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Continue for StarRupture

Adds a CONTINUE entry to the main menu that loads your most recent save in one click. Vanilla needs three screens to resume — LOAD GAME → pick a world → pick a save; Continue collapses that to one button, focused by default, so pressing Enter at the main menu drops you straight back into your last game. A mod for the PC game StarRupture.

  • Target: Game client
  • Built for: Early Access build 0.2.8.121391-S — a later game update may require an update.

What it does

The game already ships this feature, disabled. UCrUW_MainMenuWidget::NativeConstruct walks a LeftButtons array to decide which entries to build, and entry 0 holds ECrMenuType::Continue — value 0.

That value is the wrong one. ECrMenuType covers both menus in one enum: Continue (0) is the pause menu's resume the game you are playing, while ContinueGame (12) is the main menu's load the last save. Entry 0 of the main menu's list holds the pause-menu value, and NativeConstruct skips it precisely because it is zero — that is what its test al,al tests. The same branch also clears the byte ButtonClicked requires before it will act on index 0, so the entry is never built, and would be ignored if it were.

Continue writes ContinueGame (12) into that slot — the value the game's own machinery is already waiting for — then sets the byte the handler tests. Nothing is hand-drawn; everything visible is produced by the game itself:

Stage Where it runs What happens
Save discovery Plugin init, before login Registry → Steam userdata → every *.met under SaveGames\, ranked by file timestamp. No save ⇒ the mod does nothing at all.
Entry substitution Inside NativeConstruct, per menu The instance's own LeftButtons[0] is rewritten Continue(0)ContinueGame(12) before the original reads it.
Label After construct UTabButton::SetButtonText on the button the game created.
Click gate After construct The byte ButtonClicked tests is set — only when this instance's entry list was actually substituted.
Separator Same frame as the label A UImage cloned from the menu's own separator widget, appended into the CONTINUE button's own subtree.
Clicking it The game's own routine The stock load path runs. The mod is not involved.

The entry uses the same widget class, font, colours, focus highlight and sounds as every other menu item — it is not a hand-made lookalike.

With no saves on disk, nothing changes. The entry and its separator are absent and the menu is vanilla.

Configuration

Written on first launch to StarRupture\Binaries\Win64\ModLoader\Plugins\config\AgenticalMods-Continue.ini. It works out of the box; there is nothing you need to set.

Two settings are meant to be changed:

Section Key Default Description
General Enabled 1 Master switch. 0 leaves the menu completely unmodified without removing the mod.
SaveDiscovery SaveRootOverride (empty) Only if the mod reports finding no saves when you do have some — set the full path to your …\remote\Saved\SaveGames folder.

The file also contains three keys under [Menu] that pin the mod to this exact game build's internals. Leave them alone. Their values come from analysing the game executable, so they cannot be worked out by hand, and a wrong value simply makes the mod stand down. They are in the file — rather than compiled in — so that a game patch can be answered with a small .ini update instead of waiting for a new build.

Requirements

Requires the AlienX StarRupture ModLoader, v1.17.3 (a dwmapi.dll proxy loader): https://github.com/AlienXAXS/StarRupture-ModLoader

The loader accepts plugins by interface version, and v1.17.3 accepts exactly one: 60. This plugin reports 60, so every loader older than v1.17.3 refuses to load it and shows "Update The Mod Loader".

On an older loader, use Continue v1.0.1 instead — it reports interface 52 and works on v1.16.0 through v1.17.2. It stays available on the releases page for exactly this reason. Because the loader pins a single interface version rather than a range, a newer loader may in turn stop accepting this build; if that happens, watch for a new release here.

Install

  1. Install the ModLoader if you have not already.
  2. In Steam, right-click StarRupture → Manage → Browse local files.
  3. Copy both files from install\ModLoader-Plugins\ into StarRupture\Binaries\Win64\ModLoader\Plugins\:
    • AgenticalMods-Continue.dll
    • AgenticalMods-Continue.json
  4. Launch the game. With at least one save on disk, CONTINUE appears at the top of the main menu, already focused.

Important

Copy the .json too. It is a three-line file that tells the ModLoader where to check for new versions of this plugin. With it in place, future updates install themselves — see Automatic updates below. The mod works fine without it; you just have to update by hand every time, which on this loader means the mod silently stops working until you notice.

Note

Download the release archive from the Releases page.

Important

Upgrading from v1.0.0? The plugin was called AM-Continue.dll then. Delete that file from the same folder — leaving both installed means two copies of the mod patching the same menu.

Automatic updates

AgenticalMods-Continue.json sits beside the DLL and points at a small manifest published with each release. On launch — before plugins are loaded — the ModLoader reads it, checks whether the published version differs from the one you have, and replaces the DLL if so. Nothing is installed silently from anywhere else: the file names one URL, under this repository, and that is the only place it looks.

This matters more than it sounds. The loader accepts exactly one plugin interface version at a time, so when the ModLoader updates itself, every plugin built for the previous interface stops loading — with no error a player would notice, just a missing menu entry. With the .json in place, the fixed build arrives on its own.

The manifest also declares which loader versions a build is compatible with, so a build that would not load on your loader is skipped rather than installed.

To turn it off, delete AgenticalMods-Continue.json. The plugin keeps working and simply stops updating itself.

Uninstall

Delete AgenticalMods-Continue.dll and AgenticalMods-Continue.json from StarRupture\Binaries\Win64\ModLoader\Plugins\. To keep the file but turn the mod off, set Enabled=0 in its .ini; the menu then renders exactly vanilla.

config\AgenticalMods-Continue.ini is left behind. It is inert without the DLL and can be deleted. No save is ever written, moved or modified, so uninstalling cannot affect your saves.

Troubleshooting

Problem Solution
CONTINUE does not appear You need at least one save. Otherwise check ModLoader\Logs\ModLoader.log for Plugin initialized: AgenticalMods-Continue, then for the line naming which save was found.
"Update The Mod Loader" The loader is older than v1.17.3. Update it, or use Continue v1.0.1 if you would rather stay on your current loader.
It loads a save you did not expect It loads the newest by file timestamp, across all worlds, including autosaves. Copying save files between machines rewrites those timestamps.
Stopped working after a game update Expected, and harmless: the menu goes back to vanilla rather than crashing or half-drawing. A fix needs new [Menu] values, which are worked out from the updated game executable — watch for an updated release, or open an issue with your ModLoader.log attached.
NEW GAME behaves oddly It should never. The mod writes the click gate only when it has confirmed this menu's entry list was substituted; otherwise it refuses and logs why. Please report it with the log.

Build from source

Source is in src\. See BUILD.md.

  • Prerequisites: Visual Studio 2026 with the C++ desktop workload, and the StarRupture Plugin SDK.
  • Configurations:
Configuration Platform Output
Client Release x64 src\bin\Client Release\AgenticalMods-Continue.dll — the shipping binary
Client Debug x64 Same, with warnings enabled. Not shipped: debug binaries embed toolchain paths.

Compatibility

The only thing this mod touches is the main menu's LeftButtons entry list, so another mod that rewrites the same list is the one case that can conflict. Continue converts an entry only while it still holds the untouched vanilla Continue(0); finding anything else there, it stands down and logs why. It never writes the click gate unless it confirmed the substitution on that same widget, so a conflict costs you the CONTINUE entry, not a broken menu.

License & copyright

AgenticalMods' modifications are licensed under the MIT License (see LICENSE). This covers the plugin source and binary; the mod ships no game assets.

Unofficial, non-commercial fan mod — not affiliated with or endorsed by Creepy Jar. "StarRupture" and its assets are copyright Creepy Jar; all rights in the underlying game content remain those of Creepy Jar. Any Creepy Jar assets included appear only in modified form and are not licensed by AgenticalMods.

Thanks

  • AlienX (AlienXAXS) — for the StarRupture ModLoader and its Plugin SDK. The plugin interface, the reflection and hooking APIs this mod is built on, and the SDK's generated game-class definitions are all his work.

Disclaimer

Use at your own risk. This mod never opens a save file: it picks the newest from the folder listing alone — file names and timestamps — and never writes, moves or modifies one. Loading is performed by the game's own routine. Every failure path leaves the vanilla menu untouched. Back up your saves regardless — sound practice with any mod.

About

Adds a CONTINUE entry to the main menu that loads your most recent save in one click. A mod for the PC game StarRupture.

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