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RedRedRain-SimulPicks-0.2.0 icon

SimulPicks

Everyone picks at the same time, using the game's REAL pick flow: native animations/sounds, extra-pick and devil cards honored, losers-only respected, freeze-proof timeout barriers.

Date uploaded 2 days ago
Version 0.2.0
Download link RedRedRain-SimulPicks-0.2.0.zip
Downloads 43
Dependency string RedRedRain-SimulPicks-0.2.0

This mod requires the following mods to function

BepInEx-BepInExPack_ROUNDS-5.4.1901 icon
BepInEx-BepInExPack_ROUNDS

BepInEx pack for ROUNDS. Preconfigured and ready to use.

Preferred version: 5.4.1901
willis81808-UnboundLib-3.2.14 icon
willis81808-UnboundLib

This is a helpful utility for ROUNDS modders aimed at simplifying common tasks.

Preferred version: 3.2.14
Pykess-ModdingUtils-0.4.8 icon
Pykess-ModdingUtils

Utilities aimed at making modding easier and more accessible

Preferred version: 0.4.8

README

SimulPicks 0.2 (BETA)

Everyone picks their card at the same time — using the game's real pick screen. No more waiting through sequential pick turns: every entitled player drafts privately and simultaneously on their own screen, and the round starts when everyone is done (or the timer runs out — nobody is ever waited on forever).

What changed vs 0.1 (complete rebuild)

0.2 runs ROUNDS' native pick flow locally per client instead of replacing it:

  • Native everything: real card intro, selection animation, hands, sounds, scale.
  • Who picks is always the game's decision: everyone at game start, losers after points/rounds — winners never pick (0.1's bug).
  • Extra picks work: Pick_N_Cards rounds, PickPhaseImprovements grants, AALUND13 devil/curse cards — the real extra-pick engine runs inside your session.
  • Freeze-proof by construction: every wait is timeout-bounded and re-checks room membership; leavers/AFKs get skipped, never waited on. Continue-after-win and rematch hard-reset the mod's state (0.1's fatal bug).
  • Host-authoritative results: the host decides the final pick list and everyone applies exactly the same set — no cross-client drift.

Requirements & known limitations

  • Every player in the lobby must run this mod (same version).
  • Disable PickTimer — SimulPicks has its own pick timer (configurable).
  • Card-delete-on-your-turn mods are disabled during simultaneous phases.
  • Hook-driven special picks (e.g. WWM curse draws) run sequentially after the simultaneous batch finishes — by design, they stay fully vanilla.
  • DrawNCards per-player hand-size bonuses granted mid-session may only take effect when the host is the picker (upstream master-gate; harmless).
  • Keyboard/mouse and controller both work (it's the native pick UI).

Config (BepInEx/config/com.redredrain.rounds.simulpicks.cfg)

  • PickTimeSeconds (default 45) — per pick session before auto-pick of the highlighted card.

Testing / debug

Alone in sandbox or offline: F9 runs one full pick cycle on demand.

Beta note

Extensively machine-verified against the full modded pick pipeline (110+ analysis agents over the actual game/mod bytecode), but simultaneous picking is new territory: report anything odd with your BepInEx log. Uninstalling instantly returns you to vanilla sequential picks.

CHANGELOG

Changelog

0.2.1

  • Fixes from the second verification round (11 defects): echo-free result protocol (no more index collisions on multi-pick sessions), lockstep-anchored deadlines everywhere, watchdog on hook-driven (curse) picks so a skipped picker can never hang the lobby, runner flushed at barrier commit, native-apply tracking decides skip-vs-apply (leaver-safe), curse relay fixed (was dead code), host-promotion takeover mid-barrier, fail-closed local spawns, instantiation data + callbacks for generated cards.
  • Known limitation: AAL13 'duplicates as corrupted' grants only trigger when the picker is the host (upstream master-gate).

0.2.0

Complete rebuild after real-lobby feedback on 0.1.0:

  • Picks now run through the game's native pick flow locally per client: native visuals/sounds/animations, native input (controller included).
  • Entitlement comes from intercepting the game mode's own pick requests: losers-only after rounds, everyone at game start, extra picks (Pick_N_Cards / PickPhaseImprovements / devil & curse cards) honored via the real engine.
  • Host-authoritative result application with lockstep phase tokens - identical decks on every client, no timeout drift.
  • All waits timeout-bounded + room-membership-checked; continue-after-win and rematch hard-reset state; room join/leave resets state.
  • Locally-run picks are fully network-shielded (spawns, pick RPCs, helper-mod broadcasts) with locally-registered view IDs so the modded pipeline works unmodified.
  • 23 defects found by adversarial review fixed before release.

0.1.0 (deprecated)

  • Initial beta - replaced the pick UI; deprecated for freeze and compatibility bugs.