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Is it true that the user changeable values for the pathing reset to defaults after restarting the game?
Looks like something that was needed isn't there anymore. Good luck fixing it, I'd love to use it!
- Weighted Paths
- com.derekjass.sts.weightedpaths.WeightedPaths
Looks like only a couple lines needed to fix.
"
Exception in thread "Thread-5" java.lang.NoClassDefFoundError: com/megacrit/cardcrawl/core/STSSentry
at com.derekjass.sts.weightedpaths.WeightedPaths.<clinit>(WeightedPaths.java:34)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.evacipated.cardcrawl.modthespire.Patcher.initializeMods(Patcher.java:49)
at com.evacipated.cardcrawl.modthespire.Loader.runMods(Loader.java:455)
at com.evacipated.cardcrawl.modthespire.ui.ModSelectWindow.lambda$null$1(ModSelectWindow.java:278)
at java.lang.Thread.run(Thread.java:748)
"
and it goes on
A config to save the settings would be nice, so you don't have to set all the values after each game restart.
I'm still not able to save my pre-settings so I won't have to modify each time settings of this mod everytime I lunch the game. Any idea how you could add this to this mod ?
A note with that mod in particular:
The way that mod sets up the portal rooms does not connect the paths through the portals in the same way that the base game does, so this mod will not properly calculate paths that go through the portals. Possibly something I can address in a future release.
I'm aware of some users not seeing weights under certain conditions. I'm unable to replicate them, but am trying to gather more information on why it's happening. It looks like an issue with certain mods, but I've been unable to figure out exactly why so far. I will continue to work on the issue. I believe I have resolved the issue with endless mode not showing the weights, but there is more work to be done to resolve all cases.
I personally don't play with many mods outside of QoL mods, but I would like to have this mod play well with other mods. It should not be crashing anyone's runs at this point at least.
Regarding the 'half of the path' thing, it sounds like the mod is only considering paths that contain the emerald key. There's an option for that in the settings for the mod. That's the only circumstance where the mod wouldn't be showing every available path that I can think of.
Generating the data on the pathing is the trickiest part of this mod, and I aim to have it work well with other mods. I'm aware of an issue where sometimes the weights don't show up on a new game, and I know what's causing it, but I haven't come up with a solution for this yet.
The mod should no longer cause any crashing, and if it does, I'm getting reports on crash data automatically now. It's just a matter of living with the mod not working under certain conditions until I can improve things to be a bit more robust.
Another thing, sometimes half of the path is not "calculated/hidden/shown as calculated" (d'ont know how to explain but it's just not on screen) and it just unactivated when you play further than act 3 (like endless mod).
Moreover, do you think it could be possible to save our preferences when we close the game ? Thank you again ;)