#Gale
1 messages Β· Page 2 of 1
Can I transfer a profile over to Gale?
What happens if I use Gale but my friends use Thunderstore to play with the same profile?
Well this seems very interesting, but alas I'm on Linux, and I'd rather not the potential headache right now.
Unless the windows version works in Wine well, because I can just bottle it into LC's prefix and see what happens?
Apparently this works for linux
I've been transfering R2 profiles to Gale, idk if TS works too
You should be able to export your profile as a code from TS and import it into gale
ah, yeah
Gale imports it directly, but via code works too π
oh yeah you have an Appimage, nevermind, should have just gone to releases instead of trusting the main page
Any reason to Deb over appimage here? I mean more as in bugs, I know app images can be slower
Well I suspect there is an issue importing packs that have special characters like "." at least on the linux appimage, because it didn't like two profiles I had that had versions like "1.1" in them. Not a big deal, just throwing that out there if you didn't know.
It could be a different problem since those are a little older
Weird that you can't set the correct steam library path. In the coming update I'll add an option to override the game path which should hopefully work instead (also let's you specify that Lethal Company is stored separately on the C drive).
To downgrade you'll have to edit the prefs.json file in the original data directory (should be AppData/Roaming/com.kesomannen.gale), and remove the "enable_mod_cache" line.
As long as you have the same mods installed it doesn't matter
You can import profiles directly from TMM
That would be great for sure yeah lol
btw this issue is still happening ( not the description but the fact that the .png files are missing after the import )
Thank you, Gale works amazing so far
Anyone have an issue with mods not loading up properly from a R2MM profile imported to Gale? couldn't find any errors, same profile on both works fine on one, other didn't properly load Emblem or LCUltrawide (that I noticed). I am using Linux Appimage in case that matters. Just curious, I will be trying more stuff to figure it out, and if I do I'll post about it. I was just testing out Gale, might prefer it as long as I can get past this or similar issues.
I know in emblems case it had issues with importing PNGs
Ah that makes perfect sense for that
So just a reinstall, and should be done. But that's on importing, oh no what else might be broke
Now to figure out why LCUltrawide was an issue, thank you
reseting LCUltrawide's config and reinstalled it, and it is working now. I have no idea what was wrong. I don't know of anything else broken, but if there are any mods I should be watching out for that the import might have broken because png issues, I'll have to look into that, and feel free to let me know something I might have missed.
Might be an AppImage or KDE issue, but Open Directory and Open Website aren't doing anything.
As a suggestion maybe the change log button should be hidden, or grey or red or something if there is no changelog?
And Dependencies and Dependents showing in the same place while not needed, is something that was nice in TS/R2.
Don't worry about me too much, just throwing some stuff out there.
Gale doesn't open anymore, idk why, even after uninstalling and reinstalling
How do I delete everything Gale related on my pc?
Revo Uninstaller π
Is there a way to rename profiles? is renaming the folder enough?
a rename and/or duplicate option would be nice for modpackers!
so the versioning is smoother
Uninstall and check the "Delete application data" checkbox
If you've moved any of the directories you might have to delete those manually
Did you downgrade from 0.5.5?
It's intentional. R2modman isn't supposed to import random files either, it's actually quite a security vulnerability
I could try to make an exception for pngs, but anything binary could be dangerous
this is where its installed though?
Set it to D:\SteamLibrary
ight bet thanks!
idk why but everytime i try to upload a mod it downloads in such a weird way
like not the way i packaged it at all
Yeah gale does change some stuff about the structure
to make it more consistent between mods and to avoid file name conflicts
I package it like this and it's on thunderstore like this
It's the zip file you upload, so the one you download from Thunderstore should match that
thunderstore itself doesn't do anything to the structure afaik
yeah i zip it up in that format (with folders and whatnot)
and it downloads like there was no folders to begin with
ik but i need help theres like 3 versions on my page that just dont function
Hello, @shut saddle, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
Ask in one of those channels or on the thunderstore server
ok now its working out of absolutely no where
alright
im gonna upload this patch
i agree, importing random files might be a security risk but a lot of mods rely on r2 importing png or mp3 ecc. and profiles with those mods are broken in gale π€
and if it doesnt function im gonna do something
not yet sure what the right solution would be
Well, r2 doesn't even export those file formats by default... The code with those files must have come from somewhere else
To be clear, gale still downloads mp3 and png files from thunderstore, but it doesn't import them from codes or files
So if you have a soundpack mod it will still work, but you can't share custom sound packs not on thunderstore
i'm not sure that's the issue then π€ , maybe gale overwrites the config folder and deletes the extra files if imported from profile?
profile in r2 correctly has the pngs ( in the specific case suit models ) in the folder, while same profile imported in gale doesn't
Try exporting as file in r2modman
And see if they're in there
and those suits are not from a mod right?
i'm not sure as it is not my modpack... they might be default suits of the mod
also i remember i already did the test and the pngs are not in the r2 zip
Yeah, then there's not much gale can even do about it
one sec
ok the png are in the mod
Ok then there's something wrong
if i download the mod by itself they are there
but importing from a profile they are missing
Yeah, that's very odd
mod that i'm testing is SkellyGlowSuits
first folder is fine
but advanced folder looses all png
Found the issue
Gale imports config first, then installs the mods. But mods do not override existing files, so when it found the already imported "advanced" folder, it just skipped installing any more files there
shouldn't it do the opposite?
( oh gale skips if file exists )
I switched the order
and made the config import overwrite
which worked for this case, I'm hoping it doesn't screw over something else
i mean you could have just put an exception on directories ( so you skip files but not directories ) π€
I think this is better, since if a mod has a default file it doesn't overwrite the user's changes
and it's easier to implement
Wait that's what you said
ignore me
i said both cases π
the original one was to fist install mods and then overwrite the config from the code
and that's what i understood you changed to now right?
Yes
there might be an edge case if the profile has a deleted file compared to the mod default, but that was not handled even before and i doubt r2 handles it either
Lil sneak peek of what I'm working on
by default
I don't remember changing any settings in r2 and in my experience it exports everything. Tried this once with random .dll, .exe and even media files. Via file and code. There's only a filesize limit for code.
Note that Ubuntu doesn't ship with the right openssl version. So for the .deb installer I had to go out and fetch the right library ```wget http://nz2.archive.ubuntu.com/ubuntu/pool/main/o/openssl/libssl1.1_1.1.1f-1ubuntu2.22_amd64.deb
sudo dpkg -i libssl1.1_1.1.1f-1ubuntu2.22_amd64.deb
I am sure there are other ways to get this library, just throwing this out there, that it didn't run out of the box. Now I am on TuxedoOS3 (Ubuntu child) but I looked it up, and Ubuntu stopped having this library in like 2022.
Not an issue for appimage obviously. But if you need install instructions for people or to include something like this in the installer or just the library locally or whatever, now you know.
Open Website and open directory now work just fine when not on Appimage version. Figures.
But if you need install instructions for people or to include something like this in the installer or just the library locally or whatever, now you know.
If you have the time I would greatly appreciate if you wrote install instructions for linux
I have no idea about that stuff
from my experience it doesn't π€·ββοΈ
also looking at the source code
Honestly it was litterally the 2 commands I sent, put into terminal, plus double click the .deb. Really was that easy. I just diagnosed by running gale from terminal when it didn't launch on install, and it told me it was missing libssl.so.1.1. So I ran those to install it, and bam, now it works.
ok but I still think that would be great to have on the readme
but maybe it's a very specific issue..?
dunno
Also woho it works (I uploaded this completely through gale)
https://thunderstore.io/c/lethal-company/p/Kesomannen/GaleExportTest/
Considering I hit on it as being a problem for other programs to be missing this for ubuntu, I would think it would be most people who run the .deb probably? There might be a better way to fix it, like dropping the library in locally to the install folder, that way you don't get conflicts with anything else. Not even sure if that's the best download source, if I look into it and figure anything out I might write you something
That's fair, just a missing dependency was all
Just was checking if you had .rpm or anything to worry about on github, which fair, you don't need to go compiling it for Fedora and every version too. But I did notice having a .msi and a .exe setup? Wouldn't that be redundant? And the AppImage.tar.gz is 0.9MB smaller, I'm not sure there is a point in that (it's just a zip). Now maybe you used some auto script and it just contained a lot of extras in the compiling. But if you want to save some compile time (if it's even an issue) and cut down on some extras in your upload assets, those might not be needed.
the .nsis.zip for the setup is a similar issue of, 'not being any smaller, so what's the point in the zip.'
I wish I knew more about how Flatpaks work, and I'd suggest that for Linux version of the modmanager, because then it would auto update (from the system manager whenever they clear it), work on most linux systems, and bring all the dependancies with it. The issue would be setting up the permissions to make it work, and otherwise just compile and tell it to upload to flathub. That can come later though, but just food for thought.
Those are from tauri's github action and are needed for the auto updater signature I think
Oh alright. I guess that makes some amount of weird sense.
Ah so I assume you can't scroll while dragging mods. That is slightly awkward for long lists. That and a few times when I've been trying to drag mods it moved the wrong one when released, but can't reliably replicate that.
Yup had this issue too, with a bit of patience and zooming out to 50% in the Gale settings (gear βοΈ icon) and just slowly drag it to where I want to have it XD
Good to know I'm not the only one who likes to manually organize mod list
it does if it's in the config folder
does Gale support "Install with Mod Manager" button on Thunderstore?
If it does, I'm going to try to figure out if I can get xdg-open to add that, then if I get it working I mention what I did for the future.
hi there! Just passing by to thank you for what you're doing and leave some feedback ^^
- I upgraded my version from 0.4 to the 0.5.6 and...I believe the upgrade process on Win11 is still not working as intended (similar with the issue that was present in previous versions)
- Is there a way to show the disabled mod first/last or to show the enabled/disabled ones only? (maybe add enabled+disabled in the "Include" dropdown as per picture?)
- I was used to r2modman and had to fiddle quite a bit to find how to uninstall a mod - maybe show a tiny button when you expand the preview (or, have a contextual menu?)
- I noticed that the donate/support button for mods is gone as well (compared to r2modman) - is it by design or it's nested somewhere?
Not on linux
Oh ok
That issue is resolved now but good to know
(it had more to do with how gale installs mods than config importing)
not the bit i replied to π
I upgraded my version from 0.4 to the 0.5.6 and...I believe the upgrade process on Win11 is still not working as intended (similar with the issue that was present in previous versions)
Not entirely sure which issue you're talking about, but it might be because you used the .exe installer, which is still not fixed
Is there a way to show the disabled mod first/last or to show the enabled/disabled ones only? (maybe add enabled+disabled in the "Include" dropdown as per picture?)
No, but there is a github issue about it. It wouldn't make sense to put in the Include dropdown, since what you're suggesting has different behaviour than those options.
I was used to r2modman and had to fiddle quite a bit to find how to uninstall a mod - maybe show a tiny button when you expand the preview (or, have a contextual menu?)
Yeah, it might be a bit too out of the way. I might add a thing similar to the Edit Config link
I noticed that the donate/support button for mods is gone as well (compared to r2modman) - is it by design or it's nested somewhere?
It's in the dropdown menu (for the mods that have one)
How can I change the game directory?
I know it's not in "C:", cuz (for my computer's sake) I've changed it to "D:"
Wouldn't it be this?
I don't know what happened, I uninstalled Gale so I could reinstall in another drive for organisation sakes.
and now it wont open at all anymore, the icon appears in the taskbar and then disappears after 2 seconds.
I've tried reinstalling again with the default install location, but the same thing still happens π¦
ok, I installed it to yet another drive and it worked, I think it may be because I set the temp/data/cache folders to the same folder as the install location
You need to point that to your SteamLibrary on the D: drive. The one that contains the steamapps folder.
thanks
Ok so, after a computer restart or two, gale can suddenly launch games on my E: drive again. So maybe false alarm on that and it does work in 0.5.6? Weird though lol
That functionality to override the game path and stuff will still be great to have of course but yeah haha
small update
0.5.7
Added
- Ability to rename and duplicate the active profile from the menubar
- Setting to override a game's install path
Changed
- Various UI changes
Fixed
- Improve error handling during startup, instead of crashing immediately
- Some mod files being skipped when importing a profile with config
- Config editor clearing search query when deleting a file
If you want a quick fix for the linux .deb, when it says "cannot do that on this linux version, only appimage" for the update, as a easier fix, just have it send you to the releases page, or have it auto target and download the installer. I know I might be just about your only Linux user, but even if this just goes in the note pile, at least it went somewhere.
I'm looking into getting flatpaks made for gale, which would significantly simplify installing and distributing gale across linux distros
it should also allow for adding url handling for the "Install with Thunderstore" button
Gale has an AUR repo now for Arch users fyi
https://aur.archlinux.org/packages/gale-bin
I think the duplication feature for profiles is great.
the duplicate profile feature is really powerful thank you!
Nice
I got a small problem, for some time now when I open Gale it is always in the upper left corner of my screen in very small size, I have to drag right under "Profiles" so that it is normal size again
Hmm, I have had the issue of it always resizing to a small size on launch, but I'm talking like 1 quarter, not ... whatever that is.
same for me but didn't mention it since it was minor
New update is great, I particularly needed that game directory override setting lol
I should report an odd crash I'm getting though: If you override the game directory on one game and then swap over to another game while the settings screen is open, it'll crash it seems (or at least, in my case where I have the library directory changed etc).
It's kinda minor though as you can just avoid having the settings open when swapping, but yeah figured I'd say anyway haha
Hmm ok. That also happened to me but I assumed it was some dev bug
I'll look into it
glad you like the new update :)
No problem! Its just an odd crash lol
And yeah it's nice, I've got no more issues (for now anyway lol)
Does it load like this for all of you?
For me it only happens in the release build??
also very (very) minor
but I had the shortcut icon disappearing after an update (I think it was 0.5.5 to 0.5.6)
I used the .msi
a suggestion, when right clicking on a mod this menu shows up
I can't seem to replicate this π€
Huh
so many weird issues
Thats odd, maybe its something more specific causing it
Also I made a new release build and suddenly the settings are loading instantly like they should
I literally changed nothing in the code π₯²
Unfortunately so many mods rely on this :/
I'm sure you've already experienced it, as I was reading above; but the borked "extract all anyways" has led to people making some pretty abysmally structured zips.
Yeah, I'm glad the PNG /moresuits issue was different π
Let alone that there are some binary packages on thunderstore (r2modman, now gale, etc.)
And technically those can be installed just like any other "mod", etc.
Well, I'm sorry for the bugs in this version. Especially the settings thing is worrying, it seems like all of the calls to the rust side are significantly slower :/
I'm going on vacation in a couple of days too, so there wont be an update for ~2 weeks
π₯².
a well deserved break, thanks for your efforts!
hopefully there will be no critical issue
Yeah, that's true. I've basically been working on gale non stop for 2 months now, but it's so fun that people are happy using it and coming with suggestions. It's already my proudest and most popular thing I've ever worked on π After the break I have some big things in store, can't wait :D
Oh wait it's actually 3 months. This picture is from early march
can confirm, png issue is solved π
gale evolution
π₯
Actually there's an earlier videohttps://cdn.discordapp.com/attachments/1185689897869258962/1213766904850681876/2024-03-03_09-35-48.mp4?ex=666dfb44&is=666ca9c4&hm=2aab906af2910c4a0b59de92751036a6215441fde2239118a0aadefa8abe889d&
but it's a bit rough π
So, small update on that crash I talked about: I think I was wrong and its not about swapping game, but I get it a lot when just checking either my mods or thunderstore. Just kinda freezes up like this:
Though it seems like it doesnt crash if I wait for it to fetch mods from thunderstore first (aka when the text at the bottom goes away). Not sure why lol
Still leaves Gale pretty usable though, so it's not the worst thing
yeah it seems like if you try to view a profile too quickly it crashes
waiting like 10 seconds seems to be enough, but it might vary based on how large your profile is
Can confirm the newer update of Gale it has begun freezing when switching options (profile, browse, config settings), if I don't let it finish fetching the thunderstore mods.
I'm sure you are looking into it, just wanted to raise my hand about it as I definitely love Gale now more than r2modman X3
oh I just posted an issue about this on the github
how often does the modlist refresh on Gale compared to r2? (not fetching. r2 takes an hour usually)
No amount of fetching should make it go any faster. Thunderstore.io is backed by Cloudflare which caches requests, the thunderstore itself likely has its own cache and the mod managers need to decide when to invalidate their own caches and then ask for an update
You're already so many layers deep that asking for an update usually gets you the same thing you already have
ah gotcha. very informational thank you
it does the api request every 15 minutes
is it for me or sometimes Gale opens very minimized
Gale crashed so hard that I had to completely fresh install it for it to open again
I have the same issue
What games are on gale? Just the thunderstore ones?
yeah
I don't know if it helps, but the bug with Gale manually sorting the list, where you drag things down and it moves the wrong item despite appearing to be correct while dragging, only kicks in with bigger drags, if you do like 4 or less spaces, it moves the right thing.
Looks like Gale doesn't import config files from profile codes?
I just imported a profile and no config files were imported
I wish there was a launcher that uses several sites so it could support lethal and minecraft together π
There have been universal mod loaders, but games mod very differently, and you lose out on features by being so generic. So you could do that to a degree, but you wouldnt be able to import from curse and thunderstore profiles at the same time unless the manager had each game very specifically configured. And then you have ordered mod loading like Skyrim. Or Minecraft has multiple mod loaders, though at least the managers have handled that. Maybe some day. But maybe someday all games will have standardized base libraries and run through a wrapper or compatibility layer so any game can run on just about any device if not well. (Rambling, dont mind me)
Honestly the fact that Vortex, Prism, R2Modman/Gale, and such exist already is incredible Ive been modding games for too long, and remember when each came out.
I experience the same crashes when you try to interact with anything while Gale is fetching Thunderstore.
idk if this is already reported, but if you click on one of the tabs on the side before it finishes fetching mods from thunderstore, it crashes
the new version is crashing
^
either you go with 0.5.6 or wait until Gale fetches mods from Thunderstore
it will be fixed when @ Bobbo will be back at the ~end of the month
Is it possible to add launch parameters for lethal inside of Gale? i'm having trouble finding any setting for it in gale right now, is it not currently a feature?
it just crashed whem i clicked browse mods
also the icon on my taskbar changed into this
for me it's been doing that on the latest update if i dont wait for the 'fetching mods from thunderstore...' thing at the bottom finish first before clicking another tab
Getting this error trying to launch the game. I have bepinex installed.
Can confrim Gale, crashes when fetching from Thunderstore and switching tabs on Linux versions too. Though that's to be expected.
this is pretty cool
ah i see, keeps crashing when i search for a mod when its fetching mods from TS
yeah thats it, lol
doesnt work for me i dont see the exe file i need to run
you run the .msi file
tried building gale from the AUR but it just won't display anything, shows up as a transparent window
build was sucessful, no obvious errors or anything
this is happening to me too now
sometimes it works, sometimes it doesnt
I'm not back home yet, but I should be able to fix the crashing on wednesday or thursday next week
I think it's related to the other issue with all of the pages loading slowly
Does cargo tauri dev work?
Which game is this on?
Not yet
It should import all .cfg, .json and some other file formats
It does not import binary formats like dlls and images
(Unless they're part of the imported mods ofc)
Last time I tried, the config folder was empty
Just tried it again tho and now it works
weird
LC
command works yeah
seems to be starting up ok
all I can say is the console gets spammed with this
Β―_(γ)_/Β―
The solution in here worked for me if anyone runs into this in the future
ok so gale is working but for some reason its launching into base game
There could be issues with launching on linux. There's some extra stuff that r2 does specifically on linux but I'm not sure exactly what
Plus I don't have a linux machine to debug on, and this whole area is extremely poorly documented
But if you have the time and knowledge to look into it that would be highly appreciated
Go to File > Open profile directory, then BepInEx\core
Are there any files in there?
@stiff quest donβt you run it on Linux?
Yes, I do
Have you run into the problem where it just boots up the base game without bepinex loading?
I haven't to be honest π
A friend of mine did, but he was using windows and an older version π€
Hm
What distro are you running?
I'm running NixOS
Just throwing it out there in case it wasn't mentioned: You need to have whatever DLL that bepin hooks (usually winhttp.dll) set to native,builtin in the prefix to make bepinex go brrr so if its launching vanilla make sure you did that
Yup that worked thanks
The crashing should finally be fixed now
0.5.8
Fixed
- Frequent crashing while mods are being fetched from thunderstore
- Optimize game icons to reduce binary size
- Mods and settings loading slowly
- The window opening extremely small
hopefully your vacation was nice π
the icon is now fixed for me
Updating an installation from a Custom folder, creates a new version in the Default folder ( C:/ProgramFiles/ ) and does not update the links either.
^updating using the Update button of the UI
using the installer actually works as intended
The (updated) modpack export feature is almost done, just needs some small polishing :D
if thats possible
we would be able to upload mods from gale
I'd like it if there was at least some requirement to provide a non-default answer in those fields so you don't end up encouraging low-effort spam in my section :]
Yes?
i keep getting this error: Failed to execute 'query_profile' - Package with id b8cdee3b-b5b1-41f2-a149-75a6eec56c3d not found.
I think the modpacks category should probably be non-removable (if it's not already)
that reminds me of a feature request
could we set like a default filter for the mod search
thunderstore is oversaturated with modpacks and i honestly never want to see them
if gale could automate excluding those it would be great
Of course you can't leave the description or readme empty, do you mean like a min length or something else?
This might come up with you've just started using Gale, but otherwise something odd is happening
Yeah I should probably do that
That's probably fine, just as long as you don't have a default that's like "this is a mod's description" cuz people really do just be hittin' submit on that
Could you make it possible to default the mod list to Ascending like R2 does? I find it odd it defaults to Descending and the default can't be switched
R2 also has descending? Otherwise 'downloads' would show the least downloaded first
lol
for some reason
whenever there is a scroll bar
for changing a config setting
the manager crashes
and trying to type in the value just goes to zero and i cant type it in anyway
Also is there a way to have disabled mods be at the bottom of the list like r2?
I mean for the actual mod profile
For my profile in R2 it's set as Standard which for Gale is in Ascending format, and this is when viewing the actual mod profile of course meaning the Installed section not Downloads, when I import my profile with the custom sorting into Gale it sets it as R2's Reverse which is Gale's Descending format
An easy fix is so that when viewing the actual profile the order gets saved, I think if R2 is set to Reversed and restarted it saves that
So the Manage Profile tab should be listed by Ascending imo
So the custom sorting order specifically?
Oh your messages had not loaded yet
Ye
No, in the next update you can at least filter out disabled mods
You can treat this as a tracking issue
https://github.com/Kesomannen/gale/issues/39
Yippee!
I'll just reverse the import order I guess
That works ^^
Yeah the slider is really prone to issues, I'm probably going to remake it completely
I dont know how it took me so long to realize. But the scroll bar is visually missing (and thus hard to click) on Linux install. At least mine. I'm on the .deb for Ubuntu, with KDE in case that matters if it was trying to use GTK assets (though ive never had those not work).
Low priority.
Testaccount had the same issue
Encountered a memory leak from hell on a slider. Specifically in Weather Registry config (though I'm not sure that matters). Tried to type number into slot. Program freezes, panics, and starts rapidly filling RAM where I have to kill it quick. Using the slider works just fine. Typed in bad. Have not tested on other configs with sliders, because I couldn't think of any.
@umbral herald never touched rust or traditional app development so honestly no clue but how intertwined is Gale with Thunderstore? Could it support other platforms in the future?
It's very coupled, support for other platforms is extremely unlikely to happen
Concrete is actually designed to support other platforms. Damon already has the framework for github direct content, LM content and TS content, just sayin :3
I love concwete β€οΈ
tried to find Concrete, found Cement, am I confused or are you?
Concrete isn't released yet, sorry
36294 staged changes
Damon is notorious for not pushing his local commits until he's backed up like 500 of them
what's concrete?
I yell at him every once and a while to push to flower/tool so I can test them locally
Damon is working on yet another mod manager but also a platform but also its a webapp if you're lazy but also...
oh, cool!
fuck if I know, he was running it in his browser yesterday and I asked how it worked and he said something about how browsers just let you have file access if you ask nicely
golang stuffs
oh yeah, that's a thing
hacks
The actual app is Go+TS running thru wails so it should just run in a browser
Yea, so I deleted all my web browsers and now I only view websites by using curl and reading the HTML manually
understandable
I'm still confused how it can get access to the filesystem
it would be nice if I could see the code π
Should be on the repo someday
I can remind him that the sync button exists next time I see him
@umbral herald @robust lark You weren't far off.
218 commits since last push.
π
why not just push?
I push after every commit because I have no respect for people that get email notifs when I commit
if you've done the commits anyway
Large refactor between v1 and v2, a complete rewrite of main. I could probably push about now though lol.
You could also make another branch
π I could have. You know when a project has some smell [say design pattern] in it from the start, so you need to redo everything?
I just leave half done refactors on the main branch
probably like 10% of the commits on Gale's main branch are actually usable π
hehehe...
Oh nooooo.....
WHYYYY
Importing local mods doesn't put folders like config and patchers into the correct location.
It should do that, did you import a mod with a nested folder?
the folder has the default structure that any mod on thunderstore has.. I guess that's technically nested..? I'm not sure what you mean. It's not like importfolder\folder\BepInEx.. etc.
Mode LastWriteTime Length Name
---- ------------- ------ ----
d----- 22.01.2024 14:00 BepInEx
-a---- 07.05.2024 17:51 40281 CHANGELOG.md
-a---- 26.12.2023 17:40 20328 icon.png
-a---- 07.05.2024 17:51 534 manifest.json
-a---- 25.04.2024 21:00 14296 README.md
this is the folder that I select in import dialog. .\BepInEx\patchers ends up in the plugins directory of the profile
just found out: selecting the BepInEx folder directly or renaming it to anything that's not BepInEx places everything in the right locations.
but then it's missing all metadata like the readme
Oh right, I never fixed that. You have to "flatten" the BepInEx folder by putting the subfolders directly inside the mod
I'll get that fixed in the next update
ye that's what I mean. Great, thanks!
on the topic of local imports
could we also have the ability to just import a dll directly
instead of having to put the dll into an empty folder
I'm boing goiled
When trying to set this to 0 in LLL's config, gale doesn't save the setting. It just changes it back to what it was before
Apparently if you do !0 javascript returns false...
which causes it to not set it to 0
π«

Oh sorry I meant true*
wait, isn't that what you would've expected then?
The point was that 0 specifically is "falsey"
right
booleans are normally represented by an 32-bit integer 1 or 0
that behavior is modeled after C I believe
For context, it's checking the config value (which is a number | null) for null, which means an invalid number
But I was doing !value instead of value !== null
bold move tbh
it's pretty predictable for numbers but relying on non-strict equality is a dangerous business
although wouldn't that also fail if the value was a boolean false?
No, that's only for numbers
ah
I'm gonna blame javascript for being such a weird language
stuff like that is actually (ab)used by asm.js for type coersion
you can do !!integerVariable to coerce to a bool, someNumber | 0 to convert to a 32-bit integer, etc
π
it imposes strict requirements on the types of variables which the JS engine can use for tighter optimization
(!!integer is a thing in C/C++ as well)
!!integer will always be my favourite JS jumble
idk what its specific to, but thats how i learned about it
!0 and !!0 of course π -- used extensively by minifiers.
Also remember, +anything is integer coercion
Since the last update, Gale no longer launches on the last monitor it was on
Yeah I removed that since it was causing issues with the window opening extremely tiny
Oh I never had that issue, I just hate that it doesn't open on my primary display and I have to drag it every timeπ
Maybe I'll add it back sometime if I find a way to debug it
what's annoying is it's a library and I couldn't find any issue/discussion mentioning the issue online
Could you just make it open on the primary display? Instead of remembering the display from the previous session
I don't quite know how to do that
doing anything with the window is really difficult since you have to deal with low level OS stuff - and the interface is different for every OS
anyway
0.6.0 is here!
Added
- Revamped modpack export page, including uploading modpacks directly from Gale
Changed
- Breaking change! Corrected the community identifier for Risk of Rain 2. If you use Gale for RoR2, please go to Gale's data folder and rename the
ror2directory toriskofrain2! - Persist mod search options between sessions
- Allow importing local DLLs directly
- UI changes
Fixed
- Filters not updating specifically for Risk of Rain 2
- Trim whitespace around import codes and search queries
- Allow enabling mods with missing dependencies
- BepInEx/* directories in local mods being installed at the wrong location
importing local zip files would also be nice to have :3
Hi!
The Zoom factor dropdown is behind the other text
okay for some reason trying to download the Emergency Dice mod (https://thunderstore.io/c/lethal-company/p/Theronguard/Emergency_Dice/) by Theronguard just doesn't lead to any files actual mod files being downloaded, only the icon, manifest, readme, and changelog
and whenever you try to change the version of the mod it ends up crashing gale
my game is starting in vanilla how do i make this thing actually load the mods
You know I had this issue with another mod, and I assumed it was the mod, not Gale. Now I have to go look into that and see what is up.
just to be sure, this can export codes that work in other mod managers, right? i wanna switch to this but dont wanna make all my friends switch with me
Which game and OS?
Do you have BepInEx installed?
Direct or through steam?
i already switched back to r2modman because it stopped being corrupted
steam
Welp
Can you send the contents of your Lethal Company folder and the profile folder?
Yes
Hmm I must have messed something up
I was fixing an issue with installing local mods
Oops, also, those fields should have a value
oof
has this been reported yet? sometimes some mods will download in an incorrect "bepinex/bepinex" directory, causing them to not load on launch
idk if this is what you were talking abt here
oh it was, #41
in other words, im in love with this ui. so clean and fast
Yup sorry about that, I'll get a fix up asap. In the meantime you can manually move the files to the right location and everything should work fine
Yeah I did that
For some reason my profile kept crashing mid-launch with Gale even though it works on r2?
I have no idea why
though v55 is prone to crash on launch a lot, so
im gonna wait until the update releases before figuring that out
Hmm that's strange
Probably something on my end
The console opens and it loads some mods, but like midway through i get the unity crash report thing
My buddy was also having this issue, he had to switch to r2 last night
So 6.1 update listed in app, but it's not on Github releases? did I just hit a bad time?
Oops I shouldn't have pushed that
you can just ignore it π
but it's coming today
hotfix
0.6.1
Added
- Preview of contents before importing a profile
Changed
- Display a list of mod cards instead of table when viewing Dependants/Dependencies
Fixed
- BepInEx/* directories in remote mods being installed at the wrong location
- Settings on the welcome page not working properly
That features sounds a little... familiar π
You can't copyright ideas π
hmm, my mods are not loading correctly is there something here that I've not setted up correctly?
r2modman is working correctly
yet
is there a way to minimize this popup and continue browsing the launcher like in r2modman?
No, but it may come in the future
Can you send the contents of the profile folder, profile/BepInEx/core folder and Lethal Company's folder?
Not sure why but it stopped happening since the last update you pushed, disregard
I'll do that tomorrow
for some reason this comes up every time i open gale
seems like it... just fixed itself. i opened it again and no more popup
one thing i have noticed is that the window doesn't retain its size, meaning i have to manually drag and make it bigger every time i open it
seems like these dropdown things are broken
dragging mods while scrolling is also very finnicky and often leads to the wrong mod being dragged
still happening on my end
Hmm, that was happening for a friend as well
I have no idea why, can't replicate it either
I tried to do this with a library but it just made the window open really tiny
my theory is that it may have fixed itself after i changed a setting, but i have no idea
I have an idea why it could be happening
Yeah you're right actually - the code checks if the settings json file exists but it doesn't create that json file until you edit smth
Lethal Mod Manager, itβs the mod thatβs a mod manager within lethal company
ah
Yeah, unfortunately I don't know how to fix it
The features mainly is if someone doesnβt have the mods you have, if they try to join it downloads all the mods when joining
Best you can do is zoom out to 50% :/
Yeah I saw that, but you still have to restart right?
It restarts by itself
oh nice
any chance for a setting to add new mods to the bottom of the list instead of the top then? i pretty much just move them to the bottom so this wouldn't be an issue if they went there by default
You can sort by ascending
good enough for me, thank you
np
nevermind it takes alot less time than i thought i might just be impatient
would it be possible to preview the disk space of each mod when clicking on them?
having this error still
there are indeed files in there
OH ty
finally that was like the only gripe i had with this launcher lol
yesss it worked
Does the modpack exporter save all of info? Even if the profile is deleted?
Not if the profile is deleted
I typically redownload my pack after I upload it. I'd love a way to save some sort of export profile
currently trying to edit these fields in the config screen crashes the program
alright i think its time
I'm currently completely remaking the config slider, this will be fixed in the coming update
I was thinking of making the modpacks a separate thing from profiles
So you'd have a list of modpacks on the page, similar to the config page
That would be niceπ I just redownload it every time just in case I forgot something in the upload or something, plus it guarantees I have the same profile as my group
please i'm begging, r2modman is getting to me, i want to be able to use gale
Oh sry, I forgot
Is there a BepInEx.Preloader.dll file in the core folder?
Ok I have no idea then
Did you move your profile or game directory by chance? (from the default location)
nope
Ahh damn π¦ That was my idea, that maybe the folder was too deep in the OS path.
tried content warning with just bepinex, no dice
Well that's extremely odd
you haven't messed with any weird file system stuff like symlinks or smth?
i don't know what that is so probably not
Alright, as a last resort could you send the whole path to the BepInEx preloader dll?
So I can try to replicate it by using the same path
C:\Users\redacted\AppData\Roaming\com.kesomannen.gale\content-warning\profiles\Default\BepInEx\core\BepInEx.Preloader.xml
just xmls
yes, but it obliterated the gale installer at one point so i made it ignore the entire folder
did you do the same for C:\Users\redacted\AppData\Roaming\com.kesomannen.gale\?
that's the folder i made it ignore
ok, seems like it's still deleting stuff
oh no, nvm
You have to also exclude the cache folder
and clear the cache
I think it's C:\Users\redacted\AppData\Local\com.kesomannen.gale\, you can also check in Gale
File > Clear all cached mods
it works wooo
thank yyou
you can't boot the game up without bepinex installed though
no problem :D
No, there's no vanilla launch option
\π
If people want it I'll add it
i don't see why not to have it. pretty sure r2 has it
r2 has it yeah
I felt like if you use a mod manager you probably want to play with mods π
i mean yeah but i think its useful as a troubleshooting tool. i guess you could always just open steam and launch from there though
mhm
I could add it when I inevitably have to refactor the launching code to support other mod frameworks
you seem to not be able to scroll through importing profiels from other mod managers
really annoying that you can't scroll while dragging a mod around in custom sorting
It also overrides manual installs
But itβs also nice to just have an inverse option in general - if you have an option to βaddβ, youβd expect to βremoveβ alongside it
It did confuse me why that's an option, but you know what, this makes sense now. "Forced vanilla" launch
The other aspect is that if you normally use it daily as your launcher for the game, well when you do want to play it vanilla thereβs a pretty good chance youβd go through it anyway and so an option for both is much nicer than accidentally launching and realising thatβs not how itβs done
real
does anyone know how to actually edit configs? it seems that no matter what i do they reset when i try to edit stuff
Is there a way to force a mod to be enabled even if dependencies are missing?
I have a moon mod that "requires" ViewExtension
which I don't use because I use CullCompany to do the same thing
but gale won't let me enable the moon
ViewExtension doesn't do exactly what cullfactory does. CullFactory mainly works inside. ViewExtension (by default) just increases the view distance. They are different mods for different purposes
cullfactory has view distance settings
gale should just let you do this
does it not have the popup to "enable xyz only" when it asks you about xyz's dependencies?
you can use CullFactory to do the exact same thing ViewExtension does
(and I have it for performance anyway)
no
Failed to execute 'toggle_mod' - Mod not found in profile.
this is all I get
Oh
I think it's because I don't have viewextension installed
if I install it but leave it disabled it works
but if I unintstall it I become unable to enable moons based on it
seems like a bug?
yeah that seems bad
yeah that doesnt seem correct
yep
and then if I uninstall view extension
(the slider is green but the moon is not actually enabled, if I click off it goes back to gray)
I cant even see my mods atm nor make a code
@tiny crater I wonder if now that you finally got Gale working if you'll be able to join my lobbies π₯Ί
Every single time i open Gale i get the "Hello and Import prompts from other modmanagers" prompt
Edit a setting
I'll fix it properly in the next update, but that should do it too
thanks
what is causing this
didnt start happening until yesterday
cant do this either
..also
figured it out, deleting a mod apparently can remove its config from ur profile but it doesnt register in the export tab that the file no longer exists so it persists
hm. curious. despite having cleared the cache several times and made my antivirus completely ignore everything gale related, the xml bepinex files have returned
same thing hereFailed to execute 'upload_pack' - The system cannot find the file specified. (os error 2).
how do i fix this?
@crystal pagoda ?
i don't think there's a real fix for it I just scrolled through the included config files and disabled the no longer existing files
how do i know which ones exist and whioch don't?
nevermind i figured it out
oop just got a different errorFailed to execute 'upload_pack' - Failed to submit package: package metadata is invalid, please check your input.
could someone help me out with this?
@umbral herald any clue what this means?
did you encounter this error at all?
rip
wait apparently it's already uploaded
it's been uploaded for an hour and i didnt know omg ima kms
Those are supposed to be there, as long as the dlls are also there it's fine
Sorry for the vague error, unfortunately that's all thunderstore responds with in these cases:
- the version or a later version already exists
- a mod with the same name already exists (by a different author)
- the "author" field doesn't match your team's name
And there's probably more edge cases
This I will fix though
I figured out that after an hour of trying to fix it, that it was already released the first time I uploaded it and that I never noticed
and so that was an issue on my end and me being stupid lmao
nice, it took me a little to find all the non-existent mods and uncheck them so it's good to know that will be fixed next time I end up updating it
That's good at least, but there should definitely be a better error
I wonder if I can just ask thunderstore for the mod you're trying to upload and see if it returns a 404 π€
should make it say "it's already uploaded dumbass stop trying and go check thunderstore"
because I legit sat there fir an hour without checking if it was there
@umbral herald Wanna post this in here incase it gets lost
Should help with your float point precision errors
#modding-general message Direct message link so you can view the convo c;
isn't that only a partial fix? it would still write an excessively precise decimal string if the value was modified in Gale I would think
but normally I would expect converting a floating point number to string to produce fairly reasonable values, it's got some special algorithm it uses for that
for example, "" + 0.8 = "0.8", "" + 0.65 = "0.65"
the problem was more so a problem in the UI i believe rather than the actual number being weird
ah, I guess there was a whole discussion there
yeah
We narrowed it down to something happening between rust and js. Either with the json serialization or deserilization
with json being the method to transfer the config over to the JavaScript side I assume
hopefully it's not something you'll have to patch in a rust crate and then wait for the update
are the values on the JavaScript side being treated as a string the whole way to presentation? or does it parse the json value as a Number and then convert to string?
the reason I ask that being, if it's a string the whole way and the string representation is the fully precise closest decimal representation of the base 2 number, then you may be able to get away with just parseFloat(value).toString()
Yeah, funny enough, in Rust, the value wasn't going arbitrary precision or having a floating point error (Rust has bignum support builtin?)
But once it went past the tauri bridge into JS land, the value was immediately the floating point error we expect a Number to have.
Solved it in Wails (Go version of WebView2 wrapper) by always forcing arbitrary precision (6 decimals in my case.)
jsoniter , the fast json parser I use in the Go side also is configured to obey this precision, etc.
is it error, or is it just being stringified with full precision rather than a decimal representation with the smallest number of digits i.e. Number.toString():
The underlying representation for floating point numbers is base-2 scientific notation (see number encoding). However, the toString() method doesn't directly use this most precise representation of the number value. Rather, the algorithm uses the least number of significant figures necessary to distinguish the output from adjacent number values. For example, if the number is large, there will be many equivalent string representations of the same floating point number, and toString() will choose the one with the most 0s to the right (for any given radix).
Moment, I can answer that with a simple typeof
hm? why would typeof tell you that?
the question is really whether i.e. 0.65 == 0.6499999761581421
I guess Firefox doesn't seem to think so, so maybe it is error :(
Because tauri makes the type ```
string | ConfigValue =
| { type: 'boolean'; content: boolean }
| { type: 'string'; content: string }
| {
type: 'enum';
content: {
index: number;
options: string[];
};
}
| {
type: 'flags';
content: {
indicies: number[];
options: string[];
};
}
| { type: 'int32'; content: ConfigNum }
| { type: 'single'; content: ConfigNum }
| { type: 'double'; content: ConfigNum }
| { type: 'other'; content: string };
I'm curious if it comes through as `single` etc with content, or just `string`
on Rust side it's a `single`
Yeah, it's not a string, it's number via the ConfigNum thing
export interface ConfigNum {
value: number; // <----
range?: ConfigRange;
}
then I wonder if it's possible to parse the config with f64 instead of f32
because it seems like 0.6499999761581421 is the closest representation of 0.65 according to IEEE 754 single precision
Yeah, same thing happens for values like 1.8 but not on the rust side for some reason
Looks like it's a f32 for the Single entries in config yeah
which then becomes the f64-equiv number in js lol
if I had to guess, somewhere it's (implicitly?) converting from single precision to double precision, and then 0.65 is no longer the closest number to the represented value
it has to be 64-bit the whole way
Looks like it yeah.
JS:
1 bit for the sign (positive or negative)
11 bits for the exponent (-1022 to 1023)
52 bits for the mantissa (representing a number between 0 and 1)
indeed
IEEE-754
five different valid rounding methods.
I hate standards
https://en.wikipedia.org/wiki/IEEE_754#Rounding_rules
I don't know if javascript or rust use different rounding rules -_-
I don't think rounding is relevant here (if my theory is correct anyway)
casting from float to double would I think just take the sign, exponent and mantissa bit-for-bit, but I may be wrong
looks like it does
basically on the Rust->JS boundary, we should expect to see 0.65000000000000002220446049250313080847263336181640625, not 0.64999997615814208984375
(or 0.65 ideally)
note the increased precision because it's double precision instead of single
this article is somewhat relevant, although I'm not sure there's any point in using fround() here since it will result in the same poor result from toString()
https://blog.mozilla.org/javascript/2013/11/07/efficient-float32-arithmetic-in-javascript/
@umbral herald Another small issue with Gale, when it fetches updates from Thunderstore the update all button won't appear if there's updates for mods unless you switch the tab from the mod profile to something else and then back
Is there a way to move the gale data directory and cache directory to another SSD drive that Windows is not installed?
I always get this error when trying to do that
same with importing local mods from DLL (package as well ig) and their entries. refresh trigger would be neat.
That happens because the updates haven't been fetched yet, and the update banner isn't reactive. Probably not going to fix that
That's odd, can you translate the error?
Lol it's not a deal breaker by any means the main thing I wanna see fixed is the export load order thing, it's funny I have to switch it to Ascending before exporting so people can Import the sorted order properly
I could add that, yeah
I can't go back to R2, R2 is so slow
Ohh right, that's because I flipped the import order for R2 compat
Hmm
Yeah I'm guessing you just need to make it ignore the flipped order when doing Code Exports
Also btw, ascending doesn't change the exported order of the mods, it's only UI side
Maybe a refresh button somewhere might be nice?
It actually did, so if set to Descending when I reimport the order of sorting will be reversed
Well then if you import a code created from r2 it's going to be flipped
but if I do Ascending then Export
Switch it back to Descending
the order is how it should import
I also noticed there isnβt like a menu option to try to fetch latest mod updates from thunderstore like r2 has. Which would be nice
I liked spamming it after uploading an update lol
It's a very minor thing, I just dislike having to remember to switch it to Ascending before I export so people importing will have things ordered properly, I could probably just stop worrying about it I doubt people that import will care
There is a canonical order in the profile, which you can see by sorting by custom and descending. This is the order mods are exported, and then imported in reverse order. Ascending simply reverses the order the mods are displayed, without touching the actual ordering.
The confusing part is that R2 seems to show mods in the reverse order it exports them in (unless you switch to reverse sorting)
Don't worry, I think I have a fix in mind
π
:3
nix π₯΅
Yeah @umbral herald I could see this being a perfect addition to the Help dropdown menu, you could also add the option to check for Gale updates there too if you wanted probably but definitely checking for updates in any form works under Help
yeah check for updates button is also a nice QoL feature. Other than seeing updates posted here I never know there are updates available for the app lol
There should be an button to update in the top right?
by the X to close out button? I guess I've never noticed it if there is one
Oh you know what, I've definitely seen the update indicator
but I have to reload the application to see it
like close and open it
I guess what we're saying is that it'd be nice to have a clickable help menu option to run a check for updates that are available, rather than closing/opening the app
sorry for the confusion, i'm running on fumes over here lol
i would be really appreciated if an option were added to limit the download speed when fetching a list of mods.
something like how steam handles it would be neat
Hello. It seems that I have the same issue as Jochuan. Whenever I try to move data and cache directory, it gives me this error "System failed to move file to another drive"
It is saying that the system can't move the folder to a different drive
Can you add Sort by Disabled? would be extremely helpful
By the way let me tell you I LOVE Gale, its so fast and streamlined, holy crap
Is there an option to import mod from zip?
What's exactly the use case of that? You should still be able to use the network for other apps, and it only takes ~15 seconds at that speed
Will look into this when I'm back home next week
Nvm you just need to unzip it first, my bad
Same issue with the moving the mod folders to a different drive, i mostly just have an issue with my system drive really running low on space so would be helpful if i can have them on another drive letter - the install location is already on it anyway, planned to put the data folders inside
Overall i love how light it is, faster and more user friendly, and at least so far has had far fewer crashes (aside from the settings stuff) than either thunderstore mod manager and r2modman, and is also far far far lighter, unlike thunderstore, doesn't consume 50%+ cpu randomly, and like 2+ GB of RAM
Has anyone run into an issue where running the .exe does nothing? The program will appear on the windows taskbar and then promptly disappear, there are no logs, the folder doesn't even get created, there's no warnings from windows anti-virus or something, so i'm not quite sure why it just doesn't work
If you manually installed mods then you may have somehow mangled the preloader beyond recovery. In that case, I'd recommend trying to run it vanilla by removing doorstop and stuff. If that's not the case, uh, I have no idea
I've never manually installed mods for lethal company
I think the worse issue is the lack of logs, is there any way to force gale to log everything that isnt shown, or is he shit out of luck?
can try the .msi?
For some reasson gale has casued me and my friends a issue it seems like no gale users are unjoinable aka R2MM and TMM
0190aa3f-b91f-5533-ccad-0621bca6e7e8 R2MM genned
0190aa3f-cfd3-24e8-4b01-c89041f47ebc Gale Genned
As described by me in general im having issues joining others while using gale, the weird part is i can go back to r2modman and have 0 issues joining, This only occurs when trying to join somoene using R2MM or TSMM,
Gale Based log
log from R2mm
You can go to File > Open gale logs
Unfortuntely I don't think logs will help here. This is a difficult issue to debug and I need more info.
- Did you try with a different profile?
- Try just having BepInEx installed? If that works you have to narrow it down to the problematic mod(s).
- Are there any local mods you have on r2 but not on gale?
- Which OS are all of you running on?
- Did you use direct or steam launching or tried both?
That's very strange
It should at least put something in the log
You're using the latest version right?
this message needs to work in reverse. maybe add a checkbox that reatds: always enable and disable these three mods together, or maybe do this on automatically
r2modman does this by default i think and for good reason, if you're not aware that mods like LNAPI and odinserializer you might not be aware that you can't join vanilla lobbies. It's also bothersome to disable 3 mods seperately all the time
Do you mean it should auto disable the dependencies when you disable the mod?
R2modman does not do that
I think asking if you want to disable dependencies is a good idea, but depending on the mod /modpack you never want to do that.
So maybe have a toggle checkmark button to group these mods together while enabling/disabling, next to the green enable all button on this screenshot
I think I understand what you mean, but what if two mods depend on the same dependency?
For example BepInEx, you obviously don't want to disable that when you disable a random mod
Right now it never asks about disabling dependencies for that reason
yeah I'm not sure. Maybe exclude mods that are currently neccesary for one other enabled mod. I think if you're not careful with the implementation you might get into a whackamole situation
exclude mods from this grouping**
the toggle all in group grouping checkmark that would pop up with this confirm enabling popup
I think it's too complicated both on the implementation side and user side, with too many edge cases.
I'm not good at logic but doesn't that one exemption already take care of all of the problems you could have?
Dependencies usually don't do anything on their own, so it doesn't hurt to leave them enabled
Maybe with enough user configuration but not otherwise
well ultimately the problem that I had was
A: i think being unaware those mods were kept enabled stopped me from joining any lobbies without me knowing
B: finding those 2 mods and disabling them took some time
just wanted to report that
and C: I'll have to do this in the future again and again wich seems annoying
Yeah I get it can be a bit annoying. I've thought about this before, but the solutions seem much more complicated than the problem.
Usually you'll have a profile for client sided mods and another for non-vanilla compatible ones. Even those dependencies you mentioned should work in vanilla lobbies
a different bug i found:
when you drag down a mod for more than one page you can scroll down by hovering near the edge, good.
however the mod doesn't actually go all the way down when you release it, it just travels to the place inbetween "page 1 and page 2"
another inconvenience: I imported mods from r2modman, and in R2modman new mods are added to the bottom of your profile, while in this mod they're added to the top of my profile, which made the order for my current list / adding new mods inconvenient
also the "scrolldown on hower" area could be bigger, it's a very slim sliver and goign below it to the bottom of the screen when fullscreened stops you from scrolling down, which i think it shouldn't to be easier to use
I know the dragging and scrolling is really bad, it's been brought up many times before π
I just don't know how to fix it, best you can do is zoom out to 50%
You can set the sorting order to ascending if you want new mods at the bottom
no local mods, purely r2/gale, with copied code from one into the other, minor change in config for hd mod since different resolutions and stuff, a mix of windows 10 and windows 11, steam launching, though direct launching also didn't work i think? at least i did steam
worked fine when the 2 players used gale, but not when the host used r2/r2 tried to connect to gale host
reason the 3rd player uses r2 is because the gale .exe straight up does not work for him
we use a group of 134 or so mods, which makes it a bit hard to narrow down to a specific mod, may try to do that
everybody except me (host) switched to Gale and for some reason their ReservedItemSlots stopped working
take it with a grain of salt but maybe disable that on all parties and see
we were all still able to play together tho
@umbral herald probably out of scope but just random idea, If you can decompile the dlls you can pretty reliably automatically mark mods that 100% will require everyone to have them
wouldn't mark every mod but would be strong enough to be neat maybe? idk
i guess more of a tangible reward of playing with that kind of stuff if you vibe with it
How exactly?
Oh it could also detect any .lethalbundle extensions, since those mods usually dont have any dlls
One thing that will consistently mark a majority of them automatically is messing with networkprefabs. it would def be hardcodey but should apply to anything using Netcode For Gameobjects
that could work too but if you did the thing i just mentioned anything depending on LLL would be marked inherently too
Although maybe most users get that everyone needs content mods
mods that soft depend/hard depend on lobby compatibility have this functionality too i think?
Thats true
Wdym?
Oh nvm
I cant read
i could be misremembering or misreading this conversation, but the mod lobby compatibility is for other mods to soft depend on to show in lobbies what mods everyone needs and what mods only host need etc
me using it on one of my mods for example
misreading a little
ah okay
what im pitching wouldn't involve author input
But yeah, although that would be even more hard coded π«
tru
Do you think just detecting
using Unity.Netcode;
```would be enough?
probably not unfortunately
since those mods could have like semi support
the thing with adding/changing networkprefabs is it will 100% cause a failure to join
I feel like false positives are better than false negatives at least.
But this is a bit out of scope for now. I would have to figure out how to run a decompiler since thunderstore don't have a public api for the source section. Maybe doing it on a server instead is better
forsure
this is the worst idea i have ever had the misfortune to read.
ok hater
You have to remove the empty profile folder
howdy! just started using Gale, i noticed its not possible to delete the only profile you have, is it possible to clear that profile when trying to delete it though? thanks
heyo, i'm unable to change my data, temp, and download cache directories off of my C drive
for data it says Failed to execute 'set_prefs' - The system cannot move the file to a different disk drive. (os error 17).
and for the other two it says
Failed to execute 'set_prefs' - The system cannot find the path specified. (os error 3).
im trying to import a code but this keps coming
You'll have to create a new profile then delete and recreate the old one
Already reported a couple of times, will fix in a couple of days
Oh, I wanted to ask if the github issue I submitted got looked at, since I didn't crosspost it here
If it's still fetching mods wait for that to complete. Otherwise that mod might have been removed from thunderstore, or you've selected the wrong game
alr thx, i think it was maybe removed from thunderstore let me check,yep it is
I saw it and your previous conversationπ
Alrighty, thanks!
Do the mod icons not load right now when you import them locally?
What info should I gather and provide to try and figure out why my Gale friends donβt have ReservedItemSlots when they join me hosting on r2modman?
If they switch to r2modman they are there
Uninstalled / reinstalled Gale and the mod profile already
kind of an edge case issue but I have a couple mods that will only spawn the network game object if a config option is set to true (making the mod's compatibility with other clients conditional on this config item). This would likely just mark my mods as required for everyone to have them regardless of the config :/
I brought this up back when lobbycompatibility was in development too. Which luckily they added a way to set the compatibilitylevel with a soft dependency method that I can call after config load
Idk if any other mods handle networking with a config item like that though, so that's why I say edge case lol
It did that to me too when I tried manually moving the profiles into Gale from r2
Well I didnβt do any of that shinanagins
you gotta delete the cache folders n shit manually from appdata/roaming and appdata/local
not sure why these stick around even when using Revo Uninstaller to uninstall gale
Thx
I've looked into deleting them on uninstall, but not found a solution.
And how would revo know those are associated with gale?
If you've moved the data folder there's an issue yes
Because the UI isn't allowed to access files you haven't given permission by selecting them in an open file dialog. Which is good for security, but really annoying when you just want to display an image from disk π«
Since multiple people have reported it I'm going to assume it's something with the mod's structure or code. So you don't have to provide much, maybe a log file if you still have that on hand. Thanks for the consideration though 
Uninstalled Gale and cleared all caches and everything and reinstalled Gale / the profile and it worked fine π€·
I will get the log if it happens again
Also constantly happens to me...
Even with just exporting the modpack as a file
when searching for mods using thunderstores app, any keyword you type in the search bar will not only search for that keyword in the title or creator, but also in the description of the mod (which is useful for finding mods relating to what you want)
will that search functionality ever be brought to gale at some point?
When you export the modpack as a file it actually does export
Then upload that to ts
Not always for me :/
Gives me the same error...
But I can find the zip file in the cache directory
@umbral herald, any chance that gale will tell us what file cannot be found in the future?
Since it shouldn't be the zip file itself...
what is this ?
well it is an unsigned application at the moment. so many will flag as generically "Unsafe"
it'll stay unsigned because signing is expensive
It's a config file that was deleted but gale still tries to include it. I'm working on fixing it right now
It is usually safe to download open source applications π
How come Gale doesn't support Voices of the Void?
It doesn't use BepInEx
since it's unreal and not unity
Why's that an issue?
I haven't added support for other frameworks yet
but it might be coming in the future
Nice
I hope to see it because Thunderstore and R2 are optimized like dogshit, and I'd rather not use them again
in the case of Gale, itβs safe, but this sentiment is absolutely not true
Weird always exports for me lol
Gale can def be inconsistent
r2modman supports Voices of the Void?
Yes
I thought thunderstore modding in general is all about BepInEx
No
you gotta manually disable configs to upload with the pack
It supports BepInEx, MelonLoader, Northstar, and Shimloader off the top of my head
sure
thunderstore primarily understands unity modding but there is no reason it can't support other loaders, like ebkr said
its a matter of the mod managers understanding how to download and unpack mods for those loaders though
(and get the frameworks to load the mods)
Everytime I launch Gale, it keeps giving me the "Welcome to Gale" setup.
It keeps thinking each time I run it is my first time.
This will be fixed in the next update, for now you can fix it by editing a setting
0.6.2
Added
- Ctrl+click shortcut to install a mod
Changed
- Reworked config entry sliders, which should fix all issues with freezing or crashing
- Search mods by their description as well as name
Fixed
- Welcome dialog opening every time the app is launched until a setting is changed
- Disabling mods with missing dependencies
- Deleted config files not being removed from the modpack export list
- Moving temp, data or cache directory to a different drive
- Mods being imported in the reverse order when importing a Gale-generated profile code
Hey! I have a problem when opening Gale, does anyone know how to fix it?
Oh i fixed it i just needed to clear the cache :D
updating gale from the mod manager seems to be broken
furthermore you cant update from the installer. you have to uninstall and then reinstall
Gale looks great but I've noticed it does not enable BrutalCompanyMinus when I test it. I wonder if it can't load some mods atm ?
I can move the Data folder now, but I think Temp and Cache folders are still kind of bugged. It seems like it sometimes moves files to the specified folder, but if I reopen the app it resets paths back to default. Also it gives me this error "System can't find the specified path". I manually changed paths in prefs.json and so far it seems to be working.
facilitymeltdown splits its client-side config settings into a seperate file, which looks a little bit cooked in gale. seems like it takes it from the config metadata? this'll also break lethal resonance (which generates its config through soundapi, so it'll also say soundapi)
could it detect something like this and create FacilityMeltdown (me.loaforc.facilitymeltdown) and FacilityMeltdown (me.loaforc.facilitymeltdown.client)? its a bit cumbersome but this isn't really a common thing for mods to do so idk
Fun
getting this error when launching gale now
i fixed it by deleting the modpack section from profile.json. i accidentally clicked the modpack export tab last night so that's probably why it was there, but it seems broken atm
i figured this out too, for some reason i had a separate gale install in appdata/local/gale, which my shortcut was launching, and not the one in program files
when i resize the window, it does not remember what size i had it
also please stop making a shortcut on my desktop thanks π
π I wonder if the NSIS installer is run every update lol.
[ Would explain the shortcut, unless manually created. ]
it seems like that is the case yes
Makes sense though, it's what I was going to do.
- Writes down to suppress icon generation
it would be really nice if these mod titles in the dependencies menu opened the mod page in the browser
Yeah I know it's annoying but I'm not sure I have control over it
At least without a lot of tinkering
It used to do this, but then the library I used broke for some reason and I really dont feel like debugging that
It is, NSIS also uninstalls the app and reinstalls on each update so if the update fails then it wipes it from your PC 
Itβs a terrible installer/updater without a deep dive into customisation and Squirrel is probably preferable for consistency
But to customise it you have to write custom scripts which is tragic
I don't mind NSIS scripting... compared to like, ORCA and hand-assembling MSI(a/x)
Looks like there's no built-in switch https://nsis.sourceforge.io/Docs/Chapter3.html#installerusagecommon
So that means scripting your own switch π¦
would like to thank you again for this. maintaining a modpack is so easy with gale
So in some testing for graphics program, I was editing some icons on programs to fit my system theme better (beautyline icons if you care). So I recreated this real quick.
edit: oh good Discord does real great with svgs...
png preview of above
I do not expect you to use this, just a vector I slapped together based on the icon you had.
Same
Is there a way to make Gale not fetch mods from thuderstore every 15-30 minutes?
R2 does it almost every 5 minutes lol
Idk why it bothers you
My internet mainly, I live in a poor country so the internet service is bad, Downloadable gigabytes are limited and the speed is like 20mbps download and 2-3 upload
Ik it's not the launcher's fault for my shitty internet but still, I was wondering if there's anything I can do about it
block it with windows firewall when u donβt need the internet connection
Ah sick, that looks really good!
Not currently, but I could add it as a setting
That would be great, thank you<3
Oh and I know people probably asked this already but will we be able to import mods locally in the future so game devs can use the launcher to test their mods out?
You can already, go to Import > local mod from package/DLL
Wait, really?
I'll try again when I'm home N see if that works
could we also get a button to manually refresh the mod list instead of reopening
Wait that doesn't apply to zip files, right?
You have to unzip them manually, but otherwise yeah
Sure
Alr ty<3, n sorry for wasting your time
no worries π
is it possible to export modpacks as a code like on thunderstore?
Thanks.
I'm cooking
yo
so if your open to doing "jank" shit like that
can you potentially maybe have some way to search for seperator values via searching the text?
with like a specific formatting
eg. LLL uses these to define vectors, lists and dicts
so if I could just write to the config file like
GaleIndexSeperator=, GaleKeyPairSeperator=: GaleVectorSeperator=-
then you could find and use it
yknow
I guess so, but what could it do further? Only thing that comes to mind is splitting up the key and value, but that seems a bit minor. It would also clutter the description a lot
it's abit minor but it would still be really nice imo. in theory you could also pretty reliably predict the type being used too for better input
regarding clutter i meant in a config by config basis, not per bind
Oh btw, idk if this was reported or not but I'm currently having issues moving mods around in my modpack
Has been reported plenty of times before, I don't have a clue how to fix it
best you can do is zoom out to 50% and do all the sorting, sry
not trying to yuck your yum but whats the intent of moving stuff around?
just some silly organisation, there isnt really an intent but a few people like doing that
looking pretty n' stuff
No it's ok, most of the launcher is very sexy so we cool
holy shit that is amazing
is it working for other characters than commas?
why does this happen when i make a new profile?
You need bepinex installed to launch
oh like on my main install
i see
ig now that i think abt it, it was only working on imported profiles lol
or do i have to manually put it in each new profile ?
You have to add BepInEx to the profile
I thought about having it to auto install but it seemed too much work for the reward
fair
its not much work to manually get anyways, i was just curious why it was happening
seems like r2 has the same thing
idk why i thought it did that
considering it stops you from launching i do think bepinexpack auto install is worth it
the problem with auto installing it is that every game has different names for the BepInEx pack, and there's no guarantee it has loaded from thunderstore yet
especially if some mods (like suits) dont list bepinexpack as a dependency
i forget if gale supports transitive dependencies yet
oh that's probably my answer
transitive?
i imagine it auto downloaded when i got something and i assumed it just copied it from my game
i suppose but for such a global use case i think hardcoding it for select games would make sense
well r2 does that but I really don't want to type all that in
although I could just scrape it like I did with the games
moresuits lists bepinex as a dependency (iirc) but if you install a mod with only moresuits as a dependency i wasnt sure if it would also pull bepinex
as an example
It does also install bepinex
i see, probably less of an issue then
assuming mod authors arent completely forgetting their dependencies
although at that point it still wouldnt be a gale issue
No, but from what I've seen basically everyone uses commas. I can't think of a way to auto detect it either, so it would probably need to be a dropdown or input which would be weird
When the modloader is fetching the mods from the thunderstore and you try to do something on it such as searching mods or disabling them it just hangs