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Releases: Serial-Developer/Grunnchipelago
Release list
Grunnchipelago 1.1.6
Two fixes from player reports, one of them in the mod itself.
Fixed
Receiving the doorknob from the multiworld killed its own check. If the doorknob arrived before you got to its spot, the game hid the pickup and Obtain Doorknob could never be sent. This is the same possession-versus-check-state problem I have fixed a few times now, but through a path I had not covered: the object the hider points at is a child of the pickup rather than a parent, so the code that flips those hiders never found it. Both sources are covered now, the tree hole and the grass.
The garden's 100 percent needed the toilet key. Five pieces of litter sit inside the toilet building and count towards the garden's completion, so you cannot finish the garden without getting in there. That gate is what opens the picnic area, which meant Ending: Picnic and everything out there was showing up in logic far too early. The church and the park have no equivalent trap, I checked.
Install
Unzip Grunnchipelago-client-1.1.6.zip into Grunn/BepInEx/plugins/, and drop grunn.apworld in Archipelago/custom_worlds/ if you're generating.
The doorknob fix is client side, so updating the mod is enough for that one. The picnic fix is logic, so a 1.1.5 seed needs regenerating to benefit from it.
Setup guides (EN/FR) and the full option list are in the repo.
Grunnchipelago 1.1.5
Logic fixes from both open issues - thanks to nanocryk for issue #1 and to MichelFenouil for issue #2, who played a full vanilla run to pin every one of these down.
Every fix here makes the logic stricter: 1.1.4 told you that checks were available when they were not. If you have a 1.1.4 seed running, regenerating is the safe call.
The gnome doors are not a way out of the garden
Holding the Watering Can and the Hammer, the logic told you to leave the starting garden through the gnome doors. Smashing the garden gnome is only half of it: the doors appear after going in and out of the gas station, which is itself outside the garden - so that passage can never be the way out. The Gnome Idol rule had this right all along; the region edges did not.
Fixing it turned up a second bug behind it. Rules that ask "can I reach this other region?" have to be registered with the generator, or it evaluates them while the map is still being built and leaves the connection blocked for good. That was quietly affecting the hedge maze too: the blue-coin route to it, through the church rain, never opened at all. Both work now.
Five things are buried in molehills, and you need the trowel to dig them up
The game hides a pickup inside a molehill by simply switching the pickup off until the hill is gone. Nothing marks it in the scene data, so from the outside those checks looked like items lying on the ground. Five of them, and only one was in the logic:
- Gulden #9, in the churchyard
- the dead goldfish, in the park - this one also gated the magic pond, the live goldfish and the fishbowl deed, a whole chain that hung off a free-looking check
- the kid's trumpet, in the gnome forest, which in turn gates the school band
- the lighter on the road (see below)
- the magic sword in the park - this one is not a real source, see the last section
The lighter has three places, and two of them are not free
There are exactly three: one lying in the park, one in a molehill by the bins on the road, and one at the gas station for 5 gulden. The logic treated all three as free, which meant it believed you could get a lighter simply by walking out of the garden. The park one really is free; the other two now ask for the trowel and for the money.
This one matters more than it looks - the lighter is what opens the park, and the park is what opens the hay-bale shop.
The gas station office key
Two things were missing. The key sits behind the counter, which you cannot get behind while the shop is open and the attendant is standing there - the only way to it is to break in once the station has shut, which takes the hammer and means reaching day 2. And the other source, the kid's shop, is a purchase: 2 gulden, which the logic was not asking for.
If you play with Lock Player Hut on, day 2 needs the hut key, because the only bed is in there. That is the combination that produced the original report.
Four polaroids you could not actually reach yet
- Flower Door is inside the church's big hall, behind the door the Church Key opens
- Gnome Forest Door appears with the gnome door itself, so it needs the hammer and a trip through the gas station
- Back Garden Fence is hung on the magpie, which only shows up once the garden is at 30 %
- Dead Gardener is the severed hand seen through the hut window, so it needs to have been inside the hut
The tent polaroid does not exist
It is the fourth polaroid in the game's list that the shipped game never actually gives you, after Demon, Void Skeleton and Garden Gnomes. It had survived three passes because everything short of an actual sighting said it was alive - the object is in the scene, and a check count added up. Nobody has ever collected it. It is no longer a location, so nothing can be lost on it.
Its id stays reserved, as always, so old seeds keep resolving.
Install
Unzip Grunnchipelago-client-1.1.5.zip into Grunn/BepInEx/plugins/, and drop grunn.apworld in Archipelago/custom_worlds/ if you're generating.
Setup guides (EN/FR) and the full option list are in the repo.
Grunnchipelago 1.1.4
Another round of logic fixes, this one from a player report. Seeds rolled on 1.1.3 can expect you to pick things up in places you cannot reach yet, so this is worth taking.
Fixed
Two pickups that only exist in the demo were treated as real. The scene data holds three objects with a _demo suffix, and back when I wrote the logic I kept them as valid sources because nothing in the data marked them as demo content. Two of them are simply not in the shipped game:
- the Trowel in the toilet does not exist, so the Bunker is the only source
- the watering can in the gnome passage does not exist either, the park is the only source
The third one, the Strange Key on the magpie, is real. That rule already asked for the Worm and a garden at 30 percent, so nothing changed there.
The Intratuin coin was free from the start. It sits in the gnome greenhouse right next to the Flower Gem, behind the door that only opens once you have watered every strange flower. Intratuin is part of the garden region, so the logic thought you could just walk in and grab it. Watering can or blue coin down the well, either works, same as everywhere else.
The garden gnome coin needed the hammer. Gulden #10 is inside the gnome and only drops when you smash it, which takes the hammer and nothing else. It was sitting there as a free garden check. The other two coins in the start garden really are just lying around, those are unchanged.
Together those made Obtain Trowel and a few garden checks show up in logic with nothing but the Bridge Key, which is what got reported.
Install
Unzip Grunnchipelago-client-1.1.4.zip into Grunn/BepInEx/plugins/, and drop grunn.apworld in Archipelago/custom_worlds/ if you're generating.
If you have a 1.1.3 seed running, regenerating is the safe call.
Setup guides (EN/FR) and the full option list are in the repo.
Grunnchipelago 1.1.3
Two logic fixes. The second one could actually make a seed unbeatable, so this one is worth taking.
Fixed
The Sunday night hallway did not open the magic pond. The logic thought it did, going by a portal in the scene data that the player never actually walks through. The hallway has nothing to do with the red chapel: without the Strange Key it dead ends, and with it the door at the far end opens onto the Orb Room, which spits you back out in the garden. The pond has one way in and always did, which is handing the Worm to the fisherman.
The Orb Room polaroids did not ask for the Strange Key. Polaroid: Crypt and Polaroid: GnomeIdol only appear in the start garden after you have talked to the Orb, and the Orb is behind the locked door at the end of the hallway. The logic only asked you to reach the hallway, so a seed could have expected you to grab them without ever being able to open that door.
Install
Unzip Grunnchipelago-client-1.1.3.zip into Grunn/BepInEx/plugins/, and drop grunn.apworld in Archipelago/custom_worlds/ if you're generating.
If you have a 1.1.2 seed in progress with polaroid checks on, regenerating is the safe call.
Setup guides (EN/FR) and the full option list are in the repo.
Grunnchipelago 1.1.2
One more logic fix, in the same vein as 1.1.1. Nothing was unbeatable, but the generator was being stricter than the game.
Fixed
The magic pond was locked behind Sunday night. . So Obtain GoldFishAlive asked for the last day of the week, and for the Abandoned Key on top of it if you play with lock_player_hut.
The correct path is fixed : hand the Worm to the fisherman on his bench in the Windy Path, turn around, walk a few steps, and he's gone. The way to the red chapel opens right next to him, and the pond is part of that same area. He only shows up during the day on Saturday or Sunday, which costs nothing in logic since sleeping moves the clock along anyway.
So the pond now has two ways in: the Worm route.
Install
Unzip Grunnchipelago-client-1.1.2.zip into Grunn/BepInEx/plugins/, and drop grunn.apworld in Archipelago/custom_worlds/ if you're generating.
Seeds rolled on 1.1.1 still work, they were just built with tighter logic than they needed. Regenerate if you want the fix.
Setup guides (EN/FR) and the full option list are in the repo.
Grunnchipelago 1.1.1
Logic fixes, all reported or found while chasing a player report. If you're on 1.1.0, grab this one: two of the four ways out of the garden didn't work in logic.
Fixed
The fisherman's cabin was reachable from the back yard. Ending: Dog showed up in logic with nothing but the Bridge Key, which is what got reported. The dog, the fisherman, the worm and the bone polaroid all sit under BehindHouse in the game's own scene hierarchy, but they're actually out in the Windy Path, so I had a free connection there that shouldn't exist. Leaving the yard means cutting the hedge, same as always. This also pulled Obtain Worm, Obtain AbandonedKey, the bone polaroid and the ferry back to where they belong.
Two passages only worked one way. Removing that shortcut exposed them: the repaired church door (Pillar Space) and the burnt bramble into the park both let you walk back out in game, but the logic only knew how to go in. So going Garden Key -> church -> Doorknob -> outside, or Garden Key -> church -> Paddle -> park -> Lighter -> outside, did nothing as far as the generator was concerned. Both are proper two-way passages now.
The park's 20% bar was too strict. Getting to the hay bale (and the merchant behind it) asked for mowing and watering. There's a load of litter in the park you pick up bare-handed, so any single tool is enough to clear it (the Coin works too, through the rain). Same fix the garden's 30% got a while back.
All four routes out of the garden are covered again: shears or magic sword, plank or old plank, Garden Key + Doorknob, Garden Key + Paddle + Lighter. The Bridge Key on its own gets you nowhere, as intended.
Install
Same as before. Unzip Grunnchipelago-client-1.1.1.zip into Grunn/BepInEx/plugins/, drop grunn.apworld in Archipelago/custom_worlds/ if you're the one generating.
Existing 1.1.0 seeds still work, but they were rolled with the old logic, regenerate if you want the fixes.
Setup guides (EN/FR) and the full option list are in the repo.
Grunnchipelago 1.1.0
New option to hide what every check contains, plus a batch of item classification fixes.
Installation
- The mod (every player): unzip
Grunnchipelago-client-1.1.0.zipintoGrunn/BepInEx/plugins/. BepInEx 5 (x64) must already be installed. - The apworld (only whoever generates the seed): drop
grunn.apworldintoArchipelago/custom_worlds/. - The YAML: start from
Grunn_template.yaml(every option is documented in it).
Detailed guides: setup EN · setup FR · goals and options
New option: mask_items
Off by default. Turn it on and no location shows what it holds any more. Every spot wears an Archipelago model coloured by the class of its content: progression, useful or filler. Grunn's own items are masked too, which is the whole point of the mode. You always know how valuable a check is, never what it is.
Traps borrow one of the three models. The choice is fixed per location and per seed, so relaunching the game never gives them away.
It is purely cosmetic. Item placement, logic and generation are identical with the option on or off, and the pickup message still names what you actually got.
Item classification
- Popcorn is now filler. It does nothing in game and no access rule uses it. Corn and Butter stay progression since they gate its cooking.
- Garden Key and Strange Key are now progression. Both open a vanilla door, even though the logic knows a way around each of them.
- Abandoned Key is only added to the pool when
lock_player_hutis on, since that option is the only thing that gives the key a use. With the option off it no longer takes a slot.
Fixes
- The burnt bramble between the park and the road now stays open with
persistent_shortcuts, like the other comfort shortcuts. archipelago.jsonno longer hardcodes the packaging fieldsversionandcompatible_version. They are injected when the.apworldis built, read from the Archipelago version it is built against. Archipelago's own test suite rejects a world folder that declares them, and a hardcoded value would go stale the day the packaging scheme changes.
Compatibility
Update both parts. The classification changes affect generation, so a seed made with 1.1.0 differs from one made with 1.0.1, and mask_items needs the 1.1.0 client to be read at all.
Archipelago 0.6.7 or later · Grunn (Steam, Windows) · BepInEx 5 x64
Unofficial project, not affiliated with Sokpop Collective. Grunn is the property of Tom van den Boogaart / Sokpop Collective. No game content is redistributed here.
Grunnchipelago 1.0.1
Bug-fix patch. No in-game behaviour changes: existing seeds and runs stay compatible,
and the 1.0.0 mod still works with a 1.0.1 seed (and the other way round). Updating is
still recommended so everyone runs the same version.
Installation
- The mod (every player): unzip
Grunnchipelago-client-1.0.1.zipintoGrunn/BepInEx/plugins/. BepInEx 5 (x64) must already be installed. - The apworld (only whoever generates the seed): drop
grunn.apworldintoArchipelago/custom_worlds/. - The YAML: start from
Grunn_template.yaml(every option is documented in it).
Detailed guides: setup EN · setup FR · goals and options
What changed
- Regression tests for the
keep_vanilla_shears+lock_player_hutcombination,
following a playtest report: the polaroids the game only reveals once you have been
inside the player hut (magpie nest, tall man at the window) do require the hut key,
and the location holding that key is always reachable without it. - Design documentation fixed: it still referred to
keep_shears, an option name that
no longer exists. Worth knowing for your own YAMLs: an unknown option name does not
fail generation: Archipelago prints a single warning line
(... is not a valid option name for Grunn) and then generates with the default value.
When in doubt, always start fromGrunn_template.yaml.
About the playtest report
The reported behaviour (the hut key appearing reachable too early) could not be
reproduced: 30 seeds generated with those options, checked with strict sphere-based
accessibility, no anomaly; and the game's own conditions confirm the rule in place (the
nest polaroid is revealed by having entered the hut, nothing else). The most likely
explanation remains a version mismatch between the apworld that generated the seed and the
one the tracker loads. Hence this release, which puts everyone on the same version. If it
happens again, please attach the YAML, the spoiler log and the version in use.
Compatibility
Archipelago 0.6.7 or later · Grunn (Steam, Windows) · BepInEx 5 x64
Unofficial project, not affiliated with Sokpop Collective. Grunn is the property of Tom van den Boogaart / Sokpop Collective. No game content is redistributed here.
Grunnchipelago 1.0.0
Première version stable de Grunnchipelago : l'apworld Archipelago pour Grunn et son mod client BepInEx.
Installation
- Le mod (tous les joueurs) : dézipper
Grunnchipelago-client-1.0.0.zipdansGrunn/BepInEx/plugins/. BepInEx 5 (x64) doit être installé au préalable. - L'apworld (uniquement la personne qui génère la seed) : placer
grunn.apworlddansArchipelago/custom_worlds/. - Le YAML : partir de
Grunn_template.yaml(toutes les options y sont décrites).
Guides détaillés : setup EN · setup FR · options et objectifs
Ce que contient la randomisation
- Objets-clés, outils, clés, idoles, instruments et fragments d'âme mélangés dans le multimonde
- Checks additionnels : 32 polaroïds, 7 fantômes, 7 bonnes actions, 6 tâches d'entretien, les fins, et les 15 pièces avec
coinsanity - 3 objectifs :
good_ending,true_ending(défaut),all_endings - Bonus progressifs (vitesse, portée du sécateur, cadence) et 8 pièges
- DeathLink : les fins mortelles envoient la mort, en recevoir une remet le cycle à zéro
- Les objets reçus sont réinjectés automatiquement à chaque nouveau cycle
- Profil de sauvegarde dédié par seed : votre partie vanilla n'est pas touchée
Corrections depuis la 0.1.0
- L'apworld empaqueté ne se chargeait pas :
data/ids.jsonétait lu avecopen(), ce qui échoue dans une archive zip (No functional world found to handle game Grunn). Corrigé viapkgutil. - Manifest incomplet :
compatible_versionmanquait, ce qui aurait cassé le monde à partir d'Archipelago 0.7.0. - Ajout du template YAML en téléchargement direct.
Compatibilité
Archipelago 0.6.7 ou supérieur · Grunn (Steam, Windows) · BepInEx 5 x64
Projet non officiel, sans lien avec Sokpop Collective. Grunn est la propriété de Tom van den Boogaart / Sokpop Collective. Aucun contenu du jeu n'est redistribué ici.
Grunnchipelago 0.1.0 (obsolete - utilisez la 1.0.0)
Cette version est obsolete. Son fichier grunn.apworld ne se charge pas (erreur No functional world found to handle game Grunn).
Telechargez la version 1.0.0.