NoRedraw
Once a card is picked (or drawn), it's gone. No repeats until the pool runs dry. True Deck mode optional.
By notnic
CHANGELOG
Changelog
All notable changes to NoRedraw will be documented here.
[Unreleased]
Fixed
- Cards previously drawn/picked could still appear in the card offer even though the mod correctly identified them as removed.
SpawnUniqueCard's internal retry loop would exhaust condition rejections and fall back to returning a blocked card. Fixed by physically removing picked cards from the card pool beforeSpawnUniqueCardruns, so the retry loop can never land on them regardless of how many attempts it makes.
[1.1.0]
Added
- True Deck Mode (
DiscardOnDraw): cards are removed from the pool the moment they appear as an option, not just when picked. - Reset Pool Each Round option: pool can be set to reset at the start of every round instead of only on new game.
- Pool auto-resets when all cards have been exhausted so the game never gets stuck with no valid cards.
- Multiplayer settings sync — host pushes
Enabled,ResetOnNewRound, andDiscardOnDrawto all clients on handshake. - Compatibility patch for
CardChoiceSpawnUniqueCardPatch(UnboundLib): wraps itsGetConditionresult to also exclude picked cards from external unique-card logic. - Card key resolution checks both
cardNameandsourceCard.cardName(with all aliases) so runtime card instances match their source definitions correctly. - Name-mismatch logging when a runtime card name differs from its source card name.
Changed
- Settings are now persisted via BepInEx
ConfigEntryso values survive restarts. - F1 menu rebuilt with descriptions for each toggle.
[1.0.0]
Added
- Initial release.
- Tracks cards picked by any player and removes them from the draw pool for the remainder of the game.
- Card pool resets on new game start.
- In-game settings menu via UnboundLib (
F1).