#[BETA v0.1.6] LethalModManager https://thunderstore.io/c/lethal-company/p/kyxino/LethalModManager/

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dull hawk
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No reason to use mine yet vs AC until I have lobby syncing.

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Which won't be for a while.

honest kiln
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What LMM functionality will I lose if I disable your lobby features and use AC?

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is there anything that just will not work if I'm not on an LMM based lobby

dull hawk
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Everything is flexible.

honest kiln
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Don't see an issue then

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also I just read this back and I have NO idea why I started talking about AC there lol. I was tired,

dull hawk
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If you disable LMM's lobby finder, you lose being able to see filtered out lobbies that may be different modpacks or versions, especially if other mods change that filter as well, but LMM should overwrite it.

dull hawk
dull hawk
honest kiln
honest kiln
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damn I'm not the sharpest tool in the shed

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ngl lol

dull hawk
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Soon, the lobby finder will also be one of the most advanced lobby search solutions, if not the most.

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Actually, I should just rename it to LobbySearcher. Lol

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Most of its functionalities will come out at full release.

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Essentially, LMM is like a full rehaul of the menus at the beginning of the game. Lol

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I will list all current and upcoming features that are toggleable.

honest kiln
dull hawk
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Lol

dull hawk
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  • ModList (Allows you to see all of your mods, but cannot be edited from within the game unless ModManager is enabled.)
  • ModManager (It provides you with the ability to manage your mods in game with a Thunderstore search and everything.)
  • ModSyncer (When joining an LMM hosted lobby, you will be prompted for all the mods you need to download before joining, then quick restart.)
  • LobbySearch (Mostly Full Release - It allows you to apply your own filters for finding lobbies, ESPECIALLY for LMM hosted lobbies.)
  • LobbyResizing (Allows you to set your lobby sizes to whatever you want, just don't kill your computer.)
  • LobbyLateJoining (Full or Late Release ;P - Allows late joining, along with features that complement LobbySearch.)
  • LobbyManager (Unknown - Allows setting up your lobby however you want before starting for some stuff, but if LLJ is enabled, you can set the rest of the stuff at any time, this includes setting your game to public, private, friends only, 16 -> 12 players, maybe even late joining, etc. whenever you want.)
  • LobbyAppearance (Idk what to name this, Full or Late Release - Think of it like VRChat, it will allow lobbies to enable whether or not they want nicknames and cosmetics, or even local custom cosmetics, along with users being able to toggle whether or not they want to see it on others, but will also include custom suits and color picking suits, this will all depend on the lobby settings and the players in the game.)
  • GameSaves (Full Release - Allows more than 3 slots, renaming, and tells you what mods were played on that save so that you can not worry about corrupting/losing stuff.)

Everything is able to be enabled and disabled, some can do so at runtime, but yeah, not sure if I'm missing anything.
This might seem too ambitious for some, but mind that I already have most of the hardest parts done, only thing left before me beta releasing is the actual mod managing functionality because originally it was intended to release at full release.

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I pretty much have part of the code to do everything listed other than the late joining rn.

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The ModManager one is a bit broad, but will soon include config editing from within the game, right now it will only be a simple enable/disable for mod syncing, unfortunately.

honest kiln
dull hawk
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I don't, Discord doesn't have such a feature for some reason.

dull hawk
dull hawk
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Thanks!

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Anyway, I got 9-10 hours of sleep today, so I feel a lot better.

hasty fog
dull hawk
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For it syncing properly.

hasty fog
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oh, i see

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anyway i will definitely be switching to your lobbies when this comes out, just a bummer about the cosmetics

dull hawk
dull hawk
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CRAP, BAD STORM, I MIGHT BE LOSING POWER>

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Alright, cool, made sure everything is saved, and I have things backed up to Github as well.

finite herald
dull hawk
# finite herald Sucks when that happens

My dad mentioned that we probably would while we are playing on the SNES Classic Mini that he just got, and I'm like: "OH CRAP" and shot straight downstairs to make sure things were backed up. I have TOO much work that I couldn't bare to lose.

sage socket
sage socket
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I don't see cosmetics being built in a high priority

finite herald
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Used to lose power a lot when I lived up north

oblique marten
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would it be possible to make MoreCompany handle cosmetics but disable its player count patches?

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there are already two cosmetics implementations I know of, adding another just means that people (I) have to support that one too

dull hawk
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Or even made it into an API.

dull hawk
dull hawk
dull hawk
oblique marten
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MoreCompany and AdvancedCompany

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the reason it matters to me is that I have to collect cosmetics' models from both mods to show/hide them when changing perspective in OpenBodyCams, and the more mods that create cosmetics the more I have to add soft dependencies on

dull hawk
oblique marten
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dependents as in children? I don't know for sure, but even if I do, I need to detect when they change, and iterating over every child of the player every frame just isn't viable

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(unless you like dropping fps by 20%)

dull hawk
dull hawk
oblique marten
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??

dull hawk
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If you do a few basic ones, it is almost completely fine.

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Like child count growing.

oblique marten
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how would it be fine to recurse two players' trees every frame? unless you're suggesting I hook into some Unity functions to detect when they're added, which seems like it would get pretty messy

dull hawk
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You wouldn't recurse if it never changed.

oblique marten
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does Unity keep a recursive count of children?

dull hawk
oblique marten
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and what if the children change, but the count stays the same?

dull hawk
dull hawk
oblique marten
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so..we're back to recursing the children then

dull hawk
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Oh, sorry, not what I meant.

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I completely blanked out on that one.

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I got Karate, but I can see if I can help you out after.

oblique marten
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you meant a different method of checking if they change?

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hmm all right

dull hawk
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Got to go.

oblique marten
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I'm curious if there's a better method

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no worries

dull hawk
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If they could make like an empty GameObject that held all of the cosmetics, it would be a lot easier.

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... and just make more sense.

oblique marten
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true, but getting everyone to conform to a standard like that would be quite difficult

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although it's worth noting that for what I do, SetActive() doesn't work

dull hawk
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It's also quite literally already done in this game for some of its systems.

oblique marten
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yeah, it's much more organized

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anyway, it's not a huge deal to add support for another type of cosmetic, it's just not preferable

dull hawk
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Well, I'd make it easier on you.

oblique marten
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I'm sure you have features you'd like to have for that so it makes sense you would want to implement it yourself

dull hawk
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Yeah, especially since I'd be handling cosmetics kind of like how VRChat handles theirs.

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Basically, LMM is like Garry's Mod and VRChat's systems combined into a mod for Lethal Company.

oblique marten
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unfortunately I haven't played either, but I can imagine they must give a lot of freedom considering what little I've seen

dull hawk
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I actually inform you of the mods, and allow you to choose whether or not you want them (and which if the host allows you to choose), or if you just want to not join.

oblique marten
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yeah, with it executing such privileged code, it needs to do that

dull hawk
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VRChat (from what I can remember) is a bit of the same when it comes to them loading custom characters, but everybody at least has the ability to change their settings to either hide it or maybe even not download it, but I'm not sure of that last part.

dull hawk
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So it makes more sense for me to actually inform you first, since yeah, it's C#, and no custom environment to protect you. Lol

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So while LMM handles that better than Garry's Mod, at the same time, it isn't needed for them as it is for this. Lol

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Just annoying when you are stuck downloading hundreds of mods.

dull hawk
oblique marten
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initially I was using forceRenderingOff, but I discovered that other mods were moving things to the invisible enemies layer lol

dull hawk
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Ah, I see.

oblique marten
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the nice thing about forceRenderingOff is that nobody uses it, I wouldn't have had to keep the previous state if I could use that

dull hawk
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Yeah.

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Well, luckily not many mods change layers in the first place, so it's not like collision is common.

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(or at least I'd hope not many use them, I wouldn't see much reason for mods to do so other than an initial layer being set)

oblique marten
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yeah, I don't think any that move things into the invis enemies layer do it multiple times, so I could have probably cached those values

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I chose to do it the safer way to ensure compatibility, it probably doesn't cost too much

dull hawk
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Nice.

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I love how MC says they are about keeping stability and polish as compared to another mod (aka BiggerLobby), meanwhile breaks other mods in the process. I will say, at least they don't use LC_API. Lol

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It's a shame that BiggerLobby had stopped development though.

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wait

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WOAH

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THEY GOT AN UPDATE?

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they are still using LC_API...

oblique marten
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yeah, I've had some issues with MC lately as well, although probably not as bad as some people have

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that's part of why I'm keeping an eye on this, it would be nice to have an alternative

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would you consider open-sourcing it?

dull hawk
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Yeah, BL and AC are the only ones that do it right, but BL uses LC_API and AC has a lot of other stuff where it would just be better to make sure you form around AC before adding a bunch of other mods. Lol

dull hawk
# oblique marten would you consider open-sourcing it?

So here is a bit of the mental dilemma with it, everything else would be perfectly fine like the resizable lobbies and stuff, but the actual mod syncing part is something I don't want getting forked for security reasons.

oblique marten
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to avoid people trying to find ways to sneak mods onto others' systems?

dull hawk
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If somebody decides to try to fork it and do stuff better somehow, like making it faster or something, it could very well jeopardize the security of its users.

oblique marten
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like skipping checks?

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that doesn't seem like that big a concern considering the scope of the mod, but I can't say I know for sure

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I feel like it would be daunting for someone to try to fork and compete rather than just contributing

dull hawk
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So I don't really have to do many checks, it's just more of the way I do things, it isn't the best, but it's the best I can do for now due to security concerns with users.

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Damon is actually working on something that will help LMM greatly, so once that happens, mod syncing will be a lot faster for downloading mods on the fly, but right now it is slow because I have to download mods directly from Thunderstore one at a time, but there is a way to download all of it WAY faster, it just isn't secure.

oblique marten
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ahh, I see

dull hawk
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So if somebody wanted to do such, and didn't really care or notice how unsafe it is, that could be bad.

dull hawk
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I have things as best as I can currently do them.

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but I do want to try to make it better.

oblique marten
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seem to me that if you're able to solve the slowness to some extent that wouldn't be so much of a problem

dull hawk
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Well, that's why I'm doing a lot of caching.

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That way, after a while, you soon have all of the most common mods.

oblique marten
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right

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but as far as like downloading a packaged set of mods and comparing each to a checksum, you don't see that as viable? or is that similar to what you're mentioning Damon (sorry I don't know them) working on?

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I assume the unsafe approach is something to do with packing mods

dull hawk
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Pretty much, yeah.

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Basically, I could pack all of the mods up from the host, and send them to the people joining.

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With compression, it would be so much faster.

oblique marten
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right, I see why you would be concerned about security then

dull hawk
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Yeah.

oblique marten
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the current solution is to download a mod list and configs and then go straight to Thunderstore download URLs?

dull hawk
# oblique marten but as far as like downloading a packaged set of mods and comparing each to a ch...

I did think of using hashes, but I never looked into it enough, admittedly. The other thing is that anything could get wrongly flagged if any file that I wouldn't expect to be changed was for some reason changed. Anyway, yeah, Damon is working on an API that would allow me to request a batch of mods for me to download, and it would pull from his cache (or directly from Thunderstore if it wasn't cached).

dull hawk
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It's quite literally downloading the mod list and configs first.

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Along with the host's settings for what is required, preferred, and optional.

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Problem with the whole config situation is that not all configs are properly linked to their mods, so that just needs to be included by default, but can be set to R/P/O.

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Another security concern is figuring out HOW it downloads that. Lol

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I will not be publicly speaking on that.

oblique marten
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fair enough lol

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and yeah, I suppose hashing would require some kind of whitelist of file types, which could be prone to flaws considering the freedom that mods have to load arbitrary data as code

dull hawk
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Yeah, and even then, it would also make it easier for malicious lobby hosts to hijack.

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... or even malicious mods that the host might have.

oblique marten
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yep

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definitely downloading from a known source for this seems far less likely to expose people to danger

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can still have malicious code on the store, but at least it has malware scans and decompiled code

dull hawk
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Yeah, that's why I'm dedicating so much of my time to get this done, it's a big security concern for an arrogant/lazy developer to handle this instead.

oblique marten
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I can definitely see that yeah

dull hawk
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I've gone through so much source code of the game that I at least have the ability to see most of its flaws.

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(Mainly thanks to me working on a utility mod that allows people to modify all kinds of parts of the game. Lol)

dull hawk
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ESPECIALLY because I tell you everything about the mod.

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Test from a few days ago.

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You see the mod's icon, name, latest version, creator, downloads, dependents (like modpacks), likes, dependencies, size, description, last updated, created, and tags (but that's not there in that pic).

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Along with the direct Thunderstore listing for more.

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There's almost no info left out.

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I even have settings that will be coming out some time later to change how those dependents are calculated.

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(If they were/still/accumulating dependent on the latest or any version of the mod.)

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I hope that if anybody else has been reading this, you understand why this has been taking a while, this might even be one of the biggest (and sensitive) things I've worked on, even though I'm an actual game developer for 8-9 years. It's easier doing something like this for your own game, but working around the source code is much different.

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I also have a habit of holding something back until I make it look really nice. LOL

dull hawk
oblique marten
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that info certainly will be valuable

dull hawk
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... and the Thunderstore Janitors. Lol

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but yeah, personal judgement goes a long way.

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Anyway, today I was quite lazy, mainly was hanging out with my dad. Tomorrow I will be able to work on it more than I thought I would, and since I will be getting more sleep again, I'll be up early to work on it some more. Typically when I wake up early or go to sleep late, I can get a lot done, only thing is that my brain crashes much faster if I go to sleep late. I probably could have gotten it done today, but it would be better for me to finish it, and then release it when I still have time after to fix any bugs quickly, since if I had released it today, I would be gone most of tomorrow.
Based on that, I'd say sometime Sunday morning (for USA) if I don't make the config selection too specific for mod syncing yet.

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I definitely needed the break from my computer though. Lol

dull hawk
dull hawk
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It was also just good to get off of the computer for a bit.

sonic kettle
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๐ŸŒ„

dull hawk
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I feel like I've been punched in the nose extremely hard, and the light is killing me.

sonic kettle
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๐ŸŒƒ

dull hawk
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Much better. Lol

sonic kettle
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lol

dull hawk
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I hate taking medicine, but I got to take something, and then I am working on LMM to finally finish it.

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I just realized, I have a lot to type about LMM.

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For the Thunderstore page.

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I think that will be the hardest/longest part today. LOL

surreal cove
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sometimes I feel you, like I finish writing my essay or finishing my work, but the hard part is taking 30 pictures of my assignment for every page lmao

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btw will LMM help with load times

dull hawk
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Load times for what?

dull hawk
dull hawk
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If you mean when it comes to showing mods and adding them and stuff, yes.

surreal cove
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also will LMM have profiles

dull hawk
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Yes, but that will have to be full release.

surreal cove
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but could I just use r2modman/tmm, and create different profiles with the only mod being lmm?

dull hawk
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Yep.

surreal cove
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alr bet, thx

dull hawk
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No problem.

surreal cove
dull hawk
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Haha, yeah.

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Well, the problem with me having to type about LMM is that there is a lot of stuff both done and planned, ESPECIALLY planned.

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I have to try to remember everything.

surreal cove
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oh yea I feel that

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thats where project guides are useful ๐Ÿคฃ

dull hawk
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Yeah. Lol

tropic gull
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Yooo is it actually coming out today?

dull hawk
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If not today, it should most definitely be tomorrow, but bottom line is, this is ready.

tropic gull
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helll yeahhh look forward to it!!

dull hawk
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Some things will need live testing as I can't test the stability of everything myself, so some features may not completely work, but the mod managing definitely should.

tropic gull
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as we all should be reporting if there's anything, we'll be here to help ;)

dull hawk
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Which will be very important. Lol

tepid rampart
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so is it suggested to use this alongside r2modman or in place of it?

dull hawk
tropic gull
dull hawk
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Well, no, it aims to be a replacement, just not fully viable yet.

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For example, I will have profiles already done (because I need to for mod sync/quick load), but it doesn't have a UI done, so I can't really release the ability for users to switch it in-game.

tropic gull
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yeah thats what I meant with the current version ๐Ÿ˜… cause it wiill be a replacement at the full version

dull hawk
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Ah, yeah.

surreal cove
dull hawk
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I'm able to finish the mod manager by tonight, but mod syncing won't be done until tomorrow likely, which means beta release tomorrow.

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Mainly because there is a bit extra planning that I realized I need to handle with mod syncing.

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(Just some challenges to do with it being an in-game mod manager, and being properly compatible with TSMM/r2mm.)

dull hawk
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Just how it would auto assign mod priorities for people to download, it's based on their the highest priority categorical tag.

[Auto R/P/O Mod Sync Logic]

Required (Typically stuff that would break the person's experience completely if they don't have it.):

  • Client-side
  • Equipment
  • Items
  • Monsters
  • Moons
  • Furniture

Preferred (Sure, synchronization will break for some stuff, but if they don't want a million suits or sounds, they can just deselect it.):

  • Suits
  • Audio
  • Boombox Music
  • TV Videos
  • Posters
  • Cosmetics
  • Asset Replacements
  • Emotes

Optional (More personal things.):

  • Translations (If this is on any mod, I'll force it to stay optional as it should not be doing anything that would affect others. This is mainly because a lot of the above tags are shown on translation mods.)

Unknown (or meaningless tags, might just have it discard and set to Preferred.):

  • BepInEx, MelonLoader, Mods, Tools, Libraries, Modpacks, Misc, Server-side (Server is the host, meaning others wouldn't have to download unless also client-side.)
dull hawk
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Honestly, on the chance that mod syncing can't come out tomorrow and there is another issue, should I just beta release with the mod manager? Resizable lobbies will also be included, but disabled by default so that people could test it out for me, I've done LAN testing by myself, but not with 4+ real players.

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I could also update the page with all of the plans and everything.

surreal cove
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im stil cofnused

dull hawk
surreal cove
dull hawk
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Yeah, the mod manager isn't even a full replacement over TMM/r2mm yet anyway.

surreal cove
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yea and arguabally, mod syncing sounds like the best feature

dull hawk
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Exactly. Lol

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It was supposed to be the only feature for beta initially.

tropic gull
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id say the mod manager itself isn't the priority for me at least, the mod syncing is the most important ones ๐Ÿ™ so would love to have hands on that first

surreal cove
# dull hawk Exactly. Lol

dont get me wrong, the mod manager is still amazing to have, but it will go hand in hand with mod syncing

dull hawk
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Yeah, I know, but mod managers are nothing new, so it's not like it would be the best feature.

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Soon I plan for it to be a lot better though.

surreal cove
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bet

hasty fog
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if you're ready to launch tomorrow sans mod syncing i dont see why you shouldn't. less pressure, but i also understand if you wanna delay until the beta is complete

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in any case i hope you're able to finish it up tomorrow

haughty pagoda
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Would this allow for editing configs and having the changes apply without closing the game?

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Just as a side feature

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Or does the game still have to be reloaded after a lobby's mods are downloaded

hasty fog
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yes that is a planned feature'

haughty pagoda
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awesome

dull hawk
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Also, I just added options for downloading mods to profiles. I might be able to get profiles done.

steep axle
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Can't wait for the mod syncing. would make it far easier to join my freinds and have far less issues

dull hawk
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Noticed loading times were actually affected, so I changed some stuff around and now it loads instantly again.

surreal cove
dull hawk
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It's a LOT faster.

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Especially for browsing mods on Thunderstore.

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(and you see more data)

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I just reworked the logo, but now it looks like McDonald's because of LC's color palette. Lol

hasty fog
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is the plan still to get this out by EOD? or are you pushing it back

dull hawk
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Only a few hinderances I came across today.

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(aka the slow down)

hasty fog
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alright cool, really excited to get to use this and tbh its inspiring seeing you so close to putting out such an ambitious project

dull hawk
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Yeah, still trying to get this out today, but then I get stuck in the loop of being able to add an additional thing that takes a bit longer. Lol

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For example: I'm so close to being able to add profiles, but if I do, that would probably push it just over the edge.

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Partially why I'm just getting all of the publishing things done so that I can see if I'll have the time.

hasty fog
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good luck lol

dull hawk
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Haha, thanks.

surreal cove
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do you think we still will be pushing it out today?

surreal cove
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we need to also hit the mods of the server, to put it in the main section with tmm/r2modman are

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everyone should be using this, especially for syncing and performance

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so because this syncs everything, general bugs in modded will now be fixed right?

dull hawk
dull hawk
steep axle
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funny icons

dull hawk
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Nah, this is LMM's new logo.

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wait whoops, wrong one

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(just ignore the name)

steep axle
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swag

dull hawk
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Probably the worst logo I've made, ngl, but then again, I put that together in a few minutes, most of the time was just aligning things properly. Lol

steep axle
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Simple logos are the best ones ngl

dull hawk
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Oh, I'm good at simple logos, this one was just low effort.

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Not just a "simple logo".

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Upon full release, I'll probably update it again.

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Maybe even before.

steep axle
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decided to make more lol

dull hawk
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I actually am working on one similar.

steep axle
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Swaggy

dull hawk
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I have an issue where once something bothers me too much, I have to deal with it, which is actually the reason it was delayed an extra week because I added resizable lobbies due to MC not being the most ideal.

steep axle
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Have not played more company much

dull hawk
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Not the best compatibility with mods, I'll just say.

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Heck, even the game when it updates, if it updates an enemy or whatever.

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BL does it better, but they use LC_API.

steep axle
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quite a lot of mods I've seen use LC_API what is the drawback with it

dull hawk
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LC_API has the tendency to break mods. LOL

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It's quite ironic.

steep axle
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Isnt it intended to make modding easier?

dull hawk
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That's why it is ironic.

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Also, unless their API is better now, it was practically a 1:1 wrapper to the original stuff, it would be better for them to just document it. Lol

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The main thing that was intended by it was to have all mods rely on it so that people don't join vanilla lobbies and cause issues.

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but there wasn't much need for the API, people just copied what it was wrapping to achieve what they needed, and gradually moved away from it.

steep axle
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Someone once told me its possible for control company to work when your not host. Ive never seen it happen

dull hawk
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I wouldn't know, I'd have to check the code.

steep axle
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are alot of mods intententionaly designed not to be able to work when your not host

dull hawk
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Yep, as they should.

steep axle
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weeee got ejected

dull hawk
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Lol

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Alright, yeah, it's seemingly likely that it won't be today. I keep getting distracted.

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Either way, there is literally barely anything else for me to get distracted on, I've done so much extra work that was never originally planned to be apart of beta that this is practically like the originally planned full release.

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This is the same dilemma I had with LethalUtilities and me adding a bunch of features in batches.

dull hawk
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oh crap

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I think I just realized another issue.

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If people only use TMM/r2mm and never the vanilla directory for modding, LMM won't exactly work properly with quick reloading.

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Dang itttttt

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Even though I could just tell people to manually download it and put everything in the main directory, there will still be a lot of those people, especially if this gets really big.

#

New logo. (No, this is not a rebrand of the mod, it is still LethalModManager, which is why the C is almost not visible. It's kind of the same dilemma with TMM/r2mm where they either go by TMM/rmm or TSMM/r2mm honestly.)

#

It's just a simple logo with the same font that LC uses.

dull hawk
surreal cove
surreal cove
dull hawk
#

Oh, cool, I found the original.

#

(The number at the bottom right is wrong.)

#

There we go.

surreal cove
#

oh thats 3 months old and is dead

dull hawk
#

Yeah.

#

I told him about what he could've done instead, but understood that he was done with LC modding.

#

... and now this has turned into something much bigger. Lol

west surge
surreal cove
#

now your taking over ๐Ÿ˜Ž

west surge
#

might not have been great timing on accident

dull hawk
#

2 months ago yesterday, actually.

#

Just checked. Lol

dull hawk
#

Originally, I was only going to work on a config syncing API.

#

Well, not even an API, it would just work without other mods having to do anything.

#

Then I came across Minx's mod sync (which was deprecated) when trying to check to see if anybody was already working on it, now I've basically incorporated the two into one.

surreal cove
#

this could be one of the biggest mods

dull hawk
#

It's funny to think about because I had gotten into modding for the first time like 2 and a half months ago. Lol

#

Pretty funny size difference.

#

I bet it is funnier when compared to TMM.

#

Not that it even really matters BECAUSE OF THIS FILE.

surreal cove
#

but does size really matter ( not in a dirty minded way)

dull hawk
#

If somebody is running with a few GBs left in their Steam directory, sure. Lol

surreal cove
dull hawk
#

I'll allow external directories eventually.

#

Yeah, well it used to be a problem for me.

surreal cove
#

so currently, will the mod require manually downloading

#

oh is that external directiories?

dull hawk
dull hawk
surreal cove
surreal cove
#

so in terms of performance and stuff

  1. Performance will be better in game
  2. Downloads mods faster, UI is faster
  3. Load time into game is faster
    ?
    correct me if im wrong
dull hawk
#

The first two, yes. As for the third, it isn't any different compared to TMM/r2mm, that's just BepInEx. (At least I'd hope it wouldn't be any different?)

surreal cove
dull hawk
surreal cove
#

I mean it could maybe help performance by optimizing stuff right
cause now everything will be synced and stuff

dull hawk
#

Yeah, improving the game's performance is outside of my domain, LMM has no relativity to such.

surreal cove
dull hawk
#

Compared to other methods, it could be.

surreal cove
#

I really go hope zeekers makes a optimization update

dull hawk
#

Trust me, we all do.

surreal cove
#

I want it more than new content tbh
I already have mods for that
but mods unoptomize my game

dull hawk
#

If I get in contact with Zeekerss, I'll ask them if they could do a few things that could help modders, but I'm sure others bigger than me have already tried. I'm just a random dude with 500k+ total downloads. Lol

surreal cove
#

I really want to make my pack more stable but idk how, sometimes peoples game crashes, freezes, desync issues. LMM will def help with that, but performance is so unconsitent on certain moons

dull hawk
#

Yeah.

surreal cove
surreal cove
#

you dont need to answer this question if it's offensive, but lets say zeekers does give you an oppurtinity to let him buy ur manager, would you accept
sorry if it is a rude question

dull hawk
# west surge what kind of stuff?

Well, a lot of quick edits for things like resizable lobbies, replacing the constants with the player array length instead like a lot of the others already have, along with more built-in methods for such, it benefits everybody due to stability reasons, especially for updates. Some basic modded lobby checks through vanilla code (it's very easy to filter a MAJORITY of it), ridding a lot of redundant code/variables (I've come across a lot of them while working on LethalUtilities). Those are just some things I've recently come across that could be easily addressed with a few minutes of time. I don't remember as much since I haven't worked on LethalUtilities in a long time, and that's when I typically found a lot of annoyances.

west surge
#

if you havent seen

dull hawk
dull hawk
#

OH RIGHT

#

THE AUDIOMIXER IS ANNOYING

#

(and makes no sense how it currently is rn)

surreal cove
dull hawk
#

Well, it does make sense, but it can be easily handled better.

west surge
#

No offence but realistically Iโ€™d assume he would just go with steam workshop if he was pursuing official support (not to say thats a overall better option)

dull hawk
# surreal cove your right he will hire you ๐Ÿ”ฅ

Considering how the game is, especially its player base, that's the main way it will stay active is through mods. Such an extensive tool like LMM will definitely help bring back more attention, but ultimately, he will need to have better mod support.

surreal cove
#

I also found it to be really slow :/

west surge
#

yes

surreal cove
#

oh nice

#

or he could do what tmodloader did with terarria

#

where you can download LMM as an app on steam

west surge
#

well no

#

LMM is just a mod manager

#

TML being a mod manager is a very small aspect of it overall

surreal cove
#

hmm

dull hawk
#

Yeah, TModLoader is also a mod loader. Lol

#

So basically it is like BepInEx.

#

(a gross oversimplification, but yeah)

surreal cove
#

oh

west surge
#

TML is like BepinEx + LethalLib + LLL and more

#
  • LMM
surreal cove
#

so like the ultimate library mod?

dull hawk
#

Yes.

surreal cove
#

oh I c now

dull hawk
#

I wouldn't mind making an API in Lethal Company for modders though.

surreal cove
#

but zeekers def needs to just add more modding tools, since now that he is a millionare I doubt he really wants to work on the game that much more. But maybe he does.

dull hawk
#

Nah, he does, he is just trying to put out bigger updates each time.

west surge
#

theres not much he really needs to do in terms of hard limitations we face

dull hawk
#

Yeah, it really isn't much.

surreal cove
#

I mean not really related to modded, but just optimize the game for framerate

dull hawk
#

Yeah, definitely.

#

The fact that you could run GTA V before being able to run LC is hysterical.

#

(Granted, Unity adds a lot of bloat, but still.)

hasty fog
#

i can't believe something like cullfactory had to be implemented in a mod

surreal cove
#

everyday I get bullied by bard and chat gpt when running at 15 fps when im playing on the laptop. They are only nice to me when im plaing on the pc

west surge
dull hawk
#

Yeah, that as well.

hasty fog
#

i suppose so, but like, culling stuff that isn't visible is like the most basic optimization technique

west surge
#

no

#

it's a simple one, at least in theory

surreal cove
west surge
#

in implementation it can harder than it sounds

west surge
dull hawk
#

For a game like Lethal Company, at least it is easy to hide defects from culling. Lol (everything is dark)

surreal cove
hasty fog
west surge
#

sure but like

#

thats useless info

#

respectfully

#

doing it in practice is what is relevant

oblique marten
hasty fog
#

it's definitely easier to implement when you're the dev of the game and not a modder, that's for sure

west surge
#

not really

oblique marten
#

at least when we're talking about interiors

hasty fog
surreal cove
west surge
#

oh i wasnt talking to you dw

surreal cove
surreal cove
oblique marten
#

I mean out of the vanilla maps

west surge
#

x time spent getting dungeon culling flawlessly working is x time that can be spent elsewhere

#

a lot of problems in the basegame are a lot easier to judge when you have infinite time budget to fix it

oblique marten
#

ye, plus the interiors weren't that big until titan (and I guess march to some extent, but that is less of an issue)

dull hawk
#

New Update

west surge
#

yup, theres very little hard limitations between what zeekers can do and what we cant

oblique marten
west surge
#

oh forsure but just in general yknow

oblique marten
#

yeah, I don't disagree that that's probably the reason

west surge
#

i really want to have time to mess with dungeon optimisation

oblique marten
#

but it may be that zeekers didn't know that it was such an easy option

west surge
#

i wanna make flying to titan seamless

oblique marten
#

oh the loading? hell yea

#

also gotta get mismatched door sizes working poke poke

dull hawk
west surge
#

yes and no

dull hawk
#

Other than the loading seed screen.

west surge
#

that programmed in delay only exists (not justifying it) to give time for stuff to load in

#

in theory its not neccasary / not the actual problem

hasty fog
#

like batby said more important stuff to be done

west surge
#

everything is a balance

dull hawk
oblique marten
#

I also thought it would be

west surge
hasty fog
#

in one of his early dev logs for the game he was experimenting with more realistic sound physics but it made the game chug to 30fps lmao

dull hawk
west surge
#

i know your not

dull hawk
#

Ah.

west surge
#

the LOADING.... hardcoded wait is in a coroutine that runs at the same time as the async scene loading

dull hawk
west surge
#

most of his code is pretty fine i think, espically some of the seemingly more recent stuff

SelectableLevel as a whole is handled pretty well imo. think a lot of the sinning in the codebase is old code thats yet to be refactored to things he hasn't used to much yet (events, properties etc.)

dull hawk
dull hawk
hasty fog
#

everyone's gotta start somewhere

dull hawk
#

Yes, but not what I'm hinting to.

#

Mind that I said I optimized a lot of Roblox dev code. (Mainly a while back, not as much anymore.)

#

I've seen all kinds of methods.

#

If they were good, I wouldn't have to optimize them.

#

Then again, I'm an optimization freak.

oblique marten
#

I think it's fair to say development would be a lot less far along had he focused on optimized code the whole way

oblique marten
#

that said, there are definitely some methods that do some overly complex things called during updates

hasty fog
#

at some point you just have to throw in the towel and say "if it works, it works"

oblique marten
#

not so much say if it works leave it, but get things working so you have a place to start optimizing from later

#

I think the code is structured in a way that it's not too difficult to optimize

#

at least the parts I've looked closest at

dull hawk
oblique marten
#

yeah, more experience means you can make the right decisions earlier with less of a penalty

#

it's all a balance and if you're inexperienced obviously you'll learn a lot and have to go back later

dull hawk
#

It's even better when you get a lot more experienced DURING a project. LOL

hasty fog
sage socket
#

Hopefully that new Unity TOS isn't biting him in the ass

dull hawk
#

Yeah, he was still in the process of learning Unity and C#.

west surge
sage socket
#

Cool

oblique marten
#

but what happened happened so now there are hundreds of people examining every part of their code lol

#

there's a lot that could've been done better obviously, but for an inexperienced solo developer I think it's better than I would've expected

dull hawk
#

Definitely.

#

Glad to see that they are still working on it though.

hasty fog
dull hawk
#

Man, this is always fun to do. Lol

#

ALL THE MODS

#

Anyway.

tropic gull
#

Talking about the dev, being in their position to think that their updates might break the whole mods or whatever seems like a huge burden ๐Ÿซ 

dull hawk
#

Man, if I helped him, I would end up breaking so many mods. LOL

tropic gull
west surge
dull hawk
#

(This is why a built-in API would be nice.)

dull hawk
west surge
#

what do you mean

dull hawk
dull hawk
west surge
#

we dont need that

#

we need communicate with them

dull hawk
#

Both would be better.

west surge
#

not really tbh

#

we can already look at changes via comparing decompiles

dull hawk
#

Yes, but then that just means there is no reason for him to reach out. Lol

#

Based on what you are saying.

west surge
#

Not at all, communication could provide him with things he could easily to do prevent things from breaking in the future

dull hawk
#

Eh, he shouldn't really try to steer away from breaking mods, it's an alpha for a reason, if he tries to always maintain compatibility, the game will never improve.

west surge
#

I think that's a pretty broad and dismissive response

oblique marten
# dull hawk (This is why a built-in API would be nice.)

an API or refactors definitely would be nice, but I won't ask for them
As modders, especially when injecting code, we really should just have the expectation that things will break, at least until we make our own APIs for everything we could need, but I don't really see that fully solving the problem

west surge
#

You can help prevent breakage in many ways with many different changes that are of varying concern

dull hawk
west surge
#

again, your assuming what all those things would be

dull hawk
#

Especially because some modders do things differently, they either do things that are very unstable and can easily break if a few things are changed, or sometimes it may be a bit more flexible.

west surge
#

for example, right now the default script order of execution is randomized every update, explicitly defining an order of execution for the major managers would be a massive improvement for mod compatability on updates

oblique marten
#

imo, it doesn't feel right to ask for zeekers to take time/money away from making content for a successful game to acommodate something they weren't prepared for

surreal cove
#

hmm

dull hawk
oblique marten
west surge
oblique marten
#

that's fair, but I don't want them to feel obligated

dull hawk
oblique marten
#

at least not for in-depth changes

west surge
dull hawk
#

A constant load order is definitely good.

west surge
#

a constant execution order is something he could easily do to prevent things from breaking in the future

dull hawk
#

Okay, but that's one situation.

west surge
#

yeah

dull hawk
#

Yes, it could, and definitely should be done, but that's not the main idea of what I'm saying.

west surge
#

not all relevant examples are going to be ones you have already thought about ๐Ÿ˜›

dull hawk
#

Yes, but you are placing me in a bit of a "gotcha, you are dead wrong".

#

Obviously there are exceptions.

#

I'm not saying he should literally not maintain any compatibility what-so-ever.

west surge
#

I wouldn't even say their exceptions their just things that he could easily do

that includes explicit, possibly limited and ongoing support type changes like your talking about or little quick, light fixes like im talking about

dull hawk
#

I'm just saying that if he wants to change something to improve the game in whatever way, he shouldn't worry too much about it breaking mods if its a big improvement.

#

Okay, now I'm feeling like we are on a completely different string of yarn here.

#

Idk how we are not on the same page.

west surge
#

I'm not saying he should be expected to but any outright communication would go a long away and people here would be more than happy to work with any amount of involvement zeekers would be interested in

#

it's very scalable

dull hawk
west surge
#

announcements are something we already have and are reactionary

dull hawk
#

Not really, we didn't know any of the changes that would actually happen with v47, which broke quite a bit of mods.

west surge
#

I'm talking about improving mod compatability in updates before they release

dull hawk
#

We did have a beta version for it though.

#

(Although people still seemed unprepared.)

west surge
#

funny enough

#

roundmanager and startofround swapped places

dull hawk
#

I did see some of that, but not most of it.

dull hawk
west surge
#

In fairness i did misunderstand what you meant, i thought you meant the announcement that was concurrent with the update, not like a warning type one

dull hawk
#

That explains.

west surge
#

although in that regard if they had a list of those changes they could also mention that to people who know what those changes entail

dull hawk
#

I was still trying to figure out where we got on a different page. Lol

west surge
#

for example if zeekers changes the name of a major function, it would be nice if someone had the oppertuntiy to ask him to leave the old function name in that just runs the new one for an update before it's completely deprecated

dull hawk
#

If they know of the upcoming change, they should just adjust to it. (Easier when done via Steam beta release, or if it is literally just a simple rename.)

west surge
#

Yeah they should. But also on Zeekers end it would be 1-4 lines to stop all those affected mods from breaking on said update

dull hawk
#

If it gets to the point where Zeekerss is just changing names of methods and that is it, that's just weird, and he probably doesn't even care at that point.

#

If it was like different parameters and stuff, that's more understandable, yeah.

haughty pagoda
dull hawk
#

Lol

pastel geyser
#

Iโ€™m too tired to read this can someone give me a summary of the things talked about today

#

Also one question

#

Will things like cosmetics, advanced company xp be saved

bright sentinel
#

(the browser/web rendering engine for thunderstore is integrated in overwolf i assume?)

#

also does this mod somehow record mods performance?
(so i can spot faulty mods that cause lag spikes, e.g. currently suspecting some navemash stuff)

sonic kettle
#

Haven't played lethal company in a while, but this mod will bring me back

dull hawk
dull hawk
dull hawk
#

I crashed pretty hard last night, so I've been asleep for like 11 hours. Lol

#

Time to get back to work.

sage socket
#

Get that rest

dull hawk
#

and food, I forgot about food, so now I'm having to make food. Lol

#

Food is good.

haughty pagoda
#

Food is great

dull hawk
#

Also having to fix an issue with UI because Unity's UI likes to be annoying. (Unity was the reason for me having to make my own formula to make LMM's UI fit just about any screen.

pearl plover
dull hawk
pearl plover
#

It has an installer, but all of the contents are contained

dull hawk
#

Ah, I see that other build. Lol

pearl plover
#

The AppImage is kind of like a sandboxed version for Linux

dull hawk
#

I see.

pearl plover
#

but it works independent of Linux distro for the most part

dull hawk
#

I've yet to work with Linux, so I don't know much about that. Lol

pearl plover
#

nightmare

dull hawk
#

Lol, jeez.

dull hawk
#

Less update calls to the UI.

#

Also probably just better Math than what Unity does.

#

(Since it literally just does Math, nothing crazy.)

#

It's depressing that it is just easier and faster to make your own UI implementations than to work with Unity's.

#

For the basic things, it's pretty nice, but anything more is just inefficient and glitchy.

dull hawk
#

Btw, forgot to mention that it would definitely not come out today because I got Karate.

#

Especially since I'm having to deal with some visual issues, and considering this is a mostly visual mod, it's not something I can postpone.

sage socket
#

I patiently wait for the release so I can convince my friends to play more modded with me yoiled

surreal cove
#

Would much rather have a release where you took your time then you rushing it and wasting your whole day

dull hawk
#

Yeah, and I'm also going to have to do some changes with the profile stuff to make things work as best as possible.

hasty fog
#

when are you looking to release now? some time in the coming week?

dull hawk
#

Still within a few days.

#

Yeah.

hasty fog
#

cool, keep up the good work

dull hawk
dull hawk
#

Anyway, reasoning for this is because of loading so many mods every time you may want to mess with your mods can be really annoying and tedious. (This is the problem with an in-game mod manager.) Basically it will always load as LMM only via Steam, if you want to load another profile via Steam, options will be available and it will relaunch with that profile's mods. There will be settings that will allow it where when it is closed and reopened, it will only load LMM again or even keep the same profile active, if desired.

#

Profiles will be out for beta, but it is pushed back because this system requires it before I can really push mod sync out.

#

Mod sync will have to use what's called temp profiles, which will basically use the same code that wasn't really done yet due to the other issues I mentioned.

#

Eventually, I could probably look into Preloader in order to run everything before any other mods even run or maybe even most of the game so that you can quickly use the mod manager rather than having to wait for mods to load. (Or even the game if your PC is slow.)

west surge
#

wait actually

#

when can you interact with LMM

#

like ingame

dull hawk
#

I'm about to add a button for it in the Online/LAN section, but right now it is in the main menu.

west surge
#

I assume the game restarts when new mods are downloaded?

dull hawk
#

When you click for it to apply, yes.

#

I'm not releasing with hot loading rn.

#

I'll wait for LMM to actually grow before I even bother adding the API for it.

west surge
#

yeah was going to say

#

i don't know how hot loading would even be viable

dull hawk
#

It already is viable.

#

Minx even did it.

#

He just didn't handle detecting the mods well.

west surge
#

how do you deal with registered prefabs and code running before the main menu

dull hawk
dull hawk
#

If not, then yeah, obviously there are problems.

#

Which is why I am adding an API for it.

dull hawk
#

Let me check how I do it with one of my mods, actually.

#

Ah, wait, right, they can't, have to wait for GameNetworkManager.

#

Either way, like I said, API.

west surge
#

1, In the context of registering network prefabs, They can't do it when the mod first runs. because it needs to be added to the networkmanager after it exists and before it starts

  1. in the context of modloaders, not all mods have an awake
dull hawk
#

Yep.

#

Like I said though, I'll have an API for it, and mods will be able to flag whether or not they are compatible with LMM hot loading.

surreal cove
#

dont doubt my boy kyxino ๐Ÿ”ฅ

west surge
#

Wasn't doubting

#

Just for example I don't think any LLL content would be hot reloadable

dull hawk
#

Yeah, I was already aware that some things wouldn't work like that, just couldn't remember how good the coverage was by default.

dull hawk
#

Basically the plan is to allow developers to add a method that would be called upon hot loading.

#

I could also just make it run the original thing forcibly.

#

(Which typically it would work, but I'm sure there may be some programmers doing something weird, which could just end up making it worse than leaving it alone.)

west surge
#

so how would the hotreloading work? unload main menu, run some sort of event, load main menu?

dull hawk
#

There are two options: quick reload, which closes and reopens the game back to its original point (whether it be the main menu or the lobby you are joining); and hot loading, which allows the mod to immediately start running after being downloaded in a game (ideally) before the lobby runs.

#

The latter won't come out until I add an API, but mainly because I don't want to deal with people complaining of issues arising when it's always more recommended to quick reload.

west surge
#

how would you restart and/or stall the gamenetworkmanager?

dull hawk
#

You don't need to restart it?

west surge
#

if you open the main menu and download mods that have prefabs that need to be registered you've missed the window to register them, no?

#

(for hotreloading)

dull hawk
#

Ah, for hot loading.

#

No, there isn't a window because you've yet to start a game.

west surge
#

the oppisite, no?

#

if were on the main menu downloading mods we have started the game

dull hawk
#

I meant the lobby.

west surge
#

what do you mean when you say the lobby

dull hawk
#

Like starting a game, idk.

#

Not talking about LC as a whole.

#

I'm talking about loading into a save.

west surge
#

networkmanager initializes via awake when you open the main menu scene

dull hawk
#

A lobby.

west surge
#

nothing about what im talking about happens when you actually join the game

#

its gotta be done first frame of main menu

dull hawk
#

That's why I'm saying before.

west surge
#

but if your using your mod manager on the main menu, its past that right?

dull hawk
#

It latches onto the original method, that's why it runs that exact frame.

#

You could technically run it at any time after you have it.

#

Unless there is an error that literally only allows that single frame, which I doubt.

west surge
#

you have a frame to do this

#

after you can access the networkmanager (when the scene loads) and before the networkmanager finishes it's Start function

#

technically two frames i suppose

dull hawk
#

You really can't do it any after? That's just stupid, what.

#

Is there even a good reason for that limitation then?

west surge
#

not particually but its more or less a non issue outside of this context

#

im wondering if maybe the best way to hot reload would to actually have your mod manager ui exist on an additive scene that loads when the main menu loads, then your hot-reloading would involve unloading the mainmenu scene and doing all the initial scenes asap (built in intro skip mod that does all the right functions)

#

so then your modmanager itself wouldn't unload and/or could even exist visually throughout the process

#

could even have a full size background on your canvas so players dont even know its all rerunning

dull hawk
#

Checking GNM rq.

west surge
#

you can ask people like xilo and lordfirespeed. it's not something we haven't looked into

dull hawk
#

OH, I think I see why.

west surge
#

in theory unloading/loading the main menu might cleanly restart it though

dull hawk
#

Awake gets called twice because it loads the main menu twice essentially.

#

Which destroys GameNetworkManager.

west surge
#

huh?

dull hawk
#

Preventing additions.

#

Yeah, I've had the problem with LMM before.

#

Main menu gets called twice.

#

Rather, main menu is "opened" in a sense, twice.

west surge
#

i dont see how thats relevant

dull hawk
#

Because GNM is running twice.

#

Awake*

west surge
#

again, i dont see how thats relevant

dull hawk
#

It's why you can't make changes after those two frames you mentioned.

#

I'm assuming, at least.

west surge
#

why would that correlate to that

dull hawk
#

Because the 2nd time GNM Awake is called, it destroys GNM.

west surge
#

ok

#

i dont see how thats relevant in the context of us doing stuff after that happens

dull hawk
#

Because you can't add things if GNM is destroyed.

#

Meaning, if you prevent GNM from getting destroyed, you could add things after those two frames.

west surge
#

no

#

if that was the case the entire game wouldnt work

#

espicially adding prefabs to it via mods

#

thats not relevant

dull hawk
#

No because GNM is still around at first, which is why it still works.

west surge
#

@tepid sedge knows abit more about the limitations on registering prefabs after the gamenetworkmanager starts than i do so might be able to weigh in

tepid sedge
#

who dares disturb my slumber

west surge
#

re: hotreloading mods installed on the main menu

dull hawk
#

Well, specifically loading custom content after the game has started.

tepid sedge
#

yeah you can register network prefabs in main menu

#

just has to be outside of the lobby

west surge
#

??

dull hawk
#

So it's fine, as I was expecting.

west surge
#

since when has it not been confined to doing it before gamenetworkmanager starts

tepid sedge
#

you always had to do it after gamenetworkmanager start

#

(though more specifically networkmanager start)

dull hawk
#

It's how I did it too, so that just confused me for a moment.

west surge
#

like for months

tepid sedge
#

what

#

I just register in start since it's the earliest

dull hawk
#

I never even heard it until you said it.

#

Yeah, exactly.

tepid sedge
#

but you only have to register outside of a running client (ie outside of being in a lobby)

dull hawk
#

That's what I expected.

west surge
#

which starts when you join a game right

tepid sedge
#

yes

#

and ends when you leave it

west surge
#

people been lying to me ๐Ÿค”

#

apologies @dull hawk

dull hawk
#

All good, I immediately was trying to circumvent the supposed limitation, but it's not like I spent more than a minute. Lol

#

Yeah, had that been an actual limitation, I was assuming it was the double main menu thing that I had to deal with at first when it came to working on LMM.

#

(Since GNM's Awake would destroy itself if called twice, but idk when it is actually called.)

tepid rampart
#

still plan on releasing soonish?

dull hawk
#

I have to add a proper profile system for mod syncing to work properly.

tepid rampart
#

hell yeah

dull hawk
#

Ah, yes, I love getting an error once and then never again.

dull hawk
#

Man, I do love being able to easily view mods though.

#

Everything is so much faster than TMM/r2mm or even the actual website.

#

I could release this as a mod viewer. Lol

hasty sequoia
#

wowie

dull hawk
#

Yeah, nothing like being able to switch pages so fast that you come across a ped joke faster than the Flash can run across the planet.

#

Best use case for LMM, totally.

oblique marten
dull hawk
#

As long as Awake is not manually called.

oblique marten
#

lol yeah true

dull hawk
#

Ah, nice, config compression all the way down to 4.6%.

#

Dang, 2.9% when I have more. Lol

dull hawk
dull hawk
dull hawk
#

I'm going to be doing another filter when I wake up, which should hopefully cut it down a lot more.

dull hawk
bright sentinel
bright sentinel
surreal cove
#

is there a chance the mod will be released by this weekend?
also will this mod fix this
basically one my friend adds a bunch of his own qol and meme mods for his end, and he changes the configs a lot.
I mainly create the codes and modpacks for our group, so im constantly adding mods, and adding new codes. So he needs to readd the mods, and redo the configs everytime.

dull hawk
#

I say that because I have Karate Thursday and Friday.

#

As for the problem you mentioned, yes, if you are using mod sync, it will "fix" that since it will sync up the configs

#

Also, unfortunately I will not be able to work as much on this today because I have some contracting work I need to do for a game real quick.

dull hawk
#

ON A SIDE NOTE: I FINALLY HAVE A REAL CEILING FAN, SO NOW I'M NOT SCORCHING HOT IN MY ROOM AT ALL TIMESSSS

#

Productivity: ๐Ÿ“ˆ

sonic kettle
#

LET'S GOOO

tropic gull
#

next goal is to get an aircond!! ๐Ÿ™

surreal cove
dull hawk
surreal cove
dull hawk
#

I also have two vents linked to my room.

dull hawk
dull hawk
surreal cove
dull hawk
#

Yep.

surreal cove
#

damn do you actually fight people in tournements?

dull hawk
#

In regular people terms, I'm a first level black belt in one of the biggest styles of Karate under the Japanese standard.

dull hawk
#

My back is too hard on me to keep doing it. I was going to do two tournaments next month, but I decided against it and to take that month off from Karate for the first time in like 2 years.

surreal cove
#

damn thats still impressive

dull hawk
#

Eh, I guess?

surreal cove
#

also a great way to stay active as well

dull hawk
#

Ah, yes, definitely.

#

I won't ever stop doing Karate for that reason.

#

Along with needing to do something other than programming. Lol

surreal cove
#

yea nice to have a active hobby when programming

dull hawk
#

Once I come back from my break, I'm retouching up on my skills and technique, and then I will be helping teach my underlings to get to their next level.

west surge
dull hawk
dull hawk
#

JEEZ.

dull hawk
#

I think it was worse with my old computer than it was before this ceiling fan, especially since I overclocked that old computer. Lol

surreal cove
surreal cove
dull hawk
#

Then the house would look bad, and my mom would not like it. Lol

#

Either way, it's fine now, this ceiling fan is nice.

#

I just have it on full blast, haha.

surreal cove
#

something like this

#

it doesent look that bad

dull hawk
#

Yeah, I know.

#

It does.

#

Even I can agree it looks bad. LOL

west surge
#

last summer i wasn't able to play hitman 2 because my pc would hit 100c on the cpu and turn off

surreal cove
#

i mean it also depends what your room looks like as well, and where it is

surreal cove
west surge
#

money

surreal cove
#

yea I feel you, my parents never turn on the AC/Heater

dull hawk
# west surge money

I got these fans that are somewhat expensive, but they refill the volume of the case like crazy.

#

Let me find the name rq.

surreal cove
#

summer feels like hell, and winter feels like the artic

surreal cove
#

in the fricking desert?

west surge
#

melbourne australia

#

lol

surreal cove
#

I knew it

dull hawk
#

PCs heat up like crazy either way. Lol

surreal cove
#

im curious if those "water" fans will damage your pc

#

more like mist

dull hawk
# dull hawk I got these fans that are somewhat expensive, but they refill the volume of the ...
#

Those could help.

#

Great fans.

#

I just have them on full blast at all times because I prefer the noise.

west surge
#

oh my fans be pretty bussin i think. it just be hot aha

#

ty tho

dull hawk
#

No problem. Lol

surreal cove
#

found this portable ac and mini heater for 68 bucks

dull hawk
surreal cove
#

wonder if its legit

dull hawk
#

Could very well be, it's not that expensive to create that stuff.

surreal cove
#

"Blows Nature and Hot Air, No Cooling (With Print)"

#

so I think its like the fan thing I sent

dull hawk
#

Lol

surreal cove
#

looking at the description, the grammer isnt very good

#

" Not only can Small Air Conditioner be used as an air conditioner to cool down (nature air), but also can be used as a heater to heat up, 3 seconds fast heat up, instantly turn on and heat up, to meet the needs of different seasons."

surreal cove
#

lol

dull hawk
#

Crap, yeah, this contracting work took up the whole day.

#

Luckily it is pretty much already done, but man, I don't really like Lua/Luau that much anymore, C# is just so much better. Lol

surreal cove
dull hawk
#

I'm a developer for an LLC based in New Jersey, but I'm pretty cool with the guy, so I'm helping him with a game that he helped develop under a different group.

#

I've been doing a lot of contracting work in game development since I've been modding because I don't have much time otherwise. Lol

dull hawk
#

Once I'm done with the grind, I'm going back to properly game developing. Lol

surreal cove
#

sounds great

dull hawk
#

(but I'm still doing modding, just not as much as I am now.)

pastel geyser
#

The game better be the best game I ever seen, soulslike roguelike easy 100+ hours of gameplay on the main story with fun combat, dynamic story, immersive story telling

dull hawk
#

It's just a chaotic physics based game.

pastel geyser
#

Damn

dull hawk
#

So I'm doing something involving a tornado and a black hole.

pastel geyser
#

I tried making a black hole in godot but I suck at physics and math

dull hawk
dull hawk
pastel geyser
#

Bro is not sigma from Overwatch

dull hawk
#

Lol

surreal cove
surreal cove
#

best game and rougelike cant be in the same sentence, except for this one

pastel geyser
#

roguelikes r the best

dull hawk
#

It doesn't even use HarmonyX.

#

It only uses BepInEx to load the code and that is it.

#

Everything updates with the game.

dull hawk
surreal cove
dull hawk
#

You mean LethalUtilities?

surreal cove
#

yea utilities

dull hawk
#

Lol

#

Yep.

surreal cove
#

there are so many mods that do this

#

lethal variables, utilties, quantities, editor, advanced company

dull hawk
#

Yeah.

#

LethalEditor v2 will surpass LethalUtilities v2 for some things. Lol

surreal cove
#

btw does LU give the ability to adjust enemy speed, and make the enemy killable? cause I want to do that, but AC doesent allow for it

dull hawk
#

LethalUtilities > LethalEditor > LethalUtilities v2 > LethalEditor v2 (Everything is bunny hopping the other.)

dull hawk
surreal cove
dull hawk
dull hawk
#

Honestly, I might incorporate LethalEditor into LethalUtilities, idk.

#

I'll come up with something at some point, but rn I got to focus on this contract work so that I can get back to work on LMM.

surreal cove
#

bet take ur time

dull hawk
#

This has taken too long, and then I have another job to do on Monday, but luckily that one is easier.

dull hawk
#

Jeez, well I'm done with that contract work, but that shaved off two days, which is annoying.

#

Man, I might need to invest in a second monitor finally.

#

It's so much better than just one, or even one ultra-wide monitor.

#

LET'S GO, I COULD WIRELESSLY CONNECT TO MY TV.

#

oh gosh

#

actually this is pretty bad

#

There goes that idea.

haughty pagoda
#

Even a cheap one is good imo

#

Though the vertical for coding / discord thing is nice too

dull hawk
#

Yeah, I used to use my Samsung Tablet for it, and I loved it, but I didn't use the tablet much for anything else, so I gave it to my mom. Lol

haughty pagoda
#

Ah lol

dull hawk
#

Yeahhh, $700 used for something I could handle for an easy $100-200. Lol

dull hawk
#

(Going to test with the modpack as well, but first I'm doing a few more improvements.)

#

(Btw, this is for config syncing.)

#

(Forgot to reiterate that.)

#

Should be a whole lot better now.

#

I redid how it handles it.

dull hawk
dull hawk
#

.22% with no data loss.

#

I also forgot about removing the manifests from this. Lol

#

0.126% of original size with no data loss for 306 configs. (Most of which are set to defaults.)

#

Now time for a proper test with a modpack.

#

0.99% of original size with no data loss. I don't have the config file count because I have it output the filtered contents, which took up my entire console.

dull hawk
#

Anyway, what this means is that if you already have all of the mods, syncing configs will be much faster than profile codes, like MUCH MUCH faster.

#

My personal mod list:

#

As for the modpack (TMLC v7.3.0):

dull hawk
dull hawk
#

Well, I woke up early again, and I'm staying up so that I have more time to work on this.

#

Ideally, soon I could get that closer to 0% with some trickery, but honestly, I'd say this is pretty good already.

#

(Heck, at some point I could literally get that to exactly 0% at times.)

#

If I spent some more time, I definitely could.

#

but I've spent enough time, I got to get profiles fully working so that I can finish mod syncing.

dull hawk
#

I do have to make changes to the compression for certain reasons (like compatibility with some potential future things), but either way, it will still be REALLY good.

#

(Plus, I soon plan to make it better.)

surreal cove
#

epic

pastel geyser
#

Bro skipped modsync to go to lmm + everything

#

Crazy

oblique marten
#

it do be like that sometimes

dull hawk
#

Loading the modpack for this as well rq.

dull hawk
#

Ah, yes, got to love trying to open up a Unity project.

#

proceeds to stop loading and get stuck

#

wait

#

Does it get stuck when a Unity game is running???

#

The heck?

surreal cove
#

Will compression make the modpack load faster

dull hawk