Skip to content

tylercamp/palcalc

Repository files navigation

Pal Calc


Pal Calc is a breeding tool for Palworld which uses the data from your save file to automatically find the optimal breeding tree for any desired pal and passive skills.

Pal Calc will find the optimal path using your own pals, will tell you where to find those pals, and estimate how long each step will take.

  • Will auto-find and detect Steam and Xbox Game Pass saves
  • Server saves can be added manually after downloading the save files to your computer
  • If no save file is available, you can add "fake saves" to it and manually enter your pals using the built-in Save Inspector

No more spreadsheets!

No more fumbling between bases and sorting pals!

No more effort spent manually building a breeding tree!

Spend less time planning your game and more time playing it!


Pal Calc Screenshot

v1.8.0 screenshot

v1.9.0 animation


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.


Full list of features

  • 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.
  • Built for convenience
    • All breeding steps will tell you where you can find an involved Pal
    • For pals in viewing cages or bases, hover over the Pal's location for a minimap which highlights the base and shows its coordinates
    • Create presets to auto-fill commonly used passives in the solver settings
  • 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")
    • See here for an overview of the full solver process.
  • 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

Community Help

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.

  1. Is there a formula for how long breeding takes? Or is it a constant five minutes? Issue
  2. What's the probability of wild pals having exactly N passives? Issue
  3. Has the passive skill inheritance calculation changed since /u/mgxts reverse engineered it? Was their reverse engineering accurate? Issue
  4. Assuming the passive skill inheritance calculation is correct, is Pal Calc's implementation of those probabilities correct? Issue
  5. 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

Development

Visual Studio Community 2022 is required. The .CLI projects act as test programs which can be ran without involving the whole Pal Calc UI.

Palworld Database

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 and in-game map 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. It uses CUE4Parse, made and maintained by the same developers of the popular modding tool FModel, to perform that export.

The db.json file should not be modified manually. It should be modified by re-running the PalCalc.GenDB project.

Save File Support

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 and Solver Model

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.

Pal Calc UI

The general structure of the PalCalc.UI project is somewhat messy. The application uses WPF and (weak) MVVM, mainly for convenience. MVVM principals and WPF best-practices were 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.

TODOs

  • 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

Maybe TODOs

  • Option to auto-recalc all target pals when changes are detected
  • Allow specifying custom db.json
  • Attack skill inheritance + solving
  • Allow solving for multiple pals at once
  • Implement proper graph diffing for the built in GraphSharp animations