The All You Need Save Manager Continued
Continued PEAK save manager with synchronized luggage, player revival, owner-confirmed teleport and inventory restoration. Every player in the room needs the same version. Keeps existing saves and settings.
| Last updated | 2 weeks ago |
| Total downloads | 847 |
| Total rating | 1 |
| Categories | AI Generated Quality Of Life Host Only Mods Tools |
| Dependency string | LeonYew-The_All_You_Need_Save_Manager_Continued-1.2.5 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_PEAK
BepInEx pack for PEAK. Preconfigured and ready to use.
Preferred version: 5.4.2403README
The All You Need Save Manager Continued
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All-in-one save manager for PEAK. Save a run, load it later, and restore the run setup, players, inventory, and world state as closely as the game allows.
An independent community continuation of llucasandersen's The All You Need Save Manager, maintained by LeonYew / LeonYew-Ley. Original source and attribution are retained in NOTICE.md.
Continued 1.2.5
- Prepare the saved map resource bundle on every peer before the host switches scenes. Fix teammates remaining in Airport when an old map bundle is not already loaded.
- Require all peers to confirm map preparation and saved seed/ascent, then confirm the destination scene and initialized characters before restoring world/player state.
- Stop on missing client support, preparation errors, timeouts or party changes. Keep cancellation guards inside the native loading process; never fall back to a local-only scene load in an online room.
- Every participant needs 1.2.5 and a full game restart. The user confirmed two-player Unity/Photon acceptance passed on the tested build; managed regressions and game API checks also pass.
Retained from 1.2.4
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Preserve supported saved positions; find nearby stable ground for unsafe grounded saves, with explicit displacement reporting. Search is limited to 8m horizontally / 8m vertically and 10m total, and does not rewrite saves.
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Check support, slope and body clearance; confirm grounded players actually settle after teleport. No safe nearby ground produces an explicit load failure.
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Limit missing-luggage readiness waits to one shared 5-second budget.
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Fix luggage that looks closed but cannot be opened after loading. Restore appearance, interaction state and attached objects together on every client.
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Restore closed boxes in multiplayer, cancel delayed openings and clear stale loot history. Restoring an open box never creates more loot.
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Match same-path boxes by type, name and nearby position. Missing or ambiguous boxes are skipped with a partial-load warning so player position and inventory restoration can continue.
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Confirm restoration on all current clients and send fresh live state to late joiners. Keep the saved-map, player, inventory and format 6 compatibility fixes.
Every player in the room must install 1.2.5 and restart PEAK. Two-player Unity/Photon acceptance was confirmed by the user.
What It Syncs
Run setup
- Scene name (
Level_X) - Level id and segment
- Seed and ascent
- Run day, run timer, and time of day
Player state
- Position and rotation
- Saved death, unconsciousness and petrification state
- Player motion is cleared on load; saved velocity fields remain compatible with old saves
- Stamina and extra stamina
- Status effects
- Checkpoint ownership links
Inventory
- Main slots
- Backpack slots
- Temp slot
- Equipped and selected slot
- Held item id when available
- Item uses and item data entries
World and interactables
- Campfire state and progress
- Luggage and cursed luggage state
- Respawn chest and mirage luggage state
- Ground items with transform and rigidbody data
Deployables and world objects
- Piton and piton handle
- Rope anchor, rope, rope anchor with rope, rope anchor projectile
- Chain launcher
- Magic bean vine
- Cloud fungus
- Bounce fungus
- Shelf fungus
- Portable stove
- Checkpoint flag and checkpoint constructable
- Scout cannon
How To Use
- Open the pause menu and click
SAVE MANAGER. - Click
Quick Save, or enter a save name and clickSave. - In the save list, click
Loadon the save you want. - Use
Overwriteto replace an existing save with your current run state.
Autosave
Autosave can be disabled in the BepInEx config file.
- Config file:
BepInEx/config/com.lucasandersen.peakallyouneedsavemanager.cfg - Section:
AutoSave - Setting:
Enable AutoSave = false - Timer setting:
Interval Seconds = 300
If the config file does not exist yet, launch the game once with the mod installed and BepInEx will generate it.
Loading Notes
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Explicit saved scenes are loaded from their own map bundle on every peer; a missing scene never falls back to the daily map or the active run. The host switches only after the original party confirms preparation.
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New saves also record the live biome. Loading checks this value, or the unambiguous volcano code in legacy volcano saves, before restoring players/world objects. A game update may change a same-named map; old geometry cannot be reconstructed from player snapshots.
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You can load from Airport.
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You can load while already in a run. Luggage is matched within 20 game units using type, prefab name and position. Missing or ambiguous boxes are skipped after waiting for objects to become ready; player restoration continues and the result explicitly reports a partial load. A game update can change the saved map geometry.
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In multiplayer, the host controls save and load.
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Saved players absent before loading can remain absent. Every player present when loading starts must prepare the map, enter the destination and initialize their character. Missing expected player matches stop restoration instead of continuing with just the host.
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Every player in the room must install the same build, including unmatched scouts. Loading checks support before preparing resources and waits for scene, character and luggage acknowledgements. A join, departure or host change during loading aborts the attempt; retry with the new party. Once a native scene switch has started it cannot be rolled back automatically.
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Teleport completion and native held-item attachment are checked on the character's owner before reporting success. Timeouts and disconnects report a load failure.
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Players resume at rest at the saved position and view. Airborne or climbing saves still need physical support to stand; loading does not move players to a guessed ground position.
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Living saved scouts use the game's network revival without extra revival penalties before inventory is restored.
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Player names must be unique and match the save. Absent saved players are reported in the partial-load result; missing expected matches or uninitialized current party members stop restoration.
Save Files
- Folder:
<PEAK root>/PeakSaves - Extension:
.peaksave.json - Versioned format with compatibility checks for safe loading
- If the game install folder is not writable, TAYNSM falls back to a writable save folder automatically
Installation
- Disable or uninstall the original The All You Need Save Manager before installing this continuation.
- Install this package and BepInEx through your mod manager.
- Fully restart PEAK.
For manual installation, extract so this path exists:
BepInEx/plugins/PeakSaveManagerContinued/PeakSaveManagerContinued.dll
The original plugin GUID and configuration filename are retained. Load an existing complete save and save to a new name when checking the update. Items already missing from a saved file cannot be reconstructed by this fix.
Source And Contributing
The GitHub repo now includes the source project and the verification tool.
- Source project:
src/PeakSaveManager - Verification tools:
tools/SaveVerificationTests,tools/Verify-ItemUsageData.ps1,tools/Verify-Compatibility.ps1,tools/Verify-PlayerRestoration.ps1 - Issues: https://github.com/LeonYew-Ley/PeakSaveManagerContinued/issues
- Pull requests: https://github.com/LeonYew-Ley/PeakSaveManagerContinued/pulls
- Contribution guide: CONTRIBUTING.md
Build command:
./Build.ps1 -GameManagedPath '<PEAK>/PEAK_Data/Managed' -BepInExCorePath '<profile>/BepInEx/core'
This builds build/PeakSaveManagerContinued.dll and runs the managed verification checks. Requires PowerShell 7, a .NET SDK with .NET 9 runtime support, and local PEAK/BepInEx assemblies. Third-party assemblies are not included.
Package the mod and a separate source archive:
./scripts/package.ps1
Changelog
1.2.0
- Combined player revival, teleport completion and held-item restoration fixes.
- Requires the same version on the host and restored teammates.
- Reports ambiguous player matches, partial loads, timeouts and disconnects.
1.1.0
- Community continuation with backpack and item data restoration repairs.
- Added 36 managed item-restore regression cases and game assembly compatibility checks.
Older release notes are in CHANGELOG.md.
Known Bugs
- Shelf fungus can fail to restore in some saves.
- Bounce fungus can fail to restore in some saves.
Validation
Release compilation, saved-map and warp-lock regressions, 36 item-restore cases, 27 player-load workflow cases, 512 life-state combinations, 32 combined life/warp scenarios and save serialization checks pass against installed PEAK 3.0 assemblies. Luggage checks cover simulated host/client state transitions, delayed openings, repeated loads, reopening, same-path identity ambiguity, message ordering, host/scene changes and old/new save fields. Compatibility verification checks native game references, luggage/list/history APIs, the join hook, animator restoration and compiled coordinator integration. These checks do not launch Unity or Photon; real animation and multiplayer acceptance remain pending.