#Gale

1 messages Β· Page 1 of 1 (latest)

umbral herald
#

A lightweight Thunderstore client (alternative to r2modman/thunderstore mod manager), built with Rust.

I've worked on it for ~2 months and it think it's nearing a 1.0 release. Currently it's only published on the Lethal Company part of Thunderstore, but I plan to release it on all applicable games when it's stable enough.

Here are some of the features:

  • A modern, performant and responsive UI
  • Feature rich mod config editor
  • Tiny RAM usage and disk footprint (10 MB download!)
  • Import & export profiles (compatible with other managers)
  • Automatically transfer profiles from other mod managers
  • Launch games through Steam or directly, with any number of instances
  • Support for all BepInEx-compatible games on Thunderstore, including CW and ROR2 (and of course LC)
  • Export profiles as Thunderstore modpacks instantly
  • Usable with the "Install with Mod Manager" button on thunderstore.io
  • Automatic app updates
  • Local mod imports

You can get it on Github or Thunderstore:
https://github.com/Kesomannen/gale (all platforms)
https://thunderstore.io/c/lethal-company/p/Kesomannen/GaleModManager/ (windows only)

Keep in mind that Gale is currently in an unstable release! Expect bugs and missing features (but do please report them πŸ˜„)

GitHub

Lightweight Thunderstore client. Contribute to Kesomannen/gale development by creating an account on GitHub.

civic terrace
#

One message removed from a suspended account.

#

One message removed from a suspended account.

still ledge
#

oh hey, I checked this out yesterday! me and a friend were looking for an alternative to r2, as he only has 4gb of ram on his pc, and launching the game through r2 would always absolutely tank his PC and take quite awhile to launch the game (10+ minutes...). through gale though he was able to launch steam and the game in half the time it took before :)

#

so thanks, big fans of your work so far!

crude vessel
#

Hey I'm really liking this mod manager so far! I was wondering if it's possible to add a feature where you can edit the config of a mod directly from your list instead of going to the edit config section?

loud torrent
#

Works really great, reduced my RAM usage compared to r2modman by 90% . Thank you for making the app! The only think I'd like to ask for is to add launch arguments field for the game.

tiny crater
#

all i could ask for is being able to custom sort the mods in your pack and a way to disable certain filters in browse mods (like has monsters tag but no modpacks tag)

umbral herald
#

Maybe I'll add it sometime, but it's not going to work for every mod

tiny crater
#

ah epic

umbral herald
obtuse jetty
#

How can you custom sort? I didnt find that option in 0.5

umbral herald
#

(yet)

tiny crater
umbral herald
#

If enough people want it I'll work on it, it's a bit complicated though

foggy loom
#

After I imported a profile, the game only starts in vanilla mode. Don't know if there's something else I have to set up

umbral herald
#

are you on Windows?

foggy loom
#

yup

umbral herald
#

and you're running Lethal Company?

foggy loom
#

Yes

#

I imported 2 profiles from r2modman and pressed "Launch game" through the Gale launcher

#

And it launched in vanilla mode

umbral herald
#

Can you go to File > Show profile in explorer and send a screenshots of the contents?

foggy loom
#

Should I also show the plugins folder?

umbral herald
#

No, it's fine

#

looks good

foggy loom
#

Maybe it's something to do with the launch mode?

umbral herald
#

I think either one should work

#

but you can try switching

#

Otherwise, have you installed BepInEx or any mods manually? Like do stuff in the game's folder?

tiny crater
umbral herald
#

especially the UI

foggy loom
#

Would the game being on a different drive than the profile affect the launch?

umbral herald
#

shouldn't be

foggy loom
#

Coz I only imported the profile

#

And pressed launch

umbral herald
#

As long as the steam path is correct it should ideally work out of the box

foggy loom
foggy loom
obtuse jetty
#

Did you select the profile before launching

#

It doesnt auto select it after importing

foggy loom
#

The profile is called "vanilla" since it only has a bunch of fixes and qols

umbral herald
#

Huh, I thought it did xD

#

Could you send a screenshot of the game files?

#

Let me know if you need help finding them

foggy loom
#

Bleeding Edge folder is from a different profile I had on r2modman

#

Also, I only just realised that there's a DLSS dll in the game files but no DLSS in game

umbral herald
#

winhttp.dll, dlss and doorstop files are from bepinex, it could be that those are interfering with the launch

#

Try renaming them to like winhttp.dll.old or just removing them

foggy loom
#

sure

#

Still vanilla

umbral herald
#

doorstop_config too

foggy loom
#

ah

#

just deleted it

#

still launched in vanilla

umbral herald
#

bummer

#

Not sure what it could be then, sorry

foggy loom
#

welp, back to r2modman then

robust lark
#

?modder 308117922260451340

subtle laurelBOT
#

dynoSuccess Added role Modder to kesomannen

#

Yay! @umbral herald you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.

vital mason
#

i'll try and ask:
is there any chance to add an incremental code update?

one of the annoying things of the two existing mod managers is that if you make a small change in a profile and export it again as a code everybody that has to reimport it ( using update profile ) will have to wait for the entire profile to be downloaded again from scratch

#

some kind of diff update or similar πŸ€”. not too pressing so if hard or not possible just scratch the idea πŸ˜…

robust lark
#

r2modman actively caches everything you download unless you specifically tell it not to, so it shouldn't redownload much when you change a profile

#

I have no idea if Gale also does caching, tho I seriously hope it does

vital mason
#

i've only had issues with big profiles ( Lunxara streams ) and even when the change is a couple of config values, it takes minutes for r2modman to do the profile update

robust lark
#

Yea, its a pretty big issue that r2modman doesn't really give you any indication of what its doing while its unpacking mod zips. Big ones hang the UI for quite a while and make people think its frozen sometimes, that's been a recurring thing I've had to help people with

#

I don't contribute to r2mm so I have no idea why it does that or if its a planned feature to show a progress bar or something

vital mason
#

my point is not about making unpacking faster, it's about making a separate kind of code/update type that will only list the exact changes over a previous profile and only perform said actions instead of clearing the profile an re-unpacking all the stuff

#

i'd like to not have to wait for 2 mins when the change is simply to filp a config from false to true πŸ˜… ( this is an over simplification obvs )

robust lark
#

That sounds pretty hard to implement. Even git can have trouble reconciling changes between divergent branches and that's in a repo with a known and tracked head to each state, waah

vital mason
#

divergent branches yeah, but if you assume the branch is the same, git works wonders if you're just pulling from a newer version of the same branch

#

if you had a code imported previously ( and assuming you never touched it ) moving to a newer version of the same profile should be simple, at least in theory

robust lark
#

I don't know how to explain this but profiles don't have any state information about the mods they contain

vital mason
#

that's probably the paragraph he's writing, and i appreciate that he's taking the time to explain it πŸ˜„

hardy rover
#

That issue is specific to R2 and TMM for whatever reason

robust lark
#

I'm pretty sure it just zips up your folders and adds each item that is media (textures, posters, etc) and text (json, configs, etc) and then creates a mod.yml that describes name and version of what is in it. It feels like you want the code to only include exactly what has changed but the profile system just doesn't store the kind of data you'd need for a diff like that

#

I think it might really just be an issue of R2MM's really poor zip handling that is in need of fixing rather than introducing more features to the profile api

vital mason
#

or, instead of possible, feasible?

robust lark
#

Hm, well the thunderstore currently hosts profile code zips, any changes to the structure or format would need to be both backwards compatible so no client gets an error from the new structure and ideally not require infra changes to the uploader cuz, ya know, big changes like that are slow

#

I'm not a site dev and I can't volunteer any of them for work, either, hehe

vital mason
vital mason
kindred stag
short star
robust lark
#

Well, there's the guy that would know more, hehe

short star
#

The other thing is that the percentage is done by number of total mods being downloaded rather than by percentage of total download size

#

That’s because at the time there was no size info on the package downloads

#

I’m pretty sure i did a change a while back to make it accurate but there was like 1/20 downloads would cause the download progress to go above 100% so it was never released

vital mason
#

also πŸ€”
i cannot choose any custom folder

hardy rover
#

I did try it though and I really like it

#

It holds a lot of promise

vital mason
#

oh yeah. i'm not complaining. just reporting what i find

hardy rover
#

Ye

vital mason
#

i really like the looks

hardy rover
#

and the fact it uses less ram than R2 is also nice

vital mason
#

itr does not affect me, but efficiency is always welcome

umbral herald
#

You can see my conversation in #modding-general with another person

vital mason
#

actually all 3 configurable directories will throw the same error

umbral herald
#

You have to move the data dir back to the original location

#

because it also moves the actual settings file, which means the manager can't find it

vital mason
#

i did, they still error out :/ but i guess it's going to be a fix for the 1.0 release

umbral herald
#

0.5.1 :)

umbral herald
#

to be safe I think you should restart gale

vital mason
#

yeah i deleted the folder in Appdata and the cusom directories then restarted gale

#

it did the introduction and now is safely using the appdata paths

umbral herald
#

I'm gonna publish 0.5.1 today or tomorrow, then you should be able to move it with no problems

vital mason
#

for obiuvs reasons it also does not find the r2profiles as i have both r2 and the profiles in the custom directories btw πŸ™ƒ

#

again def a minor issue

umbral herald
#

Yeah I feel like it doesn't matter for most people

vital mason
#

the ability to change gale directories yes, it finding custom r2 directories definitely nope πŸ˜‚

umbral herald
#

all it does is delete the profile directory and copy all the mod files back

umbral herald
#

0.5.1

Added

  • "Change version" option to profile mod dropdown
  • Icon in the top right to indicate if an app update is available
  • Disable and enable all mods button
  • Open Gale log button

Changed

  • Minor UI tweaks
  • Moved settings to Edit menu

Fixed

  • Moving data directory
  • Moving cache directory before any mods are installed
vital mason
#

can confirm, custom folders work now πŸ‘

#

it is still searching the logs in the other folder tho

umbral herald
#

I believe that's correct, seems like error is something else though

#

It should just say "no log file found" if the file is missing πŸ€”

vital mason
#

log file in appdata is empty πŸ€”

#

ye log file in the custom folder has the logs

umbral herald
#

Hmm, if I moves the log file that's a bug

vital mason
#

well. it has 4 [Warn] lines, that's it

umbral herald
#

not the biggest problem though

vital mason
umbral herald
bold hornet
vital mason
#

you should def add a App Start line so you can recognize different executions

umbral herald
#

Wait does it add onto the file??

vital mason
#

ye append

umbral herald
#

Oops

vital mason
#

was 4 now is 6 after a 3rd launch

umbral herald
vital mason
#

have i got so lucky that sequential executions have added 2 lines more randomly 🀣

umbral herald
#

This function will create a file if it does not exist, and will truncate it if it does.
The rust docs say this

#

maybe truncate means something other than what I'm thinking

vital mason
#

ok i deleted all log folders and now it just creates an empty log file in the appdata folder πŸ€” wtf?

umbral herald
#

Yes the log folder doesn't change

young sorrel
#

[ Requested features]

@umbral herald

  • The filter list should include Disabled Mods, Depreciated Mods, and Oldest Mods. (for weeding out old mods)

  • Searching for mods with spaces in their name currently does not work. All spaces must be replaced with "_". Please make searching with spaces work.

  • Exporting a mod as a mod pack should "Save" the last entered data whether or not a mod pack is exported. That way, those using this feature can open the tab, make small changes, and pull out a new export.
    Once changes are iterative and persistent, a changelog should be viable. Gale would save the update text to an existing changelog document that it adds to every time mods are updated, replacing duplicate entries of the same mod and expanding the 0.0.0 < 0.0.0 field. Having a version dropdown in the export tab for the config would allow for an auto markdown to be applied that compresses all existing entries into a version header upon selecting a newer version of the game.

  • Since we are aware of the file structure for mod packs we should be able to permanently link a readme, an icon, and select what configs to upload most likely with a separate popup window with checkboxes. (Again all of this should be saved)

  • The export mod pack window could include a markdown preview.

  • Gale could suggest orphaned Configs to be deleted. It could change their text color to red and move them to the top of the config list under a new collapsible category.

quick lion
#

something for orphaned configs would be amazing, always one of my big peeves with R2

#

loving Gale so far. It's a huge upgrade.

obtuse jetty
#

How would Gale know if a config is orphaned tho?

umbral herald
#

this might be better as a couple of github issues

young sorrel
umbral herald
#

most config files have information about the mod they came from, but it's the name given in the code which is usually not the same as the thunderstore name

#

Another solution could be to launch the game and see which config files got read

#

just thought about that

young sorrel
#

Migrate the information to a removed catagory.

#

Delete if no matching config entries are found.

vital mason
#

i belive they mean config files and not entires

young sorrel
#

Information on mods being removed is valuable as it could be added to the generated changelog.

umbral herald
young sorrel
umbral herald
#

The problem is that neither config file names nor the metadata in them correspond with the Thunderstore name of a mod

#

so there's no guaranteed way to relate them

young sorrel
#

hmm

#

I am just an idea man. πŸ˜›

#

Also being able to click the Green text to open the Thunderstore page to see a changelog would be amazing. Also, a button to open all updated mods at the same time would be great.

vital mason
umbral herald
#

I don't think orphaned config entries are the biggest deal. Just removing them manually doesn't sound too painful and these "solutions" are getting a bit too wild

frigid heron
#

That way mod manager would try to fetch that and update accordingly

#

and you could host that even on GitHub pages or something

umbral herald
#

Uhh

#

That's definitely a feature for the future πŸ˜…

vital mason
#

isn't that a security hole too? external files not in the TS ecosystem πŸ€”

umbral herald
#

Also inoperability with r2mm is most likely not happening, as Gale stores the profile data in a completely different way

frigid heron
#

that would be so bad, wouldn't it?

#

πŸ™ƒ

umbral herald
#

That on the other hand is not too hard to add

#

as exports are just glorified zip files

vital mason
umbral herald
#

If I added it gale it would however break compatiblity

#

maybe we could coordinate something idk

frigid heron
frigid heron
umbral herald
#

just have a shared profile?

frigid heron
umbral herald
#

you would still need to pull it from github or whatever

frigid heron
#

and for every mod/config update you need to send another one

#

and it's reloading from cache and crying all the way through

#

instead you have a r2mm file export hosted somewhere

#

and you point modmanager to use that profile

#

and on every startup it would fetch the diff and update

#

πŸ₯Ί

umbral herald
#

Yeah

#

I guess that would be cool

#

But it sounds terrifyingly complex

frigid heron
#

I know that it's a feature that's not easy to pull off and probably will have a low usage

#

but you need to have something over r2mm 🀭

#

and - as you said - it would be cool

umbral herald
#

Well I'm sorry but this is not coming anytime soon

vital mason
#

as they pointed out to me, main issue would be defining the diff and implementing the API backend to handle it πŸ˜…

frigid heron
#

on the other hand using web stuff is a no-no on TS

#

LQ uses JSON export/import but that's manual

frigid heron
#

I just wanted to throw a cool idea in your direction πŸ˜…

vital mason
short star
#

importing a profile with an unknown DLL is a little less than ideal

umbral herald
#

yeah that's true

short star
#

Other files aren't so bad because they won't be executed

umbral herald
#

This is what I have planned currently:

  • Bug fixes and stability stuff
#

Just so we don't go too crazy

halcyon epoch
#

just a question, does this mod manager support games other than LC? I tried to launch modded Ultrakill earlier, but it would only launch vanilla

young sorrel
umbral herald
young sorrel
#

πŸ€ͺ

umbral herald
#

Also, if someone wants to contribute a new (green) logo I'm all ears. I put together the current one in one evening with my mediocre photoshop skills πŸ˜„

young sorrel
#

I dropped some pins. Watch your step!

kindred stag
#

Feature request:
If you favorite a game and click on the change game button it drops down a list like the profile swaping feature
in order to access the entire library of games like it is currently you could double click or press the expand menu button. (would look like the new profile button for profiles)

#

profile switching feels really smooth and game switching a lil less thats why I suggest that feature.

#

For the searching ui
when clicking on a mod you get a huge chunk of empty space on the right
would be nice if the readme could be put there with the option to enlarge and make it cover almost the entire screen like you can rn.

tender hare
#

@umbral herald can you add advance company on there

kindred stag
#

I dont see why they would add support for a specifc mod thats not on the thunderstore but joe_shrug

tender hare
#

Because potato has a api where you can get his newest versions download links

tiny crater
#

not on thunderstore, no reason to add it

obtuse jetty
#

You'll have to wait until it's back on thunderstore

ebon gazelle
#

IF*

obtuse jetty
#

Yeah, all I know is that he's trying to get it back on there

ebon gazelle
#

Dont see much chance for it tbh after all the stuff that happened

robust lark
#

I hate to be a party pooper but we've removed content from the thunderstore for trying to bypass our filter and sideload in content that wasn't uploaded to the thunderstore

ebon gazelle
#

Yeah thats another thing

kindred stag
#

he needs to move on

ebon gazelle
#

Im guessing if this mod would be able to upload stuff from everythign other than TS than it’d recieve the same fate

kindred stag
#

yea ig

tender hare
kindred stag
#

if I understand robin correctly

ebon gazelle
#

You gotta follow rules

robust lark
tender hare
kindred stag
#

still bypasses the filters

tender hare
kindred stag
#

because you can download an off site mod by default

ebon gazelle
#

As long as AC is not on TS it means its a bypass

tender hare
#

Including picture, download link, descriptions etc

bold hornet
#

There's a lot of misconception with this topic, have fun Robin, get well soon if ur still having that headache

robust lark
#

It was a tummy ache cuz I drank too much last night for the first time in like a year hehe

tender hare
robust lark
#

Anyway, on topic, if Gale was to implement a feature that loads in mods from another source I'd have to bring it up with the TS team if that's something we allow

tender hare
#

All it is is this

tender hare
#

He said he opened a thread was that public or only for moderators @robust lark

robust lark
tender hare
ebon gazelle
robust lark
#

I think you should keep the contents of your DMs private, personally

tender hare
robust lark
#

Well, cat's out of the bag, then. I wasn't sure if I was in a position to discuss it but, yes, I gave my support to the idea. I had been considering if I should make the offer to Potatoe for a few weeks now and Mythic DMing me about it out of nowhere was a welcome surprise since it took the impetus of making the first move off my plate

robust lark
#

To let him back on the LC Thunderstore

tender hare
#

Oh, ok

hexed lake
robust lark
#

This is wildly off topic for this thread

hexed lake
#

uh oh

ebon gazelle
#

πŸ‘€

#

Well it strayed from the thread BUT it is still related i guess

tender hare
#

@umbral herald how is this different from r2modman

bold hornet
#

Read pins

#

Use it

tender hare
#

Oh ok thanks

cursive iron
#

Apart from the sorting options like Installed Last, Last Updated etc. are there any plans to enable manual drag and drop sorting? Similar to e.g. TMM or R2?
Ever since I modded Skyrim I just love sorting my mods manually

tender hare
#

how long should it say transferring cached mods

#

if I import

#

nevermind I got it

strange pollen
#

For some reason, Gale seems to make floats arbitrarily long. Not a huge issue but it's definitely not normal lol

limber canopy
#

will there be a flatpak?

robust lark
#

will there be a snap distribution :3

#

On a serious note, anyone compiling on Mint like me will need to use NVM to run a node env > 16 cuz mint smelly

robust lark
#

Damon helped me understand how to install tauri because cargo just says tauri doesn't real if you try to install tauri. Its tauri-cli you need. The build process for this project is really not enjoyable

robust lark
#

@umbral herald the filter for executables hides linux binaries, you need to include an "all" filter because exe doesn't real on linux, haha

robust lark
#

I manually edited the config file and set the path correctly and it launches. Gale works on linux but its a fair bit worse than R2MM right now in terms of ease of use and setup

tacit anchor
#

Or wait is that just showing the list of uploaded mods

umbral herald
umbral herald
umbral herald
#

for now you can manually edit the prefs.json file

umbral herald
#

Not sure how to fix that, sry

umbral herald
#

but do please make a github issue for easier tracking

umbral herald
umbral herald
strange pollen
umbral herald
#

but the TL;DR is that computers are not great at representing decimal numbers

#

especially javascript it seems like

vital mason
#

can't you just treat them as strings, and only parse them internally to validate the input?

umbral herald
#

Cause I think it's introduced somewhere between the rust and javascript

umbral herald
#

Maybe, although that sounds very cursed

#

not very memory efficient

vital mason
#

i mean... gale does not need to parse the config files... only the mods need to read with the correct type

#

you can just read all values as strings and not care if they are integers ecc

umbral herald
#

not really

vital mason
#

actually how do you differentiate between a integer config and a string where the user intentionally typed a number?

umbral herald
#

The data type is encoded in the file

vital mason
#

i guess using the # Setting type: Boolean

umbral herald
#

Yeah

vital mason
#

but still, why would gale need to care about the config type?

umbral herald
#

Because different types have different UI elements

#

and it needs to have that information when it serializes everything

#

It's a lot more involved than r2modman's parsing

vital mason
#

mmk

umbral herald
#

Wait

#

nvm

strange pollen
#

Do you think this could cause issues with certain mods?

bold hornet
#

the floating point stuff?

#

shouldnt

strange pollen
#

That's good at least

umbral herald
#

What do you think about this? I feel like it could be a bit annoying having the button pop up, but also very convenient

short star
#

the reason we don't do that on r2mm is because there's no way to identify if that setting is actually multi-select or not

#

sometimes it has a range of acceptable values, but only one can be accepted

umbral herald
#

Gale detects this line:
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)Which BepInEx adds when the type is an enum with [Flags]

short star
#

Not on older versions

#

Oh wait no, ignore me

#

You're right

#

Is that the same message for any collection based enum? πŸ€”

umbral herald
#

it was a while ago

short star
#

Interesting, I'll have to look in to it

#

Thanks though

umbral herald
#

np :)

short star
#

I'd asked the BepInEx team about it before and had no helpful reply agony

short star
#

That was a quick find πŸ‘‘

#

Definitely not something that'll be sorted immediately on my end because multi-selects are quite hard to do nicely

copper latch
#

hi

#

why my gale start vanilla game instead of modded ?

umbral herald
# copper latch

Can you go to File > Open gale logs and send the contents?

turbid hare
#

this is a really nice alternative to r2modman

#

I've only encountered 1 issue so far when using it on linux

#

and have already sent a PR fixing it

robust lark
#

I'm pretty happy with the way Gale looks, and it seems like it offers a decent experience so far but.. the build experience was awful. I have no idea how to use rust/cargo and the step to use cargo tauri build in the build instructions assumes you already have tauri-cli installed (which provides the tauri verb for cargo) and I had to struggle a bit to figure out which package provided that because there is also a tauri package that provides no binaries. I can't blame the dev of Gale for that, tho

amber bone
#

something i miss in the thunderstore mod manager is batch disabling or enabling mods. so that you dont have to individually disable/enable one mod after the other. for example "cntrl + clicking" or "shift + arrow down". is this a planned feature? @umbral herald
this could be useful for troubleshooting and trying to disable half - then quarter etc...
also i found out that your mod manager seems to not differentiate between installed update and originally installed. when sorted by install date, newely updated mods are at the top. i thought sorting by install date means when these mods were originally installed. for updates i thought the "last updated" sorting is present.
edit: oh okay what i was looking for is the "newest" sorting

other issues with your mod manager:
the mod manager doesnt seem to remember the sorting mode one set. it always goes back to "install date" sorting. you always have to reset it to the one you chose before.
also i think in the config menu it should show default values and possible values like it does in the thunderstore mod manager. this helps a lot imo

turbid hare
#

oh wait

#

the readme does tell you to install the cli

#

skill issue tbh

robust lark
#

I'm writing up Linux specific install docs for Gale and I had to pull in the changes to my branch, hehe

turbid hare
#

I see, 3 hours ago

#

woops

#

time to commit revisionism to make myself look smart

robust lark
#

@umbral herald I have submitted a pull request to add info to your project's readme :3

turbid hare
#

real "I've sent you my PR, please respond" energy (I'm just being dumb, I have too much energy today)

robust lark
#

pls respon

bold hornet
#

robin's a type of energy

umbral herald
# amber bone something i miss in the thunderstore mod manager is batch disabling or enabling ...

is this a planned feature?
Not currently, maybe if more people want it.

edit: oh okay what i was looking for is the "newest" sorting
Uh newest means the most recently created most on Thunderstore. Gale can't currently differentiate between when a mod was updated and when it was originally installed (as updates are just uninstall -> install newer version). Maybe I can add that in the future, but not sure the complexity is worth the benefit.

the mod manager doesnt seem to remember the sorting mode one set. it always goes back to "install date" sorting. you always have to reset it to the one you chose before.
I have this planned very soon, probably in the next update.

also i think in the config menu it should show default values and possible values like it does in the thunderstore mod manager.
It does, if you hover over the label of an entry

robust lark
#

Bobbo, are you interested in having some badges on the top of your readme? I didn't include these in the PR cuz I wasn't sure how you felt about them

kindred stag
copper latch
umbral herald
#

definitely not if it says typescript :O

umbral herald
robust lark
#

Well, there many badge styles I just picked for the badge cuz its what I use in flowerLoader and I like it. I'll just leave badges up to you, then

umbral herald
#

Alright, we'll see

#

I like to keep it clean

tender hare
#

I have it on mine

#

It’s very useful

#

You can customize it for basically any api, they have thunderstore built in

#

It looks a little weird since I’m on mobile but you can also make them open links when clicked

vital mason
#

seems it fails to import codes with deprecated mods. unless you change the filter in the browser to include deprecated mods

umbral herald
vital mason
#

uh it kept telling me it was failing until i flipped the filter

pallid sky
#

Hello!
How can I import a mod locally?

#

what does it search?

umbral herald
#

so if you have a zip file just extract it

pallid sky
umbral herald
umbral herald
pallid sky
#

If I delete the custom mod, does the config of that mod gets saved?

umbral herald
#

yes

amber bone
pallid sky
#

It seems that it likes to crash when having a big modpack (+100 mods)

strange pollen
#

I've not had issues with my 170+ modpack yet. But whenever I import a local mod gale seems to crash

pallid sky
#

I was about to check the config when the window closed immediately

strange pollen
#

Yeah, everytime I import a local mod, whenever I try to do anything after that gale just closes

hollow valve
#

this looks so good, overwolf and r2 are just so clunky. Will be testing this out for next sessions

young sorrel
#

@short star @umbral herald

Having an interesting issue since v50.

Some mods have not updated their dependencies. However, mod dependencies have continued to update and move on. The current problem I am facing as a mod pack Dev is the NEED for players to immediately update my Mod Pack after downloading it.

The reason for this is Thunderstore, R2ModMan, and Gale download the manifest as is without comparing mod versions.

Because of the lack of a Load order or a Version check, this leads to for example, a major Library like Lethal Lib being installed at v1.16.0, however, it is also a dependency for a mod at v1.14.0. All of the mod managers will install Lethal Lib v1.16.0, then reinstall over it at v1.14.0 breaking any modpack.

This causes a large amount of unnecessary error reports to Mod Devs, and Mod Pack Devs.

This also means that install times are being Heavily inflated as large Library mods are being downloaded multiple times every time the pack is Downloaded/Imported.

Speaking to @ionic harness I was informed that a Semver system could be included in each mod launcher to correct this problem.
https://devhints.io/semver

I believe this is a critical issue that needs to be resolved for future stability in Lethal Company. This problem will only grow as more updates are released.

manic knoll
#

Just asking It doesen't generate the LQ config

#

The Preset One

umbral herald
#

A big factor is also the limitations of Thunderstore's manifest format

young sorrel
#

I shall do this tomorrow.

umbral herald
short star
#

It will still prompt the user to update other dependencies, but the exact versions will be preserved

young sorrel
# short star If you have the Modpacks tag on your package then the exact dependency versions ...

Each mod has its own dependencies. I list the most up-to-date dependencies in each of my Manifests in an attempt to override outdated dependencies. I then upload the mods. I use those modpacks as modules for my Release packs as I have different versions.

https://thunderstore.io/c/lethal-company/p/SourceShard/?section=modpacks

short star
#

Each mod’s dependencies are a dependency of your modpack

#

You should be listing those so they stay preserved

#

The reason for this is version resolution

#

If you have one mod that explicitly depends on 1.2.0 and another that depends on 1.3.0 then we’d probably default to 1.3.0 although that’s not necessarily the case for your modpack

young sorrel
# short star You should be listing those so they stay preserved

Yeah so lets use Tolian moons as an example.

Tolian Moons has Lethal Level Loader as a dependency, I add Tolian moons to my Modpacks Manifest as well as the most up to date version of Lethal Level Loader. I upload my modpack and call it the Moons pack.

I then create a new modpack that has the Moons Pack as a dependency as well as other Packs that I have made.

It installs everything and a lot of the dependencies are out of date.

short star
#

Which is fair, but I don’t particularly consider it a bug

#

A modpack is a collection of all of the mods, you shouldn’t be listing only a few

young sorrel
short star
#

I mean I can look in to if it’s a breaking change for anything, but again you should still be listing everything

#

There’s a setting in the manager under the modpack tab which will show you the dependency strings for everything in the profile, it’s not a lot of effort

#

Actually maybe it depends on your dependency count if you can πŸ€”

young sorrel
short star
#

No I get it - You think that static dependency versions should cascade

young sorrel
#

So I have Modules that I merge into a Mod Pack.

short star
#

I somewhat agree but at the same time the original intent was for only explicitly linked items to be static and the rest to be resolved as normal

young sorrel
#

The cosmetics module will have More Company and all the cosmetic mods with there dependencys.

So if someone only wants my Cosmetics, they can just download that pack only.

Now when I create a pack that requires this Mod Pack i add it as a dependency.

short star
#

Yeah I understood what you were trying to say, my point is that it’s intended to work how it currently does and isn’t actually a bug

#

Similar vibe to how the package structure works

young sorrel
short star
#

Yeah pretty much

#

It’s not to say what you’re doing is β€œwrong” because it’s completely logical

short star
#

But for me to make a change, I’d have to look back 5 years and see if there was a reason it was done this way

young sorrel
short star
#

It’s not really a necessarily evil

#

It’s not that big of a deal to list all dependencies πŸ’€

#

But there have always been plans to change how we do modpacks anyway

bold hornet
#

Nuke em~

short star
#

The entire solution is effectively temporary, it’s just that other stuff keeps taking priority

umbral herald
short star
#

Both

umbral herald
#

alr

#

I hope you document it well πŸ˜„

short star
#

However my views for it don’t fully align with Mythic’s - They have a more Thunderstore oriented idea

#

I’d instead separate modpacks into a different tab and lock modifications to them and only present the option to play, update, or edit configs

umbral herald
#

Btw are there plans to improve the thunderstore API docs? I feel like it could be holding back people making cool things with the API

short star
#

What did you find tough about it?

young sorrel
# short star It’s not that big of a deal to list all dependencies πŸ’€

It is really not a big deal for the most part. There were a few downsides I was hoping to eliminate.

  1. The Readme on Thunderstore is positioned below the dependencies. My modpack if I add everything to the manifest has 300 mods. The readme will never be seen. The dependencies list needs to be either collapsible and collapsed by default or be Implemented below the readme.

  2. Having these as modules allows me to keep the have Single instances of Config files and also overwrite configs if someone decides to download an Addon Pack that does not come by default in the pack. I have Difficulty modes and Thematic packs.

  3. It is easier for me to maintain.

short star
#

Collapsible but expanded by default is the better option there

young sorrel
strange pollen
young sorrel
#

Unless you also put them below the readme

short star
#

collapse the dependency list concern

#

Seeing dependencies imo is quite important

young sorrel
short star
#

Hiding information from the user is a bad idea, allowing it to be hidden by the user is a much better idea

young sorrel
#

How about a side by side approach

short star
#

That’s not necessarily true, accordions are a pretty universal standard that they’re okay

young sorrel
short star
#

I think we should take this bit out of the Gale chat though

young sorrel
#

lol

umbral herald
# short star What did you find tough about it?

A bunch of things

  • Basically zero documentation on what the endpoints actually do
  • The models sometimes have incorrect types and list almost every field as "string"
  • ​api​/v1​/package​/{uuid4}​/ is deprecated (..why?) but still recommended in the thunderstore repo's readme
  • It's never explained why there are two different models for a package?
  • It's not mentioned that /api/package uses chunked transfer (I had a real hard time with this one starting out)
  • It's not explained why some things are "experimental" and why "legacyprofile" is legacy (is there an alternative?)
  • There's also /cyberstorm/ API's that thunderstore.io uses, but are not documented at all. For example cyberstorm/community/filters is quite important
young sorrel
#

Where do we go?

short star
#

r2modman, thunderstore, or this server’s general

short star
young sorrel
short star
#

accessible from the readme

young sorrel
# short star accessible from the readme

I believe we have covered most of the current topics. I will join the discord. Please let me know what and if you plan to make any changes. πŸ˜„

I do not expect this to happen soon.

short star
#

For any changes that you want it’d be helpful if you could raise separate feature requests on the GitHub repository

short star
amber bone
#

how do you update gale when theres an update? can you do that through the mod manager itself? @umbral herald

amber bone
umbral herald
#

then you have to wait a bit for it to download in the background

#

The current one is not ideal, I changed it in 0.5.1

haughty night
#

@umbral herald Hey this looks great !
I just did a very quick look around and the only thing that i miss is the dependant mod list, like along the dependency having also the mod that depend on the selected one

haughty night
#

Oh ye also, i thought there was no need for the shortcut link to the thunderstore page anymore since there is the readme and the changelog... but those don't update if you don't update the mod, so when there is an update i still need to go see the changelog on thunderstore cuse i think its better to check those before to be sure its not gonna break stuff or if config are necessary. And so now i don't have the handy shortcut to it x_x

obtuse jetty
#

Error when trying to update to 0.5.2

umbral herald
#

0.5.2 is out!

Added

  • README to mod details menu, shown if the window is large enough
  • "Edit config" button to mod details menu
  • Quick install button in mod list
  • "Open directory" options to profile mod dropdown

Changed

  • Update banner can now be dismissed
  • Search queries, filters and sorting options are now saved between page navigations
  • Various UI improvements

Fixed

  • Local mod icons not being displayed
  • Links replacing the entire page instead of opening in the browser
  • Crash when importing local mod
  • Profile names being capitalized in the import profile dialog
  • R2modman/TMM profiles not being found on Linux
  • Improve performance of config serialization
  • Config editor sometimes freezing when switching between profiles
umbral herald
obtuse jetty
#

I updated manually instead so I don't know

kindred stag
pallid sky
#

I'm still kinda lost, how do you import local mods?

#

I'm selecting the mod folder unzipped, but it doesn't load

umbral herald
# kindred stag

I just downloaded some random modpack dont judge me 🫠

pallid sky
#

but hey, the manager didn't close

umbral herald
#

Can you send a screenshot of the folder you're trying to import?

#

(the contents)

versed portal
#

W

#

no crashing, no lagging, better looking

versed portal
#

gale is a great company asset

pallid sky
#

It's a modified version for testing

#

Well...

#

I think the local mod icons is still not displayed

tender hare
#

But it would crash after I imported it

pallid sky
umbral herald
umbral herald
pallid sky
#

also, I noticed that the mod count doesn't update immediately when you import a mod

#

It takes like 3-5 minutes to change the number

umbral herald
#

if you want it to update immediately you have to open the dropdown and select the profile again

pallid sky
#

the config is cool

#

ngl

buoyant raft
#

I'm having issues importing profile from r2modman. Anyone else having this issue?

buoyant raft
#

also can I rename the profile in gale?

umbral herald
#

best you can do is export as code and then import it

amber bone
#

i think it should show the mod update banner at the top without having to refresh the page. maybe its a bug

kind ravine
bleak dagger
#

i obviously meant to update exactly when bobo took the screenshot

umbral herald
#

It's sorted by rating πŸ˜…

bleak dagger
#

no way that's the top 5 rated mod

#

amazing

#

I am good at marketing

#

Tesla hire me

umbral herald
#

top 5 vanilla compatible I think

bleak dagger
#

absolute fire

kind ravine
kind ravine
bleak dagger
bleak dagger
# kind ravine nice!

not really, it's agony when I gotta:

  • Write an entire implementation in C++ (that doesn't suck)
  • Write a wrapper over the original implementation so it doesn't suck
  • Write the integration mod (already done, waiting for thunderstore to add the game to the website)
  • Write another integration mod but for Peggle
#

I'm nowhere near done with the first 2, last one requires the first one

bleak dagger
#

AND for the last one, I gotta reverse engineer the fucking game

#

AND THEN write a non shitty framework for it

#

did I mention I'm doing this without being paid? boiled

kind ravine
kind ravine
#

perfect name

robust lark
#

waaaaah noooo, I missed the opportunity to make the peg-le joke by a minute

#

@kind ravine ur in trouble

kind ravine
#

uh ph

#

oh

#

uhh um uhh :3

bleak dagger
hybrid wraith
#

goonwood
WAH

bleak dagger
#

you get brrrrr when you get detected until you're no longer detected

paper totem
#

Is there any way to view mod dependents or has that not been added in yet? I'm only able to see a button for dependencies.

stiff oxide
#

shouldn't clicking on it bring a popup listing the dependencies...?

kind ravine
stiff oxide
#

Ohh I misread πŸ’€

haughty night
umbral herald
#

there's a lot happening in this thread

#

the humble beginnings ☺️

copper latch
#

can we have access to config files directly in this menu (in plus) please ?

#

like a redirect to mod config file

amber bone
#

what if its stuck updating?

umbral herald
#

But it only works for some mods, since the config files are generated from the code and are not actually linked with the Thunderstore package

#

You might also need to go to the config page to have the files load first

umbral herald
#

not much you can do except restart the app

haughty night
umbral herald
#

you will need to install LC Office again though, since it removes it before downloading the newer version

amber bone
umbral herald
amber bone
umbral herald
amber bone
umbral herald
#

huh ok, it should check every time the list refreshes (when you enter the page, scroll to the bottom or change filters/search)

#

maybe that isn't working

amber bone
umbral herald
#

Oh you mean like that, yeah if you idle on the page and an update releases it won't refresh automatically

copper latch
frigid vault
#

I'm trying to use Gale to start a modded Risk of Rain 2 and it doesn't seem to be loading any mods. Is ROR2 currently supported? Or maybe I'm doing something wrong lol.

quick lion
#

I believe only LC is supported currently

frigid vault
#

Gotchya. Okie, I will wait patiently. Love Gale by the way, Bobbo. Great work πŸ™‚

kindred stag
kindred stag
quick lion
#

I tried ROR2 and it didn't work for me

#

unsure what could be going on there

umbral herald
#

Yeah, every game on the list is technically supported, but not tested

frigid vault
#

It wasn't putting bepinex into the ror2 folder. I will try loading it with r2 first and then using gale and see if that works.

umbral herald
#

you shouldn't have to install bepinex manually

#

it won't even load that bepinex

frigid vault
#

Idk. I installed all the mods with Gale and tried to start ror2 and it started it vanilla. Bepinex was not installed into the ror2 folder with gale from what I saw. Starting it with r2modman installed bepinex into the folder and loaded all the mods.

#

I'm not entirely sure how each mod manager loads the mods. Just reporting what I saw.

#

After installing the ror2 mods with r2 and starting the game, the mods now work in Gale.
I do have my steam library on a different drive than steam itself. If that makes a difference?
If there's any other info I can provide, let me know.

versed portal
#

confirmed lethal company great asset

lucid condor
#

my computer didnt really like this launcher :[

haughty night
#

just noticed that its missing the dependency string

#

not using it much myself, but some people does

umbral herald
umbral herald
haughty night
#

like they are asked for it when looking for help debuging their modpack

umbral herald
#

Well

#

you can export as modpack and copy the manifest.json file

haughty night
#

mh

umbral herald
#

and in my experience I've never seen anyone send it

haughty night
#

well i just pointed out that, not that i need it

#

CTRL+F and look for "dependency string"

#

thats my experience with it, i've seen it multiple time when hanging around here

#

in #help-and-troubleshooting

#

but like you say there is the manifest

hallow tree
#

Gale seem to be way better than thunderstore, unlike thunderstore, i don't experience any crashes from the mod manager (and it start instantly, too) looking forward to how this amazing modloader will evolve!

pallid sky
#

Hello! Great experience so far with this mod Manager

#

I've noticed that sometimes the mod search doesn't update frequently, having to wait 1h 30m to update the list.

#

Or resetting the mod Manager

umbral herald
#

but Thunderstore does have its own cache too on the server side

#

and take time processing new uploads

pallid sky
#

But hey, dw, I'll check that more deep if it happens again

umbral herald
#

yeah please do

#

I'll double check the code

versed portal
#

@umbral herald you must add ads one day

#

or you will not get money of this

hallow tree
#

could open a thing to get donations too

strange pollen
#

Minor annoyance, but can Gale always start on my primary display please?πŸ₯Ί

kindred stag
versed portal
kindred stag
versed portal
#

gale

#

(without ads)

kindred stag
#

modman isnt gale

versed portal
#

???

versed portal
#

im talking about gale

kindred stag
#

I know I meant modman also doesnt have ads

versed portal
#

oh k

#

but still with the same issue as thunderstore, crashing, lagging etc.

crisp wyvern
#

does Gale support custom repos?

pallid sky
#

Noticed that Gale has issues exporting and saving Json save values like Lethal Quantities

#

When importing the code to friends that uses R2modman, the json save doesn't load

quasi ridge
#

gale doesnt seem to like importing r2modman profiles with local mods

#

i assume that is probably already known about though

#

if importing local mods wholesale isnt feasible, i could also settle for it importing all the non-local mods and then popping up an error at the end listing all the mods it couldnt resolve from thunderstore

#

right now it just cancels the entire profile import

#

apart from that, very nice initial impressions

#

compared to r2 it is blazing fast

#

great work you're doing here

blissful magnet
#

good job! very smooth to use, I might uninstall r2 now

umbral herald
#

i'm.. sorry?

umbral herald
#

not sure exactly what tha t means

umbral herald
#

Also it shouldn't be including local mods in the export at all

umbral herald
#

I didn't realize r2modman also exports other files

frigid heron
#

like the AC one

crisp wyvern
# frigid heron probably an option to add external TS-API repos

exactly. technically the ability for users to add custom sources for each game which point to the repo json file.
besides being able to add AC it would also allow other devs (with a webserver) to easily distribute dev builds they don't want to release on ts.
There is an inherent security risk on the user but it's the same when users import .dll files from discord as local mod.

crisp wyvern
umbral herald
#

speaking of

#

0.5.3 is out!

Added

  • Ability to copy dependency strings to clipboard
  • Button to view dependants in mod details menu dropdown

Changed

  • Remember window size and position between sessions
  • Show cleaner file names in mod config editor
  • Several user interface alterations

Fixed

  • Profile dropdown in the import profile dialog allowing invalid options
  • Import profile dialog selecting the wrong option initially
  • Config files outside of the config directory not being exported/imported
  • Update banner sometimes not showing until the app is restarted
  • Config files not being linked until the config editor page is visited
  • Improve config file linking
crisp wyvern
#

I noticed a weird behaviour in my testing profile (Gale 0.5.3). I installed MANTIF from browse mods panel and ended up having two versions of it installed.
I think it's because MANTIF (1.2.0) depends on MantifDungeon (1.0.0) which depends on MANTIF (1.1.2). The older version isn't actually installed tho as far as I can see. It's just in the list.
Updating the older 1.1.2 version results in having two 1.2.0 version in the list.

umbral herald
#

Oh huh

#

Surprised it didn't crash due to the cyclic dependency

kindred stag
umbral herald
#

Ah ok

kindred stag
#

That does sound funny though the inf dependency overloading and crashing

umbral herald
#

I think this issue should be the author's responsibility to fix though

#

why does thunderstore even allow that?

kindred stag
#

Like it just breaks the loop idk if that could be done easily

umbral herald
#

Wait nvm, it does handle it well

#

the same code that detects when multiple versions of the same mod are in the dep tree also works for cyclic deps

versed portal
#

i only said that because you need some money

umbral herald
#

I'll manage :D

#

Also due to open source and all that, someone would probably just make an ad-free fork

sonic moon
#

it doesnt work on cracked version (thunderstore worked with it) 😭

subtle laurelBOT
#

:pirate_flag: Hello, @sonic moon! You appear to have mentioned a cracked or pirated version of the game. Note that a large number of mods do not work at all with those and you're completely on your own for support. We here at the Lethal Company Modding Community do not condone piracy

robust lark
sonic moon
robust lark
#

To Davy Jones' locker with ye, scallawag!

#

(We don't like pirates)

umbral herald
#

womp womp

sonic moon
#

yea I know but I just dont really want to buy this game + even if I bought I wont be able to play with my friends (they also got cracked version)

subtle laurelBOT
#

:pirate_flag: Hello, @sonic moon! You appear to have mentioned a cracked or pirated version of the game. Note that a large number of mods do not work at all with those and you're completely on your own for support. We here at the Lethal Company Modding Community do not condone piracy

sonic moon
#

tbh I think im gonna buy the game just so this stupid bot doesnt remind me everytime that I got pirated version

umbral herald
#

It's just because your message contains cracked

#

or pirate

sonic moon
#

oh

umbral herald
#

wait it doesn't work on my messages though

#

idk

sonic moon
#

and im not spending like 40 dollars just to play with them

tiny crater
#

they can buy it on their own, as stated, it's only ten dollars

sonic moon
#

ok, tbh, u are right, maybe they will buy it

robust lark
versed portal
robust lark
#

we've had that conversation already

sonic moon
#

Im even considering buying the game, but im still not sure about that, I just have to rethink that

versed portal
#

it is worth it.

vital mason
#

Lunxara code is breaking gale ( 018fe429-f4fa-5c21-407e-4a24a11b1a17 )

all config files get created as defaults, and are not listed in the editor somehow

#

another, still broken code, in case you need to test: 018fe4a5-a96e-563d-a953-f6f0ac1a1abf

umbral herald
#

can you check the profile dir?

#

there might be a config folder outside of the BepInEx one

#

omg why does r2modman do it like this

short star
umbral herald
#

oke

haughty night
#

@umbral herald woah wat

#

did you purposedly made the button for dependant mod list show ...all existing mods that needs it ? :v

umbral herald
#

yeah..? I thought that's what you meant

#

did I make an oopsie

haughty night
#

mh, i should had been clearer maybe

#

the goal was to show the mod in the current profile that needs it

umbral herald
#

Thinking about it again that makes much more sense

haughty night
#

x)

umbral herald
#

I'll change it in the next update

#

Not in the one that's releasing in about 5 minutes

#

but after that

haughty night
#

ye no worries

umbral herald
#

0.5.4 is here already wow so amazing

Fixed

  • Config files being imported outside of the BepInEx directory
#

wanted to get this one out as quickly as possible

haughty night
#

just imaging you doing it without knowing why x)

#

just like r2, u can put those at the same place as the dependency

umbral herald
#

On some other websites it lists all of them

#

so like

umbral herald
languid tide
#

Is it possible to have a code that automatically updates with the original profile, it’s kind of annoying to have to get my friends to re import all the mods from a new code when I just want to change a config or add one mod

umbral herald
#

Thunderstore just doesn't have a feature like that

haughty night
umbral herald
haughty night
#

also btw the feature that is supposed to remember windows size and all don't seems to work, and neither does the sorting setting

umbral herald
# haughty night how do you imagine it being presented ?

I think its better like it is right now, in the dropdown.

  • Two titles for the dialog could be weird. I could change it up to have one big one and two smaller ones, but that would be inconsistent with the dependency dialog in the mod list.
  • You don't really need to see both of the lists at the same time.
  • What do I do with the counter on the button? Adding together dependencies + dependants would be confusing, so would making two of them. I could put labels on both, but that could be messy. Also implementing that is a bit difficult, because the dependants are calculated on the rust side
umbral herald
haughty night
#

anywae, you doing great job mate

blissful magnet
#

I've been trying to upgrade from 0.5.2 to 0.5.4 through the shortcut
Gale closes, update process starts, asks me for administrator rights which I authorize, then closes after the "Gathering Required Information" step
then Gale opens again, still in 0.5.2

umbral herald
#

(when you installed it initially)

blissful magnet
umbral herald
#

Yeah the auto updater doesn't work if you used the .exe

#

you'll have to update manually with the msi

#

this is on tauri's (the app framework I'm using) side btw

copper latch
#

can we have a sorting option per wheight of the mod

umbral herald
copper latch
umbral herald
#

Sure, why not

robust lark
haughty night
#

β™Ώ

umbral herald
#

took blood, sweat and a ton of javascript

quick lion
#

sweet

#

I think the only thing lacking for me now is the ability to open the mod homepage

vital mason
#

today's gale import bug πŸ˜… :
not importing png files in lvl3 folders πŸ˜…

umbral herald
vital mason
#

uhm... they do

#

if i import the pack in r2 they are there but not if i do so in gale

umbral herald
#

I got this from the source code

const INCLUDE_EXTENSIONS: [&str; 6] = ["cfg", "txt", "json", "yml", "yaml", "ini"];
vital mason
#

it's a code

#

not a pack sorry for the wording

umbral herald
#

Ok, curious why r2 exports it then

vital mason
#

018fe9cf-24ae-5720-a844-6f3d070dbef0

umbral herald
#

I'll look into it

umbral herald
#

maybe I should make that clearer

quick lion
#

oh, yeah I did not realize that was a thing

umbral herald
#

maybe @short star can answer it

#

from what I see in the code it only copies files with those extensions

short star
#

The idea is that we shouldn’t export things which aren’t user configurable

umbral herald
#

Yeah, but why is the .png file exported πŸ€”

short star
#

They’re configurable

#

Remember, we’re not BepInEx exclusive

umbral herald
#

Yeah ok

#

Where does it do this in the code?

#

if you know

short star
#

Follow Manager.vue, where it catches the event to handle the settings click on export

#

Something related to BepInExTree or similar

#

Might have been renamed to FileTree by now

umbral herald
#

Ok, I'm looking at ProfileModList.createExport right now, I guess there's more somewhere else

#

Huh, I added a random png to my profile and it didn't include it in the export (in r2modman)

#

@vital mason Are you sure r2 included the files? You can double check by exporting as file and unzipping the result

vital mason
#

can i somehow download the code zip?

#

i'll try and exporting it too

umbral herald
vital mason
#

oh there is an public api?

umbral herald
#

just export as file - it's the same thing that gets uploaded to thunderstore

#

yeah, how else would gale work πŸ˜€

vital mason
#

uh. png are not in the exported file

#

but are there in the imported code

umbral herald
#

ok that's weird

#

where did you get the code from?

vital mason
umbral herald
vital mason
#

@hardy rover stream and she generates it from r2

vital mason
umbral herald
#

It's a real mess

vital mason
#

gl i guess

#

i've had enough of reverse engeneering webUIs at my job tbh

#

is it the legacyprofile GET one?

umbral herald
#

Yeah

#

And it returns base64

ionic harness
vital mason
#

and the output is def neither a json not an html πŸ˜‚

umbral herald
vital mason
#

how nice

ionic harness
#

πŸ˜„

languid tide
#

something I noticed is missing from this but is in R2 is if you are browsing mods there is nothing to display if the mod is already installed on the profile, unless you actually click on the mod

#

just a little icon in the list would be nice

copper latch
#

hi i found a bug, i can't modify lethallevel loader on gale but i can on r2. when i change config file lethal level loader config reset

young sorrel
#

@umbral herald
I finally posted the Git Hub feature requests. πŸ˜›

blissful magnet
#

[Linux Users]
It seems Gale build for Debian relies on an old OpenSSL library that has been deprecated in Debian 12.
A lot of build frameworks still rely on this library unfortunately.
You get the following message when launching Gale:
error while loading shared libraries: libssl.so.1.1: cannot open shared object file: No such file or directory

Quick fixes:

  1. Manually install libssl 1.1
    http://security.debian.org/debian-security/pool/updates/main/o/openssl/libssl1.1_1.1.1n-0+deb11u5_amd64.deb
    as suggested here https://github.com/linux-surface/linux-surface/issues/1210#issuecomment-1665794944
  2. Create a symlink to libssl.so.3 (current OpenSSL version being 3)
    as suggested here https://pixinsight.com/forum/index.php?threads/libssl-so-1-1-not-found-in-debian-12-bookworkm-fix-included.22727/
  3. ||use Windows||

The first solution may raise security issues.

robust lark
#

I did not have that issue when I built Gale on Mint 21.3 which targets Ubuntu Jammy

blissful magnet
#

I used a fresh install of Debian 12.5
I didn't built it myself, I installed the .deb package

robust lark
#

Oh, they're providing debs now? I had to build it manually and I hated every step, haha

#

Rust/Tauri are my sworn enemy

blissful magnet
#

not my best friends ngl

robust lark
#

( I wrote the linux build instructions for the Gale readme :3 )

blissful magnet
robust lark
#

thank :3

blissful magnet
#

launching Lethal in Modded still launches it in vanilla tho I wonder where's the issue (debian 12, proton 9.0)
edit: the WINEDLLOVERRIDES="winhttp.dll=n,b" launch option fixes it

robust lark
#

yea, bepinex can't bepinex in a prefix unless the DLL its using is set to n,b

fast willow
#

Hey, just popping in to report a little issue I had. When importing from a code, I got an "os error" and then Gale refused to open again after that, even upon uninstalling/reinstalling. I wish I had more info to give than that but I do not remember the os error number, might have been 3 or 4? sorry πŸ˜”

I realized the folder it makes in appdata\roaming was still fully intact, so I deleted that and it started working again upon a reinstall. Idk if a file got corrupted there or something, but I figured I'd share just in case anyone else runs into the same problem.

quick lion
#

can confirm that as well, one of the people in my group had the same

#

it's like something in appdata got corrupted and he had to delete it all

low galleon
#

thank you SO MUCH my friend for some reason thunderstore and r2modman weren't working but this did

bold hornet
#

just a quick question, cuz im considering moving to this one for my modding environment, do I HAVE to use the import option to add a local mod when im testing them? e.g. in the thunderstore mod manager I use, I just put a DEV folder and it detects it and launches up just fine

umbral herald
raven moon
#

Hi! just stopping by as I recently had non-directly-related issue with setting the default modmanager between R2modman and Thunderstore.
That his, forcing one or the other to handle the protocol used by the "Install with modmanager" button on the store page of a mod.
Is Gale handling it as well? Is Gale going to have an option to "opt-in" to register it, or it forcedly becomes the default in as soon as it's installed?

alpine pond
#

Greetings really been enjoying gale so far!, however is there anyway to sort the position of mods? im already using "custom" for the sorting, but i cant seem to move the mods up and down like r2modman lets me, its not a big issue as i can just type in the search bar the mods i want to look for, but i know future me will forget What i even have.
So i want to manually sort them in categories like:
Dependencies > Quality of Life/Fixes > Weapons/Items > Scrap > Monsters > Moons > Interiors > Cosmetics

languid tide
#

some people are booting into base game lethal company and mods arent loading after launching from gale

loud estuary
#

is "Dependants" supposed to show a list of every mod on the thunderstore?

#

something that only shows ones installed in the modpack would be helpful

severe belfry
#

#1246088342458863618 message

#

Intentionally unintentional if you get the vibe

loud estuary
#

oo alright

umbral herald
#

(its changed in the coming update)

umbral herald
umbral herald
#

But if it's important I might look into having a setting for it

umbral herald
alpine pond
raven moon
# umbral herald But if it's important I might look into having a setting for it

It's not high priority (for me at least), but while I decide which launcher I'm gonna stick to (hoping to switch to Gale permanently asap ^^), would be neat being able to choose without having to install/uninstall each launcher ^^

Speaking of features, I was about to suggest a toggle between "modpacks" and "all but not modpacks", but I guess the include/exclude filters already handle it nicely☺️

raven moon
supple trellis
#

would it be possible to add cancelling for mod updates, this is gonna take a while lol

#

awesome software btw, really nice to use so far

bleak dagger
#

at least it has a progress bar

#

unlike r2modman

crisp wyvern
#

Would it be possible to grab the latest changelog from TS (if it exists)?
I love that I can sort by last updated and go through mod updates that way but I still have to navigate to the TS page to read about the changes I'm about to install. Being able to see that directly in Gale's sidepanel would be lovely

blissful magnet
#

Config files take some time before showing up after installing a new mod

umbral herald
umbral herald
#

not something I have control over

supple trellis
#

definitely will use this over r2mm

umbral herald
#

Glad you like gale :D

supple trellis
#

thanks for making it, so much faster to use lol

#

and the ui is nice

#

i do kind of miss launching on a "game select" screen but i think that's more of a familiarity thing than a convenience thing, since it takes the same amount of clicks to select any game

twin wigeon
#

could perhaps be done as a diff between the installed version's changelog and the one on the Thunderstore though

supple trellis
#

are there any other r2mm / thunderstore alternatives or is this kind of a new thing?

stiff oxide
umbral herald
#

the .exe still doesn't work

stiff oxide
#

Ohh okay gotcha

umbral herald
#

but no other general one to my knowledge

supple trellis
#

oh cool

#

i really like what ur doing :D

supple trellis
#

a way of showing the dependency string for a pack would be nice, especially if you could export it to create a manifest.json file for modpack making

umbral herald
#

You can already export the whole profile as a modpack, under the same menu

supple trellis
#

that's so good oml

#

actual lifesaver

#

could there be a toggle to not export disabled mods, as i like to keep a cheat mod in to test packs

umbral herald
#

It's not the best rn, it was kind of just an cool idea I had one day

#

SourceShard wrote a big github issue about improvements to it, I might implement some of those in the future

supple trellis
#

it does the boring job of adding quotes and commas for me, and when im exporting an 80-mod pack then it's so nice :)

umbral herald
supple trellis
#

oh okay

#

i just assumed it wouldn't, cool :D

blissful magnet
#

I was wondering: is it possible to create symlinks for mods that are redundant in various profiles? only config files would be different & it would take less space on disk
that would require a proper version mangement tho if two profiles have the same mod in two different versions

#

like I have at least 3 modpacks with Wesley_Moons which is a nearly 1gb mod, that's 3gb gone

umbral herald
#

i don't know if BepInEx even respects symlinks

blissful magnet
#

I don't know if BepInEx allows to load plugins outside of the plugins folder somehow, it would be great if we can give it paths in a config file or what, but then it depends on BepInEx

I don't know the proper architecture for this and it
seems like a lot of work, but the resulting optimization would be significant

uncut kraken
#

Does Gale have command line argument similar to r2 that you can add to game's launch options in Steam, so that it launches with mods from a profile when you launch the game from Steam.

#

I know that the command itself doesn't really depends on any mod manager really. But the profile path does, so would be nice to have it similar to r2 for convenience.

umbral herald
bleak dagger
turbid hare
umbral herald
#

0.5.5 is out!

Added

  • Option to disable mod download cache
  • Mod reordering (AKA custom sorting)
  • Disk space sorting option

Changed

  • Show latest changelog instead of the mod's version's
  • Moved settings to a separate page instead of a dialog
  • Made mod updates cancellable
  • Show only dependants from the active profile
  • Miscellaneous UI changes

Fixed

  • Mod details menu not refreshing after installing or updating a mod
  • No mods being loaded if BepInEx hadn't been installed through another mod manager before
  • Config files being sorted by raw file name instead of display name
  • Disabled mods being enabled after updating
  • Mod dependencies not being installed when updating
  • Failing to extract mods in rare cases
blissful magnet
cursive iron
#

Mhhh, since the update, I'm unable to launch Lethal Company. I'm receiving the following error:

"Failed to execute 'launch_game' - Game path not found (at C:\Program Files (x86)\Steam\steamapps\common\Lethal Company). Is the game installed on Steam?"

Is there a way to manually change the installation path for Lethal Company in Gale? I couldn't find an option in the settings. For reference, my game is installed at: F:\SteamLibrary\steamapps\common\Lethal Company

turbid hare
#

just pushed 0.5.5 to the aur

languid tide
#

has anyone else noticed that emblem gets broken by gale?

#

seems like since I switched from R2 to gale emblem stopped working

#

I think its not downloading some required stuff?

vital mason
#

yeah gale seems to not like .png but i belive Bobbo fixed it two releases ago πŸ€”

bleak dagger
alpine pond
#

Yay! thank you for adding manual sorting! it gets a bit buggy when i try to hold it up to proc auto-scrolling
but its fine, i just need to do it slowly and ill have everything organized to my preference!

umbral herald
#

except if you imported a custom menu theme from a code - gale only imports a few file types (.cfg, .json e.t.c.)

umbral herald
#

I just forgot you could change the steam library independently of the executable

umbral herald
#

Maybe I'll improve it someday, glad you're still satisfied with it right now :D

alpine pond
#

yeah definitely! im just glad that when a mod uploads it doesnt get sent to the "newer" pile XD
so while scrolling is a bit jank, i can still manage and now i can keep things looking nice

umbral herald
#

ok here's the hotfix

0.5.6

Added

  • Setting for the steam library path

Fixed

  • Improve game search accuracy
  • Correct default steam library path on Linux
#

Let me know if it works correctly, I can't really test since I'd have to move my whole steam library..

keen fjord
#

Hi, I was waiting for the library fix since yesterday due to the new update, but unless I messed up somehow, it still doesnt seem to work after the hotfix:

#

One other thing is that, while a library path setting is nice, it is a bit tedious when you've got multiple steam libraries on different drives. As due to space reasons I've got lethal company on my C: drive but some other stuff over on E:, so I'd probably have to change the setting around whenever i swap between those games (since I assume it doesnt save per game?)

But still, that's maybe for later, I just wanted to suggest it. The main issue is more important for now of course haha
(also, just for reference: lethal company on my C: drive still launches fine, so its definitely still just an issue with other drives)

visual sphinx
#

in the red error box

#

the directory shows steamapps twice

visual sphinx
#

and not steamapps

keen fjord
#

yeah thats what i tried first actually, but that didnt work either really

visual sphinx
#

valheim is somehow already open?

keen fjord
#

steam (and windows itself) does mess up stuff like this fairly often with processes and such, but no game is running at the moment so it shouldnt haha

visual sphinx
#

its a ghost

#

the ghost of valheim

keen fjord
#

spookheim

copper latch
#

is it possible to have an option for clearing all unused configs files from previous mods intsalled ?

loud estuary
umbral herald
fervent ether
#

I have a feature request, can you add an option to go to the Manage Profile with the latest used profile selected during startup?

umbral herald
#

It's just one click to go to the profile page, which doesn't warrant a separate setting

strange pollen
umbral herald
#

tbh I don't know how to change it

strange pollen
copper latch
kind ravine
#

ah shit the game wont open

quasi ridge
kind ravine
#

ok i changed the path and it worked

quasi ridge
#

disregard, we've resolved our issue