Skip to content
Richard Snider edited this page Jun 16, 2024 · 13 revisions

This guide is accurate as of version 0.4.5 (released 25 May 2024)

CrossCode is an "unsupported" Archipelago game, meaning it is not distributed with the main Archipelago installation. Fortunately, it is easy to run unsupported games even with stock Archipelago.

How to generate your own multiworld with CrossCode seeds

First, you need a local installation of Archipelago itself. It should be as simple as downloading a release from this page and either unzipping it or running the installer, depending on your operating system.

Next, download the APWorld file from the releases page of the CrossCode Archipelago project and put it into lib/worlds in your Archipelago installation folder.

Then put your yamls in the Players directory (once again, in the root of your installation) and run the ArchipelagoGenerate program. If you need a yaml to build off of, we have some in the discord. The result should be in the output directory. The terminal window should tell you the filename.

This file can then be either self-hosted with the ArchipelagoServer program or cloud-hosted on https://archipelago.gg (or any of the third-party Archipelago host sites) so long as the server's Archipelago version is sufficiently up-to-date to support CrossCode.

How to join a multiworld with CrossCode seeds

Install CCLoader2, then download the most recent CCMultiworldRandomizer release and place it into the assets/mods directory. Make sure you get the .ccmod file and not the source code zip for all mods downloaded.

You will also need the following dependency mods:

  • CC-Open-World (version 0.1.7 or greater): this is to prevent softlocks when you inevitably sequence-break the game.
  • CCUILib: gives access to the text input box.
    • Note that as of writing this, there is a bug with CCUILib where pressing tab while a text input field is selected unfocuses the window. This is expected, just don't press tab. I've submitted a fixed release to the author, but that has not been released yet and I can't be bothered to package someone else's mod.
  • nax-module-cache: technically just a requirement for CCUILib.

Open CrossCode and start a new save file. Either:

  • Use the Archipelago Start option. You will be prompted for details, then, upon a successful server connection, you will be brought to the New Game+ tab to pick perks.
  • Use the New Game+ Start option. Select your perks and then, once you're in game, pause and click the "Archipelago Options" button and put in your connection details there. Once the pause menu screen says "AP: CONNECTED", you can start playing.

If you're unfamiliar with the terminology, here's a quick guide:

  • "Hostname" is the computer where the host is running (for example, archipelago.gg if you uploaded to or localhost)
  • "Port" is a number that specifies where on the server Archipelago is running. The server should tell you the port pretty plainly.
  • "Slot" is your player name. This is not the name of your YAML, it is the name field inside of your YAML file.

I recommend playing with the Randomizer Start option (an enhanced version of the Skip Beginning option which also skips Rookie Dungeon). Also consider using Get on My Level so that you'll have the ability to fight back against enemies in areas the game does not expect you to be in. You will start in the Rookie Harbor Quest Hub.

You will know if the mod is working when you get to space for the first time and you don't recieve the Disc of Insight and Green Leaf Shade as expected. Instead, you should see a prompt in the top-right notifying you of what was actually found.

Poptracker Pack

Courtesy of Lurch9229, you can have a fancier interface for tracking your progress. This is optional but extremely helpful, especially if you don't have a solid mental model of the world. See here for information.

Other tracking solutions are available, but the poptracker pack is developed by a trusted member and moderator of the community, and is therefore more likely to give accurate results.

How to get support

First off, thank you for beta testing! I truly appreciate it.

Second off, please make sure you are using the most recent version of both the mod and the APWorld. I will provide only limited support for outdated versions of either.

With that out of the way, you have several options:

Ask on the CrossCode Beta Testing server

  1. Join our testing discord server.
  2. Make sure you can see the #bug-report forum.
  3. Create a new thread in that forum, following all the rules for posting. These include but are not limited to:
    • Software versions of all software involved.
    • What you did leading up to the issue.
    • The expected behavior.
    • The actual behavior (in enough detail that I could feasibly reproduce it).

I'm pretty active on Discord, so I should see your message within a few hours. For bugs that have a quick fix, I have generally been able to address them within a week. For more sophisticated bugs or for bugs that I suspect are hidden in code that will be rewritten later, I'll modify this page to include a workaround until such time as I can actually fix it.

Ask on the Archipelago server

The Archipelago discord server (which you can join here) is also actively monitored. Once you are in the server, navigate to our thread in the #future-game-design forum (you can go directly there by clicking here). Please still post the information outlined in the bulleted list above.

The beta testing server is the preferred option as we have more curated space for different activities. The ticketing system, where different bug reports can have their own separate threads is one major benefit. However, if you are already on the Archipelago server, this works perfectly well.

Open a GitHub issue

If you have a GitHub account and you know how to do so, you can also open an issue on the project's GitHub page. I get emails for GitHub issues here, so you can be sure I'll see it.

A note on versions

Every x.0.0 version and every 0.y.0 version defines a new connection interface between client and server. In other words, You can use any mod with version 0.1.a to talk to any server with an APWorld of version 0.1.b server, regardless of what a and b are, but a client with version 0.2.a and a server with version 0.1.b will not be able to talk to each other. Similarly, 1.a.b can talk to 1.c.d but 2.a.b cannot talk to 1.c.d.

Clone this wiki locally