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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
"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.
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.
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.
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
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
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
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.
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.
Could I... "borrow" (as in: basically just copy/paste) some of your code for inverting the controls and flipping the camera?
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
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
You can send me the logfile there
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)
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
for what I'm trying to do is the raised water
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.
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.
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
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
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)
If anyone finds any bugs please let me know
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
Cant wait to try it out.
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
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
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?
I think it has quite a few similar events to Chaos Edition
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?