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KingEnderBrine-ProperSave-2.9.0 icon

ProperSave

Saves your progress at the start of the stage so you can load later

Date uploaded 10 months ago
Version 2.9.0
Download link KingEnderBrine-ProperSave-2.9.0.zip
Downloads 159999
Dependency string KingEnderBrine-ProperSave-2.9.0

This mod requires the following mods to function

RiskofThunder-HookGenPatcher-1.2.3 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.3
bbepis-BepInExPack-5.4.1905 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.1905

README

Description

Saves your progress at the start of each stage. You can leave run as soon as the stage started. Only 1 save file for each profile for a singleplayer. If you die, the save will be deleted.

Multiplayer support

Only the host must have this mod for it to work. A Load button will be active if you are host and was found suitable save file (if save file has the same set of players as in the current lobby).

Game modes support

Each game mode (Classic, Eclipse, Simulacrum) has it's own save files, so that you can switch between game modes and not losing your progress.

Config options

  • UseCloudStorage - Store files in Steam/EpicGames cloud. Enabling this feature would not preserve current saves and disabling it wouldn't clear the cloud.
  • CloudStorageSubDirectory - Sub directory name for cloud storage. Changing it allows to use different save files for different mod profiles.
  • SavesDirectory - Directory where save files will be stored. "ProperSave" directory will be created in the directory you have specified. If the directory doesn't exist the default one will be used.

For mod developers

Saving

To save data you need to subscribe to ProperSave.SaveFile.OnGatherSaveData. It will be called every time the game is saved (this happens on RoR2.Stage.onStageStartGlobal) to gather info from mods that needs to be saved. You can add any value with any key, but remember that other mods can do the same thing, so keep keys unique (maybe add a mod name in front or something). I would suggest adding only one object per mod because the type of the object is also stored to be able to deserialize objects, and it can take a lot of space in comparison with stored value. An object that you add in the dictionary will be serialized to JSON. Here is some info about serialization:

  • Only public properties/fields will be serialized.
  • You can add [DataMember()] attribute from System.Runtime.Serialization to specify custom name for property/field in json file.
  • You can add [IgnoreDataMember] attribute from System.Runtime.Serialization to specify that this public property/field should be ignored on serialization.

Loading

Once save file is loaded you can get data you've previously saved and apply it anytime you want. Here are some things that will help you with that:

  • ProperSave.Loading.IsLoading - you can use this to check if the ProperSave is loading.
  • ProperSave.Loading.FirstRunStage - you can use this to check if run is starting. Is set to true on RoR2.Run.Start, is set to false on RoR2.Stage.onStageStartGlobal
  • ProperSave.Loading.OnLoadingStarted - event, fired when IsLoading set to true (this happens after save file is loaded into memory, before run started).
  • ProperSave.Loading.OnLoadingEnded - event, fired when IsLoading set to false (this happens after RoR2.TeamManager.Start because this is the last step of loading process).
  • ProperSave.Loading.CurrentSave - current save file, you can access it after OnLoadingStarted. Will be overwritten every time game is saved.
  • CurrentSave.GetModdedData<Type>("") - use this method to get data that you've saved.
  • ProperSave.Data - under this namespace you can find classes used to save some of vanilla data.

Known issues

I tried to save all necessary data so that when you load the game would continue as it should have been without saving.

  • Minions would respawn at different positions each time you load the same save file. It's not big of an issue, and there is nothing I can do about it.
  • I've not tested this mod much with achievements unlocking, but for most, if not all cases, it should be working as intended.

CHANGELOG

2.11.2

  • Fixed an issue where Prayer beads' stats bonuses wouldn't save/load.
  • Fixed Ukrainian localization, thanks Damglador.

2.11.1

  • Fixed an issue where Equipment cooldown would be run time + leftover cooldown time.

2.11.0

  • Fixes for Seekers of the Storm update.
  • Fixed an issue where save files wouldn't be deleted on gameover when using cloud store unless you restarted the game after save was made.

2.10.0

  • Fixes for Devotion update.
  • Added support for Devotion artifact

2.9.1

  • Updated French translation, thanks NorthBlue333.

2.9.0

  • Added config option to enable Steam/Epic games cloud storage support, allowing you to synchronize saves between devices.
  • Added config option to change saves directory.

2.8.11

  • Removed unnecessary logging from minion inventory change after loading, which caused lag with a big enough mod list.

2.8.10

2.8.9

  • Fixed an issue where broken save would prevent you from starting Simulacrum run (maybe Eclipse too?)

2.8.8

  • Fixed an issue where loading a save would load minions inventory too early resulting in adding extra hidden items (e.g. EquipmentDrone was given BoostEquipmentRecharge)

2.8.7

  • Fixed an issue where having ProperSave, EphemeralCoins, BiggerBazaar, Risky_Artifacts and Enforcer would result in a cyclic dependency, which meant that no mods were loaded at all.

2.8.6

  • Fixed an issue where the mod wouldn't work correctly for EpicGames users.

2.8.5

  • Added Simplified Chinese localization, thanks mchobbylong for providing the translation.

2.8.4

  • Added check for loaded content. Now you will see a message in save description if the game content is different from what it has been during save. You can still load that save, it's more like a warning that something might go wrong but not necessarily will.
  • Fixed an issue where Benthic Bloom would transform items differently when you load a run vs when you got to the stage if you were playing on any difficulty other than Rainstorm.

2.8.3

  • Added French localization, thanks ClEeVEeRYT for providing the translation.

2.8.2

  • Fixed an issue where Benthic Bloom would be activated twice when you load the game.
  • Storing Benthic Bloom rng, so that the same items would be converted when you load a save.
  • Fixed a type in ProperSave.SaveFile.OnGatherSaveData event name.
  • Added more checks so the old broken saves wouldn't cause issues in lobby.

2.8.1

  • Fixed an issue where loading a run right after launching the game would result in incorrect prices for chest, terminals, etc.
  • Fixed an issue where info about disconnected players wouldn't be saved resulting in, essentially, lost runs for multiplayer with friends

2.8.0

  • Fixes for Survivors of the Void update.
  • Simulacrum support

2.7.0

  • Remove r2api dependency

2.6.1

  • Fixed time display in lobby save info.

2.6.0

  • Added tooltip with short save info when hower over Load button or hold load button on a gamepad.

2.5.3

  • Added text to a quit confirmation dialog which informs you when the game was saved last time.
  • Updated chat message, now it includes a stage name at which the game was saved.

2.5.2

  • Fixed an issue where the mod was trying to save while being a client in a multiplayer game.

2.5.1

  • Fixed an issue where after loading Monsoon run you sometimes didn't get mastery skin.

2.5.0

  • Added mods support. Now any other dev can add data they want to be saved from their mods.
  • A lot of refactoring.

2.4.5

  • Fixed StartingItemsGUI support. Hopefully, this is the last time. Thanks Phedg1 for making changes to StartingItemsGUI that will make my mod support last longer.

2.4.4

  • Fixed StartingItemsGUI support.

2.4.3

  • Fixed an issue where the game would be saved in the ending cutscene and you could load in it if you restart the game.

2.4.2

  • Changed artifacts saving. Now they are saved at the start of the stage (previously they were saved at the start of the run).

2.4.1

  • Fixed StartingItemsGUI support.

2.4.0

  • Updated for 1.0.1.1 version. Old saves are not compatible with new version!

2.3.2

  • Fixed StartingItemsGUI support. (This time for real)

2.3.1

  • Fixed TemporaryLunarCoins support.
  • Fixed StartingItemsGUI support.

2.3.0

  • Added ShareSuite support. (No longer reseting gold to 0 when loading run).
  • Added BiggerBazaar support.

2.2.2

  • Fixed Load button being active when returned to lobby after death.

2.2.1

  • Updated langauge stuff

2.2.0

  • Updated for RoR2 release.
  • Removed Continue button from the main menu (for game modes support).
  • Game modes support.

2.1.1

  • Fixed a bug: when entering the lobby when using a gamepad is causing the lobby glitches.

2.1.0

  • Added StartingItemsGUI support. (Items adding disabled while loading the game). Requested by Thunderer1101 on GitHub.

2.0.0

  • Changed save files structure, because of that, old version saves would be ignored, so consider end saved runs before updating.
  • Added multiplayer support.
  • Fixed an issue with lockbox from Rusted key not spawned when loading game.
  • Saving some artifacts info for consistent gameplay.
  • Fixed an issue for characters added by mods, when their loadouts weren't saved.
  • Some minor fixes

1.1.0

  • Added TemporaryLunarCoins mod support. When loading game lunar coins will be restored.

1.0.1

  • Fixed crash when the mod was installed using mod managers.
  • Saving lunar coins drop chance.

1.0.0

  • Mod release.