Cultist Simulator

Cultist Simulator

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The Roost Machine
   
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1.624 MB
Oct 11, 2021 @ 8:40am
May 16 @ 6:43am
203 Change Notes ( view )

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The Roost Machine

Description
The Beachcomber; The Elegiast; The Vagabond; The Twins; and the nestful more.


THIS IS A DLL MOD. REQUIRES GHIRBI, the Gatekeeper.
WORKS ONLY ON "GATEOFHORN" BETA BRANCH

To enter the Gate of Horn:
- Right-click on Cultist Simulator in your Steam library
- Select "Properties"
- Select "Betas"
- Switch from "None" to "gateofhorn"




Steam sometimes doesn't update the Workshop content automatically
so if there's an issue, make sure you have the latest versions
both of the Cultist Simulator and of the Roost Machine.

(to do this, compare the number of change notes from this page
with the version number from the game's mod menu)


Short list of features

- Allows DLL mods to easily inject code into commonly used places and times of power.
- Allows DLL mods to add properties to existing entities; or define wholly new custom entities; or even hijack the existing properties, to override the value type.
- Console is enhanced with a command line, and taught many useful commands.
- Recipe effects are severely expanded (gravely even), with the ability to modify contents of other verbs and decks, to shuffle decks at will, to access the global scope, to induce recipes with xtriggers, etc, etc.
- Most of the numerical properties now can make use of *references and expressions*:
--- References allow to access values outside of the scope of the current recipe.
--- Expressions allow to use math and logic functions when defining values.
--- Together they allow to use complex conditionals/effects, such as "draw twice as many cards as there are Health cards on the table and move them to this other verb".

...as well as great many other things.

More details can be found below in Discussions, as well as in, by the courtesy of Genroa:
- CULTIST SIMULATOR COMMUNITY MODDING GUIDE[docs.google.com]
- Basics of The Roost Machine’s Paths, References and Expressions[docs.google.com].


Special thanks to:
- Cultist Simulator Discord community[discord.gg], whose creativity, ingenuity, and sophistication are all inexhaustible source of restlessness.
- Alexis Kennedy, Martin Nerurkar, Marc Gagné, and every other programmer who worked on the game's framework, for a codebase that's a reasonable joy to hack.



Direct download link: https://www.dropbox.com/s/mohd49lj36etvc2/Roost.zip

Source code: https://bitbucket.org/Chelnoque/theroostmachine/
Popular Discussions View All (7)
6
Jun 11, 2022 @ 2:16am
PINNED: THE WORLD - Effects and Properties
Mr. Chelnoque
5
Sep 21, 2022 @ 3:24am
Mod on Nexus?
アルベルト Pietralunga
4
Jun 5, 2022 @ 6:53am
PINNED: THE TWINS - References and Expressions
Mr. Chelnoque
62 Comments
Mr. Chelnoque  [author] Dec 29, 2023 @ 1:59am 
@Broviathan Hi!
That's tad weird - I guess it can be that your Roost got somehow corrupted? Try unsubscribing and resubsribing again to force update the files, and let me know whether that helps. If not, I'll need a full Player.log contents (can DM it to me here in Steam or in Discord).
Broviathan Dec 28, 2023 @ 9:30pm 
(Continued from previous)
at System.Reflection.Assembly.GetTypes () [0x00000] in <cbc72d4a9767498db39486e941a498e3>:0
at Roost.Beachcomber.Cuckoo.InsertCustomTypesForLoading (System.Collections.Generic.List`1[System.Type]& typesToLoad, System.Collections.Generic.Dictionary`2[System.String,SecretHistories.Fucine.EntityTypeDataLoader]& fucineLoaders, System.String cultureId, SecretHistories.Fucine.ContentImportLog log) [0x0001e] in <e26f5132de2b437e843f627eb56805dd>:0
at (wrapper dynamic-method) SecretHistories.Services.CompendiumLoader.DMD<SecretHistories.Services.CompendiumLoader::PopulateCompendium>(SecretHistories.Services.CompendiumLoader,Compendium,string)
at SecretHistories.Services.Glory.LoadCompendium (System.String cultureId) [0x00019] in <df320c1a04f44a58bb9ee3a5acf4d276>:0
at SecretHistories.Services.Glory.Initialise () [0x00157] in <df320c1a04f44a58bb9ee3a5acf4d276>:0
>>>>>>>> 21:28: CRASH!!! UH O! LOADING UH O SCENE!!!
Broviathan Dec 28, 2023 @ 9:30pm 
Did something break? I'm crashing with Roost on gateofhorn with this in my log:

21:28: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Could not load type of field 'Roost.Twins.NCalcExtensions:extensions' (0) due to: Could not load file or assembly 'NCalc, Version=3.5.0.2, Culture=neutral, PublicKeyToken=null' or one of its dependencies.:
Topdjc Oct 6, 2023 @ 7:06am 
Thank you for getting back to me, seems to be working now!
Mr. Chelnoque  [author] Oct 5, 2023 @ 11:05am 
@Topdjc
Hi! There was a game update just today, and it briefly broke the Roost - that was probably the reason. Force update the Roost (by unsubscribing/resubscribing), be sure to opt-in the gateofhorn beta branch of the game, and that will likely do the trick. The last thing to keep in mind is that you need to close and reopen the game after enabling a DLL mod (such as Roost) for it to kick in.
Topdjc Oct 5, 2023 @ 7:35am 
Sorry, the log mentions unknown properties, not unknown locations.
Topdjc Oct 5, 2023 @ 7:32am 
Hi, I just installed this mod for the first time, changed to the gateofhorn branch, have Ghibri installed and activated, etc., and it doesn't seem to be working. That's the only way I know to describe it. I subscribed to it all to try and play the Apostle Obdurant mod, which has some way of detecting whether or not the roost is installed and enabled, and it tells me that I do not. I check the console log and says a bunch of stuff I don't understand about nonexistent locations or something? I'm afraid I really know nothing about this stuff. I've tried verifying the game cache, unsubscribing then resubscribing to anything, no change. Additionally, every save file seems to get corrupted. When I return to the main screen and click continue, the game tells me the save is corrupted. Weirdly, it also says this if I purge the save and try to start a new game. It does appear to be as though the Roost isn't doing what it's supposed to, not a problem with the other mod(s).
Psyringe Jul 28, 2023 @ 4:39am 
Thanks for the reply! I did play a fairly long game (starting after a freshly purged save), enabled a good deal of mods, and did not run into any stability issues. I was worried that the crash upon exiting might be indicative of an instability that might also occur during gameplay, but that was not the case. Based on my experience so far, I'd agree that the crash upon exiting seems harmless. I never lost any data due to it, and the game itself runs extremely stable (not a single crash during dozens of hours of modded gameplay).
Mr. Chelnoque  [author] Jul 28, 2023 @ 2:06am 
@Psyringe
I'm aware of this one - it's an unfortunate and, alas, unfixable side-effect. The ultimate roots go deep beyond my reach, into some kind of weird allergy to patching that game has.
Apologies - I know it is annoying, but, afaik, harmless.
Psyringe Jul 23, 2023 @ 8:48pm 
Addendum: Interestingly, the crash only seems to happen when a) I try to leave the main menu without entering a game first, or b) purge an existing game and then click "Leave". When I "Continue" an existing game, click "Save & Exit", and then click "Leave" without purging the save, the crash does not happen.