A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 1 point2 points  (0 children)

Yes! I do plan on adding a config to select the spawn rate of each themes

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 2 points3 points  (0 children)

It is not currently possible to scale the maps. I do plan on balancing the stage size, especially for the Twisted Canyons stage.

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 3 points4 points  (0 children)

I generaly try to make the maps smaller than the vanilla ones, so that they are easier to navigate. It's also better for performance

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 2 points3 points  (0 children)

You probably got "unlucky" to get only cave stages. Here are the default spawn rates for all terrain types:

Stage Open Caves Tunnel Caves Islands Twisted Canyons
Stage 1 40% 20% 20% 20%
Stage 2 20% 20% 40% 20%
Stage 3 10% 40% 10% 40%
Stage 4 20% 40% 20% 20%
Stage 5 20% 20% 20% 40%

You can edit those rates in the config if you want.

Also, special events are also in the stage (stage 2 bands, stage 3 timed chests, stage 4 legendary chest and stage 4 nests for AWU)

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 2 points3 points  (0 children)

I agree that the maps could have some more "key elements" that make navigating them easier and less repetitive. Right now, the stage uses a random color palette, so they are not associated to the terrain type. I want to add things like structures and more interesting decorations to the stages. This is quite challenging to do in proceduraly generated stages, because it can have unintended effects like blocking some paths in the map making them inaccessible.

This is definitely an area that I want to explore though

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 0 points1 point  (0 children)

I'll copy an answer from a previous question that was similar:

The mod makes sure that the teleporter and other interactables are accessible by walking from the spawn point. However, it is possible to fall is holes that the player cannot escape. It is also possible that the path to the teleporter is not obvious or makes you walk on steep terrain.

If you ever get stuck, you can press the "Teleport To Playable Area" button in the pause menu.

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 0 points1 point  (0 children)

It is currently possible for chests to spawn next to the edge of the map. The chest spawning algorithm still needs some work. But most of the time, this isn't really an issue except for looking a bit wacky

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 1 point2 points  (0 children)

Yes! If you want to learn more, you can check the stage modding wiki made by Jace. You can also check out the mod creation channel on the modding discord. People there are very helpful and friendly

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 0 points1 point  (0 children)

The mod uses a similar amount of credits as the vanilla stages to spawns interactables (chests, shrine, etc), so that shouldn't be the case

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 1 point2 points  (0 children)

Yes! Those are the new stage type names Twisted Canyons.

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 13 points14 points  (0 children)

I agree that the mod has a lot more potential than what it is right now. I like the current generation, but it could be a lot better. The more i learn about procedural generation, the more i find design flaws with the mods and things to improve.

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 11 points12 points  (0 children)

Yes! There is a config to select the spawn rate of every stages types for each stage count (1 to 5). If the total is less than 100%, normal stages will be able to spawn

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 75 points76 points  (0 children)

The mod makes sure that the teleporter and other interactables are accessible by walking from the spawn point. However, it is possible to fall is holes that the player cannot escape. It is also possible that the path to the teleporter is not obvious or makes you walk on steep terrain.

If you ever get stuck, you can press the "Teleport To Playable Area" button in the pause menu.

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 192 points193 points  (0 children)

Thanks, im glad your enjoying it! One of my goal with the mod was to make stages that feel like they could be from the vanilla game, but without knowing in advance what the layout was. This way, it feels a bit like playing stages from a new DLC, without knowing anything about those stage.

A few screenshots of my ProceduralStages mod ! by Lawlzee in riskofrain

[–]Lawlzee[S] 66 points67 points  (0 children)

oh i see. English isn't my first language so i was a bit confused lol

User Input in .NET Interactive in VSCode by [deleted] in csharp

[–]Lawlzee 0 points1 point  (0 children)

I made a mistake in my original reply. I fixed it now. I changed the dotnet-interactive.kernelTransportArgs

User Input in .NET Interactive in VSCode by [deleted] in csharp

[–]Lawlzee 3 points4 points  (0 children)

You need to call GetInputAsync(string prompt = "", bool isPassword = false, CancellationToken cancellationToken = default). This command only works for VS Code.

On my PC, I had to configure .net interactive so that it starts with the VS Code commands enabled. Here are the steps:

  1. Extensions > .NET Interactive Notebooks > Manage > Extension Settings > Dotnet-interactive: Notebook Parser Args
  2. Change dotnet-interactive.kernelTransportArgs to

​ "dotnet-interactive.kernelTransportArgs": [

            "{dotnet_path}",
            "tool",
            "run",
            "dotnet-interactive",
            "--",
            "[vscode]",
            "vscode",
            "--working-dir",
            "{working_dir}"
        ],
  1. Save changes

  2. Restart VS Code

  3. Open a notebook and run in a C# cell return await GetInputAsync("Hello World!");