Rain World

Rain World

Check Randomizer
176 Comments
Salt  [author] Jun 9 @ 8:55am 
@sfoxrun13
- The main mod for unshackled hasn't been updated for 1.10, were you using that or the beta version?
- Sounds like a crash on sleep screen, I can help more if I see an exception log
sfoxrun13 Jun 9 @ 4:02am 
oookkkayy now the sleep screen is freaking out
sfoxrun13 Jun 9 @ 3:48am 
I figured it out for some reason unshackled co-op was causing it
Salt  [author] Jun 8 @ 10:59am 
@sfoxrun13 Could you paste your exception log in Bug Reports and provide some more information (Which slugcat, other mods present)?
sfoxrun13 Jun 8 @ 4:10am 
hayo! for some reason whenever I try to start my slugcat dosn't spawn in and I get softlocked is there a reason this might be happening?
Salt  [author] Jun 3 @ 11:06pm 
@COPPER_BOX Could you check the same thing as my previous message? Would like to know if this is a notification issue or the checks actually aren't sending. It should show all completed checks in the first page of the spoiler menu
COPPER_BOX May 30 @ 10:38pm 
Having issues not getting checks from passages, it works with some passages but not all. This happened with chieftain and hunter :(
Salt  [author] May 7 @ 9:33pm 
@randomfate Does the spoiler log menu show that it's not been found yet? The passages and other checks completed in the sleep screen don't always pop up with notifications
randomfate May 7 @ 6:59pm 
hi! started playing a rivulet run and for some reason getting passages doesn't seem to be unlocking anything? i did get the survivor, i thought that might be the problem, but it also did nothing even though i have passages turned on in the config :(
Salt  [author] May 7 @ 10:50am 
The issue with gates everyone's been having should be solved now, try re-subscribing to get version 1.2.7
purrpetualentropy May 7 @ 8:23am 
I'm also having issues with gates, FYI, although for me this only started happening after I enabled using Sandbox tokens as checks.
ⒶPOSTIEⒶ May 5 @ 2:17pm 
Hii!! I'm having the same issue as a couple other people here, where even though I get a gate check, the gate remains locked.
I came back to the gate a few cycles after I originally unlocked the check, but it still isn't opening.
A couple of weeks ago when I tried to play it for the first time, the same thing happened. I got multiple gate checks out of outskirts, but none of the gates were open
Salt  [author] Apr 27 @ 11:25am 
@Nyxlanders If you're not using Archipelago mode, the only setup should be enabling the mod and setting your desired settings in the Remix menu then starting a new game.

If you are using Archipelago, there's guides for that setup on Archipelago.gg and you'll want to connect through the Archipelago tab in the Remix settings.

I might be able to help out if you're running into a specific issue somewhere, but I don't have any plans for video guides atm
Nyxlanders Apr 27 @ 11:00am 
hey, can you make an youtube tutorial on how to setup the mod? I got through lot of issues and didn't managed to setup it correctly...
Salt  [author] Apr 25 @ 9:01pm 
@aquaphoric That can happen if you unlock it and visit the gate in the same cycle, because the gate requirements are only reloaded when the room is loaded. If they're still closed in the next cycle though then I'm not sure what's going on there
aquaphoric Apr 25 @ 8:33pm 
@Salt thank you! also, ive noticed that sometimes gates wont open even if ive completed the required check (ex i completed the check to open the drainage-chimney gate, but its still not open). aside from that i just wanted to say ive been enjoying the mod a lot :]
Salt  [author] Apr 25 @ 3:41pm 
@aquaphoric That's meant to be meeting LttM as Spearmaster, so yeah that shouldn't be there. I'll look into it.
The mod doesn't mess with audio though, I don't think it would be randomizer related
aquaphoric Apr 25 @ 3:26pm 
hi there, sorry if this has been discussed before, but i have a question -- im in a survivor playthrough right now and one of my checks is called "meet_lttm_spear" what does this mean? ive tried giving moon a spear, but nothing unlocked, unless spear means spearmaster in which case :D i might have an impossible check ! (i also dont know if this is an issue with the mod itself or another one but ive noticed the audio tends to mess up after playing the mod for long enough)
Salt  [author] Apr 18 @ 2:58pm 
However @Bubblegum has been having issues with this menu, which I assume is some strange mod conflict. Curious to hear if this is happening to anyone else
Salt  [author] Apr 18 @ 2:17pm 
@AxoTheAxolotl Though traditionally you would play a randomizer blind, there is a spoiler menu avaliable in the pause menu. That can tell you what every possible location will give you when checked. It also functions as a cheat menu where you can hold down on an entry to instantly unlock it, so be careful to avoid doing that accidentally if you're just using it as a guide
AxoTheAxolotl Apr 18 @ 7:56am 
heyo, im a bit confused about something rn
does the mod actually tell you what check you need to complete to unlock a certain gate? because im not seeing anything
if it doesnt and you just need to do trial and error, id like if it DID tell you. thanks!
Bubblegum Apr 13 @ 7:05pm 
There is not, sadly
Salt  [author] Apr 5 @ 1:16pm 
@Bubblegum could you share an exception log assuming there is one?
Bubblegum Apr 4 @ 12:17pm 
@Salt It shows the UI but all the buttons are broken
Salt  [author] Apr 3 @ 4:33pm 
@MiserableSecrets The notification box is a new feature that replaced the old one, added so you could see multiple at once and look back on them with the map screen. I could bring back the old notification method as an option if you or others liked that version better
MiserableSecrets Apr 3 @ 4:08pm 
Hey quick question. The little notification box for when you unlock a check. How do you reposition that? Because its now in the bottom right of my screen and it wasn't in that corner before. And I don't know what I did to move it but I would like to put it back
Salt  [author] Apr 3 @ 3:11pm 
@Bubblegum What's broken with it? Is it not showing up after the confirmation?
Bubblegum Apr 3 @ 2:53pm 
The show spoilers menu just- doesn't work?
Salt  [author] Mar 9 @ 6:53pm 
@NonIdiot For Archipelago I'm not planning on any kind of support for other slugcats / regions, as Archipelago doesn't lend well to modded content currently. However I am open to slugcat implementations in standalone as it's much easier to support that, and it'll just work better overall.
NonIdiot Mar 9 @ 6:05pm 
Would it be possible to add the ability for modders to add custom slugcat campaigns for Archipelago, and possibly even checks? (The first one is likely easier, as https://github.com/SaltiestSyrup/RWRandomizer/blob/main/Archipelago/ArchipelagoConnection.cs#L267 can probably be swapped from a switch case into something else involving a .txt file with all the campaigns in it or something.)
FlamingPig Mar 8 @ 3:00am 
It would be cool (if possible) if you can add a setting to allow access to them in other campaigns like the setting to allow access to metropolis.
FlamingPig Mar 8 @ 2:58am 
I noticed in while playing Rivulet today that the Saint exclusive echos in Submerged Superstructure and Shoreline are being used as checks
Salt  [author] Jan 26 @ 9:24am 
@purrpetualentropy Looks like an incompatibility with Hunter Expansion. Just disable that for now and it should work
purrpetualentropy Jan 25 @ 6:55am 
Apologies if this has been mentioned previously, but it seems this mod is not compatible with either EmgTx or LoadTimeFix. I was playing as Rivulet and despite having the mod enabled, no changes were present (bringing pearls to a shelter did not give a check, and all gates were unlocked). I disabled both of those mods and it began working. (It's also possible that the incompatibility is Hunter Expansion as I also had that enabled, and it was disabled when disabling EmgTx since it uses EmgTx as a dependency. I also moved Check Randomiser to the top of the load order, which may have influenced things.) I unfortunately forgot to check any logs while debugging this so I don't have further information.
Aster Green Jan 22 @ 4:02pm 
When I'm in garbage wastes as a non past character, it still says there are 2 pearls to find. Am I missing something or am I worrying over nothing.
jam Jan 21 @ 12:08pm 
i believe it's possible for checks to be locked behind Echoes the player can't meet in their campaign - one of my checks in a Hunter campaign was the Shoreline Echo, which is Saint exclusive
Salt  [author] Jan 20 @ 7:01pm 
@FlamingPig Good catch, should be fixed in the next update
FlamingPig Jan 20 @ 2:11am 
The mark of communication can be locked behind the scholar passage, effectively making it impossible to get.
TheLazyCowboy1 Jan 18 @ 6:34pm 
Nvm I found you within 5 seconds sorry lol
TheLazyCowboy1 Jan 18 @ 6:33pm 
@Salt is your Discord username about the same as your GitHub username?
Salt  [author] Jan 18 @ 5:39pm 
@TheLazyCowboy1
You would want to modify Generation.InitializeSession(), that's where the mod does the setup for all the checks / unlocks. If they're randomized both ways then they'll need to be part of the OneWayGates dictionary as well.
Shoot me a message on discord and I can give you some more information later, I'm interested to see if this can work
TheLazyCowboy1 Jan 18 @ 5:10pm 
I've been looking through your source code trying to figure out how to make your Check Randomizer account for my Region Randomizer, but I can't find where to make the changes.

My RegionRandomizer just makes a simple file with lines like: GATE_SU_HI:GATE_SU_SH:GATE_SB_HI that signify that the gate leads to SH if entered from SU, or SB if entered from HI.
How hard would it be to factor this in to your logic? I can do most of it for you if you tell me where to do so.
Salt  [author] Jan 14 @ 9:51pm 
@Miz4r Not currently planned. Simply because the retrieval isn't just bound to the key, it works off of modifying the regurgitate code. I could maybe have an additional setting that makes your stored item regurgitate first? Not high on my list though
Miz4r Jan 13 @ 5:10pm 
do you reckon you'll ever look into giving us the ability to rebind item delivery retrieval instead of it being on the same button as the eat one?

i know the delivery to next shelter option exists but the storage feature is kinda neat, it's just annoying if i swallowed a pearl and now i'll have to retrieve all my items before i'm able to get it out
jam Jan 12 @ 7:45pm 
fear
Salt  [author] Jan 12 @ 7:36pm 
@jaki No, perhaps it should be though, if the setting for unlocking superstructure is on... maybe a future update
jam Jan 12 @ 7:27pm 
question... is giving moon the cloak a check?
jam Jan 11 @ 3:43pm 
thought so! thanks in advance for looking into it (also congrats on 1.0)
Salt  [author] Jan 11 @ 3:11pm 
@jaki It's supposed to be removed from your hand and destroyed... Strange you were able to find it. I'll try and figure out why it's there, but intended is to find it from a check
jam Jan 11 @ 2:52pm 
this one is odd... just started a rando with hunter, didn't have random spawns on, i went back to the room hunter spawns in and the green neuron was there, just kind of hidden in a pipe near where the worm grass starts... i'm not sure if it's a bug that the neuron is there in the first place (my understanding was that a check is required to find it), or if it's a bug that it wasn't in my hand when i started and just spawned in a random corner of the room...