v1.8.0 screenshot
Click here to get the latest version. (Expand "Assets" at the bottom, download PalCalc.UI.exe
, place in its own folder and run.)
The Pal Calc wiki can be found here.
Pal Calc is a Windows program for calculating the optimal steps to breed a specific pal with a specific set of passive skills:
- Can detect and read from your local game save files, based on palworld-save-tools by cheahjs
- Supports local Steam saves and Xbox saves
- Xbox saves are synced to your PC by downloading the game through the 'Xbox' app on Windows and running the game at least once. Save files are synced when the game is run.
- Provides time estimates on each step, based on probabilities and mechanics derived by /u/mgxts in this Reddit post
- Gender probabilities
- Probability of directly- and randomly-inserted passives
- For directly-inherited passives, probability of getting the desired passives
- Offers the optimal path
- Determines "path efficiency" based on calculated probabilities, not just the total number of steps
- Handles single-root paths, where you successively breed children with another pal you own (one "starting point")
- Handles multi-root paths, where two children are bred (multiple "starting points")
- Flexible search process
- Allows wild pals
- Set a max number of undesired passives if you're ok with imperfect pals
- Set limits on the number of breeding steps
- Choose which pals you want to include by filtering by guilds and players
- Efficient
- Low memory usage and fast load times
- Relatively fast path-solving process, searches take under a minute
- Distributes path-solving work across all available CPU cores
- Save Inspector
- Lists all pal containers (palbox, viewing cages, etc.)
- Inspect pals to see IVs and passives
- Search for specific pals and/or pals with specific passives
- Manually add pals in custom containers for use in breeding calculations (does not affect Palworld save data)
- Multiple languages
- Supports all languages in Palworld, pal and passives names imported from game files
- Translations for in-app text can be added
See here for an overview of the full solver process.
Pal Calc currently has some outstanding pieces that need more information to resolve. Some of these need some level of reverse engineering, but some can be figured out through experimentation and statistics. An issue has been created for each item, where more information can be found.
- Is there a formula for how long breeding takes? Or is it a constant five minutes? Issue
- What's the probability of wild pals having exactly N passives? Issue
- Has the passive skill inheritance calculation changed since /u/mgxts reverse engineered it? Was their reverse engineering accurate? Issue
- Assuming the passive skill inheritance calculation is correct, is Pal Calc's implementation of those probabilities correct? Issue
- How can we derive the map coordinates for a base from its world coordinates? Issue
- What's a good way to estimate time needed to capture a wild pal of a certain type? e.g. Chikipi would be much faster to find + catch than Paladius. Issue
Visual Studio Community 2022 is required. The .CLI
projects act as test programs which can be ran without involving the whole Pal Calc UI.
The list of pals, passives, and stats are stored in a db.json
file embedded in PalCalc.Model
. This file is generated by the PalCalc.GenDB
project. Running this project will update the db.json
file in PalCalc.Model
which will be used by the rest of the projects. It also updates the Pal icons used by PalCalc.UI
.
PalCalc.GenDB
will attempt to read and export data from your local Palworld game files. See the README for more info.
The db.json
file should not be modified manually. It should be modified by changing the contents of PalCalc.GenDB
and re-running the program to regenerate it.
Save file parsing is in PalCalc.SaveReader
, which is a partial C# port of palworld-save-tools. See the project's README for more information.
Data collected from Palworld or a save file are represented by types in PalCalc.Model
. Instances of an owned pal within the game are represented by PalInstance
.
The solver logic in PalCalc.Solver
wraps this type with IPalReference
types, which can represent owned, wild, and bred pals. The IPalReference
types are returned by PalCalc.Solver.BreedingSolver
, but you can use OwnedPalReference
results to fetch underlying owned instances.
The overall solver process is described in the project's README.
The general structure of the PalCalc.UI
project is somewhat messy. The application uses WPF and (weak) MVVM for handling its UI. MVVM was largely followed for convenience and it was not strictly adhered to. There are various hackfixes since many features were unplanned and added through the path of least resistance. Refactoring is planned and gladly accepted.
Entries in the Resource
folder are set to the Resource
build action and embedded in the final program.
The Community Toolkit library is used for the viewmodels, which provides the ObservableObject
, ObservableProperty
, and other utilities. These use code generation to automatically implement private
fields annotated with [ObservableProperty]
as public
properties with the appropriate INotifyPropertyChanged
logic.
GraphSharp
, a defunct library preserved after the Codeplex shutdown, does not have any documentation. It was added here by referencing hollowdrutt's implementation of a useful overview/walkthrough of its usage by Sacha Barber.
- Notify when a pal involved in a breeding path is no longer available in the source save or has been moved
- Optimize app startup time
- Seems to largely be due to JSON deserialization overhead
- Automatically detect changes to save file + reload
- Option to auto-recalc all target pals when changes are detected
- Allow specifying custom db.json
- IV inheritance + solving
- Attack skill inheritance + solving
- Allow solving for multiple pals at once
- Implement proper graph diffing for the built in GraphSharp animations