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Messages - Gokudera ElPsyCongroo

#1
Quote from: Kyzrati on February 26, 2025, 01:41:46 AMNote this is already possible by using the Reswap command (Spacebar+r, or Shift-Alt-r).
I never noticed this command! This is exactly what I needed, good job on adding it. In that case double tapping / is indeed unneeded.

Quote from: Kyzrati on February 26, 2025, 01:41:46 AMAgain I think this is best approached using the CYCLE button or ' command. No need to really add yet more commands for this particular thing which can already be achieved in a similar amount of time.
I agree the cycle command is great for the "activate all other" purpose, I use the one for propulsion but forgot there was one for utilities with upkeep and weapons.

Quote from: Gokudera ElPsyCongroo on February 19, 2025, 07:51:00 PM- Press swap button, then CTRL (or SHIFT) + choice to swap and disable all other parts of category, only keeping swapped one active
For this one I agree it won't make sense to add yet another command. But instead, what do you think of making it such that manually swapping any weapon behaved like launcher swapping, without distinction of type? My thinking is that statistically, the main reason I manually use the / command to swap a weapon is when I want to use this single weapon (as a digging tool mostly) without activating the whole volley. Most other weapon equips I do are either auto replace from the ground or inventory or auto equip in the first empty slot (but I don't use the modal view, where I assume it's more widespread to equip missing weapons using the / command).
That's why I think it would be better if it behaved that way:
- Make launcher behavior the default for all weapons when manually swapping with /, keeping normal behavior otherwise
- Auto use the Cycle command when Reswap concerns a weapon pair (because we assume that a player Reswaps a weapon only to unequip a digging tool or lone-use equivalent and would have used Cycle to reactivate all weapons after that)
#2
Some swapping QoL suggestions that would be cool:
- Double tapping the swap key / to swap the last pair
- Option to always auto activate all inactive parts of same category when swapping (to a digging weapon for example)
- Press swap button, then CTRL (or SHIFT) + choice to swap and disable all other parts of category, only keeping swapped one active
#3
Ideas / Re: Cogmind build/route randomizer (download)
August 08, 2024, 05:50:27 PM
Update:
- Added missing legs propulsion type.
Yup, forgot them all along, a shame considering the fun I have with melee legs builds🤦‍♂️
#4
Ideas / Re: Cogmind build/route randomizer (download)
August 04, 2024, 06:11:13 PM
I updated the script. Now supports wintypes, missing alignments, missing branches (discovered thanks to the recent Kyzrati stream that Armory can appear in R! Was surprised haha)

Changes & additions
- Added missing Armory from R
- Added Zhirov alignment, taking into account contradiction with some wintypes
- Added support for ALL wintypes as of B13, trying to cover every existing case and mutually exclusive quests unlike previous version. Thanks to that, the Final Mission is now mandatory.
- Added back DSF looper special mode. Runs have 40% chance to be a special mode.
- Fixed some wordings or redundant syntax. Sorry for any typo, I am French :)

To update follow the main post, replacing any previously existing files (to see files create an account).
Enjoy!
#5
Quote from: Kyzrati on July 22, 2024, 06:12:23 AM
Well now that we're well into "wild things" territory and don't have to worry about the core content, you'll be happy to know that there are more such things coming, quest-like concepts that require you to visit multiple locations, and yeah you'll get bonus points in some cases (though it's not yet usually for the points, it'd be for actual rewards which are even better than points! :D). More of it in Beta 14, and even more in some future versions, perhaps eventually quite a lot of it
Oh my, exciting news! I can't wait to see that :) Your Cogmind Vision 2025 post on steam hyped me very much
#6
Ideas / Cogmind build/route randomizer (download)
July 20, 2024, 03:16:53 PM
If like me you love not planning builds or routes and always hit random at the start of other roguelikes, you can now do the same in Cogmind! Made a little python script that chooses a build archetype and a route for you at random and prints it as a mission order:

- Randomizes your propulsion type.
- Randomizes your alignment and/or some build-defining items and/or some special modes.
- Randomizes your route, taking into account branches, alignment, exclusions.

To use:
- Install python 3.x
- Download the attached file, cogmind_build_randomizer.txt
- Rename it cogmind_build_randomizer.py
- Open a terminal in the folder where you downloaded cogmind_build_randomizer.py. If you don't know how to on Windows, download open_a_terminal_here.txt in the same folder, rename it open_a_terminal_here.bat and double click it.
- In the terminal, type
python3 cogmind_build_randomizer.py and press enter
-- If you want to have the mission in a text file instead, type
python3 cogmind_build_randomizer.py > filename.txt
Supports up to Beta 13. Keep in mind I'm still unspoiled about many parts of the game, especially endgame so let me know if a build archetype or route would seem relevant to add.

I would love to see it added to the game as a difficulty option! Something that would give you bonus score if you complete the mentioned objectives and substract from it if you diverge. Or more extreme, even skew the rng to only permitt one build archetype and one route, though I can imagine that would be very time consuming for potentially only a few users haha. In any case, enjoy :)
#7
Those are valid points and yeah, noticed in my recent runs
#8
My pleasure! Here's hoping most AZERTY players will find this thread
#9
Quote from: Kyzrati on June 11, 2023, 06:05:35 PM
Remember that Cogmind uses a terminal interface--there are no subpixels like that, just grid cells each with a character and single foreground/background color setting. So any indicator will take up space around you

Oops, game is so pretty that I forgot about that haha. Hmmm maybe an alternative could be to display a small number the same way core damage is shown? This number could be the percentage of remaining matter (and maybe energy/core) after the action, instead of the absolute number. Not sure if map can display a percentage sign, though it's probably unneeded if it's an advanced option.

For sound I was mostly thinking about those other sound blessed roguelikes like Mystery Dungeon where picking up gold has an oddly satisfying sound effect. Though if the same sound effect played each time you collected matter I agree it could get annoying. To fix this mayybe sounds could be made like this:
- The first instance of matter picked could make a sound
- The other ones picked x seconds after that could make a smaller, more subdued sound
- Sounds could be louder/stronger (either by volume or by a slightly different sound, the second I suspect being more doable) when matter picked exceeds some thresholds (bigger matter chunks would yield stronger sounds).

Maybe same thing could happen in some instances of energy change, like stepping on batteries, and maybe core -- like some esoteric instances of core change that I discovered in Tone streams, no spoil :p
#10
Would look super cool to see this kind of feedback directly above Cogmind when picking up matter (and maybe when other instant bar-refilling events happen, like stepping on external battery and other stuff). Would also look consistent with the option to enable similar feedback when losing parts.

Maybe with a cool sound effect too!

#11
For AZERTY keyboard.cfg doesn't work correctly, so made a small Autohotkey script that enables complete support. Keys on screen will correspond to the AZERTY keyboard key.

How to use:
- Download and install Autohotkey 2.0+
- Download the attached script, cogmind_rebind_azerty.ahk
- Move it to your Start Menu programs folder if you want the script to always be active when you start your PC (script only rebinds keys when you use Cogmind so it's safe to have it active at all times).
Folder location: C:\Users\< your username >\AppData\Roaming\Microsoft\Windows\Start Menu\Programs\Startup
- Double click to start it
- If you've edited keyboard.cfg and/or command.cfg delete both.
- Enjoy Cogmind in AZERTY :)

Notes:
- Kept 0-9 as default (no need to hold SHIFT)
- Use SHIFT + ALT to access supported 0-9 special characters (e.g. all 0-9 special characters except things like éè~` etc).
- ALT Gr keys work.
- [] can be accessed both with ALT Gr and the original ^$ keys, so that you can scroll your inventory without having to hold ALT Gr. Edit the marked line in the file if you want to use the dollar sign (unneeded afaik).