Rain World

Rain World

Room Randomizer [Currently broken]
80 Comments
prattyroxoz Jun 10 @ 12:18am 
good luck fixing it! Great mod
ERROR2401 May 22 @ 5:43pm 
Oh, I forgot to reply to your previous message about gates still linking to their usual locations.
I just wanted to say that that's actually perfect for me, since the only(?) mod that randomizes gate connections has never worked for me no matter what, from pre-1.19.5 to now, consistently freezing at literally every single gate no matter what
FloofCheeks  [author] May 15 @ 7:41pm 
@bobloblaw3388 This mod isn't supported on the newest version yet. It doesn't work. You'll have to wait for me to finish updating it.
bobloblaw3388 May 15 @ 5:57pm 
Try to play it but doesn't work so I tried to edit setting it said to go to the config menu which is very hard to find. Any fixes?
Spacemantyty May 14 @ 5:11am 
i think theres already a region randomizer witch randomizes gates
FloofCheeks  [author] May 11 @ 8:50pm 
@ERROR2401 Sure! Just note it wouldn't change which regions the gates connect to. Like any gate in Outskirts would still only be Industrial, Drainage, or Farm. But that should be easily possible, it sounds fun.
ERROR2401 May 11 @ 8:39pm 
I wonder, after this gets fixed, could there be an option to only randomize gate locations, or shelter locations (or both, but I at least want gate randomization) without randomizing any other rooms?
Dive Doctor May 8 @ 10:46pm 
This is the best mod for replay-ability. The new features for map consistency sound great, can't wait till it's ready.
Too bad the update broke the mod, but there are plenty of other things to do in the meantime.
FloofCheeks  [author] May 2 @ 6:41pm 
It's currently completely broken on latest version regardless of what DLC is on or off. I have started patching it up and rewriting things to support the new version, but it's complex and will definitely take a while--likely several months, I also have a day job and get burnt out a lot :P

There are some features I really want to add, like more detailed and flexible logic, to allow for randomized region layouts that make sense (e.g. you can continuously travel in a certain direction and it won't suddenly put you on the wrong side of a connecting room). Also needs to properly deal with Watcher's region related mechanics. I appreciate the patience. I'll try to get an update out as soon as it's in a good working state, however long that takes.
MegaTHEshkaF May 2 @ 2:45pm 
@yomommanatsuki, no, it won't. I don't own Watcher DLC and still the mod doesn't work. Even config menu doesn't appear.
Waiting for the update too :rwlizard:
yomommanatsuki May 2 @ 2:33pm 
will it work if i turn the watcher off?
Fritz Apr 30 @ 10:45am 
checking the workshop everyday to see if this updates. cant wait!!
adsin15 Apr 14 @ 2:12pm 
i love this mod and i can't wait for it to be updated for the Watcher
FloofCheeks  [author] Apr 11 @ 5:56pm 
I'm glad to hear you enjoy the mod! I'll leave a comment when it gets an update so you should get a notification. It may be a while though. Lots of new rooms in the DLC I haven't had a chance to explore, lots of code changed around and new mechanics I have to test to make sure it all works right.
Myrrath Apr 11 @ 4:13pm 
Every day when I wake up, I check to see if this mod is updated. It's one of the most important ones for my crew and I to do random expeditions. I love the way the random layouts create unusual ecologies when tiles mix together.

Also, my shelter in my main campaign got stuck between a rots, and I had to spend 30 cycles trying to figure out a way around them to get back to the shoreline... only to discover that the particular gate to shoreline I reached didn't actually allow me to get to where I wanted.

Please make time to finish the new DLC soon!
FloofCheeks  [author] Apr 6 @ 11:51am 
I'll update this once I finish playing the Watcher DLC. It will probably take some time to get all the new rooms mapped out and new features in the DLC campaign working.
Spacemantyty Apr 6 @ 11:17am 
it does not work with the new watcher dlc
Silvertiger1 Mar 28 @ 4:23pm 
What configuration
Judy Mar 11 @ 2:33am 
congrats on being my 100th mod
ColdEggyBites Mar 2 @ 2:40pm 
does this work?
soap Feb 4 @ 11:19pm 
@FloofCheeks no it doesn't work on the latest version
misteromeker Jan 6 @ 4:09pm 
maronk, spread the word.
FloofCheeks  [author] Dec 29, 2024 @ 6:25pm 
@Rainy It should work on the latest version, I just haven't touched Rain World modding in a hot year or so, that's my bad. I would ideally like to put out an update again soon though (including the much needed version bump) ^^
Rainy Dec 29, 2024 @ 1:28pm 
When will Room Randomizer be updated to the latest version? I want to use room randomizer, but it is not up to date with the latest version making it so that I cannot use it. I thought of downgrading my own game version to the version the mod is on, but I don't know how to do that.
TheLazyCowboy1 Nov 24, 2024 @ 10:22am 
@FloofCheeks Alright, I'll try to make a connections randomizer of my own. Hopefully I can manage it with some decent quality; although this randomizer will obviously remain superior in many regards.

But I don't recommend trying my region randomizer until it's labelled Region Randomizer 1.2, lol. It's currently extremely janky...
FloofCheeks  [author] Nov 23, 2024 @ 5:22pm 
@TheLazyCowboy1 Feel free to upload your own separately!

My rando does have a setting to change the region layout (the option called Truly random connections), but it isn't very smart about it, and it doesn't play nice with the logic. The logic system relies on pathways leading to the same destinations and obstacles, hence why it only replaces rooms by default. So you're probably better off if you roll with your own thing!

Your region randomizer seems neat though, I'll have to check it out one of these days :>
TheLazyCowboy1 Nov 22, 2024 @ 4:38pm 
Hey, I've been rewriting the placement logic for my Region Randomizer mod, and (partly by coincidence, partly by design) the algorithm I came up with would be able to work for a room randomizer with minimal changes. It truly changes the layout of regions/rooms (instead of just replacing individual rooms) in a semi-sensible way. I think it would be cool when combined with Region Randomizer.

However... should I implement this as a separate room randomizer mod, or should it be integrated into yours (especially since you've already implemented the necessary game logic)? Since it randomizes room connections (and map positions, but that's technically unimportant) rather than the rooms themselves, it might be too difficult to integrate?
Martan2010 Oct 23, 2024 @ 12:59pm 
@FloofCheeks i alredy figured out, but thanks :)
i commonly do trial and error strategy for stuff so it was pretty easy
i like it
is hard
FloofCheeks  [author] Oct 21, 2024 @ 6:34am 
@Martan2010 There's a place to type the room names in the mod option's Custom Rules tab, one of the fields makes those rooms never randomize. Just separate room names with commas or spaces and it should work.
Martan2010 Oct 19, 2024 @ 12:32am 
How do you make it so certian rooms dont randomize?
do i just say (for example)
SB_F03 SB_GOR02
like that or like?
Miha_metan Oct 15, 2024 @ 12:30am 
oh yes there definetely is some differences
Miha_metan Oct 14, 2024 @ 9:30am 
is this the same thing as region randomizer? if not, what are the differences?
maxthelord_ Sep 23, 2024 @ 4:50am 
love this mod, it's a lot of fun to play around with!! I'd love a "locate nearest gate" option though, in case you're just trying to get out of the region, without going for a specific one
Pedrowser Jun 14, 2024 @ 3:41pm 
This mod is very good, but I thought of an idea i think would be cool to add. I think that could be an option to not randomize the ROOMS especifically, but more to randomize the conections of them, this way, the map would always have the exact rooms of the original, but it would swap places, instead of what i understand to be the current, where rooms are "transmuted" into others.
By this way you would have a consistent map with always the same types of different rooms, but the exploration would still be fresh, and it could randomize the shelters and gates too.
As the mod already offers, you can randomize the rooms without randomizing connections and shelters, but not the opposite, that is exactly what i'm suggesting
(I may have typed some things wrong, my bad, english is not my native language :D)
Turtle May 18, 2024 @ 5:41am 
this mod is great, my only issue (although its vary nit picky and not really an issue just kinda a personal grip) i wish the map would show the randomized map, im so use to checking map and its useless because its the og map, aside from this one non issue the mod is superb it does everything great :)
A Derpy Blobfish Apr 7, 2024 @ 8:20pm 
Ok thanks that'll help a lot
FloofCheeks  [author] Apr 7, 2024 @ 5:24am 
It says it's outdated until I get around to updating the mod, but it'll work fine you can just ignore it
A Derpy Blobfish Apr 6, 2024 @ 7:46pm 
It says that the mod is outdated. Is this some sort of bug or something or does it happen for other people..?
MidnightEnder Mar 30, 2024 @ 8:13pm 
OK, thanks!
FloofCheeks  [author] Mar 22, 2024 @ 7:01pm 
I haven't run into any problems due to the update, it should work as expected.
MidnightEnder Mar 22, 2024 @ 6:43pm 
Does anyone know if this works with the latest update?
FloofCheeks  [author] Dec 15, 2023 @ 7:58pm 
@isabellabee If you want to avoid Saint stuff, the setting "Use rooms from the same region" will only give you rooms from the currently active region & campaign, nothing from other campaigns. It's the default setting

The other "any region" setting will pick from every room in the game, including every campaign. All the DLC character-exclusive regions are disabled by default, but you'd still see some Saint stuff with it on.
Bee Dec 15, 2023 @ 1:37pm 
Which rooms does this mod randomize? Am I at risk of finding Saint stuff in a Survivor playthrough or does it only take from the campaign you chose?
FloofCheeks  [author] Nov 8, 2023 @ 10:44am 
@wicketkv That's strange, it should only put you in facility roots if you enter from the Outskirts gate. The Subterranean gate should always have an accessible path to the slugtree ending , unless you have truly random connections enabled.

But I'll poke around for problems when I have the time, thanks for letting me know!
wicketkv Nov 6, 2023 @ 10:04am 
when i try to enter outer expanse from anywhere it puts me in the facility roots making me have to get the ascension ending for surv monk and gourm
Ankyraptor Oct 29, 2023 @ 8:25am 
The room locator thinks I am in Shoreline, but I am currently in Five Pebbles?
Poofy Aug 2, 2023 @ 6:53pm 
That helps alot thank you!
FloofCheeks  [author] Aug 2, 2023 @ 6:25pm 
@Poofy If you use the KeepThatAwayFromMe mod, you can ban HRGuard (bottom of the Objects list) and it'll prevent guardians from spawning & locking the exits. Hope that helps!
Poofy Aug 1, 2023 @ 1:56am 
Love the mod though adds lots of replayability!
Poofy Aug 1, 2023 @ 1:53am 
I really like to do randomizer runs with more mobile characters, artificer, modded characters. And I really like turning on Rubicon for the extra platforming challenge those rooms provide, however using Rubicons rooms does not really work because the Guardians lock the exits to the room causing a softlock, maybe you could add a setting that disables Guardians from spawning (:<