Rain World

Rain World

Rain World: Chaos Edition
151 Comments
Gamer025  [author] 25 May @ 1:50pm 
Well the reason I didn't bother with adding Meadow support for the seed is because if I did add Meadow support I want it to be proper and fully integrated, with all the events triggering only once for the whole lobby in snyc and all the visual events displaying for all people the same way while mechanical stuff like spawning creatures only happens once etc.
Also I don't think it will be as easy as just syning the seed value because if someone joins later to the lobby they might get the seed but Random.Next will have already been called a bunch from previous events so now that new person will be lagging behind and get all the "old" events from the start of the cycle instead of the current ones.
You can definitly try getting it to work properly, all the code is at https://github.com/Gamer025/RainworldCE/ but I feel like it might be quite a complex thing to do properly
Infamousdog55 25 May @ 12:35pm 
also sorry for double comments but character limit, but if you are not going to try any harder for meadow support (which i understand as this seems quite complicated) would you mind if i took a look and possibly made a branch of your mod with meadow support? I don't know much about this stuff but am in the process of learning and i feel like this would make a good starting project. it wouldn't be for a while tho. if not i perfectly understand.
Infamousdog55 25 May @ 12:35pm 
ok i have tested the seed system and it worked (for a cycle, then went back to random events for each) and got some feedback from UO, one of the major devs for rain world meadow:
"they could just as easily add a state sync for the event seed"
and
"they can check tag mod as an example for adding state"
(link to what they were talking about :)
https://github.com/henpemaz/RemixMods/blob/master/Tag/TagGameMode.cs#L29

I figured I would spread the word of UO in hopes that you might consider this, and I can assure you that most if not all the rain meadow discord server would love any type of support, as its kinda rare people go outa the way to support rain meadow.
Infamousdog55 25 May @ 11:44am 
wow, that is way more complicated than i thought lol. I'm glad you even looked into it at all tho. Shame that its not as easy as i thought but the seed thing might work just as well. ty for even entertaining my idea :D
Gamer025  [author] 25 May @ 10:37am 
However after a couple hours I was able to add something else instead that solves this a tiny bit:
In the Debug/Extras tab of the mod options there is now an option to set a seed for event selection.
If everyone sets that value to the same number and makes sure their other settings matches everyone elses then everyone should at the very least get the same events.
This however only works if everyone joins the game from the very start.
Its made in such a way that if you get to the next cycle by sheltering the seed increments by 1000 so you still get different events for every cycle in the same "run", but if you start/continue a run from the menu you will always get the same events in the same order.
I guess its also useful for maybe some sort of challenge run/speedrun so everyone has the same conditions.
Gamer025  [author] 25 May @ 10:37am 
So I looked in Meadow compability/sync and I don't think it would be easy to to add support inside Chaos Edition.
The issue is that CE uses lots of random numbers for stuff like deciding which event to trigger or how to mix up room connections etc.
So to add true support simply syncing settings wouldn't be good enough since everyone would still get different events and also every event would need to be reworked to make sense in multiplayer (like each player should get a single gift but the event spawning a random red lizard in the region should still probably only spawn one and not 4 if there is 4 people.) + sync all its randomness.
This would honestly require dozens of hours for me to get maybe working and I'm honestly not sure how many people would even benefit from it.
Infamousdog55 24 May @ 8:01pm 
heyo! for starters, really good mod, was really fun to play. i have a suggestion tho.

When i played it on the rain meadow mod (online multiplayer), it worked surprisingly well. for the most part everything worked fine (except for one bug where piggybacking turning the TP event broke stuff, but that's beside the point). I was hopping you could add a setting to sync remix settings and possibly have all players get the same event. Now i know next to nothing about rain world mods, but this :

https://github.com/TheLazyCowboy1/RainMeadowSyncTemplate

sync template by TheLazyCowboy1 supposedly makes this stuff super easy. Again I know next to nothing about this stuff, so if it is harder than it seems i understand if you don't do it, but i think it would be pretty neat of you if you did. would add one onto the ever growing list of mods that support meadow officially. anyways my yap session ignored have a great day and epic mod you made there :D
Gamer025  [author] 29 Mar @ 6:30am 
Pushed an update that makes the game compatible with the Watcher update.
You will at least need version 1.10.1 of the game since the initial release broke all code mods.

This also means that all 3.X.X versions of Chaos Edition will require that you run Rain World 1.10.1 or higher.
If you are playing on a older version of Rain World like 1.9.15b via beta branches please use any of the 2.X version of the mod from https://github.com/Gamer025/RainworldCE/releases
TheLazyCowboy1 15 Dec, 2024 @ 2:09pm 
@Gamer025 Thanks for your help. I did not expect it, but having 40% of rooms be mirrored makes regions feel totally different! I managed to get everything working quite well. Again, thanks a lot.
TheLazyCowboy1 14 Dec, 2024 @ 12:32pm 
@Gamer025 I was in the process of realizing this while you wrote that comment... Yup... It doesn't look too impossible to figure out, though. Thanks for the help!
Gamer025  [author] 14 Dec, 2024 @ 12:07pm 
So the thing about shaders is that just like C# code it also needs to compiled but instead of a .dll you need to compile them into a .assetbundle with Unity
So you will need to get a copy of Unity 2020.3.45 (version the game currently uses) create a new project in there, add the shader source code and then setup AssetBundles so that you can create one that contains the compiled shader. The only reason I uploaded the shaders to the Github repo is so that people can take a look at it.
If you are in the Rain World Discord there should be a more detailed guide floating around
TheLazyCowboy1 14 Dec, 2024 @ 11:49am 
@Gamer025 The only thing preventing me from making my code open source is too much laziness to make a GitHub account, lol. I'll make all my mods open source as soon as I get around to making an account.

I have literally no experience with shaders and no experience with AssetBundles, so I'll just copy your code and modify it to mirror the x positions instead of the y positions (and if I rename it something unique enough, it hopefully shouldn't cause conflicts...?)

But yeah, I'll definitely include credit to you in the mod description and the source code.
Gamer025  [author] 14 Dec, 2024 @ 11:23am 
@TheLazyCowboy1 Sure feel free to use them in your project, the inverse controls code is really simple anyways. The flipscreen one is a bit more complex and you will probably want to figure out how to build a custom AssetBundle with your own version of the shader.
If you do consider making your mod opensource I would maybe appreciate some short mention as like some short code comment (as I did in RainWorldCE.cs with ShortcutHandler_TeleportingCreatureArrivedInRealizedRoom) but I would also understand you not wanting to make your code public.
TheLazyCowboy1 13 Dec, 2024 @ 12:36pm 
...wow, I'm envious of how orderly and readable your code is. I'm considering adding a setting to mirror up to 50% of rooms for my custom room randomizer mod, so I looked at the source code for your mod.

Could I... "borrow" (as in: basically just copy/paste) some of your code for inverting the controls and flipping the camera?
maxthelord_ 31 Oct, 2024 @ 12:35am 
Ohh thank you!! This mod's a lot of fun by the way, thank you so much for making it <3
Gamer025  [author] 30 Oct, 2024 @ 2:06pm 
You can look at the files in https://github.com/Gamer025/RainworldCE/blob/master/Events/
At the top of every file there will be a little summary that explains what the event does and below that you can see the ingame name and description
maxthelord_ 30 Oct, 2024 @ 12:15pm 
is there a full list of the events and what they do? a lot of the names don't tell me anything
PrismTheRainWing 28 Oct, 2024 @ 6:40pm 
Or smth like that.
PrismTheRainWing 28 Oct, 2024 @ 6:40pm 
is there a challenge where the entire maps underwater?
eaterofstars 26 Oct, 2024 @ 5:27am 
Thanks for making the kind of mods i love dude!:aunope::aurip:
Gamer025  [author] 27 Sep, 2024 @ 1:40pm 
Fixed in the latest version
Rat Messiah 27 Sep, 2024 @ 11:58am 
hey just a quick I guess bug, the inverted controls persists through the all of the menus
zy 30 Jul, 2024 @ 1:55pm 
ah ok, ty!
Gamer025  [author] 30 Jul, 2024 @ 1:30pm 
Sadly not currently possible
The event will fill the room with water somewhere between 20% and 60%
The main reason its random is so that you can try "rerolling" a room for a new water level in hope of being able to pass through it
Because its percentage based a really tall room for example would have way more water than a single screen one
zy 30 Jul, 2024 @ 1:07pm 
is there a way to change how much water floods a room rather than it just being random?
Gamer025  [author] 16 Jul, 2024 @ 12:08pm 
Yeah you can find me on the official Rain World with the same username as here
You can send me the logfile there
|>:{ LeVeK }:<| 16 Jul, 2024 @ 11:38am 
Ok, I tried to find a bug and a mod that might be problematic AND success! This exception seems to be caused by the player overeating - the endless hunger only stopped when I ate more than usually possible... And yep. RotundWorld can be a problematic mod.

I get the LogOutput.log but for some reason can't place it here. How can I find you in Dis?

(and yea I gona tell about that bug to WillowWispy too)
CocoaRaptor 2 Jul, 2024 @ 11:22am 
oh thanks! :steamthumbsup::rwslugcat:
Gamer025  [author] 2 Jul, 2024 @ 9:29am 
As in have these 3 events permanently active?
You should be able to that with the scripting system of the mod
Open the Chaos Edition settings menu in the remix settings and press "Open mod directory"
Now in this folder create a new text file called CC by right clicking -> New -> Text file
Open that text file and put in the following lines/text:

Darkness 9999
WaterRising 9999
WAIT 15
Rot 60
WAIT 60
GOTO 4


This will cause the Darkness and Water event to be active for 9999 seconds, then it will wait for 15 seconds (to give you some time to get out of the shelter) and trigger the Rot event for 60 seconds (the event itself will transform like 1-2 creatures) and depending on your settings these will then go back to normal after 60 seconds or stay transformed.
Then the mod goes back to line 4 which causes a new Rot event to trigger which will happen indefinitely

If you want to get rid of the effect just delete the CC text file
CocoaRaptor 2 Jul, 2024 @ 3:26am 
can you make it so its always one of them like raised water, darkness, and the rot
for what I'm trying to do is the raised water
Mattomo 28 Jun, 2024 @ 1:38pm 
Thank you
Gamer025  [author] 24 Jun, 2024 @ 10:41am 
I chose to not include any descriptions in the mod itself so that people don't spoil themselves.
However you can go to https://github.com/Gamer025/RainworldCE/tree/master/Events and every file has a comment at the top explaining what the event does.
Mattomo 22 Jun, 2024 @ 4:25pm 
So where do I find what all these events actually do? I mean no offense, but I don't see any descriptions to them anywhere.
Gamer025  [author] 5 Jun, 2024 @ 9:37am 
Hey thanks for reporting that bug, I think I have actually have seen a few people have that issue.
However Im unable to reproduce it, no matter how many players / with or without pubs etc. it never happens to me.
The event is actually supposed to be active till the end of the cycle and will take away one food every 60 seconds. The reason for it to quit early is because it runs into some error.
The mod will actually catch the error so thats why you don't get an exceptionLog instead you should check the LogOutput.log file in the BepInEx folder. There should be a line saying "'Unending Hunger' caused error during RecurringTrigger execution, removing event." and after that the actual error.
If you can trigger the problem again and send me that error (either here or on the RW Discord) that would be of great help.
Otherwise it would maybe help to know all mods you had enabled, which character you played as and with how many active players there were.
|>:{ LeVeK }:<| 3 Jun, 2024 @ 5:29am 
Caught some problem - Unending hunger Ends instantly X D

And this problem is only with this event - all other events work properly. Tried to run the event through CC.txt but this method does not help, tried resub and tried reset all settings. Sometimes Unending hunger works as it should, but it is rare... And because the whole game working fine I haven't exceptionLog - only unending hunger has become very ending

I concede that I could be misunderstanding something and everything is actually working as it should, but I still doubt it
Gamer025  [author] 13 Apr, 2024 @ 6:59pm 
Also for anyone who wants use the mod and only have the flood event permanently active (or really any timed event in the mod):
You can just press the Open Mods directory in the Main settings page of the mod
If you then create a file CC.txt (if you have file extensions hidden just right click -> New -> Text Document and name it CC) and put in the single line:
WaterRising 9999
the event will be permanently active and no other events will happen
To revert the mod to normal (aka random events) just delete the text file
Check out the CustomChaos folder for more examples and a detailed guide + event names
Gamer025  [author] 13 Apr, 2024 @ 6:54pm 
When you disabled all events expect Water rising did the Water rising event actually get triggered (as in the text showing up announcing the event)?
If it did but none of the rooms had water:
Something broke and you should check if in the games folder there is exceptionsLog.txt
It worked and you just got unlucky for the water level got set really low

If the event didn't even trigger (as in no text displayed at all) then you maybe had the duration between events slider set really high (default is 60 seconds) causing the event to not trigger

Otherwise its also possible to get "No events enabled" if you disable all events and "Nothing" if you have at least one event enabled but none of the enabled events can be triggered (because they are all already active and can only be active once)
randomfate 13 Apr, 2024 @ 5:41pm 
i tried to flood the entire map by turning off every event except "water rising", but for some reason that didn't work? when i reset the settings and restored all events it worked normally though. strange.
Gamer025  [author] 19 Mar, 2024 @ 11:30am 
Tested the mod with the newest version and everything seems to still work find, increased the target game version so the mod shows up as supported again
If anyone finds any bugs please let me know
deanblee1 19 Mar, 2024 @ 10:45am 
update it pls
pinkus 9 Feb, 2024 @ 3:00pm 
ok! i'm surprised people don't like that event though, i feel like it would be better for timing things like dodges and attacks
Gamer025  [author] 8 Feb, 2024 @ 10:58am 
@pinkus Not sure if there would be that much interest in such a mod, I actually heard lots of people complain about that event lol
But you should be able to set the "Event duration multiplier" to 50 and the "Time between events" to 300 to pretty much make it always active. Just disable all other events so that the super hot event will always be chosen
pinkus 8 Feb, 2024 @ 10:52am 
can the superhot event it's own mod?
apyrrex 6 Feb, 2024 @ 9:10am 
It works perfectly fine now and it's a great mod!
BloodWolfPlayer 6 Feb, 2024 @ 3:50am 
Thank you very much for that :)
Cant wait to try it out.
Gamer025  [author] 5 Feb, 2024 @ 1:33pm 
Pushed an update that adds a Debug/Extras tab to the mods options
In there you can now define a custom key that will instantly trigger a random event
By default no key is assigned so you need to manually configure one
Gamer025  [author] 5 Feb, 2024 @ 10:54am 
Well adding Twitch integration itself would honestly be a really big task taking a quick look at it
But adding some simple config for a button to trigger a random event should be quite easy and might also be helpful for debugging the mod
I will look into it
BloodWolfPlayer 5 Feb, 2024 @ 10:11am 
Yep, know about that one, tried it infact.
It is not the most suited with compatibility and tends to be, well, less fun than me manually spawning five Clownly Rot beings into existence.
But, taking it as a indirect "no, wont happen", is there still a way to start an event Roll via the press of a Button? Perhaps with the Extended Config/Button Layout mod?
Gamer025  [author] 5 Feb, 2024 @ 9:20am 
There is already a mod out there that integrates with Twitch channel points: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2957244056
I think it has quite a few similar events to Chaos Edition
BloodWolfPlayer 5 Feb, 2024 @ 8:45am 
love this mod!

You think there is a way to maybe make it compatible with Twitch? For example, a Channel Point redemption? Or ability to assign it to a hotkey?