#[BETA v0.1.6] LethalModManager https://thunderstore.io/c/lethal-company/p/kyxino/LethalModManager/
1 messages · Page 4 of 1
rip
real
Alright, back to work.
Real
Well, been making things a lot easier for me, so now I'll be able to handle some stuff a lot better.
Lol
I also fixed an annoying misalignment with the UI that was caused after I did my own grid UI implementation.
hows it going rn
howsa progress
Changed up some of the logic with that because I realized I wasn't handling it properly in the first place. Then I left to hang out with some friends, but I'm back and ready to continue the grind.
Even though I pretty much redid some stuff today, I've made some better progress, so things will be more stable/reliable now that I've undone my screw ups. Lol
bet
Idk why I say some stuff when I practically just redid the entire thing for the UI. LOL
(For the mod slots.)
(Basically for any programmers here, I was being stupid and wasn't doing OOP for the mod slots, so I had to store data in different dictionaries with the key being the mod slot's transform instead of just making a class inheriting MonoBehavior and what not storing that data instead so that I could iterate better through that data.)
(One of the main things I'm good at in programming is using OOP when necessary, and this was quite literally the most necessary thing, but I was for some reason braindead for that, so I never did it until last night because I finally realize I was being stupid, and made it much harder to add functionality to it.)
I will go ahead and say that it is VERY unlikely for the release to be out today, maybe tomorrow, we'll see, I won't try to raise the hype back up until I know for certain a bit more this time.
Just trying to fix up the code a bit to add the final features so that it isn't very duct tape and popsicle stick-like.
Alright, fixed quite a bit of UI stuff, also fixed inactive mod slots taking up an entire spot due to how the calculations previously worked.
(Even though the latter would never really happen, if I ever did, it is now fixed.)
Calculations are more exact and doesn't break when the window gets to a wonky size.
awseome, im just hoping thr mod will relewse by the weekend
It definitely should, but it will have to be sooner because my grandparents are coming over for my birthday this weekend.
With the changes I've made today, it should help me release this tomorrow or the day after, we will soon see.
Happy early birthday
honestly i am also taking a break from LC, im just looking for new mods. But i got burnt out from it, its not boring, but i dont want it to become boring by playing it to much. So like a 2 week break should make it fressh again
Haha, thanks.
Ah, yeah, and some things doesn't seem to be changing very much in the modding community.
I don't ever hear of anything big and different anymore.
(Then again, I've been living under a rock due to LMM's development.)
WOW, okay, I made reloading so much nicer.
Oh, right, reloading Thunderstore* data.
(LC quick reload is already done.)
It no longer stops the program at all.
uh
Alright, apparently changing the page while reloading crashes Unity?
Alright, well, got to do my own implementation for some other UI stuff apparently.
Thanks Unity for sucking at UI.
Wow, in one line, I figured out how to do it perfectly without crashing.
Unity is smart, totally.
Uh, somehow it seems like mod logos download faster in Thunderstore search?
Man, I love this so much.
no but seriously, at first i didnt even touch them and now they are a LOT faster
idk how this makes sense
Oh, btw, I fixed the times since it used local timezones rather than UTC.
(before it would give a negative seconds time)
casually finding interesting mods with LMM
Well, that definitely helped speed up development because I was really trying to figure out what the heck was causing crashes.
Also, refresh Thunderstore data is a lot smoother and will not brick everything anymore.
(it didn't do that before, instead it would just halt the process until it was done)
dang it
This is like the third epstein mod I’ve seen what
Yeah, idk, LC just seems to like this type of thing. Lol
Haha, I already fixed it, but Unity still logs the error now. (It at least no longer crashes.)
OH
PART OF IT IS DUE TO THE THING I JUST REDONE BECAUSE I'VE YET TO COMPLETELY TAKE IT OUT.
WOW
THANKS UNITY.
pfffft
whenever you rant about the coding, im here just like
or just generally talking about it im just
lol
Lol
Anyway, while laying in bed, I just realized how I can easily handle the whole rejoining lobbies with the same mods and configs without having to Quick Reload every time.
That was one of the biggest problems I wanted to solve before beta release, and now I think I know how.
Hell yeah!
Perfect.
what minecraft enchantment is this
It's the Unity enchantment. Lol
atlas texture bugs are always silly looking lol
That's just Unity's text rendering. Lol
but I assume the cause was some UV mapping issue on the font atlas texture?
idk, it just looks like it to me
How’s it looking @dull hawk
Tbf, all rendering involves textures, even text. I was just noting that it wasn't DIRECTLY textures.
Just got done eating, so I'm about to do something that should fix anymore issues happening.
oh yeah, my point isn't about it being a texture mapping issue, but that it looks stranger because it's on an atlas
Ah, yeah.
it's a lot less fun when you just have the texture bounds clamped or repeating
Yeah, idk what Unity is doing in this case.
They just offed themselves randomly.
(Maybe I should replace their text rendering with my own?
)
kidding no
Nice nice. You think release today?
I don't want to start hype just for another issue to occur, I've been eliminating LMM's own issues, but now I'm eliminating Unity's issues.
Maybe today, could be tomorrow.
It isn't that much longer for sure though.
Awesome
the more you ask the more it gets delayed
Man, that applies heavily when my mom would rush me to get ready for school back then. LOL
Set a hard release date for 6 months time
Get it done tomorrow, and withhold it for all those who poke
Eh, not as much of a hobby as it is just my life. All I do is program and that's been over half my life. If I don't do it, I get anxious and stressed. Might as well have less anxiety/stress by doing this type of thing rather than not and having it worsen.
Lol, oh gosh no.
i dont mean to poke im genuinely just asking how its going with the progress of the project
I think everyone's just playing you're good
you’re not paid for it and you enjoy it right
No, we are for real, put your hands up.
Yep.
then it sounds like a hobby to me 👉😎👉
Yeah, I just think of hobbies as things you may spend a lot of time on, but not literally making it your life.
So in that case, it is a very massive hobby of mine, haha.
yeah it’s still a hobby
try gym, if you don’t go for a few days you start to physically feel awful
Actually, I weirdly feel better by not doing Karate for a while.
I will be working out soon this month though.
Programming is life. Eating, drinking and sleeping are the hobbies
(We have a gym in our basement.)
LOL
Okay, I actually drink a lot of water like crazy.
Water and programming is life.
programming is no longer a hobby because i get paid to do it at work 
the last thing i want to do after 7.5h of programming is more programming
tragic
lol
Yeah, I just constantly want to program.
I also do programming work for an LLC.
(games)
Get that bag
Along with some contract work.
this sounds rough
I barely do because I have been doing many other things. LOL
Hm?
triple tiered programming
Ah. Lol
Idk, I'm fine with it.
I do Lua/Luau for work, and C# for modding.
Eventually C/C++ probably for a custom game engine for a solo game later on.
paid roblox doesn’t seem as stressful at least
Haha, yeah, it's not too bad. I have a friend making $45/hr.
I don't really put myself out there anymore, so I don't bother.
I am starting to again, so I have 3 games lined up.
all I’ve ever done are admin commands
(All solo, but I do have some that I'm working in a team and I'm getting a percentage.)
I've done that as well... amongst many MANY other things.
Lua is the programming language I've started with.
same
like 12-14 years ago i was hooked on playing lmao
Ahhh, I see.
learned how to make my own stuff and then started programming from there
Yeah, nice.
I started playing Roblox like 12/13 years ago, did some development 10 years ago, and then REALLY got into development 9 years ago, and programming 8 years ago.
Yeahhh.
Easily accessible and more interesting than websites
plus their documentation is weirdly good
Gosh it was bad, but definitely a good stepping stone.
it has no right to be that good
Roblox Studio's documentation or the toolbox?
roblox lua
lots of guides, cookbook, and general api documentation
oh fair, this was before dev forum
Yeah.
They did do quite a lot, and then they just got lazy.
The biggest downfall of it was their IDE.
The linting and everything just randomly started to suck.
It barely gave you as much information anymore.
Rip
It was killing my laptop like crazy until I disabled it.
Yeah, it got bad.
You basically were coding blind.
Even if linting was enabled.
... and most of the time it would suggest the wrong stuff.
The amount of times I would try to do :Get- anything other than Children, it would always prioritize :GetChildren first and I'd accidentally do that and would have to undo it.
Although i did try to use it cross ModuleScript before and it doesn’t keep the types 
Oh yeah, Luau is pretty nice, I like being able to type things for linting and basic type warnings.
Oh yeah, you have to do export type <name> for it to work, I think.
(It's been a while.)
Realll!!
Lol
Did either of you guys ever try the Code Assist AI model Roblox put in their IDE? I saw when that was announced but not if it was ever useful at all
(Proceeds to keep walking the same speed.)
So apparently it is actually doing really well, but I don't bother with it.
smh just use that thing that lets you use an external ide and then copilot it
USD?
The AI code acceptance rate was like 20%.
Yes.
Yeah, that's what I'm thinking of. (or even doing TypeScript/C# to Lua since there are some plugins for it.)
moonscript 💪
I first played it back in 2009
I just can't stand Roblox Studio's IDE anymore. Lol
Noice.
I still play it occasionally
I think I messed with that a little back in the day.
I don't play it at all, just develop. LOL
I heavily recommend trying Doors if you haven’t, it’s phenomenal in its audio design
I've played it like once or twice.
I hope the devs can get their own game off the ground eventually
Honestly, when I make my custom game engine, I may look into making a Lua/C# hybrid language (mainly in terms of syntax and allowing explicit typing) for modding support, but also for me to do my own stuff, idk. LOL (Just a bit of me being bored is all.)
I messed around with script stuff a bit when I was younger, but not much
Noice.
I wish I did it more, could’ve got me more into coding
Programming isn't for everybody, so who knows, maybe you would've liked it, maybe you would've hated it.
Most of my experience is in freaking visual basic where I programmed a robot
Admittedly it was fun chasing people around the halls of my highschool with it lol
LOL
Yeah it wasn’t a personal choice, it was for the course
Ah, I see.
And the year after I graduated they added a full on coding course
Both of my brothers got to take it
I think for my district, they got rid of a requirement for us to take the ACT. Lol
ACT?
Some annoying test.
ah
My class was the last one that got to do canadian law at my school at the time
Loved that class
Ah, okay, then that's cool, but sucks that it is gone.
Yeah.
A fun legal thing to mess with is emulators since it is a hot topic lately. LOL
We got to do a mock trial in an actual courtroom and it was overseen by some people who worked there and they told our teacher it was the best one they ever saw too
So at least it ended on a high note
Oh dang, that's actually pretty cool.
Yeah
We had to do an objection
And it took me and the other lawyer on my side
Like every bone in our body
To not go full pheonix wright
LOL
Our teacher had to specifically tell everyone to not do it lol
Haha, that's great.
Yeah
But yeah, outside of that I only have experience in like…RUBY, I guess?
For when I used to mess around with RPG Maker
Oh gosh, Ruby...
Had a huge scene done out that I had like hours of work into that was connected to a lot of the game
That randomly broke
Literally nothing in the code was wrong, and even had two other people who had used it for years look at it
To this day I have no sweet clue why it didn’t work
Lol, jeez.
I also technically have some experience in Python
But that’s more reading/editing the code rather than writing from scratch
i hate python
Used to follow a git and read all of the pr’s and stuff
with a burning passion
Really?
YES
Why? I thought it was pretty decently liked
Depends on the crackhead you are asking.
Or is it just inefficient
Very slow, yes.
I think there are third-party versions that are faster, but the main thing is insufferable.
+Billions of implementantions of the same things that vary a lot with performance
I guess more accurately it’s supposedly decently beginner friendly
Basic things i mean like a for loop
You can write normal for or you can call zip on it and zip is a lot faster for reasons
It’s easy to read and understand the code, but that’s about it
Yeah, I'd say it is great for beginners, but I wouldn't go past that for most cases.
It does work well for AI, but probably explains why AI is so slow. Lol
I just love how most of my experience is with a dead coding language that hasn’t really been used since like the late 90s
LOL
Like there isn’t even a jumping off point I could transition to really
You still referring to Visual Basic, right?
If so, perhaps C#?
It's pretty similar for some stuff.
(A bit more sensical too.)
Visual Basic 6.0 was selected as the most dreaded programming language by respondents of Stack Overflow's annual developer survey in 2016, 2017, and 2018.
LOL
Yeah I’ve heard that’s like the closest
Yeah, C# is pretty fun as well.
You can do quite a bit of interesting syntax.
Although I think from what I've seen, C/C++ takes the cake for most interesting/fun syntax.
Depends on how crazy you are. Lol
💀
LOL
I had to use this to code a freaking robot
Ah jeez.
I’m lucky I already had some knowledge going into it
Yeah.
Admittedly it’s hard to know how I compared since most of the other classmates were just thrown into the course and didn’t really care
But I was able to do a bunch of stuff nobody else was able to, so a win is a win lol
Lol, noice.
I really need to learn more coding
Well, there are a lot of online resources to do so for free.
Maybe I’ll use lethal modding to push myself to do it lol
I can't recommend anything because I just self-taught myself everything through trial and error along with interpretation. Lol
Yeah, that would be a good way to start.
Noice.
Plus it gives me a specific motivation
I have a few mod concepts I want to make. One of them will be a lot of work but pretty cool; I have the game design and 2D art aspects covered, and a friend of mine offered to do the modeling and related things for me, so it’s mainly just coding aspects I need covered
I love how my concepts go from “absolutely stupid and memey niche reference” to “very in depth and ambitious project that adds major content”
Jeez I hated those.
Yep.
Noice.
Lol, it happens.
I love how the one time I think a problem might actually be caused by me, it was actually caused by Unity instead.
Time to see if I can pinpoint it exactly.
It seems like there may be something caused by me, but it is hard to actually get it to occur.
I think I figured out what that was.
Yep, oml.
wait what
i swear
WHAT IS WRONG WITH UNITY'S RENDERER
?
Unity keeps breaking with UI.
In what way
It crashes.
It really do be like that sometimes
Happened to me today; the one time I didn’t have my phone on me is when someone was trying to get ahold of me
Lol
Ah, lovely. [Error : Unity Log] Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
Man, I'm about to make my own CanvasRenderer.
im starting to feel like it could be UnityExplorer
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
UnityEngine.UI.Graphic.DoMeshGeneration () (at <17de86d66286445fa95af59fa8fa644d>:0)
UnityEngine.UI.Graphic.UpdateGeometry () (at <17de86d66286445fa95af59fa8fa644d>:0)
UnityEngine.UI.Graphic.Rebuild (UnityEngine.UI.CanvasUpdate update) (at <17de86d66286445fa95af59fa8fa644d>:0)
UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () (at <17de86d66286445fa95af59fa8fa644d>:0)
UnityEngine.Canvas:SendWillRenderCanvases()
``` Does anybody know why this even happens?
what are you doing in regards to this
Updating a Dictionary and changing pages that grabs data from that Dictionary while it is being updated.
(Which makes no sense that the UI would be breaking instead of the actual data relating to the Dictionary.)
dumb question but any chance it's grabbing null data from dictionary?
I have it default to "-" if it gets null data.
Ex:
Alright, now it should be completely impossible for null data to occur.
Hm.
That's the first time I got this error.
Usually it's different ones.
Similar to this, mostly.
This is confusing because I'm not adding it to rebuild at all.
SON OF A-
IT WAS UNITY AGAIN
HOW IS UNITY THIS BAD?
It's also my fault for not noticing this, but I had a Content Size Fitter in the ModSize text UI, which was the thing breaking these at first that I had to make my own implementation for.
Alright, well, maybe that was the only culprit, I hope so.
Going to fix this.
I fixed all LMM issues I guess.
Just Unity issues I have to deal with.
wait, but TinyDesc doesn't have it and yet it errored?
oml
Great.
Okay, I think I might know.
holy crap
i think i finally fixed it
I forgot about some annoying behavior where Unity doesn't like it when you change UI on anything other than the main thread.
I even have a variable to fix that, but I forgot the reason behind it. Yeah, Unity doesn't like UI changes on ANYTHING other than the MAIN thread.
Thanks, Unity, for being annoying.
but once you know, you know, just make sure you remember.
I just didn't want to make anything annoying for the user as a result of refreshing data being buggy.
but now it works.
I've tested it multiple times, so either it is gone completely, or extremely rare.
(I'm literally testing it under the worst conditions using an auto clicker to allow this to change the UI like crazy.)
Alright, yep, everything seems to be good now.
I hope you guys enjoyed my endless ranting.
(Finally put to an end... for now...)
unity on top greatest engine ever made! 🔥🏆 🥇
Tbf UI stuff tends to very specifically be main thread only in all applications
Weird not to provide a warning about performing UI functions on non main threads though
Well, this is Unity's rendering pipeline, you would think that they would handle that properly. Even Roblox handles it properly. LOL
Plus, there isn't much reason to not allow it.
It's the same as changing data on other threads, just visual.
oh shoot, magically other things are fixed?
Does Roblox do multi threading? Wasn't aware there was that much depth to it's language
Yep.
They've added quite a bit.
Generally it's a really bad idea to do UI data stuff on other threads due to UI always being main thread (since mouse movement, input etc is all main thread at the OS level it basically must be main thread) and locking data for transfer is time consuming which is bad for responsiveness
I mean, yeah, but at the same time (irony), it's all the same, you wouldn't have to lock any data, just whatever data you get at the time is whatever is displayed.
You'd still get the same thread race problems especially with complex data structures (like textures), where you could read and write the same memory from different threads at the same time, so in general UI off the main thread is off limits, at most you'd use signals
Yeah, I can see it for just pure lower level stuff (I looked it up a bit), but for Unity to not have proper support for non-main threads is just weird in this year.
Should probably have clearer warnings about that kind of stuff yeah (and Unity threading is very much questionable in general)
I still find it funny that Roblox handles it and Unity doesn't.
Previously I was loving Unity's UI compared to Roblox, now I'm not very much anymore.
Unity is super questionable for networking, UI and threading overall
Lol, I can tell.
Unreal does a lot better in all those areas
Yeah, eventually I'm going to make a game outside of Roblox (other than my custom game engine game), so I was debating Unity or Unreal.
Probably going to try Unreal.
(Especially because I can do some Lua in it.)
Godot is quite promising imo, worth considering especially for smaller projects
Yeah, that's the thing, not doing a small project for that game I mentioned.
(That's also why I wouldn't be doing it with my custom game engine that I also mentioned.)
the problem with "just" supporting doing things from other threads is that that means everything the main thread does has to be protected by mutexes
that causes serious performance problems
interesting if Roblox allows it though, I wonder how
perhaps it's designed around that, Unity definitely isn't from what I can tell
Yeah, which is what they were saying earlier about locking it.
have to make sure you're not doing tons of small changes in pieces because that means you have to lock adn unlock repeatedly
At the same time, you don't really have to lock anything- wait, actually, not sure if we are all getting confused by what I mean.
(I'm not good with programming terminology, so I could be saying the wrong thing here.)
perhaps?
there's really no way for the main thread not to be touching the same data that another thread is touching if it's rendering the UI while it's being modified though
the main thread has to stop one way or another
Okay, so Roblox has things where it doesn't have to be the same thread, but it does have issues for UI when it comes to parallel threading. I am not doing parallel threading in Unity, but I am opening a new task to run some code at a different time (asynchronously).
Which, perhaps is the same thing, I just know it differently in Roblox, so idk.
oh, then it should still be on the main thread I would think?
but I guess maybe the time that that async task runs might not be consistent and cause an issue with whatever state the engine is in
Yeah, idk.
I'd understand it for some really low level stuff, or even parallel threading in most cases, but not for something as padded as Unity already is. Lol
From a rudimentary look Roblox has multi threading and parallel operations as distinct things, where parallel is just running each script sequentially in one engine step on 1 thread (main), might be what you're thinking of?
wait, they call that parallel? holy confusing
I thought parallel was supposed to explicitly refer to running things that can be scheduled on separate threads
Running off Dev forum so don't know how accurate that is though
DevForum is full of egotistical idiots typically, but I think that might be right.
bizarre
I can't remember exactly how it worked, it's been 2-3 years since I've really worked in-depth with parallel threading.
singlehandedly making a whole generation of programmers very confused if that's true lmao
I think it's referring to coroutines which is also a Unity thing which is also main thread, just over time
Idk I haven't touched Roblox, I'm a C++ guy
Okay, no, I believe parallel threading is supposed to be code running on separate threads at the exact same time.
Multithreading is similar, just NOT at the exact same time.
ah, yeah, that makes sense then
Yeah, I was thinking back to some projects I've done with it, and I did a lot of raycasting and NPC calculations with parallel threads.
Jeez, I keep confusing myself now, my brain has been dying ever since Unity's shenanigans.
I like how I was typing a big message about how it could probably be handled even in low level code and all the problems with other methods (along with what Unity is probably doing), but then I just realized I literally already handled it in LMM. (Obviously not low level code, but the concept is still there.)
Anyway, for those who don't want to read the bulk of the messages sent today, basically I was dealing with a Unity issue that they don't really warn very well of, it was finally handled, I made note of it so that I wouldn't forget again (as I've dealt with it before, but forgot), I did some very needed optimizations and improved the overall code for Thunderstore searching and refreshing data, along with logos loading in properly and cancelling downloads immediately if they are downloading a new logo to display, and probably some other things that I forgot about.
This was a pretty big hurdle as it would crash a lot, and I obviously do not want that, but it has been completely fixed.
so now that we're really, TRULY almost there, what all is left to be done
A proper download indicator (not REALLY needed, but would be preferred), proper mod installation rules (I will probably need confirmation from Ebkr that I have it all right), and... oh shoot, that's really it I think?
HOLY CRAP, I MIGHT ACTUALLY BE ALMOST DONE
I COULD PROBABLY FINISH THIS TOMORROW EASILY.
FREEDOM ALAS
everybody gangsta until Unity breaks again
at this point i hope for your sake that you're able to finish things up tomorrow lol
Crazy?
(kidding, not starting that)
Yeah, I hope so too, I got to clean soon because my grandparents are coming over on Friday, and I don't need this getting delayed any longer.
dont jinx it 💀
Was doing some emulator concept stuff, back to werk.
Yeah, now that I handled any issues with Unity, it is almost done (again).
Hehe
what?
Just was messing around with an emulator concept I had to possibly do perfect emulation.
It involves many different things I've done tech-wise throughout my life, so I think it would be fun to mess with.
Yeah, but not doing it with an FPGA.
(I would, but I'm doing this on my computer for fun.)
how are you gonna achieve perfect emulation
I have my ways, I'm also still working on some of the logic with it, so it's not 100% set in stone yet.
please tell me everything
Also, technically perfect emulation is easily achievable the more you throw performance at it, but I'm not going to do that, trying to make it lightweight.
(But 100% perfect emulation isn't achievable because it isn't the real thing, you can only approach 100% perfect emulation.)
See now I wanna know what you're trying to emulate lol
Nein, concept not done enough, I shall gatekeep. Lol
ah that's no fun
Anything really, just starting with the basic NES hardware though.
Valid
FPGA is probably true 100% emulation 
Yeah, I want to buy one to do that since that would be the closest thing, and could be completely dedicated to it.
Just restricted.
(ish)
I'm basically working on a concept emulator that could run on any device and emulate any hardware.
Basically like a virtual machine. Lol
(You would have to add the proper settings for each hardware, so it would serve as a platform.)
yeah that would be pretty close to the original hardware
qemu can do everything you'd need, just gotta write an OS to make it work
I'd do my own tailored for video game console emulating.
why would you when qemu is literally the best thing ever
Because I want to have fun making things from scratch. Lol
you'd be making an operating system
Essentially, yeah.
seems pretty fun to me
Also, I want to see if I could possibly convert NES games to C#. LOL
I am crazy.
Yeah, it doesn't look like QEMU would be it for me.
Especially because of how I'm planning to do some stuff.
fortunately for the NES, a 6502 backend for qemu is already a thing
Noice.
@dull hawk Just a question, is this project still being worked on? ive had LethalModManager downloaded and i was wondering if its going to be a mod manager and not mod lister, i hope this didnt come off "mean"
Of course, it's not rude at all, it was just taking longer than expected. The mod manager was actually about to go out last weekend, but should be going out by this weekend, but hopefully today.
Been handling a lot of issues, so yeah.
Oh, ngl i thought this was a dead mod lol, good to know its still being worked on :D, the idea of a mod that syncs with others mods is really cool to me
Well, basically it downloads the mods, quick restarts the game, and immediately joins whatever lobby you were trying to join.
wdym by, "quick restarts"?
Not exactly syncs the mods together, it just gets the mods that the host is using. (So in a sense, it syncs to the host.)
It closes out the application and reopens it immediately.
Cool
(Skips splashes and stuff and goes directly into the game.)
Ok thats what i was wondering if i was going to have to try rejoining the lobby
Nope, it does it automatically.
question: will the mods go into the game files itself or the mod manager, and follow up question: will they auto delete
like how the modmanager for bonelab does
It opens up a temporary profile for all of the mods, those mods are downloaded and installed there, after closing out the game, it will delete that temporary profile.
profile where?
Oh thats really cool accualy
Not all features are done yet for caching mods, but will be done soon, I just need to work on more UI.
Its gonna have a custom ui :O
Already has one.
super cool mod ngl just from what you've told me
also this is some what revelatory because people wont need to share codes
(Just refreshed.)
Yep.
Shows your running mods as well. (Along with disabled mods on that profile, but I don't have it blacked out rn to indicate such due to me changing a lot of code last weekend.)
oh wait, will it be full clientside? like i could jpin vinnila lobbys and modded lobbys?
Yep.
holy crap you are a god
Here will show vanilla lobbies unless you change the setting to hide non LMM hosted lobbies.
For LMM hosted lobbies, it will prioritize them and have them at the very top with the button saying Sync instead of Join and a number count for the amount of mods + download size.
what does LMM? mean
LethalModManager
Soon I'll have my own lobby searcher that doesn't interfere with the vanilla one for compatibility reasons, which will run directly in LMM's UI.
another question, with it work with this
Control_Company_Detector v3.3.8 by JS03
(JS03-Control_Company_Detector-3.3.8)
It will work with any mod.
It's not limited.
As long as you aren't using local files from your computer and trying to host a lobby with them.
this one messes with lobbys so i didnt know
Ah, wait, I see what you mean.
wdym
Actually, it just tells you what mods are in that server. Lol (If the host has LMM.)
Meaning any mods that are only on your computer and not on Thunderstore, basically.
could a config syncer (i.e. grabs and sends the config files of the host and restarts to join) be a possible feature?
That's already a feature.
My. God.
ah nice didn't see it in the list
Yeah, before it was supposed to be an opt-in system for each config, but I don't have the UI ready, so you just have to download all of the configs regardless for now.
(Which is fine for most cases.)
coolio, if it's also not already in config profiles would also be nice
Hm?
Oh, you mean profiles for configs instead of mods as well?
That was already apart of my list.
Along with mixing them with load orders and different ways.
something like that, so you could save and load a config set and auto restart on selection
Along with config profiles for specific mods if you have a mod that you like a specific setup for.
Yeah, that's what I'm saying. Lol
Idk where the other list is, might only be in my server.
nice to see, seems like this'd be the best config sync confirmer
Yeah, I will soon add config editing as well.
(Since, you know, this is a mod manager, would be stupid not to do so.)
I know a way to help make sure things are a bit more compatible so that you don't have to constantly restart.
and will soon release an API for it that other mods could use to ensure compatibility.
would something like lethal config be compatible or would it be more of its own thing?
I mean, people can pair that with LMM, that would be fine. Eventually I'll have my own config editor that will be embedded into LMM.
It would also support more types to modify.
Moving the Refresh button to be on the side because it isn't really an exclusive Thunderstore search thing, it is also helpful for reloading your own downloaded mods to see if they have new updates or anything.
(Especially since I've yet to add an update indicator.)
hows progress
also I hope there is way to exclude modpacks
There is, but for now you have to include a key character for it.
alr and how is the progress of the mod going, possibly today : )
I'm not thinking so, but at least it will be on a special day, aka my birthday, meaning tomorrow.
I'm just adding some better profile control, and then it's good.
Progress is good though.
Just doing the final polishing.
damn, if its your birthday you should enjoy it, not be coding LMM unless you really enjoy. But thats just by opinion
Yeah, I like programming.
A lot, so I will.
(Plus, if I don't, it would end up releasing this Monday because I have grandparents coming over.)
oh damn
Yeeeeep.
your Bday is tommorow?
Yep.
and your give us(the community) a gift that is beyond awsome?
Haha, I guess so.
i wish i had money 😭 i would give you like 20$
Lol, it's all good, I don't want people giving me money that they barely have.
😭
damn
What?
it's alright i already wrote you into my will
LOL
Lol, almost.
For me, you're already older
Lol, nice.
Happy birth day spam at midnight?
@dull hawk :eyeshake: LMM COMING OUT TOMORROW FINALLY.
how sure of this are u?
hopfully 100% >:)
If I get hit with a million things to clean before my grandparents come Friday afternoon, slightly unsure, if not, VERY sure.
🎙️: any wayyyy, how long has this been in the works?
🎙️:how much have you learned?
It was on and off in the beginning, but REALLY picked up in the past month.
uh, peanut butter
Lol
very nice
Definitely include one of those donate to the mod author buttons Thunderstore lets you add though, this tool will help a lot of people a ton so I think you definitely deserve it
I actually already have it on my mods.
I also have it in my bio, so it is all good.
Oh nice
I could also add a tab specifically for it in LMM's UI, but idrc rn. Lol
🎂 Happy Birthday, @dull hawk! 🎂
I know it isn't yet where you are, but I'm in the future
lol
Haha, thanks either way.
Happy birthday (I'm Australian so it's probably already your birthday here)
Lol, it's almost my birthday here.
7 minutes till the 7th. Lol
Ah, right, I forgot my computer is off by like half a minute.
E
Alright, it's synced again. Lol
Well, it's my birthday now. I'm 19, jeez. Anyway, LethalModManager Beta will be out later, finishing some features before I go to bed.
2 more years and you can buy alcohol in the US!!!!
Ew.
I'm good.
First time I went to a bar was in Oaxaca, México almost a year ago. (I got the equivalent of a club soda.)
(I was also offered alcohol many times there, I just never want it, even if I'm allowed.)
Really helps you take steam off you, side effect is all of it goes to your kids.
(I’m so funny guys right)
Lol
Birthday Happy 🥳
Thank you!
I just installed a modpack (without any version filtering) in a few seconds via LMM.
I'm honestly surprised.
TheMostLethalCompany v7.6.0, if anybody was wondering.
That's just absolutely crazy.
I mean, I've invested a lot of money back into my computer, so it is, but it doesn't really have any effect on it.
It's networking.
(and it goes both ways, for me and Thunderstore)
Neato
The amount of MoreSuits. LOL
God damn
Going to delete all of it, and try my filter out.
for the love of god please use folders to separate versions 

[BETA SOON] LethalModManager https://thunderstore.io/c/lethal-company/p/kyxino/LethalModManager/
Folders would make it exponentially harder to look for mods, right? as you dont have to reference the only folder "ModStorage" but it would have to search for specific folders and then the correct version. Sounds extremely painful to code lol
That's basically the reason why, along with it literally just being a folder for permanent version cache, it really serves no purpose to complicate it further.
(ESPECIALLY because it is all ZIPs.)
very understandable
literally cannot wait for this masterpiece 🔥 🔥 🔥
Well, filter didn't work, but I just realized that it downloaded 175 mods. Lol
893MB
...
it downloaded all of that in seconds
how.
Alright, filter is working.
156 mods this time at 850MB.
Not too bad.
good internet speed obviously
Yeah, but it's just funny because Thunderstore takes forever to download mods.
Though I'm starting to think it's just the time it takes for them to show up in the UI. Lol
You might be handling it differently
Downloading is done linearly plus not only saves but also extracts the zip (you might get better performance in parallel, but it goes crazy if you’re downloading 50 mods in the background)
It might even install the mod too as part of the percentage
The other part of it is that the percentage isn’t reflective of the actual divided percentage, it’s split into chunks based on the number of mods, and then each chunk is done based on the download progress of the mod (so it probably seems slower, it’s not though)
A good way to look at it is a mod with a dependency, each chunk is 50% regardless of mod size. So let’s say it takes 20 seconds to download A, and 5 seconds to download B, in reality A has taken up 80% of the time
happy birthday
happy birthday! 🍰
Ah, so it is doing it one at a time? That would explain since I am doing everything right away. Lol
Thanks!
Thank you!
Alright, I got to get to work soon, just need to make some food and stuff.
Happy birthday man
Thank you!
Going to do some further filtering for downloads so that it won't end up downloading some unneeded dependencies. (This behavior would only really be observed in modpacks.)
Uh, going to have to delay that in order to finish some other things.
Wait, no, I might be able to get it done easily.
Alright, should work.
I think I've prevented infinite recursion and unneeded dependencies via downloading.
Unneeded dependencies are very rare, so it's hard to come across that.
As for infinite recursion, that's even more rare.
... and making it wait for downloads to be finished before quick reloading.
Once that is done, LMM is pretty much done.
(Of course, I'll have to verify that I actually got everything done, there's a lot of stuff and I don't want to overlook anything, it's why I've been taking bugs and optimizations very seriously.)
Alright.
This is done.
There are a few other little things that need to be done, I just checked, but it won't take long AT ALL.
I might even be able to finish it before I go out for my birthday.
I do have to go ahead and use the bathroom, take a shower, and then fold up my clothes that just got done.
but after that, LMM will soon be released.
As long as I get it done before going out, if not, it will be done soon after.
Don't rush yourself! ^-^
Unfortunately I did have to do some other stuff rq, and I'm about to leave, but at least it is earlier than expected, so once I get back, I'll have a lot of time to grind LMM to finish it.
The good thing is that it isn't even rushing anymore, just cruising along to finish the last few things.
so possibly today
@dull hawk i just got back and im unable to look at the mod, is it out?
not yet
let him enjoy his birthday guys, he'll be back in the kitchen soon and it'll be out before you know it
I just got back. Lol
great timing
I'm working on getting it out tonight.
There's only one reason IF it were to not go out tonight, but either way, it would literally be tomorrow. As long as I have no difficulties, tonight will be the night for LMM's beta to be released.
Thanks. Lol
Okay, actually, a little bit of rush. Lol
I think I have everything verified for how to handle mod installation, so that's good.
hype
so is this gonna have features that r2mm and thunderstore are missing? like deleting mods out of a modpack? lol
not sure if that was fixed in r2mm's update or if it was just thunderstore but thats 1 of 3 or 4 reasons i just manually install everything.
Unhype, might be tomorrow instead. I'm trying to get it out before I go to sleep.
its all good man no need to rush
I mean, some, but not many because I've been rewriting the base code a million times, so I haven't really gotten to it yet. It does allow deleting any mods though, problem is, you could end up deleting a dependency without knowing until I add stuff for that.
Yeah, r2modman now let's you forcibly delete a mod, even if it is dependent upon.
well modding really isnt for the lazy we have to pay attention to that stuff either way
Yeah, but I want to try to lower that bar as much as possible.
what i want is to be able to share a large modpack and even transfer the one i manually built into a manager but thats kinda wishful
r2mm can load my mods if i put them into its bepinex but it wont detect them in the manager
maybe if i had the manifest files in there too
Soon I'll have profile code support, but for now, the easiest way to do that is by hosting a lobby, have them join, leave, save the temporary profile to a new profile, and then you are good. Lol
Probably so.
so we can have players download our mods on join?
like gmod?
It will somewhat be the same situation for LMM, unfortunately.
Yep!
Correct.
its the main hurdle tbh even for small packs because of.. laziness. lol
Yeeeep.
i can make the process really easy boil it down to a few minutes of work and still people chicken out
ill be on the lookout for it but take your time ❤️ cheers
Thanks. Lol
Alright, yeah, it will be tomorrow.
I also realized I have more that I need to rewrite tomorrow along with adding proper functions for handling this stuff better rather than me rewriting the same logic 20x.
Idk why I was saying it as if I would be rewriting that stuff tomorrow, I have to do that RIGHT AFTER release. Lol
That does defeat the entire point of a modpack
Modpacks are so you can join servers with others on the same modpack. If you remove something then it’s no longer that modpack
Modding is absolutely for the lazy
No reason for there to be barriers for people to enjoy playing with mods
It’s good to have people just be able to download and play with minimal thought as it increases exposure to modding and in turn makes for better communities and potentially motivates people to start making their own
It really doesn't, sometimes you want to tweak small things - stuff that doesn't impact the integrity of the modpack overall like replacing Custom Boombox Mod with DiscJockey for example. Assembling the same modpack with configs etc. from scratch doesn't make any sense in that case, but removing a couple of mods does.
Sure, but that’s not the same modpack
And I understand not wanting to download stuff that you don't want to use since I'm on a limited connection
You’re now playing with different audio than other people for example
It’s not the way the author intended the modpack to be used, and depending on the things you change can make connecting to the host incompatible anyway
Re downloading things you don’t want to use - you download it on the initial modpack install anyway, so in that case, why download the modpack in the first place?
I assume that's what was meant by "deleting mods from a modpack" - not downloading them at all and swapping in your own alternatives.
No they’re referring to the modpack downloading with all dependencies, and then removing some after the fact
But that feature isn't really missing in r2mm
And when you used to remove a mod, any dependents would also be removed, in which case the modpack listing would be removed from the installed list (which doesn’t actually do anything)
...that wasnt the point of what i was saying at all
buddy a modpack isnt a creative masterpiece alright just chill out a bit
I didn’t say it was?
no im referring to the actual process of building a modpack
tf
What do you mean by deleting mods out of a modpack then? 🤔
I’m assuming you mean you download a modpack in the manager, then remove a dependency which then removes the mod and the modpack entries in the installed list
Because if you’re building a modpack, you wouldn’t have a modpack listing and so deleting a normal mod would have no effect anyway
hence the: removing a mod from an installed modpack makes it no longer that modpack
I don’t think any of this is a controversial point
I think the point they are trying to make is that sometimes people prefer to make slight adjustments to pre-existing modpacks and wanting to be able to do so with ease. Not everybody is capable of running every single mod (biggest example being mods like Skinwalkers), so sometimes substitutes or removals are necessary for the enjoyment of the user(s). Being able to personalize it is the point of modding, just that before it wasn't easily possible depending on what you were trying to replace. (and some didn't know it was perfectly fine to disable the modpack listing)
Alright, I got to rush clean today, luckily my grandparents are getting here later than expected, and I'm so close to finishing LMM's beta that even though they will be here, I might have just enough time to get it out this weekend if cleaning takes too long, but luckily we have a vacuum bot that handles most of my job. Lol
cant wait to get my hands on it
I can't wait to take my hands off it... for like a day. LOL
Immediately after, I got to start rewriting more of the base code.
But in what sense 🤔 That’s uninstalling a mod which isn’t a minor change as far as I’m concerned because the mods don’t match
If you opt to not have one of the mods, then you don’t have the modpack and it’d be wrong to say you did
I guess a similar way to imagine it is: in Minecraft you pretty much need the exact same mods and versions otherwise you can’t connect at all, and you get an error telling you which mods have problems
If you have version 1.0.1 of a modpack but you’ve changed it, well it’s a variant of it, but it’s not the same, you’ve essentially made 1.0.2
Wait, are you also talking about my mod sync feature?
no, this is just about the “substitutes or removals” part and always has been
if you substitute MoreCompany for AdvancedCompany, well that’s not the same
They do similar things, but it’s not the same, therefore not the modpack
Yeah, so in that case, send the profile code for the variant.
That's how people have always handled it.
I think you’re also getting lost in translation here
again, it’s not really something that the manager should allow, to delete a mod from a modpack
when you do that, the installed list would remove the modpack entry because it depended on the mod you’ve just removed
so by definition you don’t have the modpack anymore
Yeah, you wouldn't, you would just have all of the separate mods, which there is nothing wrong with that?
so why was it a complaint
that’s literally all this has been, is explaining why it’s intended
They probably didn't know you could do that and it would be fine.
and they thought I was getting defensive about modpacks and misunderstood 🤔
When it comes to TMM, I think it actually messes up the entire thing, which could be what they were initially using.
it does not
Ah, then it was probably because they didn't know you could remove the modpack listing and it would be fine.
unless they’re bad at explaining further, because there is a bug related to removals but it’s when you update modpack and remove a mod from the dependency string
the manager doesn’t remove a mod that was originally in the modpack but is no longer present
so when the user updates it, the modpack contains the new content, and retains the one that was removed
No idea, I initially understood it as being able to force remove mods without removing any mods depending on it.
there are two ways of handling it
- the manager auto tracks and adds/removes dependencies as they’re needed
- the manager hides all modifications to modpacks and treats them separate from normal profiles
Yeah it was, but in the justification for modpacks which I think is wrong
It doesn't really matter if it is wrong or right subjectively, modding is supposed to allow you to change things how you want it, modpacks help further it in a way that is tailored by its maintainer for its users. While, yes, modifications require you to remove/disable the modpack listing, which isn't morally the best (as you are stripping them of some of that support), the people who use the modification may not use it as much as the original, and is typically for their friends to use anyway, and we are also assuming that they are publishing that modification. (Which doesn't have to be done via profile codes, and soon LethalModManager's mod sync.)
Yeah but the point is that removing a mod from a modpack should remove the modpack listing
I also said before that it was a moot point because they don’t usually contain anything other than configs, and configs aren’t managed
so removing the modpack listing from the installed list does absolutely nothing lmao
Yeah, it doesn't do anything, if they want to remove it as well, they can, if they don't, it doesn't really matter too much either.
From a programming basis, we can't really assume that they have the dependencies of every mod, we have to know what they have because I understand that in programming, it can be a bit annoying, but we have to account for it.
That’s just different manager priorities there imo
The goal of r2mm is to be a my first mod manager approach, so it should really dictate everything that’s needed
The concept of a dependency is that the mod depends on it, and if it works without it then by definition it’s not a dependency
It’s the author’s problem if they mislabel it and they should be the ones to resolve it
While things should definitely be dictated in most situations, it is also helpful to be able to do things without restriction.
See I disagree, the idea of the manager dictating everything is that it’s to prevent user error
If you want lots of flexibility then it’s an area that someone can make a competing manager, and that’s because they serve different audiences
Yeah, it really should mitigate it as much as possible, but it should also allow the option to do stuff at your own discretion.
No that’s contradicting it
It should warn you, but the recommended option should always be the option of less user error.
By letting people mess around with what’s depended on, you open it up to user error, so it’s not mitigating it at all
It’s fine to allow it and I can see why it’s useful, but there’s a reason it took like 4-5 years for that functionality to be added
You could even have an option in settings for allowing advanced configuration that prompts the 2 options, and by default, it is disabled.
And it’s pretty much exclusive to lethal company because of two reasons.
- People can’t label dependencies properly
- People make these massive “do everything” mods like MoreCompany which have several loaders for no good reason
Nope, you’re now giving the user a recurring affecting decision and they may have never used the manager before
So now they have to know when they need to go and change it, and how to change it, and that makes functionality different between two copies of the manager for the user which makes debugging harder
I turned off predictive text on my phone and swiping went haywire hence all the edits lmao
No? It wouldn't be recurring thing if the option is disabled, which by default, it would be, and while yes, that would be a user error, that's just absolute arrogance that you can't prevent, which could also be done by just going to the plugins folder and removing the mod manually anyway. (and in some desperation, people might do that)
at the end of the day, when making any tool, especially one with as many features as r2mm, you're gonna come to the crossroads of catering to idiots vs catering to power users. you can't have it both ways, if you make it too safe, power users won't be able to use it how they want. if you make it too complex, the idiots will always find a way to enable things they shouldn't be touching. in my opinion, it's always better to opt into configurability over ease of use, but it all depends on who's making the tool
Then we add the proper tool for signaling that a dependency is missing.
Yeah but I’m fine with people removing the files
That’s a definite intention as opposed to misclicking through the screens
Oh jeez, the amount of times turning it off and it screwed me over so many times, just for me to start messing up like crazy at first. LOL
I would just have it on a different page entirely. (As it wouldn't be for the typical user, and it wouldn't need to be turned on and off regularly.)
That’s probably just another thing though, it’s extremely common for people to just click random settings
I definitely can agree with that.
Do you have any idea how many total messages there have been about enabling funky mode and not knowing what it is or how they got the overlay
(It's why I'm burying a very crucial setting in File Explorer that would be hidden from my mod manager. LOL)
Oml, never even used it, but I have seen it and was confused what it was.
Adding a setting isn’t really an ideal way to handle it because people will just click it
That's why it wouldn't be included in my mod manager's UI. LOL
Yeah but now you’re being extremely restrictive in that it’s not obvious functionality
You now rely on a user to change a value in a file and to not mess that value up
Just the elite few that asks for it, or who looks for it.
people click before they read and there is literally nothing you can do to fix that without downright removing functionality
Yeah but people won’t even be aware of it unless they specifically go to look inside this random file
And that’s extremely poor UX on that front
It isn't a value I want them to be aware of, typically.
That's why I would have it hidden away.
I’d say the configuration file should be fine if the audience are developers
It's intentional and by design for it to be poor UX.
Ding ding ding.
But if its non technical users, it’s not good
Yeah, no, I definitely understand.
No the feature might be for developers but the manager itself isn’t targeted for them
So it’s weird imo to have it handled that way
Eh, it's a security risk for non-developers using it, that's why I would make it as inconvenient as possible to come across it and enable it.
Honestly it’d probably be better to have people enter a code to unlock the setting than it would be to randomly scout files
Yeah, that too, but then where do they find the code?
Actually, yeah, nobody reads READMEs.
Although some people who do will see CODE and then just put it in randomly.
You’re saying that you’d only tell select people about it anyway, so I don’t see a difference
You could find it, but you can't find a code if it is not included.
Well, it would be mentioned publicly, so the people that want it could do it, so if anybody asks me for it, I could just warn them and tell them how to do it. (The mod manager itself would also warn if it is enabled.)
The code is just a visual wrapper around changing via file explorer which should prevent user error
Yeah.
uh
suddenly things are really broken
wait huh
Oh, I think I know what happened.
oh crap
.
bro
I may or may not have completely broken this.
I broke multiple things.
Downloading, quick reloading, mod slot data, etc.
I fixed quick reloading, it no longer automatically quick reloads the moment you have things downloading. LOL
As for mod slot data, I have to look into it more, but things don't get properly updated at times, I might need to change mod slots again because there has been some concern over stability with it.
(Especially when things are updated.)
We Will Wait 🙏
It's still annoying, some of you guys have been waiting for 2 months now. It was supposed to be FULLY out a month ago. LethalUtilities/LethalEditor users have been waiting 1-2 months for me to work on the rewrites of those mods.
While this may revive LC modding a bit, the longer it takes, the less likely the chance of it doing so.
We. Will. Wait.
also wdym by revive? there 20k+ mods on thunder rn
It's been slowing down, and the general fan base of Lethal Company has been dying down a lot.
It's not too bad, but the longer it takes, the more it will die down.
oh, :sad:
When Lethal Company gets its v50 update, it will definitely revive quite a bit.
ALOT
if zeekers does what they say there doing
A major content update is all I have heard.
... and it definitely seems so from the updates I see on SteamDB.
Yeah, I say a bit a lot when I mean a lot.
Dang it, I suddenly have to do a lot more cleaning than anticipated. At least I still stand by beta releasing soon, I just can't give a specific day.
This just happens with all games when it’s been a while
not much you can do really
the content update will probably bring people back but I’d imagine a large number of mods will break and by the time they’re fixed it’ll have just started to die down again
really just depends on what breaks
Especially because a lot of modders have stepped out of the scene for a while.
i could see it not being that bad tbh
well yeah of course
if larger content mods break, people are less likely to mod, and if a library breaks then entire mods remain inaccessible
so aslong as im online the weekend it drops a good chunk of that problem is solved 😛
The good thing is that a lot of the modders that work on entire libraries/APIs like Batby are still around, so things like custom levels will be immediately fixed.
Yep. Lol
one of the big strengths of LLL is that the content is made more or less exactly how the content in vanilla is made
so its less prone to arbitarily break between updates / if it does we can consistently update it using vanilla as ref
Yeah.
like you can assetrip basegame and load up vanilla levels into LLL with no* changes
its clean with it
how much longer
+1 week
bros edging me untill release
Lol, it better not be.
Else I'm going to riot.
and I'm the one working on it. LOL
I'm sure it won't be lol
it's just the classic when posting that bothers me
it'll be done when it's done
When posting?
people asking "when will this feature be available" or "when will this release"
it's not constructive
I've had/seen my fair share of it and it often only serves to generate noise
I suppose you may be using it as motivation though
lol
A bit, yeah, plus, it is on me for saying "almost done, should be out tonight" and then not getting it out when I said.
yeah
and multiple times at that
that's why I avoid coming up with deadlines for things like this, at least not without being incredibly pessimistic
there's always something that goes wrong, more often multiple things
I mean, at first, yeah, I had that problem, and then things really were seeming well and almost worked out perfectly, and then I came across a new issue, redid the code 75x, and delayed again. Lol
Yeah.
I can tell how a lot of behavior will be when typing my code, but some of it is utterly bizarre that I wouldn't have known.
(Like the Unity UI issue.)
me finding out unity doesn't support adding new tags at runtime ^
Lol, wait what?
Ah, uh, well then, that's stupid.
i think it's a limitation to support some optimisation in the c++ side of things when using stuff like findobjectbytag
and comparetag
Ah, yeah, possibly.
I would have to imagine it just converts them to some sort of integer ID
but in that case... why not expose that
means custom footstep sound support went from just adding something to a dictionary to an entire custom material matching system
oh that sounds gross
Hm, well jeez.
the reason why im asking now, is kynxino always says its about to come out, and then it doesent. Which is ok, he should take his time, but hes also edgeing me, and I cant keep it in longer
this is like my most hyped mod
My insanity is that I'm trying to figure out what to call a certain class because I have so many variables of similar names that handle different things. LOL
my onion is that it's not worth sitting on the edge of your seat waiting for a mod release rather than waiting patiently, there's no way to predict when it'll be ready for mass consumption even if it does release today
It won't even be a full replacement for external mod manager users. Lol (yet)
I'm fully expecting to do a bit of testing of the mod and find some issues that prevent me from using it until they're fixed, but that's just how it goes with mods especially when it comes to compatibility
Yeeeep.
lll was meant to get an update two weeks ago 😢
"sitting on the edge" not what I mean by edging. But yea I agree, but I will be the number 1 tester
I know what edging is lmao
Jeez.
I wasn't referring to your phrasing, but you're clearly very invested
you got this
but also, its ok to be hyped and excited for a mod. Asking progress is Ok
burnout sucks but we'll be ready
I have no problem with asking about progress, but asking "when will it release" or "how much longer" puts undue pressure on someone doing something for fun
and like I mentioned, it's next to impossible to predict