syyephenomenol / hollowknight.mapmods Goto Github PK
View Code? Open in Web Editor NEWRandomizer Map S is a Hollow Knight mod used with Randomizer 4. It helps to find both item and transition checks.
License: GNU General Public License v3.0
Randomizer Map S is a Hollow Knight mod used with Randomizer 4. It helps to find both item and transition checks.
License: GNU General Public License v3.0
For the room White_Palace_11 (the room you get to when you dream nail the guard with awoken dream nail), there is no path to get to that room since you need to use dream nail. It would be nice if it was added. For example, I would simply put the path to get to Abyss_05 (the room where the guard is), then put "Dream nail" as the next step.
This is really not an important issue, but I was confused as to what that room was and had to use bench warp to get to the room by force to understand. A small issue that could be maybe be fixed easily for other players!
Certain rooms in my run don't have any routes when I try to select them, even though I already got to them so clearly there must be a way to get there. When I check the map and look at the visited transition for that certain room (using Ctrl-U), I can find all the rooms I used to get there, however none of those rooms have any routes either. Figure out where the problem starts however is quite difficult since the rooms have branching paths and there is quite a lot of rooms...
Is there any file that could help figure out the problem? There is no error in the ModLog at all... Here is my settings file for Rando4, which might help to reproduce the problem! settings.txt The room in question is the one with the first Hornet fight.
When doing an Area Randomizer (Map Area or Full Area), it would be nice to have an option to show the areas discovered only if the map of the area has been acquired. As of last update, it seems a little too easy to discover areas by simply stepping into a room and directly know which items are reachable, and hiding the map behind a check would add a little more challenge, just like the "Pins over map" mode does right now. A new mode combining the "Pins over map" and "Transition" modes would be a great addition.
For some reason, I warped to the bench next to Bretta, and the path I need to follow doesn't show on the quick map. When I open the “Real map” or warp to another location, it is there.
Here is the Modlog I have. It contains some errors which are related to this.
Edit: Leaving fungal wastes and setting a new path brings it back.
The geo rock checks in the middle and left of the room seem to be swapped on the map. I think the names are Baldur_Shell_Alcove and Baldur_Shell_Top_Left. Confused me a few times before I realized what happened.
I was following the path given by pathfinder and it tells me to go right in this room, however this is impossible from where I am. The path was set before I was in the room, so normally this shouldn't happen? (Since it doesn't know where you are in a room but it should know that getting from the transition that I came in from and going to the right is impossible according to rando logic?) I don't know if it's really a bug but it feels weird.
I'm playing with a keyboard on the windows steam version and was unable to select a room to generate a route. I saw on fireb0rn's video that on controller this button is bound to A (jump). I tried all my keybinds, and then my whole keyboard, but none of the keys work. Resetting keybinds to default also doesn't seem to work.
When mod gets loaded, it null refs:
[ERROR]:[MapModS] - System.NullReferenceException: Object reference not set to an instance of an object
[ERROR]:[MapModS] - at MapModS.Data.MainData.SetUsedPinDefs () [0x000da] in M:\VSProjects\GitHub\HollowKnight.MapModS\MapModS\Data\MainData.cs:204
[ERROR]:[MapModS] - at MapModS.Map.WorldMap.GameMap_Start (On.GameMap+orig_Start orig, GameMap self) [0x0000c] in M:\VSProjects\GitHub\HollowKnight.
This makes current version unusable.
This is specific to having the Lore Master connection active with "randomize NPCs" on.
If two paths leading to a room are using the same transition to get to that room (for example, roomA[left2] -> roomB
and roomA[right1] -> roomC[left1] -> roomA[left2] -> roomB
), shouldn't the second one be removed since it doesn't add anything new to the first one?
For example, there is a room in my run for which pathfinder is recommending 8 different routes that all have the same final transition, which seems a bit useless given that these routes will have no difference between them, and some are a lot longer.
(However, when thinking about it I realize that there might be some problems when two routes have the same ending transition but you can't use one of the two depending on where you are in the room, which is impossible to know... This is more of a discussion than a bug report!)
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