
I'll just grab voidheart to check
ah, there he is
-noheap fixed it
@solemn basin there's your HK fix
how do I get hornet to show up
I cba to play the entire game to test this
or for that matter get to radiance's room
easiest way to get Hornet is to noclip into Birthplace and pick up Void Heart
debug won't work
because it doesn't set one of the Void Heart bools
Awesome.
ok I see
I'll do that
this is pretty apt actually
Then I got Soul Tyrant, Radiance, Xero and No Eyes on the same room
The Birthplace is somehow full of bosses
Enemy Randomizer: now with Radiance
now I just need to fix Kingsmould
I totally deserve this achievement and definitely did not use cheats
should I just turn off randomization in WP entirely
Maybe just for flyers
it would be really easy to do, and would fix potential issues with wingmoulds
right
and obviously for the kingsmould at the start
the wingsmould being randomized is terryfiying
he is fixed
Then again a person tried to do Path of Pain Enemy Randomizer
yeah I'm not surprised
And that goes to
this version fixes pretty much all of the bugs that I know about
minus trial of the fool
which doesn't work
and possibly some stuff that I missed, but mostly it should all work
the vitals at least
WP is accessible, and HK and Radiance are both in their rooms
the first two trials work

aww no need for that
it was no problem
thanks for your help today with bugs and such
does this mean we can remove the "(currently broken)"
if someone uploads it to the drive / mod installer then yes
except not totally
it still breaks with QoL, rando map mod and probably some others
I installed 4 enemy randomizee 7zip files today
i'll add that to the mod summaries
at least until 56 updates the API with the memory leak fix
but I don't know a thing about that so you'll have to talk to 56
how bad does it break with those mods
like it doesn't load at all
have you got 56's updated assembly c sharp though?
and updated QoL
ok ill just put "May experience loading issues with the following mods:"
yeah that sounds good

56 does have a fix, but it's not ready yet
I tried it and it breaks some other stuff
anything with on hooks
Im playing with the zip file Fireball sent
yeah but did you install the new assembly and QoL from yesterday?
or are you on the default ones
I didn't download any assembly
This
I mean, I can confirm
ok
yep working for me as well
it wasn't yesterday, that's so weird
I'll try with rando map mod too
What have I done to my downloads file
yep it works with both
better tell 56
@copper nacelle I somehow fixed the loading issues completely
either that or found the real problem
if you switch to a different window while enemy rando is loading, it crashes it at 88% (previously 94% - due to Godmaster)
that's the problem, not the other mods
so don't do that under any circumstances
it does say that in the readme
so hopefully people will get the idea
and so, I do believe that this mod is fully fixed
Fireball, are you open for DMs if I found a glitch/bug?
Does this enemy Rando work with room Rando?
uhh
probably?
I'll just go check
I don't see why it wouldn't
oh yeah, you said you were planning that next
this will be chaos
Gotcha, was curious. I'm going to try insofar as it is possible.
Traitor Lord not making proper entrances seems fixed
Oh
Then this run is already invalid /s
Now I to kill Traitor Lord old nail no spells
how long is it supposed to take to generate the transition randomization?
because HK stops responding when I do that
It's a pretty naive algorithm still I think, so potentially a very long time
Since it can make bad mappings, then toss them out and start over
ok
It's somewhat naive, but that isn't the slow part
It generally finishes >50% of the time
The slow part is iteratively identifying which transitions are available whenever a new transition is unlocked
Probably could optimize it a lot by flagging which transitions can have effects outside of their room, and then otherwise only screening transitions in the same room for unlocks
regardless, it works perfectly with the enemy rando @solemn basin
Cranky, good lukc trying out Enemy Rando +Roomrando you need it
@wraith bear were you trying it with the new API or no
this was all with the old API
ikr
do enemy randomizer and room randomizer work together
it didn't work yesterday at all
yes
I'll just double check, but I'm pretty sure it's the old one
I'm gonna try tabbing out with the new API and see if that works or if it's just entirely tabbing out
do you think there's any real reason enraged guardian gets so many spawns
or is it placebo
why are qol and room randomizer not compatible?
just remember to not switch to another window while enemy rando is loading
and then they work
keep HK on top and focused
oh right
yeah if it took forever before it will take forever now
This is totally fine and not glitched :)
i think i have to reinstall the mod loader
im getting an error when it loads
you'll need my new copy
how do i install mods manually
Enemy rando in modinstalelr is v 0.2.x
see the pins of #archived-modding-help
in the pins
check pins
actually @copper nacelle I think I might have been using the new API after all
hmmm
although DJ Pichu said it works without
idk
It breaks for me when I switch windows during loading
which could possibly be causing the memory leak?
but then I don't see how that could've been broken yesterday and fine now
oh well
maybe DJ Pichu is just misremembering
regardless, it works
with at least some combination of mod and API
where can i find the room randomizer and the general randomizer?
is the first pin the room randomizer?
gotcha
3rd pin, 1st link
yes
2.9.1 is the bundled one
its labeled as old
yes, the installer will label any mods that it doesn't have the same version of as old
the version on the installer is 2.0.0 I believe
it will do the same thing with my version of enemy rando
on that note, if you encounter any bugs, please let me know, either with a ping on here or a DM
yep
so i need to download the .dll in Randomizer V2.A?
like what do i need to get here
im just hearing random sound effects and music
yes great
that means it's working
it loads all the scenes and saves the enemies
are you using the mod installer version or mine?
Mod installer
uh okay
so its the dll the only thing i put in the hollow knight files?
ok cool
and both of you remember to keep Hollow Knight as your active window until it's done loading ER
so don't alt-tab onto something else or anything like that
idk man are you sure you're not tricking me into a virus?
yes
my ER isn't a virus right
i wish i have the game....
that is correct
so download the zip, then find your HK installation
in steamapps/common whatever
or wherever you have it installed
then find the folder with the hollow_knight_Data folder
and copy the same folder from the zip into there
alternatively, go into hollow_knight_Data/Managed/Mods and copy the .dll in the zip into there
The installer also has a install manually button which takes zips/dlls
oh does it
yeah do that
it's probably easier
can someone just put my version of this into the installer so I don't have to go through this every 5 mins
it didnt work
it said to check mod.log
which i dont know where to find
Ok
%appdata%
Type that into your search bar in the windows menu
Then go to the AppData folder (one above Roaming)
modcommon
i wish i have the game....
yeah
i can confirm the game does not like alt tabbing
even with an api update
the allocation size is lower though i think
@wraith bear Does enemy rando call gc?
forcing a collection might make it so you can alt-tab
it does
easy game
it turns out loading 400 scenes in a row is slightly bad for memory usage 
If you have a github I'll pr the fix
also I updated the version on the installer
Great
are you the guy who forked like 4 hk repos or is that some random guy
Not me
I'll give you a link
I can't remember if I pushed the latest version
But it shouldn't matter for changing the loader
Great
Ah the TC approach
So this should fix the loading issues?
Force GC on an arbitrary interval
I guess that's a unity issue
I've merged it

I'll test it myself later, I'm not on my pc right now
You should make this a fork though
Alright
I guess the API preloading will have the same issue
If enough things are requested
i guess
But I don't think any other mod is going to be loading literally every scene
Might be good to add a gc call anyways though
Enemy randomizer should be moved to the API system
yeah
And then it would probably crash

sad but true
I could try and swap it over rn I guess

swapping it is going to be a pain
I would offer to help, but as before I'm not on my pc
You can make it generate the list in the proper format while iterating
urite
Then switch it with that
@rain cedar do you think infinite loads could be caused by the same unity issue?
I was looking at some of the infinite load output logs and they're the same thing
this is from one of mick's infinite loads
Could be
GC.Collect every arbitrary n scene loads 
yeah
If we could actually use the unity editor we could see if it's some dumb tc thing
Because the recommendations on the unity forums are just "look at the memory tab in unity"
probably the closest thing we can get for script
For leaking of unity objects, please use the detailed memory profiler included in Unity3D
unfortunate
Does anyone have any good custom knight skins? these are jsut memes/recolors (tho the grimm knight and hk/pv ones are good)
:(
It's a ridiculous amount of work to make a good skin
guess i gotta make my own lol
my dude it's literally redrawing every frame related to the knight
redrawing/changing
Reinstall in incognito mode
Enemy Randomizer v0.3.0 with QoL mod worked for me with the API 1.4.3.2-51
Ok good to know
The memory leak is apparently caused by alt tabbing so it should work with everything if you don't alt tab
I have my phone to look into Discord anyways
uhh did the modding api change
The modder who fixed Enemy Randomizer ye

also @copper nacelle did your changes make it take way longer to load or is it just my pc
anyway, it seems to be fixed now
I'll make another zip
I think this is the 5th in about 2 days
added a fix to the enemy rando to stop alt-tabbing cause a memory leak
and therefore fully fixing the loading issues
probably
I think it's just unloading the scenes after it's finished with them
includes 56's fixes to the loading algorithm, so it won't break on alt-tabbing now
and I'll just change the repo to a fork
yes
although there were some other problems that I fixed
related to UI not loading
and also logic issues like bosses breaking events
Oh
such as HK and Radiance not showing up

@wraith bear probably the former

