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Build and Diagnostics
mewcodex edited this page Sep 2, 2026
·
1 revision
- Slay the Spire 2
0.111.x - .NET 10 SDK
- Python 3
- PowerShell
git clone git@github.com:mewcodex/AutoAnthony.git
cd AutoAnthony
$env:STS2_GAME_DIR = "C:\path\to\Slay the Spire 2"
.\build.ps1Output is written to ChaosMode/build/AutoAnthony. deploy.ps1 copies only the DLL, manifest JSON, and PCK; it does
not deploy PDB files.
The normal build runs:
- structured catalog verification;
- catalog RuntimeSpec verification;
- execution-template coverage;
- localized-text dependency boundary verification;
- an external API consumer compile test.
Run the full deterministic generator suite separately:
dotnet run --project .\ChaosCardGenerator\ChaosCardGenerator.csproj -c Release -- --self-testUseful scripts are in scripts/. Native valuation reports are generated locally and intentionally excluded from Git;
the scripts and reviewed structural fixtures remain versioned.
| Symptom | Check |
|---|---|
| Registration frozen | Register every package/route/provider during mod initialization |
| Missing external definition slot | Install contiguous definitions before ModelDb renders or restores the card |
| Component never selected | Confirm it exists in ComponentCatalog, has a positive occurrence weight, and passes legality |
| Text and runtime disagree | Ensure every printed variable maps to a named RuntimeSpec slot |
| Multiplayer mismatch | Send the host's complete definition list; do not regenerate independently on clients |
| Power fails after reload | Persist the same profile ID and structured operations, and keep migration routes |
| Choice hangs combat | Await the action and avoid interactive choices at enemy-only timings |
For a bug report, include the mod version, STS2 version, enabled mods, single/multiplayer mode, the generated card's
internal ID, save/reconnect sequence, and the relevant godot.log section.
Source · Steam Workshop · AutoAnthony 0.3.32 · API v3