The run id froze after the first generation. Runs were marked by the modifiers node, and ComfyUI CACHES a node whose inputs have not changed -- only the seed changes between most generations, so that node executed once and every later run reported under the first one's id. Per-run log dedup degraded to per-process with it, which is precisely the v4 fault log.py's own comment describes, reintroduced through a caching interaction the fix did not account for. The sampler marks the run now. It is what generates, and it re-executes whenever anything about the generation differs. Verified through the real PromptExecutor with caching on: three seeds, three run ids. The dropped-modifier record is also emptied there, because it travels on the model and ComfyUI may hand the same model back -- a modifier that failed last time deserves this time. And a bad settings payload was only caught during execution, after the checkpoint had already loaded. On a rented GPU that is the cost paid before the guard fires, one layer up from the sampling case this project already guards. ComfyUI calls validate_inputs inside validate_prompt, so the payload is now understood before the queue accepts it: a typo'd module id is refused with nothing loaded. Both doors check the same things, and a test pins that they agree. There was no test file for runs at all, which is why the first fault could be introduced by a fix and survive a green suite. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
ComfyUI-FunPack v5 — "Cunning Cranberry"
FunPack v4.0.0 is going to be the latest release of classic FunPack. Next update is another milestone update, or shall I say, a full rework.
Maintenance of current FunPack became a mess — forgetting to add or remove buttons from/to UI, finding functions that don't do anything but still present in the code absolutely randomly, trying to keep the UI neat while it has no strict boundaries on how it should look like, and of course — making it easy for users to understand how FunPack operates and how you can operate it — this is all time, money and token-consuming.
General idea behind the FunPack v5 rework is writing it from scratch, with a new architecture where a feature can't be forgotten, where a wire can't be missed, where one failing module never stops whole process from executing. Loaders and features would tell the UI by themselves what sorts of inputs they need and where to put it — and UI will compose them according to design guidelines it would have. Samplers would become independent from features — if a feature is available and enabled, sampler would call it. If it's not — it gets skipped and doesn't even appear in the UI so it won't confuse you.
Most of this comes from a FunUI backend draft that got shelved after understanding on how much time has to be invested into polishing it. Without a community support and wide usage it would become another dead project only one person in the world needs but no one else.
Come to think of it, FunPack already became something alike, with an exception — this project is more than alive, and while I can, I will support it.
Final goal is to make FunPack an ultimate answer for a novice's question "I don't know how to generate — what do I install and how do I start?" and for a professional's question "I need a UI with all the cutting edge techniques available on day 0 — which one?"
Preparation for the v5 had started.
FunPack v5.0 "Cunning Cranberry" — coming fall 2026.
This branch is a clean start. Classic FunPack lives on main.