Librarian-AP v1.1.1
Librarian-AP v1.1.1
Maintenance release on the 1.1.0 line. Two things: the intermittent connect crash is fixed for real, and the
mod works again on game builds 1.0.12 / 1.0.13, which changed how the game saves.
⚠️ Read this before updatingRequires game build 1.0.12 or newer. Older builds keep saves as a single flat file, and the new save
system cannot work with them at all — Continue stays dead and no slot can be claimed. The title screen now
marks the game TOO OLD rather than failing quietly. On an older game build, stay on
1.1.0.Existing runs are not compatible. Updating the mod and continuing a run from an earlier release is not
supported: the old save is not imported into the new slot system, and that path is untested.Update both files, then start a brand new seed and run. Take the mod and
librarian.apworld
together — don't reuse the old apworld — and generate against the new one. A run should be started on a
matched pair rather than carried across.
What's new
The connect crash is fixed. 1.1.0 moved most of the mod onto the game thread, but a dozen background timers
stayed behind — and UE4SS runs Lua with no lock, so those timers were corrupting the interpreter's memory from a
second thread all session. The reliable trigger was connecting: a 50 ms timer refreshed the title buttons while
the starting-item burst hammered the same interpreter from the game thread. All of it now runs on one thread,
including the F4/F12 keybinds, which fire on a third thread of their own.
AP runs get their own save slot. Game 1.0.12 replaced the single save file with numbered slots, which broke
the mod's per-seed save in two ways: Continue was disabled for everyone, and AP runs shared slots with your
vanilla saves. Now:
- Each run claims its own slot in the 20–30 range and tells you which one.
- Reconnecting to a seed loads that slot for you — the load menu flashing open is the mod doing it.
- Saving is handled for you: after every save the game makes, on a timer, and when you quit or return to title.
slot is the one action that can actually lose a run. Be careful when deleting saves: deleting an AP save is not
recoverable, so make sure you are deleting the correct ones. See
How saving works.
The mod checks it has the right save before doing anything. If you load the wrong one while connected, it
says so on screen and sends no checks and hides no books until the right save is loaded. Your other saves
are never touched, and a wrong report can never reach the multiworld.
Also fixed
- Checks could leak between seeds. Connecting to a second seed without restarting the game could send the
first seed's queued checks into it — and the first seed's sent list could suppress checks in the second. - Title-button gating never worked. It wrote to the button's event name rather than the button itself, so the
write silently did nothing.
Compatibility
| Game build | 1.0.12 or newer required. 1.0.12 and 1.0.13 tested |
| Older game builds | Not supported — use 1.1.0 instead |
| Runs in progress on 1.1.0 | Not compatible — generate a new seed and start fresh |
librarian.apworld |
Update it — don't reuse the 1.1.0 one |
Install
- Game side: extract the zip and drop the
Librarian/folder into your Steam install (overwrite when
prompted), or just replace…/Librarian/Binaries/Win64/Mods/Librarian-AP/Scripts/. - Server side: drop
librarian.apworldinto your Archipelagocustom_worlds/. - Take both files, and generate your seed against the new apworld. They carry matching version stamps, so
a run started on a matched pair is the only configuration this release is tested in. - Confirm the title screen shows
v1.1.1and does not sayTOO OLD. - Connect, click New Game, and note the slot the mod tells you it claimed.
Known issues
- You cannot update the mod and continue an existing run. A run from an earlier release is not compatible:
its save is not imported into the new slot system, and continuing one after updating is neither supported nor
tested. Generate a new seed and start it fresh on this version. Importing an older save is a follow-up. - Running out of save slots is reported late. Eleven runs fit in 20–30. If they're all taken, the mod only
notices after you've started the New Game and the world has settled — it then asks you to free a slot and
reconnect, and you'll need to start the New Game again. Clear finished runs before starting a twelfth. - Return-to-menu freeze (rare). A heavy shelf-warding pass right before returning to the menu can briefly
hang the Menu→Continue transition. A transient freeze, not a crash. Still a follow-up. - "Invisible when held" book (rare, random). Throw it out of bounds (it returns visible), or reload.
If you crash — please send logs
Mods/Librarian-AP/crash_trace.log (the breadcrumb ledger — its tail names the last mod op) plus the last ~200
lines of …/Win64/UE4SS.log, and one line on what you were doing. Confirm the trace header reads mod=1.1.1.