game.continue
Overview
- Loads the most recently saved (by saved_time) non-broken save. AutoSave slots are skipped by default. Saves written by a NEWER build are never chosen: loading one opens the save-version fork popup, which is on ui.dismiss's deny-list, so an automation run would deadlock there. When those are the only candidates this fails and tells you to use game.load plus ui.click_popup_button instead. Requires a live game world, so it is rejected in the no-world automation context, and is also rejected while a level move is already in flight (a second request would be swallowed silently). This is ASYNCHRONOUS: poll game.get_state until phase == 'in_game'. Fails when there is no candidate - use game.new_game instead.
Metadata
| Field | Value |
|---|---|
| Display | Continue Last Save |
| Category | game |
| Access | UserCheat |
| Scope | B1Standalone |
| Tags | Experimental |
| Aliases | — |
Parameters
| Name | Type | Required | Default | Description |
|---|---|---|---|---|
| include_autosave | bool | no | false | Also consider AutoSave slots as continue candidates |
Usage
await inzoi.cli.execute('game.continue', {
include_autosave: false, // optional
});