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MichMcb-MuckSaveGame-0.9.0 icon

MuckSaveGame

This mod adds saving your game to Muck. It is basically, a fork and update of flarfo's fantastic SaveUtility mod. This can automatically migrate saves from SaveUtility.

Date uploaded 3 months ago
Version 0.9.0
Download link MichMcb-MuckSaveGame-0.9.0.zip
Downloads 9876
Dependency string MichMcb-MuckSaveGame-0.9.0

This mod requires the following mods to function

BepInEx-BepInExPack_Muck-5.4.1101 icon
BepInEx-BepInExPack_Muck

BepInEx pack for Muck. Preconfigured and ready to use.

Preferred version: 5.4.1101

README

What It Does

This mod adds saving your game to Muck. It is basically, a fork and update of flarfo's fantastic SaveUtility mod. You CANNOT use this and SaveUtility at the same time. Remove SaveUtility and install this. The savefiles for SaveUtility will automatically be migrated to the new structure on startup.

Also, a few things more now save properly, which are:

  • Mob spawnrate and weights are saved. This resets every night, but the fist night after reloading a save would have slower spawning mobs, and only weaker mobs were picked. This has been fixed.
  • Boat and Gem markers on the map are saved.
  • Boss rotation is saved. Muck has a pool of bosses to spawn at the beginning of a boss night that it picks from and empties as they spawn, then refills when the pool is empty. This is saved, so it doesn't reset to full on reload. This only affects the first boss that is forcibly spawned at the beginning of a boss night.
  • At the start of a boss night, Muck will instantly spawn a boss. If you save and load during a boss night, a new boss would always instantly spawn. This no longer happens. Further bosses may spawn during a boss night due to random chance, but only one boss will be forcibly spawned at the beginning of the night.
  • If the Chief boss is currently spawned, he is saved (just like Gronk/Big Chunk/Guardians).
  • Furnaces should start smelting on load (I'm not sure if this works in multiplayer or not).
  • You can no longer save when leaving the island.
  • You can no longer save if everybody is dead.

Configurable

When running Muck for the first time with this plugin installed, MuckSaveGame.MichMcb.cfg will be created in the BepinEx/config folder. The configurable aspects of this plugin are:

  • The amount of real-life seconds you have to wait after saving before you can save again.
  • Which mobs should be saved besides just the boss mobs.
  • Whether or not the savegame file should be indented (to read it more easily if you want to edit your save).
  • The vertical position offset for the local player on loading a savegame (helps avoid falling through the floor on loading a savegame)

Developers

The new API to save additional chunks of data to the XML file uses ISaveData and ISaveDataManager. Implement these interfaces, and register your instance of ISaveDataManager by using SaveSystem.Register; the documentation has information on what each method does, and you can view the source code to see how it should be used. There are useful extension methods for XElement in the MuckSaveGame namespace, to help with reading/writing data.

CHANGELOG

v0.5.0

  • Initial fork of flarfo's Save Utility released
  • Markers for the boat and gems on the map are saved
  • Mob spawnrate and weights are saved
  • Boss rotation is saved
  • Saving and reloading during a boss night does not forcibly spawn another new boss. Only one forced boss spawn will occur, at the beginning of the night, as is the case in vanilla. More bosses may still spawn by random chance during nighttime
  • Chief, if currently spawned, is saved (just like Big Chunk, Gronk, and Guardians)
  • Furnaces start smelting on game load (unsure if works in multiplayer)
  • You cannot save when leaving the island
  • You cannot save if everybody is dead

v0.6.0

  • Fixed Cauldrons not starting up on load
  • Added ability to offset local player Y position on load, to help prevent falling through the floor when a savegame is loaded

v0.7.0

  • More checks to try and prevent errors on saving game

v0.8.0

  • Mods that don't add their items to allScriptableItems and instead just add items to allItems are saved and loaded correctly

v0.9.0

  • Partial fix for upgradeable buildings; saving and loading now works. However, the state of upgraded objects is not saved. This would have to be something that the other mod would have to support saving and loading, or would have to be explicitly checked for and handled. Either way, for now, a partial fix has been applied.