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This can happen because of the way the game handles floating point and some cards being created before the tick is fully processed. This mod can fix it most of the time:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3204067131
YOu gotta go to the "sixth story" and enable GHIRBI, and THEN also enable The Wheel once you're subscribed to both of them, THEN restart
if after all that nothing works, try unsubscribing, closing steam, deleting your workshop folder, and starting it again
The mod, as of 5th of January 2025, works
It works again if I close out and reload my game, but is this any sort of a known bug, and is there anything that might be an easier and/or longer-term fix?
The same exact runs now take 10% of the real-world time to play. You have saved hours of my life (which I'm putting straight back into cultist sim)
if (!started) {
mainPatch = new PatchTracker("StartTheGamePaused", new MainPatch());
started = true;
} else {
mainPatch.Subscribe();
}
Where tracker.Subscribe() = the body of Start()
The game returns values accurate to 0.01 as a part of LifetimeRemaining. The inaccuracy comes from values that cant be represented in float. I found that you can get perfect tick skips by only ever passing decimals to Beat that are perfect representations, i.e. 4.0, 1.0, 0.25, and 0.015625 and accumulating whole number ticks. To repair the inaccuracy of the value from lifetimeremaining and get ticks, cast to double, multiply by 100, add 0.01, and floor (cast int).
It was not possible without work from this mod. Feel free to take the functionality for the base mod here if you feel like it.
public static Key ToKey(string id)
{
int num = id.LastIndexOf('/');
string s = num < 0 ? id : id.Substring(num + 1);
s = int.TryParse(s, out _) ? "Digit" + s : s;
return (Key) Enum.Parse(typeof (Key), s);
}
the "H" key's function is necessary for this game. I dont know why Alexis is unwilling to add it.
Updated to keep pace with new CS updates
Fixed a bug where events with sub-0.1-second timers would be ignored
Fixed some stupid behaviour with magnet slots. Port from BoH version of The Wheel, which was in turn taken from secrethistories-api-mod
The mod should be fixed now. Some of the game's code was moved around. Let me know if any further bugs arise.
Especially annoying for visiting Mansus: e.g. Health used for entering the White Door refreshes exactly 0.1 second before you next enter Mansus.
Otherwise great mod, really makes the game much more playable for me.