fix: Vale Totems carve reliability (v1.0.14) - #535
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- verify each carve via fletching xp and retry swallowed inputs - fix off-by-one carve dialog widget ids (options are 270,15-19, not 14-18) - identify required animals from per-site totem varbits (NPC scan as fallback) - pre-mark leftover carved segments from varbits so duplicates are never attempted (game rejects re-carving an animal already on the totem) - skip rejected carves and re-scan once instead of hard-failing into emergency bank recovery Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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make sure to do your xp read on client thread |
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
chsami
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Aug 24, 2026
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Reviewed the corrected carve widgets, site/segment varbit mapping, XP-verified input retries, and progress reset. Contributor reports sustained live validation; targeted synthetic-merge build and hosted CI pass.
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Summary
Fixes the recurring
Failed to carve animals-> emergency-bank-recovery loop in Vale Totems. Root causes found by inspecting a live client (widget tree + per-site varbits):ent_totems_site_N_animal_1..3), with the NPC scan kept as a fallback - immune to spirits wandering out of scan range or ents reshuffling animals mid-carve. The site's varbit block (17611 + 18*(N-1)) is derived from the totem loc id (57016 + 6*(N-1)) found in the scene, so nothing is hardcoded per site.Testing
./gradlew build -PpluginList=ValeTotemPlugin🤖 Generated with Claude Code