Releases: Ixrec/OuterWildsArchipelagoRandomizer
0.2.7
For installation instructions see the README.
- Randomize Ghost Matter: There is now a client-only mod setting to randomize the placement of ghost matter each loop, so that the Ghost Matter Wavelength item remains useful after you memorize the vanilla ghost matter. For now this affects the Interloper, Bramble Island, and the Sunless City Eye Shrine.
- More In-Game Tracker Tweaks:
- The inventory mode now shows item descriptions even for items you haven't collected yet. This makes it viable to use the in-game tracker as documentation and a tutorial for new players, since you can now simply read every entry to learn the items.
- Inventory mode's frequency entries now list all associated signals, and the progression signals now have separate entries explaining why they're important.
- Goal logic is now visible in the tracker. Go to checklist mode and select the "Mission" category to see the usual logic display for your Song of Five/Six goal.
- Various internal cleanups, optimizations and refactors. These indirectly matter to players because:
- It should be much easier to add new categories to the in-game tracker now, which 0.3.x will be doing.
- Archipelago now loads outer_wilds.apworld in 5-10ms instead of 10-50ms (Archipelago core wants all worlds to load in <10ms each).
- New mod setting for crash debugging: "Don't Apply Received Items In-Game". Don't worry about this unless you've been trying to debug the end-of-loop crash.
0.2.7 Release Candidate
For installation instructions see the README. Since this is a prerelease version, in the Outer Wilds Mod Manager's "Get Mods" section you will have to click the three dots and select "Use Prerelease v0.2.7-rc".
- Randomize Ghost Matter: There is now a client-only mod setting to randomize the placement of ghost matter each loop, so that the Ghost Matter Wavelength item remains useful after you memorize the vanilla ghost matter. For now this affects the Interloper, Bramble Island, and the Sunless City Eye Shrine.
- More In-Game Tracker Tweaks:
- The inventory mode now shows item descriptions even for items you haven't collected yet. This makes it viable to use the in-game tracker as documentation and a tutorial for new players, since you can now simply read every entry to learn the items.
- Inventory mode's frequency entries now list all associated signals, and the progression signals now have separate entries explaining why they're important.
- Goal logic is now visible in the tracker. Go to checklist mode and select the "Mission" category to see the usual logic display for your Song of Five/Six goal.
- Various internal cleanups, optimizations and refactors. These indirectly matter to players because:
- It should be much easier to add new categories to the in-game tracker now, which 0.3.x will be doing.
- Archipelago now loads outer_wilds.apworld in 5-10ms instead of 10-50ms (Archipelago core wants all worlds to load in <10ms each).
- New mod setting for crash debugging: "Don't Apply Received Items In-Game". Don't worry about this unless you've been trying to debug the end-of-loop crash.
0.2.6
For installation instructions see the README.
- Bugfixes for In-Game Hints:
- Hints now work with
logsanity: false
- Feldspar no longer forgets to offer hints the second time you talk to them
- Hints now work with
- Clarify and reduce in-game console error messages by putting network errors only in the log files and using a generic in-game warning message that explains the connection may have been lost
- Update
shuffle_spacesuit
's option description to explain the incompatibility with non-vanilla spawns
0.2.5
For installation instructions see the README.
- In-Game Hint System: Talking to any of the five Hearthian travelers will now show an "[Archipelago Hints]" option on top of the usual list of questions you can ask them. Selecting this option will generate hints for 2 of the unchecked locations on their associated planet (with progression items, if any are left). 1 will be a "precise" hint sent to the AP server, and 1 a "vague" hint with only a location.
- Every bug I can reproduce has been fixed, and every small tweak I've been meaning to do has been done:
- Warp platform randomization will no longer connect the Sun Station platform to parts of Ash Twin that are buried in sand until 10+ minutes into the loop (specifically the TH, BH and GD towers).
- The in-game tracker should no longer arbitrarily ignore some of your randomized warp connections.
- Connecting to multiple games or slots in one play session no longer causes The Vessel's coordinates prompt to mistakently show you the previous game/slot's coordinates.
- The mod now checks and saves the "room id" of the AP server it connects to. If you try to Resume an expedition on the wrong room, it shows a warning popup, so now you get a chance to cancel the connection before e.g. accidentally auto-100%-ing a new game just by forgetting to click New instead of Resume.
- In-game console logs about connection errors are now deduplicated and omit the stack trace. In other words: if you remember your in-game console suddenly having a million lines of orange text, it should be just one line now.
- Another iteration on Imaging Rule. Now, even if you trick the mod into letting you take a photo of a quantum object without Imaging Rule, it won't stop the quantum object from moving around, so the AP item still blocks progress.
- If you don't have the Scout yet, the Scout Launcher will now wake up in "Photo Mode". Hopefully this will make it easier for first-time randomizer players to notice photo mode exists even if they never used it in vanilla.
- The fuel and oxygen %s in the top left corner would sometimes fail to reach their maximum value, e.g. showing 49.8% for a full tank with no upgrades instead of 50.0%. This has been fixed.
- Non-vanilla spawns now hide the "duplicate" spacesuit inside the ship.
- The Scout Launcher lying on the floor of the spaceship is now correctly hidden when playing with
shuffle_spacesuit: true
or a non-vanillaspawn
. - Fixed a non-determinism bug in warp platform randomization.
- Fixed exceptions when spawning at the eye, quitting inside a jellyfish and dying on a warp platform that would log an error but were otherwise harmless in practice.
0.2.5 Release Candidate
For installation instructions see the README. Since this is a prerelease version, in the Outer Wilds Mod Manager's "Get Mods" section you will have to click the three dots and select "Use Prerelease v0.2.5-rc".
- In-Game Hint System: Talking to any of the five Hearthian travelers will now show an "[Archipelago Hints]" option on top of the usual list of questions you can ask them. Selecting this option will generate hints for 2 of the unchecked locations on their associated planet (with progression items, if any are left). 1 will be a "precise" hint sent to the AP server, and 1 a "vague" hint with only a location.
- Every bug I can reproduce has been fixed, and every small tweak I've been meaning to do has been done:
- Warp platform randomization will no longer connect the Sun Station platform to parts of Ash Twin that are buried in sand until 10+ minutes into the loop (specifically the TH, BH and GD towers).
- The in-game tracker should no longer arbitrarily ignore some of your randomized warp connections.
- Connecting to multiple games or slots in one play session no longer causes The Vessel's coordinates prompt to mistakently show you the previous game/slot's coordinates.
- The mod now checks and saves the "room id" of the AP server it connects to. If you try to Resume an expedition on the wrong room, it shows a warning popup, so now you get a chance to cancel the connection before e.g. accidentally auto-100%-ing a new game just by forgetting to click New instead of Resume.
- In-game console logs about connection errors are now deduplicated and omit the stack trace. In other words: if you remember your in-game console suddenly having a million lines of orange text, it should be just one line now.
- Another iteration on Imaging Rule. Now, even if you trick the mod into letting you take a photo of a quantum object without Imaging Rule, it won't stop the quantum object from moving around, so the AP item still blocks progress.
- If you don't have the Scout yet, the Scout Launcher will now wake up in "Photo Mode". Hopefully this will make it easier for first-time randomizer players to notice photo mode exists even if they never used it in vanilla.
- The fuel and oxygen %s in the top left corner would sometimes fail to reach their maximum value, e.g. showing 49.8% for a full tank with no upgrades instead of 50.0%. This has been fixed.
- Non-vanilla spawns now hide the "duplicate" spacesuit inside the ship.
- The Scout Launcher lying on the floor of the spaceship is now correctly hidden when playing with
shuffle_spacesuit: true
or a non-vanillaspawn
. - Fixed a non-determinism bug in warp platform randomization.
- Fixed exceptions when spawning at the eye, quitting inside a jellyfish and dying on a warp platform that would log an error but were otherwise harmless in practice.
0.2.4
For installation instructions see the README.
- Non-Vanilla Spawns & Randomized Warp Platforms: A collection of related features that allow you to spawn on any of the 4 normal planets with suit on and time loop already started, have Launch Codes placed randomly like any other item so you have to play shipless for a while, and randomize where warp pads go for greater early game variety if you find Nomai Warp Codes before Launch Codes.
spawn
option: Defaults tovanilla
, which does what you're used to (wake up in TH village, get Launch Codes from Hornfels, walk past the statue to start the time loop). Setting this tohourglass_twins
,timber_hearth
,brittle_hollow
, orgiants_deep
will spawn you and your ship on that planet, in your suit, with the time loop already started, and Launch Codes placed randomly like any other item. Remember you can use weighted options syntax to randomly choose from multiple spawns.- "Launch Codes" is now a real item, in the sense that you can't fly the ship without it.
randomize_warp_platforms
option: Randomize which Nomai warp platforms are connected to each other.early_key_item
option: Ensures that either Translator, Nomai Warp Codes, or Launch Codes will be somewhere in sphere 1 and in your own world.- The Universal Tracker should continue to work, because I've implemented the hooks it needs to understand non-vanilla spawns and randomized warp platforms.
- Bugfixes:
- Fixed the OPC orbits. Previously, rolling an unlucky orbit angle would make the OPC debris pass through the OPC, crushing you before you could check the locations inside, but now the debris should follow behind the main OPC body at any orbit angle.
- Prevent various Interloper collisions with planets in randomized orbits. This time I tested every relevant combination, so there shouldn't be any more of these.
- Updated our MultiClient.Net library from v5 to v6. This should fix the issue where in-game console messages would sometimes show e.g. "(Item: 1234)" instead of proper names.
- The in-game tracker should now display logic for all locations, instead of failing on some inaccessible ones.
0.2.4 Release Candidate
For installation instructions see the README. Since this is a prerelease version, in the Outer Wilds Mod Manager's "Get Mods" section you will have to click the three dots and select "Use Prerelease v0.2.4-rc".
- Non-Vanilla Spawns & Randomized Warp Platforms: A collection of related features that allow you to spawn on any of the 4 normal planets with suit on and time loop already started, have Launch Codes placed randomly like any other item so you have to play shipless for a while, and randomize where warp pads go for greater early game variety if you find Nomai Warp Codes before Launch Codes.
spawn
option: Defaults tovanilla
, which does what you're used to (wake up in TH village, get Launch Codes from Hornfels, walk past the statue to start the time loop). Setting this tohourglass_twins
,timber_hearth
,brittle_hollow
, orgiants_deep
will spawn you and your ship on that planet, in your suit, with the time loop already started, and Launch Codes placed randomly like any other item. Remember you can use weighted options syntax to randomly choose from multiple spawns.- "Launch Codes" is now a real item, in the sense that you can't fly the ship without it.
randomize_warp_platforms
option: Randomize which Nomai warp platforms are connected to each other.early_key_item
option: Ensures that at least one of Translator, Nomai Warp Codes, or Launch Codes will be somewhere in sphere 1.- The Universal Tracker should continue to work, because I've implemented the hooks it needs to understand non-vanilla spawns and randomized warp platforms.
- Bugfixes:
- Fixed the OPC orbits. Previously, rolling an unlucky orbit angle would make the OPC debris pass through the OPC, crushing you before you could check the locations inside, but now the debris should follow behind the main OPC body at any orbit angle.
- Prevent various Interloper collisions with planets in randomized orbits. This time I tested every relevant combination, so there shouldn't be any more of these.
- Updated our MultiClient.Net library from v5 to v6. This should fix the issue where in-game console messages would sometimes show e.g. "(Item: 1234)" instead of proper names.
- The in-game tracker should now display logic for all locations, instead of failing on some inaccessible ones.
0.2.3
For installation instructions see the README.
Outer Wilds Patch 15 came out yesterday, and requires many (all?) mods to be rebuilt and republished on the latest OuterWildsGameLibs. This is that rebuild, which fixes the most immediate and obvious errors caused by the Patch, and is probably required to even begin testing for other issues.
The biggest Patch 15 issue I'm aware of that this does not fix is the broken in-game tracker, but that currently appears to be an issue with Custom Ship Log Mode. EDIT: All Patch 15 issues we know of have been resolved.
0.2.2
For installation instructions see the README.
This is a bugfix-only release, since several orbit randomization bugs were discovered after 0.2.1's release, including a few critical ones.
- Orbit randomization bug fixes:
- Turning off
randomize_orbits
no longer causes generation to fail - The orbit which causes Giant's Deep to absorb The Interloper will no longer be generated
- The Sun Station is now rotated to be perpendicular to its orbit, so the brief spacewalk to the other side of it is actually possible at any orbit angle
- The Sun Station's debris objects are now also moved, so they will no longer appear to be missing, nor will they randomly crash into unlucky players
- All of the Orbital Probe Cannon's parts are properly moved now, so you should no longer see a GD with only the main OPC object orbiting it, nor should you get crushed by other OPC parts while inside the OPC
- The Ash Twin Project interior is now significantly less dangerous. You can still roll a rotation axis that requires dodging the cables, but the cables are now guaranteed not to "spawn camp" the player on the warp platform.
- Turning off
0.2.1
For installation instructions see the README.
- Dark Bramble layout randomization: A new
randomize_dark_bramble_layout
.yaml option (off by default) changes which Dark Bramble 'rooms' are linked to which other rooms. These layouts are often significantly harder to navigate than vanilla Dark Bramble, since they allow several paths to the same room and more complex loops / recursion. The logic for Dark Bramble locations has not been changed; you're still expected to follow Scouts and Signalscope signals to each point of interest. - Orbit randomization: A new
randomize_orbits
.yaml option (on by default) changes which planets are closer or farther from the sun, the orbit angles of planets and satellites, and some planets' axes of rotation. - Quality-Of-Life Settings for Nomai Text (from @GameWyrm): Added "Auto Expand Nomai Text", "Instant Translator" and "Colorize Locations By AP Item Type" mod settings (all off by default for now).
- Updates to Suitless Logic (from @ghtsp/thestrangepie)
- Various smaller fixes:
- The Eye Coordinates prompt in The Vessel now shows your randomized coordinates every loop, instead of reverting back to vanilla coordinates after the first loop of a play session.
- Tweaked coordinate generation so each "size" is now equally likely (e.g. each coordinate is now equally likely to have 2 points or 6 points, even though there are far more 6-point shapes). The idea is that your coordinates should no longer be dominated by 5-point and 6-point shapes.
- Spoiler log improvements: The extra sections for random coordinates, DB layout, etc now include player/slot names. Random coordinates are described with words instead of numbers.
- The Hatchling no longer requires ancient Nomai technology to cure their insomnia. In other words, Nap Traps work before the loop starts.
- "BH: Old Settlement Murals" location now triggers on any of the three murals, not just the middle one (no one complained but this bugged me)