#[BETA v0.1.6] LethalModManager https://thunderstore.io/c/lethal-company/p/kyxino/LethalModManager/
6474 messages · Page 7 of 7 (latest)
LOL
LethalModYeetusDeletus
Actually, can I get a tester rq?
It's releasing at XX:00. (1AM my time, but E.)
Tester is having issues, hold on.
Never mind, issues are just because LMM hasn't released yet, ironically.
It will probably be a bit, just wanting to double check profiles are working properly.
Lovely.
shoot, something happened
Somehow when they were downloading LethalThings, it named the entry Orion...?
Fixed some other issues, but still confused about that.
This is a pretty sweet mod, what a step forwards
Oh no God is stepping in to stop the release 😭
Everything is working again, thankfully I decided to test the last little bit, and it works.
LMM probably would've been delayed more if these two testers (@proven dove and @hasty fog) hadn't helped.
Luckily, they both managed to break LMM in some sort of way that led to a bunch of fixes. Lol
Now I'm going to finish up the last bits before I end up passing out since I want to release this now. Lol
I'm really close to just passing out.
5 minutes.
Oh?
LethalCheeseGrater is a bit shy
OK, NOW IT HAS BEEN RELEASED.
Ayy
lets gooooo
It's legit 12:35am for me and I'm getting on my PC just to look at the mod lmao
Question, can I add the mod like a local mod?
IT'S HAPPENING 🔥🔥🔥
IT IS
You can manually install it, yes, just try to install it properly. Lol
It also will set up your main directory with it, so when you load up via Steam, it will modify it to use LethalModManager as vanilla.
HOLY SHIT LETHALCHEESEGRATER REALLY DROPPING TONIGHT 🔥 🔥 🔥
(I don't recommend installing other mods to your main directory though.)
[BETA OUT NOW] LethalModManager https://thunderstore.io/c/lethal-company/p/kyxino/LethalModManager/
I cant wait for gamma release
fwiw this would be because either:
A. Tab left open too long
B. You did another action on another tab and invalidated the CSRF token for that page
Yeah, idk why it did it because I had already refreshed and stuff, but I just switched over to the new uploader and it worked first try.
Just released v0.1.1, fixed a few things.
Going to bed now though.
Please grace me with millions of bug reports the moment I wake up.
My pet cat vehemently screamed at the mod pls fix
Found the april fool's name for next year
FINALLY
Might try this tonight with some friends!
I feel like you talked about this, but its not possible to import codes right?
If I install it manually, then remove it later, it won't break anything right?
Planned feature yeah, not supported yet
alr
[14:56:28.2200632] [Warning:Kyxino.LethalModManager] 0 | 24079 | 12 | 24072
[14:56:34.3674455] [Fatal :Kyxino.LethalModManager] Attempting to open lobby via mod sync.
[14:56:35.0525009] [Error : Unity Log] JsonReaderException: Additional text encountered after finished reading JSON content: {. Path '', line 6, position 0.
Stack trace:
Newtonsoft.Json.JsonTextReader.Read () (at <29e3dfd7379d434ca9881f8263fe42fe>:IL_00C7)
Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType, System.Boolean checkAdditionalContent) (at <29e3dfd7379d434ca9881f8263fe42fe>:IL_00DB)
Newtonsoft.Json.JsonSerializer.DeserializeInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType) (at <29e3dfd7379d434ca9881f8263fe42fe>:IL_0054)
Newtonsoft.Json.JsonSerializer.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType) (at <29e3dfd7379d434ca9881f8263fe42fe>:IL_0000)
Newtonsoft.Json.JsonConvert.DeserializeObject (System.String value, System.Type type, Newtonsoft.Json.JsonSerializerSettings settings) (at <29e3dfd7379d434ca9881f8263fe42fe>:IL_002D)
Newtonsoft.Json.JsonConvert.DeserializeObject (System.String value) (at <29e3dfd7379d434ca9881f8263fe42fe>:IL_0000)
LethalModManager.LMM_ModHandler.CompressConfigs () (at <e82bfd4dbe424bb6802227acd297d4c5>:IL_03D8)
LethalModManager.LMM_UI+<>c.<Start>b__34_21 () (at <e82bfd4dbe424bb6802227acd297d4c5>:IL_00A1)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0022)
UnityEngine.UI.Button.Press () (at <17de86d66286445fa95af59fa8fa644d>:IL_001C)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0009)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0007)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067) UnityEngine.Logger:LogException(Exception, Object) AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:36) AsyncLoggers.Wrappers.Unity.<>c__DisplayClass28_0:<wrapCallback>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:136) AsyncLoggers.Wrappers.JobWrapper:LogWorker() (at ./src/Wrappers/JobWrapper.cs:84) AsyncLoggers.Wrappers.LogJob:Execute() (at ./src/Wrappers/JobWrapper.cs:68) Unity.Jobs.JobStruct1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)
For future reference, try wrap these logs with ``` for a cleaner look:
```example logs go here```
->
example logs go here
Ah, shoot, you have a JSON file that is incomplete.
Did you try doing anything else recently?
I can't create a game too
Probably Lethal Quantities.
Everything should be fine, yeah.
I didn't understand the question...
I just can’t create a session and that’s it 😅
This will be fixed next update.
(Just waiting to release.)
LLL possibly getting ready to drop.
Weird, I can perfectly fine.
Were you previously in a game before trying to create one?
Yes, everything worked fine on version 0.1.0
oh, stop
I'm lying
before version 0.1.0
I'll test it again later
I'm confused...
I'll test it later when I have time.
nearly 200k downloads in 24 hours! 🥳
Yeah. LOL
It's only been like 9 hours, and it's a Tuesday, so I don't expect much for a while.
What mods do you have installed?
v0.1.2 just released, it may fix the problem, I'm not entirely sure since I'm not having any problems.
Neither did my 2 testers.
yeah i still cant make a profile also with v0.1.2
Just type at the bottom to name it.
I need to add more indicators and stuff, so yeah, a lot of things may be confusing for people until I get finished with that.
a lot, some are disabled
018f0bf1-05d9-6dd7-94b8-7bc3103f228e
Thanks, I'll try it out.
yes i did that:(
and you clicked "New Profile"?
Yeah, the confusing thing I got to change is that Load Profile only loads the profile at the top from the dropdown.
just have main directory
I ended up changing it fairly last second due to certain things.
oh
uh
oh? Even the v50 preview?
Oh, idk.
I think I may of figured it out this time.
v0.1.3 is out now, which fixes multiple problems, one of which is seemingly the cause of not allowing lobbies to be opened. (I tested, it didn't work until after the fixes I made.)
As for you, I have no idea what's going on, nobody has had a problem like that yet, including me.
You aren't double clicking, are you?
Because it deletes an existing profile of the name entered when clicked.
yes me too i tried deleting the holy mod and now it lets me make a profile
Huh, that's confusing.
When v0.1.3 is available to download, try it and tell me if it works.
I tried your profile and it worked after I fixed some stuff.
@dull hawk
https://drive.google.com/file/d/18Atxz9SAloWhDeu7p-Rt9V2iak95sKCc/view?usp=drive_link
Why does it open every time? xd
I still can't create a lobby
Because this window turns on and I don’t understand what it wants from me 🥺
I don't know why it isn't showing the list, but have you tried clicking "Open Lobby" at the bottom right?
I'll check now
But honestly, it’s inconvenient if this window appears every time...
That's kind of the point of mod sync...
You're supposed to be able to choose the mods you need/want people to download before opening the lobby.
The lobby opened?
Is it possible to set automatic acceptance of lobby creation somewhere?
check this box
so that it doesn't open every time
The only thing not working right now is it showing the mods for mod sync, which means it won't sync the mods properly.
That helps me narrow it down though.
It's just another click, and it's there for mod sync, just that right now it isn't listing the mods available for it for some reason.
Hm
perhaps a tickbox saying "remember config for hash of mods" sort of box.. then it saves the selection for future in a config file... so people dont need to click it every time, then when people add a mod, or remove a mod, it should then ask again if all mods are required, so it would only save the last collection of mod's setting, but it wouldent ask every time.
While I like adding a whole bunch of settings to tweak somebody's experience, the only thing I'll be doing is some sort of preset you can save for mod sync (either as a whole or for separate mods), all it adds is an extra click or two, and soon the UI will be tied in more with other features that will improve it altogether. I'm sorry, but it's so early on in beta, and that's so little extra work for the user to do that it would be meaningless for me to do, and that's coming from me that likes making all kinds of features that are very meaningless to most.
Especially since it adds even more clicks they'll have to do because every slightly unique profile will require you to resave it and what not.
Still, this is a cool project to check synchronization
Unfortunately it is failing at that right now, and I don't know why.
Everybody else is having different results.
It completely works for me.
You can open a lobby, but not view the mods for mod sync.
Somebody else can't open a lobby, but they can view the mods for mod sync.
well, i tried to sync 1 empty profile with my main profile in LAN mode, didnt work, but i didnt want to say anything as i figured its because im not connecting to an online lobby XD i was only trying it to know what someone would see when connecting to my lobby, so i could explain what to do to them if they have an issue.
Yeah, I've mentioned in the README that there is no proper LAN support.
I don't even know if it will work or not if I tried.
It very well could for me, but not for others for some reason.
v0.1.4 released for those that have the similar profiles with the bare minimum of having all required mods by the host.
I just realized I completely forgot to mention where it is located.
Lethal Company/LethalModManager/Settings.cfg > SharedRequiredInstantLoading > true

@dull hawk
I would like the option to have this window minimized when creating to the lobby. I do not necessarily want to see all my mods like this all the time.
I would also like my last chosen mod load preference to be saved so all I have to do is Select Save > Open Lobby.
For the first thing, I will be doing something that has it where you don't have to see it, but that UI will be a while until it is done, as for the second thing, somebody did mention that earlier, and I already said I wouldn't be able to do it in a meaningful way, but you just helped me think of how exactly to do it, so that might be released in the next update.
Yeah, it wouldn't be a preset, it would just be cached for each individual mod for what you previously chose to do for it, and it would show immediately upon opening a lobby via the menu. There would be no additional setup from the user as a result.
Eh, no, it will be something completely different.
There are a lot of future plans that I will be tailoring together for it.
Can you add compatibility for advance company
3 load in menus?
I mean 2
The advance company one where you configure stuff and then click continue and yours which overlaps the advance company one
You mean in the main menu?
With LethalModManager, Host, Join a crew, Settings, Credits, etc.?
No
When you click host on advance company normally it opens a screen which lets you configure stuff and if you click continue it creates the lobby
With lethal mod manager and advance company, the mod manager overlaps the advance company one when clicking host
And the button on lethal mod manager to host dose not work
He
Well, I've never played with AC, so I wouldn't know how that worked, and even now, I don't have AC to try to test with LMM.
You don’t need LMM
I can send you the link for the updates for AC
In dms because this server blocks some links
Well, we'll see because I still got to fix LMM's own issues. I wasn't expecting any other mod to mess with the host button like I am.
Which is the thing the creator of advance company made to download advance company with it.
im confused
The creator of AC made a fork of r2modman
Called AML
It lets you download AC from the online tab
Ah, yeah, I've heard of it, didn't know it was called AML.
Advance Mod Loader
Not surprised it is named that.
lol
Which is extra dumb because if you google it you find this exists https://github.com/trbflxr/ksl
Lol
Well, that is something apparently in development as of last month.
Well, was up until.
It seems like they abandoned it up until Lethal Company (a Unity Mono game) became big, and then reabandoned it.
Actually, maybe not, they have a lot of contributions in private repositories.
Idk.
Thanks! Still working on it quite a bit, so more updates will be out shortly.
[BETA v0.1.5] LethalModManager https://thunderstore.io/c/lethal-company/p/kyxino/LethalModManager/
LethalModManager v0.1.5
- Fixed the bottom left version to change every time I update LMM.
- Fixed empty mod folders after deleting a mod.
- Changed it to disable the delete/disable button if it fails. (This usually happens for APIs that have dependents.)
- Fixed it where if you click Disable Mod, it will change to Enable Mod.
- Fixed "improper" manual installs breaking LMM and quite possibly LMM's mod sync.
- Set priority for the hosting menu to show up last if another mod happens to use the host button as well. (cough AC cough)
- Fixed an issue when rehosting a lobby wouldn't show the mods before confirming, which would mean no mods are required. (This also shows your last chosen RPO settings, but only if you didn't close out the game, a future update will cache it per mod later on.)
- Profile switching no longer has offsets left from previously selected profiles.
- Fixed issues with profile switching.
Fixed a lot of things.
@quick glade, this version should fix any issues you had before.
@odd knot, I didn't actually test with AC, but it may of fixed compatibility, I don't really know.
Now I wish this mod was a basic thing for every lobby, it would make it so much easier to find players with mods
that's good, I'll check later, I have a problem with other mods right now, people can't play 😅
As long as the word is spread, that will be the case.
Ah, alrighty, lmk.
We must make announcement
Lol, as cool as that would be, I need to redo a few more things, along with getting it to full release.
True gotta polish up everything and then that would be fricking amazing
I feel like we should spread the word when it’s full release. A lot of people don’t know the difference between beta and full release, and think beta represents the final product
would be nice to spread it around on reddit as well
I mean, feel free to, but I'm still working on it. Lol
my thing is broken, it also won't search right
fixed it by getting rid of lethal mod manager and reinstalling but still interested in what may have caused this, also the global had next to no mod info, and yes it stayed like that
only 10 pages of mods in the global lol
Uh, that's weird.
personal theory was updating to 0.1.5 on thunderstore then opening the game, since the main directory still had 0.1.4 installed it prob broke
as you can see in picture
Honestly no idea, you never manually installed it, right?
nope, just used it to install to main directory so when i open game through steam it would have my mods
Hm, alrighty.
If this happens again, please refrain from reopening Lethal Company before sending me the log file provided by BepInEx.
alr, btw any plans to have lethalmodmanager update itself?
Yeah, I actually just talked about that last night.
Soon I will have it update itself across all profiles automatically with an option to opt out just in case LMM breaks itself and people need to revert.
I might even do a custom system to update to whatever version I have set somewhere that it calls out to.
I think Github might have something I can do with that.
I'd have to look into it.
ya, a mod like this would be able to self regulate
That way if LMM does break, I can revert people back.
Yeah.
It would also really help people out so that they don't have to handle much by themselves.
Along with helping me out because I don't want to bother with people still playing with an old version of LMM complaining about something being broken. Lol
agreed
but yeah, I got a few more things to do before I can get there.
I'm also working on simplifying a bit more of the UI.
Mainly when downloading.
Along with showing the status of certain mods more clearly rather than some colored borders or darkened bodies.
nvm im still broken, might be smthn on my end
Hm, send me the log.
Check this again.
doesn't change regardless of how much i wait or switch tabs'
Have you switched profiles at all?
i can try that, but no i have not
Go ahead and try it, I can't see any errors in here.
just to not i completely reinstalled from scratch so i'm not sure if that's supposed to happen either way, also didn't fix anythin
That's weird...
also as i have mentioned a few times but with a better example most mods aren't registered
and cannot be found
perhaps a thunderstore issue?
also i cant join lobbies while on lethalmodmanager, but anyone can join me
Regular lobbies or mod synced lobbies?
any, error occurred
Hm, weird.
but that was before all this so take it with a grain of salt, i cant try rn boutta hop on with some pals
Yeah, this isn't making sense.
It wasn't anything I did apparently.
I tested v0.1.3-v0.1.6 (unreleased) and they all show the same results.
I think I might know what it is, not sure.
YEP
NOT WHAT I WAS JUST THINKING, BUT AN IDEA OF WHAT IT WAS AT FIRST.
I'll just post this for those that want the error. Lol
I was literally debating on the night of release about switching it to a long, but I'm like, nah, no mods have yet to get to that point yet, LITERALLY NOT EVEN A WEEK LATER.
I had no reason not to just make it a long.
Everything works again.
Let's see the perpetrator.
hey nice, patch v0.1.5.5
crazy out here in the modding community
5 gb of racoon videos out here makin you look like zeekerz 80 item limit
5 gb 
Well, v0.1.6 can now handle mods up to 8EBs big.
if i download a modcode and it starts to download a 5gb racoon file im just killing the author of the mod
ngl
Luckily I'll have previews before it just starts downloading the mods. Lol
hey new project who wants to help me design a big modpack? im tryna get it under 10EB for maximum performance
@ me
what's funny is the mod clearly claims a singular racoon video
Yep.
LethalModManager v0.1.6
- Every previous version of LethalModManager was broken because of one mod: FunnyRacoonVideo by TeamRacoon.
- It was my fault for having the file size be limited to 32 bits (~4GBs), so the parser BROKE because of 5GBs OF RACOON VIDEOS. (I legit debated on switching it to 64 bit numbers because of the possibility on the night of beta release, but didn't because I didn't know if it would end up using too much more memory- p.s.: it didn't, testing does miracles, I should do it more.
- LethalModManager can now handle mods up to 8 exabytes using signed longs. (I'm pretty sure Thunderstore's servers aren't even this big.)
[BETA v0.1.6] LethalModManager https://thunderstore.io/c/lethal-company/p/kyxino/LethalModManager/
LMM is already doing great so far, not even a week and LMM gets completely pummeled BY A 5GB RACCON VIDEO.
You can't even make this stuff up, like WHAT.
I seriously thought in cases where it would go over 4GB, it would just return infinite or NaN or just do anything other than erroring.
how do i tell which server is using lmm
Lmao, racoon videos
If it says "Sync" instead of "Join".
Then multiply that sun by 8. LOL
Unfortunately there aren't many servers using LMM yet, so it is rare to find public ones. It is only really ideal for syncing up your mods with friends for the moment.
But yeah, once it is to full release, I really want people to spread the word more and more. Right now it is incomplete.
Thank you, I hope to improve it even more soon.
I was thinking the limit would be like 4GBs. Why is the limit already so high in the first place??
why would you set it low
low limits restrict the mods people can upload
If you have a mod with uncompressed audio and textures, then it’ll be big
Ig we just have yet to reach those sizes with LC. The only mods that are around that size are the video mods for the TV.
Most don’t tend to go above 4GBs
Yeah, they are usually 2GBs.
I think it’s only hit 4GBs on Boneworks before
Every other community caps around 1-2, yeah
Yeah, I was expecting 4GBs to be the limit. Lol
Also just because it is a simple number represented by an unsigned integer (2^32-1).
Yeah but realistically it doesn’t mean anything
Well, yeah.
It’s not like we’re limited by byte size
I’m sure there’s Skyrim mods that are larger than 4GBs
Probably those 4k remaster mods. Lol
Eh, yeah, makes sense.
I mean I guess put it another way
It’s weirder for each community to have its own restriction on mod size
Yeah.
hey i'm guessing you already know but just making sure, when you search smthn the sorting doesn't work until you change it, it should be an ez fix but only you would know lol
Ah, shoot, idk how I forgot that.
hey a friend of mine is attempting to join me and even tho i set my lobby to optional we cant seem to figure out how he can join with his mods without downloading mine, when he presses X it doesn't let him in lobby and install/launch with none enabled disables his mods.
bout to do the unholy @dull hawk
also for note all mods are qol and clientside
Sorry, yeah, there is a setting for it.
I've yet to add the UI to properly introduce such feature, so you have to enable it to skip in this file.
Set this to true.
alr, any plans to make it so the optional and preffered settings allow players to ignore the prompt entirely?, perhaps a continue button. https://steamuserimages-a.akamaihd.net/ugc/2479870614171227290/111DFC94715F9EEC9677C9E0F2BE0F51E326ACEA/
also ya it still doesn't work as the picture shows
altho i did set it to preffered do i need to have the setting and run optional?
Yeah, I'll be adding a continue button, but I also need to make the player aware of other things like a potential config mismatch and stuff like that.
Ah, shoot, I just realized that if they have a mod that is disabled, it won't work.
wait no
Never mind.
Yeah, uh, I have no idea, we had somebody test it and it worked.
You set it to preferred?
The person joining needs to apply this setting. Not the host.
There needs to either be NO required mods, or they have ALL required mods.
alr, little weird that the setting is for the clients tho lol
also, i'm guessing your plan is to eventually allow the host to individually decide which mods are required/optional ya?
even if it is far future
That's already a feature.
Not really, it's there for those that basically acknowledge that they could be immediately thrown into lobbies if they have all the required mods.
(and for them to remember that they have such setting enabled.)
ya mb didn't pay attention at all when writin that lol, i think i lost my train of thought when trying to ask if you were planning to allow clients to mix and match the mods of their current profile with the host's, only choosing to download some but still run their current ones ontop of those
Yeah, that's how it currently works.
The host just needs to set up which mods are required or other, whatever the other setting is determines if the client wants to download them or not.
An update will be coming out soon again, just been doing some cleaning and reorganization of my room and setups.
Along with friends getting out of school and some friends graduating.
How does the mod communicate which mods need to be downloaded? Would it be possible to make the source a url/file rather than from the server host?
No, it would present a security risk if such functionality was added.
random suggestion from when I tested the mod out briefly, is it possible to put some placeholder text into the search box to make it clearer that it's a text box waiting for input?
I thought at first that it was just a spacer
Yeah, for some reason there wasn't the option to do that, I think I saw it with TextMesh Pro, but I couldn't figure out how to get TMP to work.
ah, gotcha
and having it have an initial text content that gets erased when you click into it doesn't work either?
No, that is an option, I left it as it was just in case people accidentally typo something.
I just hit CTRL+A then Backspace real quick if I need to find something else.
Once I have the UI config stuff done, I'll probably add a bunch of settings for little behaviors like that.
oh, I didn't mean erasing the contents every time, just when the placeholder text is present
as an alternative to it being a built-in feature of your UI framework
OH, that, yeah, it would work.
I could program the functionality myself perfectly fine, just forgot about it.
gotcha
I'm used to that sort of thing already being apart of whatever framework I use, even Roblox Studio has the feature. LOL
kyxino my friend spartan says your hair smells nice
That would be questionable since I was just in Karate with people either a lot older or a lot younger than me. Lol
:>W
I just came up with a REALLY good idea. What if I added a notification for when a new mod synced lobby opens up??
just tried out mod sync for the first time with my group and it's not working for them
both of them are also unable to launch the game through steam now, here's the log for that
How so? What happens?
Does it just not launch or do they get into the game and something goes wrong?
it seems like the game says joining and then it freezes and crashes
Can I have a mod list?
Forgot to hit Reply.
as for my friends, i just had them launch with a fresh profile with only bepinex and LMM
Can you try it without MoreCompany rq?
Idk if they are even compatible with each other.
gonna be a week until we can play again
Ah, shoot, alright, thanks though.
Btw, I believe I forgot to have mentioned it here, but I've recently been screwed over by car insurance because they've forced me onto my parents' policy, which means I'm an additional $205 a month, so I will be busy with other things again as I need to make enough money as a sustainable job within two months or else I have to work retail.
I'm currently working on 2-3 games that should hopefully mitigate that as much as possible.
If they do really well, I can continue on everything perfectly fine.
insurance companies are the worst, sorry to hear that
Yeppp, it's all good, I'll be back to working on everything again soon. Just trying to get some things started so that I can focus on other things like LMM.
Jeez, great, now I barely have worked on this for quite a while.
i'm guessing eventually you will be able to use thunderstore codes for downloading modpacks on lethalmodmanager?
Once I get back to working on it, yeah.
At least LMM seems to work enough for now.
ya, its still pretty much always my go to lol
Ah, nice, glad that it has been working well.
I've been setting up my Linkedin account, so hopefully I'll find a job soon.
Once I do and everything is settled, I'll be working on LMM again.
But for now, I got to work on cash grab games and find a job, maybe I'll get lucky with the games to make enough to not worry about a job.
alr wish you luck, ain't fast to set yourself up so just manage time with this last in priority lol
Yeahhh, I might have a better chance with the cash grab games than I do finding a job. I actually have a lot of resources for the games, but I barely have anything properly established to help me find a job.
V55 SPOILER: ||THE NEW COMPANY CRUISER?!?!?|| WHY'D I HAVE TO MAKE MONEY NOW??? THAT SEEMS AWESOME.
Mannn, how dare life be realistic for me. Lol
Anyway, is LethalModManager still holding up for everybody? I know a few people had some problems, but idk if they are still around.
Holding up fine, but I don’t really play lc much
Ah, nice.
It’s broken with AC
I haven't used it with friends yet just cause it doesn't have the features we need
Patiently waiting for you to make money

Yeah, I remember.
It will probably be a month before it's stable.
feel like that would be pretty hard to make it compatible, and Im not sure if that many people use AC anymore
Eh, not really, I'm just worried I would break something more important and relevant.
Because as you said, you're not that sure if that many people use AC anymore, and so am I.
It’s coming back to thunderstore
i stll use AC
ayo
intresting
only thing is the reputation
with the drama that happened, if there are mods that are incompatible with AC< chances are devs wont make an update
Oh, huh, interesting.
AFTER SO LONG, I FINALLY HAVE CURTAINS GUYS.
I'll show when it is bright out tomorrow.
I just got it all done, and it's night time.
Unfortunately not, and the dude I work for might literally die because of the hurricane heading almost as directly as possible for his area that can't even be evacuated, so yeah...
Hopefully he'll be fine, but also hopefully I don't need to find a new job.
If anything, the first mod I'm working on when I can will be LethalUtilities because LethalModManager is a bit too niche.
Luckily maintenance is non-existent because everything is one and done when it comes to bugs and issues, but the problem is that I still haven't ironed out the entire thing because I had to dip for work.
I hope all turns out well on your side during this situation, same goes for the guy you work for, I wouldn't wish that on anyone.
Yeah, thanks, but somehow I will pull through regardless the outcome.
That's the spirit! Best of luck out there 🫡 ♥️
Haha, thanks, not really any spirit, I just somehow always pull through, probably because I can always make money doing game dev one way or another.

all good I hope u can get through all of this and it turns out well
Yeah, luckily it seems like Milton has downgraded a lot, hopefully it was soon enough since it did go back up to a category 5 right before hitting land, and my boss is like 25 miles inland.
We should be good, but it will definitely delay me getting work and pay for a while.
I see
Great to hear
Oh, right, yeah, he is good (it seems), it just barely missed him, but obviously Florida needs some time to rebuild.