Islands of Insight

Islands of Insight

Rushin Oct 31, 2024 @ 9:14am
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Offline Restored Mod - Jan 18 update (v1.4)
Here's our mod that significantly improves the Offline mode experience!
Please note that SSD wear / stuttering was fixed in the official patch.

Key features: (complete changelog here[github.com])
  • All puzzles now stay solved permanently.
  • All puzzles should now spawn in properly and match daily counts.
  • Fixed a few hundred missing, broken, and stuck-in-wall puzzles.
  • You can actually 100% the game now.
  • Fixed positions of floor slabs and other objects.
  • Tripled the spawnpoints for "cluster" logic grids (east of lucent fast travel, bent into shape, nearsighted).
  • Superjump cooldown reduced from 300 to 60 seconds.
  • Implemented automatic save file backups.
  • Enabled more rare skydrop shapes.
  • All flow orbs always display your all-time best.
  • (Nov 5) Fixed double quest reward / negative spark bug.
  • (Dec 1) Sightseer images now have higher quality (no more weird artifacts).
  • (Dec 17) Potentially solved the issue where most puzzles sometimes don't spawn in.
  • (Dec 17) An optional cheat code to reveal unsolved Logic Grids in the world.
  • (Jan 18) Light motifs should now render at larger distances.
  • (Jan 18) Vault of the Vitric sub-entrances now look like entrances (spoilers![i.imgur.com]).
  • (Jan 18) Flow Orbs should no longer spawn in brown.

To elaborate: most puzzles in hub areas will still change daily. Each puzzle you've already solved before (with or without the mod) will now spawn pre-solved.
Also, your progress is shared between vanilla offline and this mod. There are no new puzzles but the mod restores all of the broken ones from the base game.

Download:
https://github.com/RiccTheThicc/RRMod_PuzzleFix/releases/download/v1.4/OfflineRestoredMod_v1.4.zip

Installation:
On Steam, right-click Islands of Insights, Manage -> Browse local files. Extract the zip contents into the folder Steam opened for you. But just to make sure:
dxgi.dll, dxgi.ini go to: steamapps\common\Islands of Insight\IslandsofInsight\Binaries\Win64 RRMOD_PuzzleFix.pak goes to: steamapps\common\Islands of Insight\IslandsofInsight\Content\Paks
Run the game through Steam as usual (you do not need any .bat files now).
When correctly installed, the mod should print this[i.imgur.com] in-game when paused.

Credits:
Huge thanks to egrechnikov and RiccTheThicc for their immense help with the mod.
Also thanks to Lysine and semiexp for locating problematic logic grids.
We are not affiliated with, endorsed, or acknowledged by developer/publisher

Extras:
Check out the SaveStats + SaveEditor duo-tool!
https://steamcommunity.com/app/2071500/discussions/0/4629230582747983459/
Oh and feel free to join fan-made Discord[discord.gg] server, it's more active.

New optional addon: no skydrops or armillary rings in hubs (download[github.com]).
All enclaves, Temple of Infinite Rings, and Skydrop Speed Challenge still work. This addon simply disables random rings and skydrops around the hub areas. Note that all the same armillary rings can be found in the Temple and skydrops are entirely procedural so you won't miss out on any content. This just reduces visual clutter if you're not interested in these two puzzle types.

Known issues:
  • Daily quests do not fit well with perma-solvable puzzles. We're looking into what can be done with them, it's tricky.
  • Likewise, mastery progress (XP/levelling) does not fit well either. If you'd like, you can edit dxgi.ini config in the mod files to set SolvedStaySolved=0 to return to vanilla behavior (while enjoying all the other features).
  • Each floor slab can only spawn one type of puzzle. This is a price to pay to make them actually spawn in.
  • Some puzzles belong to the wrong zone, such as a verdant glide ring located in autumn. Fixing this would mess up your stats and compatibility with vanilla.
  • On rare occasions solving a sentinel/maze/rollblock can visually report that it was solved in the wrong zone. This is a side-effect UI issue. The solve counted for the proper zone.
  • Superjumps can still fail sometimes, unlikely that it'll be fixed.
  • Skydrop speed challenge overwrites your historical best with current run, unlike florbs.

Mod source files:
  1. RRMod_PuzzleFix.pak: https://github.com/RiccTheThicc/RRMod_PuzzleFix
  2. dxgi.dll: https://github.com/grechnik/islands-of-insight-fix
  3. X_NoHubSkydropsOrArmillaries.pak: https://github.com/RiccTheThicc/NoHubSkydropsOrArmillaries
Last edited by Rushin; Jan 17 @ 4:25pm
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Showing 1-15 of 162 comments
hugo_k Oct 31, 2024 @ 9:24am 
I will try them asap. Thank you in advance for your great work!!!
Last edited by hugo_k; Oct 31, 2024 @ 9:24am
Bunny Oct 31, 2024 @ 9:45am 
You should totally make both this mod release and the save file stats/editor into Guides, either separately or together. Discussion posts might eventually get dragged to page 2 or 3, but favorited guides we will be able to revisit decades from now.
SwanL Oct 31, 2024 @ 9:49am 
Originally posted by Rushin:
dxdgi goes to steamapps\common\Islands of Insight\IslandsofInsight\Binaries\Win64

do you mean "dxgi"?
Rushin Oct 31, 2024 @ 9:54am 
Originally posted by Bunny:
You should totally make both this mod release and the save file stats/editor into Guides, either separately or together. Discussion posts might eventually get dragged to page 2 or 3, but favorited guides we will be able to revisit decades from now.
Yeah I might do that

Originally posted by SwanL:
do you mean "dxgi"?
typo yeah, fixed thanks
Flint Oct 31, 2024 @ 10:13am 
You're doing God's work!

Originally posted by Rushin:
  • Tripled the spawnpoints for "cluster" logic grids (west of lucent fast travel, bent into shape, myopia).
Massive thank for this in particular!
brollette Oct 31, 2024 @ 10:18am 
anyone that had given up on this game should try this out. it's incredibly easy to "apply" the mod. i've already been in there for a bit and it's game-changing, truly. amazing work!
HollowSun Oct 31, 2024 @ 10:47am 
Originally posted by brollette:
anyone that had given up on this game should try this out. it's incredibly easy to "apply" the mod. i've already been in there for a bit and it's game-changing, truly. amazing work!
I actually only played and solved about 100 or 200 puzzles many many months ago and left the game to wait for the devs to fix all of this, and I've been waiting since for something like this in order to go back to the game with a new save, I've also been checking out the discussions weekly and the updates too (2 updates that did nothing lol)
So yeah, I've been reading all of rushin's posts about this since the moment it was only about editing a bat file to solve the autosaves
I must say I'm one of the most hyped people about this and I cant wait to get back home to download the mod and play for hours now (ty rushin I love you)
Guczi Oct 31, 2024 @ 11:25am 
Originally posted by Rushin:
  • Daily quests do not fit well with perma-solvable puzzles. We're looking into what can be done with them, it's tricky.
  • Likewise, mastery progress (XP/levelling) does not fit well either. If you'd like, you can edit dxgi.ini config in the mod files to set SolvedStaySolved=0 to return to vanilla behavior (while enjoying all the other features).

Don't know how much work would it take, or if it's even possible (that would probably require messing with some spawn/generate algorythm) but maybe it could spawn only yet-unsolved puzzles until you managed to solve all puzzles of this type in given zone? Like when spawning next rotation of puzzle grids in first zone it spawns only those that you haven't solved yet, and after you solved all possible grids in first zone it returns to spawning them at random?
Rushin Oct 31, 2024 @ 11:38am 
Originally posted by Guczi:
Don't know how much work would it take, or if it's even possible (that would probably require messing with some spawn/generate algorythm) but maybe it could spawn only yet-unsolved puzzles until you managed to solve all puzzles of this type in given zone?
That's pretty much exactly what one of the other modders involved has been trying to accomplish but to not much luck yet.
There's also an idea about re-enabling vanilla behavior (everything spawns unsolved) for the areas that you have fully 100%-ed. Probably optional. I'm not sure how completionists would feel about it.
It's very VERY limited what we can do tbh, we don't have the source code or anything.
Pollock Oct 31, 2024 @ 12:30pm 
Anyone knows how to fix crashes before loading world in offline ?
RiccTheThicc Oct 31, 2024 @ 1:17pm 
Originally posted by Pollock:
Anyone knows how to fix crashes before loading world in offline ?
There should be a log file generated by the game you can look at. If you don't mind, making a separate post on the steam forum or in the discord that has the output of your crash log would be helpful in figuring it out.
The community has delt with plenty of crashes over the course of the game's life, so it's possible someone has the answer, but I don't know much about that sort of thing.
Last edited by RiccTheThicc; Oct 31, 2024 @ 1:18pm
Mr Fab Oct 31, 2024 @ 2:02pm 
I played this game for 5 hours straight again. And it's all thanks to this amazing mod !
Thank you so much to everyone who worked on this :steamthumbsup:
DoctorXOR Oct 31, 2024 @ 9:07pm 
Absolutely insane.
Xentropy Oct 31, 2024 @ 10:26pm 
Ironic that the official devs took months just to change one variable to save less often and not excessively wear SSDs, meanwhile you and two others are able to reverse engineer the data well enough to have an impressive mod of numerous needed fixes and changes in place like 24 hours after the game's final official patch. Big props to you, I think it's finally time for me to revisit this game after a long time away.
SH0T Nov 1, 2024 @ 1:29am 
Amazing work!

This mod makes it genuinely worth continuing to play this game. The effort you've all put in is incredibly impressive and greatly appreciated.

Special thanks to Rushin for the relentless dedication and hard work you keep putting into this game every day. Your passion and commitment truly elevate the experience for everyone, not just with this project but with everything you do for Islands of Insight.

Thank you, Rushin, RiccTheThicc, and Meltdown, for making this game better than ever!
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