girthy_mods-RunSaves icon

RunSaves

Save a run and keep playing it across sessions: autosave every wave plus Save Run in the pause menu, resume from the lobby after quitting, a crash or a restart. Solo and multiplayer.

Last updated 7 hours ago
Total downloads 11
Total rating 0 
Categories Mods
Dependency string girthy_mods-RunSaves-1.2.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.788 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.788

README

RunSaves

Save a run and pick it up later: after quitting, a crash, or restarting the game. Works solo and in multiplayer.

Saving (host)

  • Save Run in the pause menu.
  • Autosave at the start of every wave, in every run, including restored ones, so a crash costs at most one wave. If a level-up shop is open, it waits until everyone has picked. The previous save is kept as a backup.
  • A restored run keeps saving like any other, so you can play a run across as many sessions as you like.
  • Saves are never deleted automatically, not even after a win or a loss. Only the Delete button in the lobby removes one.
  • Optional save key (off by default, see config).

A save holds (in addition to the list below, each artifact's stacks and how many revives each player has performed):

  • the world, loop and wave;
  • the party level and XP;
  • revives;
  • every player's spells and upgrades: stat upgrades, spell upgrades, infusions, spell variants, artifacts and final upgrades.

Restoring (host)

  1. In the lobby, a Saved Run panel on the right shows the world, wave, level and players. Press Resume.
  2. Everyone rejoins and picks the same wizards as before.
  3. Start a run in the same world.

The run jumps to the start of the saved wave. Each player's spells are re-equipped, then every upgrade is replayed through the game's own upgrade system, so builds come back exactly as they were. The party level, XP and revives are set last. It takes a few seconds at the start of the run.

Players are matched by their Steam/Epic account. Someone on a different account gets the build saved for the same wizard.

What isn't saved

  • The moment itself. Enemies on screen, an objective halfway done and orbs on the ground aren't saved. The saved wave starts fresh.
  • Health (everyone starts full), and gold picked up during the run.
  • Curses and starting stats. These aren't saved because the game applies them again when the run starts, so pick the same difficulty.

Multiplayer

Everyone needs the mod. A player's equipped spells can only be changed by their own game, so the host asks each player's game to re-equip them. If someone doesn't have the mod, their stats and artifacts still come back but their extra spells (and those spells' upgrades) don't.

Config

Section Setting Default What it does
General Enabled true Turn saving and restoring on or off.
Saving AutosaveEachWave true Save when each new wave starts.
Saving AutosaveIntervalSeconds 60 Also save quietly every this many seconds (0 = off).
Saving SaveOnQuit true Save when the host quits the run from the pause menu.
Saving ShowAutosaveMessage true Show a short message on autosave.
Saving PauseMenuButton true Add Save Run to the pause menu.
Saving SaveKey (empty) Optional key to save, e.g. F5.
Restoring LobbyPrompt true Show the saved run in the lobby.
Restoring LobbyPanelSide Right Which side of the lobby the panel sits on (Right / Left).

The save is stored in BepInEx/config/RunSaves/save.json, and the one before it is kept as save.prev.json.

Works with MoreWizards, StarterSpells, TripleInfusion, ReviveRegen and BetterNetcode.