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(My last post simply highlights the changes that the base game made in the latest patch that leads to the error.)
The thing is Pup+ tries to patch the old version of Player_Jump() (0.65 appears twice):
base.bodyChunks[0].vel = Custom.DegToVec((float)rollDirection * Mathf.Lerp(60f, 35f, t)) * Mathf.Lerp(9.5f, 13.1f, t) * num * (isSlugpup ? 0.65f : 1f);
base.bodyChunks[1].vel = Custom.DegToVec((float)rollDirection * Mathf.Lerp(60f, 35f, t)) * Mathf.Lerp(9.5f, 13.1f, t) * num * (isSlugpup ? 0.65f : 1f);
But the new version is (0.65 appears once):
Vector2 vel = Custom.DegToVec((float)rollDirection * Mathf.Lerp(60f, 35f, t)) * (Mathf.Lerp(9.5f, 13.1f, t) * num * (isSlugpup ? 0.65f : 1f));
base.bodyChunks[0].vel = vel;
base.bodyChunks[1].vel = vel;
It looks for the number 0.65 twice via a function that hard fails if it is not found. Why this does not fail the first time I don't know. Maybe it does but it is not logged or something.
Context:
Pup+ does not like it when some other mod patches the function Player_Jump(). The mods don't even need to conflict at all. In that case, the modloader resets the patches and applies them again. Pup+ fails the second time on its own. I tested this by applying an empty patch that did nothing to the code. Pup+ still failed. Removing the patch completely worked.
after the game updated today; I sent this log to the discord server on RW & was told this mod was causing some issues resulting getting stuck on a black screen.
Btw I buyed rain world in 2018 and finally can play in 2023 with your good mod
Is that okay? I can revert back to the previous version whenever.
I am thinking to simply blacklist Void. Then both mods can be enabled at the same time (if they remove their incompatibility check).
But of course, you would not get the movement from this mod. At the same time, if they want to have special movement for their slugcat, then I would rather be out of the way. (With all these options and my skill issues ^^, the code base is already way more fractured than I would like it to be.)
```cs
foreach (ModManager.Mod activeMod in ModManager.ActiveMods)
{
switch (activeMod.id)
{
case "blood":
Blood.Init();
break;
case "mosquitoes":
MosquitoCompat.Init();
break;
case "SimplifiedMoveset":
throw new LWIncompatibleModException(activeMod.name);
}
}
```
Not much that I can test here. Decompiling does remove the comments too. I did not find a link to the original source code to check if they mention why they want to disable SimplifiedMoveset.
good luck
You have a bit of leniency in the modded version. You can press jump before changing directions and still get a wall jump for a couple of frames. You also have a couple of frames to do a wall jump from mid air after leaving the wall (vanilla).
https://discord.com/channels/291184728944410624/1420808516565729300/1421012488714977331
(I've only tested it so far in Expedition as Rivulet) Thought I'd let you know.