#Gale
1 messages · Page 4 of 1
Probably not
But maybe I'll redo the whole thing
I'm thinking of separating the mod list and profile page. Currently they're using the same components, but it's getting very leaky. Also from a UX perspective they serve very different purposes
Probably gonna take some inspiration from modrinth
first one profile, second one browsing
time to bring out my trusty r2 source scraper
that's great actually, i really like modrinth's ui
30 lines of python
See reordering my mods is like the one thing I don't care about lmao. I just want an option to make Alphabet sorting the default so I can easily find mods by name. (There might be a config for that, I might be dumb, I haven't looked.)
If you set it to alphabetical it should save between sessions
otherwise there's a bug
Bahahaha
Weird, mine hasn't I don't think but I will double check
wait it might have broke completely
You'd be surprised how many people care VERY DEEPLY about ordering/sorting/filtering.
Like so deep to mutiny when forced sorting was a thing.
It just keeps going back to Custom but that might actually be because I keep updating Lunxara's pack
Yeesh XD
Yeah, you can see they actually have funding and a team lol
that reminds me, could it be made so that these filters save in the mod list? i have a few categories that i don't ever want to see, and it doesn't save between sessions
it's very polished
The first rule of software development:
- All users will always be unhappy at all times.
I did implement that at one point but it isn't working now
I mean, I could be convinced, what's your $ need look like? Feel free to DM that answer lol.
I've got some Philippines people I trust to manage large infrastructure, 24/7 coverage, 3 devs + 1 PM.
Personally I don't want to lead a team
That's what the PM is for 😄 So you only need to put features in a board and they just work on it.
arent you cooking with concrete too?
Yup, Concrete relies on LethalModding.com though, entirely different priorities. (I don't think this is a bad thing.)
You want to maintain ThunderStore compatability, I absolutely refuse to be bound by their limitations, etc.
I think if someone is building a real thunderstore app with a real team it should be thunderstore and not me
and btw, I'm not 18 yet
soon though
Most of Thunderstore isn't.
what I'm trying to say is don't give me money xD
that's the kind of thing you only say when you want people to give you money
sure
🫠
How do you think I got staff on this server?
I kept telling people "don't give me staff, don't give me power, don't make me admin" and what happened to that? 😄
Lmao
i will gladly accept his money dont worry
Update LethalToolbox first and I'll give you money when I have it 
I don't have a job rn
Fwiw this is a valid response for r2mm because I believe the priorities of the managers are different - r2mm is designed for first-time users, and they will always be my target audience. Requests to make things easier for developers at the expense of a user messing things up is unlikely to pass
this is so we don’t have people overwriting core mod loader libraries
Yeah ik, just I wish thunderstore had a better way of handling it
instead of nothing
nah, it's also in gale now
But we can all agree to shame Thunderstore right? 😄
what do I do with this?
Could you upload Chaos.Diversity's configuration file? I'm curious if it's broken/missing fields (as the error shows.)
Launcher dosen't launch on v60 ?
despite the beta being on on steam, the launcher launches on v56
The launcher just starts the game via Steam, so check the branch you have set in Steam, check for updates, etc.
Steam has a tendency to "queue game updates" and schedule them for the future, so check in "Downloads"
I had to explicitly start the download, it was "Scheduled" in my Steam, for example.
Also make sure your "beta participation" (branch) is set to "None" to ensure you get v60.
Failing that, "Verify Integrity of game files" generally fixes everything.
You're good, easy to mistake.
most updates usually goes this way so yeah
The tool Zeekers didn't update the beta branch -_-. That's their fault.
I just deleted 30min of entering moons by clicking two pixels too far right 😦
Can Gale move configs to the recycle bin when deleting them instead of hard deleting?
applications are supposed to utilize the system recycle bin by default.. yea
Best client ever
i've recently been having an issue with fetching mods on gale
any time i manually click "fetch mods" it gives me an error because mods are already being fetched
but no matter how long i wait that doesn't actually seem to be the case
the only way i've been able to refresh is by closing the entire client and reopening
(which isn't the end of the world, since it's so fast, but definitely a minor inconvenience)
Is there a way to get the launch parameter for profile? to put it in Steam so it launches a profile by default
--doorstop-enable true --doorstop-target "Z:/home/damglador/.config/r2modmanPlus-local/LethalCompany/profiles/Default/BepInEx/core/BepInEx.Preloader.dll" --r2profile "Default"
This thing
Gale uses the same command, so you just have to switch out the path
This also happened to someone else and I don't know what it is
but I think they fixed it by just restarting the app
One thing I've noticed with v0.7.4, is that it still sometimes doesn't open the launcher
Like it opens then closes
we fixed it by running it as admin
Yeah, I got it, but doing it manually every time is time consuming and annoying :(
Also doesn't work for Risk of Rain 2 for some reason, maybe I should try other Steam runtime or something idk.
--r2profile "*" also must be changed to the name of Gale profile?
I jumped in to working on my modpack again yesterday and updated Gale. It defaulted all my set directory's again, however this time I can not set it to anything else now. I uninstalled, went into App Data and deleted all gale folders. I reinstalled the latest MSI, but to my dismay it will still not work.
I need the directorys out of my Appdata as I do not have enough space on my main hard drive and not being able to reliably change Gale's Directorys on Windows 11 makes it unusable for me.
What's the error exactly?
it does indeed
Did you ever test crossing filesystem boundaries Bobbo? 😄
Yeah
I meant AppData\local\com.kesomannen.gale
I think it deleted the original folder and thus can't write any files there
in AppData\local\com.kesomannen.gale
Something went horribly wrong
I guess just remove everything gale and start over
Install a mod before changing any of the settings
Sorry for all the bugs 😅
It only hurts my soul. 😭
But I love Gale so I will fight the fight with you!
lol
allright uninstalled and both gale folders manually deleted. Reinstalling
6 GB 🥲
when it installs I will try to move.
Umm that's gonna take a while to move
❤️
is there any planned support for titanfall 2 mods?
i know titanfall has a page on thunderstore so i was wondering if thats possible
I really hate that of all gifs you chose to pick that one tbh
||I hate MiniLadd, the pedo pos||
this ^
I literally had no idea who he was. I am not very internet culture or meme smart. Apologies. I shall delete it.
I would like to say I will not do it again but I have ADHD and as such a bad facial memory, so if you notice me do something silly again please do point it out. I do not like to offend others.
I honestly didn't even know who that was.
🤷♂️ all that matters is that it is gone. 😄
I will say though that I was so excited thinking @umbral herald was done and was hype. Then I realized instead that I did a bad... sadness..... haha
Lol
It uses a different mod loader which is why it's not here currently
but I do plan on adding support for others
i figured as much. excited to see further updates though!
also having an issue. getting os error 2. i deleted the folder in localappdata and a folder i made in my lethal company modpack. seemed to fix gale but my modpacks are missing now. i have all the files from the modpacks and when i put them in their old folders named default they dont show up
it seems to recognize the configs
just not the mods
Yeah, it doesn't read the profile data from the folders directly
each profile has a profile.json file which you probably deleted
Idk if this was fixed or my friend was stupid but they were complaining to me earlier this morning that because they used a mod that was fully removed from thunderstore it kinda bugged gale out for em
is there a way to generate a new one?
without losing all my mods
um
probably not sorry
Isn't the file in there though?
Or did you delete the whole folder and only copied out the mods under plugins?
i deleted the main folder but kept the folders labled risk of rain or lethal company
Can you check the contents of the profile.json file?
I don't know how it got reset
if it did
guess it got nuked somehow
damn
those were the files that were there
i never touched the files in those folders
just the other stuff
no
those files are under there
ok, and the backed up profile.json files are also empty like that?
yeah im pretty confused
lol gale support apng
hehe
fr, ty for robin for showing me that mod managers support apng
an option to show all disabled mods either on the top of the list or just them exclusively would be very helpful
keep adding features and gale won't be so lightweight anymore 
yeah while we're at it let's just remove everything except the launch button. ultra lightweight
just remove the entire mod manager, zero resources taken
delete all the mods, too
Wild icon for a library mod
If you find that you’re disabling mods it’s probably a sign you should be using a new profile
My friends and I have a few enemy mods disabled currently while we wait for them to update to v60
not unreasonable to have some stuff disabled during a game update period
Some mods are great at certain times, like lethalvoice, brutal company, infected company and such and I myself keep them in the pack but disabled for ease of access and so I can have others enable it quickly.
And also as stated when mods break due to updates or sudden conflicts it's great to still have quick and simple information about when those mods updates
@umbral herald Running into an annoying issue
Gale is making a duplicate plugins folder for my mod
Why?
Yes
Is it cus I capitalized the p in Plugins on accident for the upload?
That's all I can guess
case is important
Yeah, for some reason it's not an issue with R2 so I happened to miss it
Lol
I guess r2 doesn't care about case
it probably should

windows is like the only OS where case doesn't matter, hehe
Everything other than Windows is case sensitive
Not for override folders
If people develop on windows, we don’t expect them to call their folder the exact name and can infer things
If you call a folder “Plugins” it’s pretty clear that you want it in the “plugins” folder
It's a safe assumption on non-developer machines. But not elsewhere, even on Windows
https://learn.microsoft.com/en-us/windows/wsl/case-sensitivity -- You can turn off case-insensitive NTFS.
https://github.com/dotnet/runtime/issues/48267 And very important here
The underlying file format (Zip), AND .NET/C#'s impl. are case-sensitive
We aren’t dealing with developer environments and we change the case to match what we expect
Yeah, a safe assumption. Pretty safe to do, just requires an intentional workaround to do so. That's all I meant to point out.
Point is that I was replying to the “it probably should” in that it shouldn’t
That's a matter of opinion though. And counter to both the file format and implementation of Zip handling in C#/.NET library.
A safe opinion though, an opinion I'd probably also make to save "90+%" of users, etc etc. Not disagreeing with the opinion.
I'd make sure to document that opinion tho. It's not expected by someone who understands the underlying implementations.
because that’s how we get structure issues in random packages
because a windows dev called the override folder wrong
It’s not really opinion, it’s basically a requirement because there’s no validation on package contents
😄 That's the definition of a workaround. All discussions boil down to "Thunderstore is shit" 😛
I don’t think it should validate package structure imo
If you want a new folder you’re then waiting on a site update regardless which would suck
Is this manager supposed to work with other games (Risk of Rain 2 for example)?
yeah, it works with all thunderstore games
Also not sure what this could be
Hmmm, Im having troubles with that...
is the steam and game path correct?
If you make a new profile and install BepInEx does it still happen?
Oh, the manager is bricked, because "failed to launch Gale! Failed to initialize mod manager: failed to read profile manifest for 'Default'"
The file is probably corrupted somehow
Okay, nuking all profiles
alr 😆
new profile works fine... how weird
Will be back to complain why it doesnt start games with mods
thanks @umbral herald
It could be that BepInEx files got deleted when you updated
Some other people reported that a bit ago
Good thing I could just export the whole profile and reinstall it!
You guys are the best
it just fixed itself💀
For some reason it can't load a lot of game icons (Linux)
those icons are missing
it's so boring to put them in 🫠
0.7.5
Changed
- Move deleted config files to the trash instead of permanently deleting them
Fixed
- BepInEx being installed incorrectly on certain games
- Sorting and filtering options not persisting between sessions
- Expand config entry button covering the end of the text input
- Hopefully fixed issues related to moving the data, temp or cache directories
I gotta update the screenshots
@umbral herald
So trying to change the directorys just cause gale to crash now. 😂 😭
Sry trying to change Data folder which initially worked now crashes.
Trying to change temp is the same error.
Same error with cache
I tried installing a mod. Same thing.
Just tried the launcher for the first time. It looks promising, but I can't launch the game with steam on linux:
The extension is a .exe as it is launched with proton

I uninstalled and deleted all folders in Local and Roaming as well.
before reinstalling
Does it work just moving on the same drive?
Can you check if the game directory is correct?
The first error is actually because I changed the directory to test
But I assume the second one also look for a game file without an .exe at the end
currently it searches only for exe extensions
Nevermind I'm dumb, it's the directory name
Have you tried making a Local non-Admin user and seeing if Gale behaves differently?
Just in general when it comes to some of these little access bugs.
The wierd thing is that I have r2mod man on the same drive installed the same way I want gale to be installed and it works fine.
is there any way to use the mac native gale with whisky games
switching to valheim and then switching back to Lethal is giving me this error. For some reason Gale can find Valheim but can't find Lethal 
00:45:02 [ERROR] Failed to launch game: The system cannot find the path specified. (os error 3).
didnt have this issue till 0.7.5
I got that same error while trying to toggle mods in 0.7.4 after gale had been open for a while
relaunching gale doesn't help unfortunately :/
Odd, all I did was close and open it, I'm still on the previous version though
I keep getting a message "Failed to initialize mod manager: Failed to read profile manifest. The system cannot find the file specified. (os error 2)."
Anyone know how to solve this? it happens every time I try and launch gale.
#1246088342458863618
Is that supposed to lead me to a specific message or something because when I click that it takes me nowhere.
You have to go into gale's data folder and search for empty profiles
this was an issue caused by previous versions of gale
so I assume you're not on the latest?
I'm pretty sure I am
Do I find this in roaming?
it says in this corner of the home page
Think so, you can check in the gale settings
The in app update thingy broke so you have to update manually
ya, weird, its gale's thread
This error is so odd
I literally cannot find where in the code it could happen
it should always give a bit more context at least
yeah sorry I cant give more info. I tried messing with the settings to try to force run to specifically lethal company but nothing changes
feels like it doesnt even try to find the game
which is odd because the second I switch back to valheim it runs perfectly fine lol
Have you tried both direct and steam mode on lc?
yes, didnt notice a difference lol
I can prob just reinstall
would be helpful if the error had a bit more specific info tho
wait I think I found an issue
instead of saying "the path specified." could you put "at path: <filepath attempted>" ?
It's supposed to do that
oh wtf
it's a mystery error

fixed it but it shouldn't affect the launching
here are all the possible errors I could find in the launching code:
- game directory not found, please check your settings (expected at {})
- steam library directory not set
- instances must be greater than 0
- game executable not found
- steam executable not found at {}
- "steam executable path not set
- BepInEx preloader not found. Is BepInEx installed?
- error while reading BepInEx core directory (at {})
you know what, i think another issue might be that I had originally installed gale on my D drive but now it's currently on my c drive
maybe that's making it throw a fit
like the executable?
yeah I've had gale a while so I think when I installed the update manually (because the updater was broken) i forgot to set the right path and forgot about it
yeah I originally had it on a diff drive
the mod manager that is
im just gonna reinstall and see if that helps at all
heh
Lmao
unless you're using the old one, since there's breaking changes between 0.7 and 0.6
probably forgot to uninstall the old one
guess I need to clear a cache 💀
since that was when the auto updater was broken
wait
can you go to file > open profile directory
AppData\Roaming\com.kesomannen.gale\lethal-company\profiles\for the group
oh its not
check inside of bepinex
empty core folder
🫡
new error
07:15:36 [ERROR] Failed to launch game: BepInEx preloader not found. Is BepInEx installed?.
yeah at least now we know lol
but I wonder why it didn't install bepinex correctly 🤔
so uh, should I trash any profile that doesnt have the core folder?
or i guess I could reinstall the bepinex mod
yeah it's there now
I think it was one of my old r2modman profiles
that i imported when I installed
oh right, I can see the _state folder is there
uninstalling bepinex (making sure not to install any mod that depends on it) and reinstalling fixed the issue tho
if you wanna have something to tell people who have the same issue
oh? 
it doesn't actually delete any files
oh LMAO
since bepinex is installed differently and I just couldn't bother making an edge case
I see hahaha
but yeah
I mean you only support bepinex mods rn anyway
I'm gonna try to fix it first and foremost
so it doesnt make sense to want to uninstall it
ye exactly
crazy idea but, why not just force every new profile to have bepinex preinstalled for any game that requires it?
that has been a suggestion before but I can't guarantee it has fetched bepinex when you create a new profile (for example when you boot gale up initially and it creates the default profile)
and if you install any mod it installs bepinex automatically anyway
well, the mod has to depend on bepinex
I found this out once when I put a mod out and didnt depend on it and wondered why it wasnt working 
sounds like a skill issue
fair 
I just don't think it's worth the complexity for something that doesn't matter like 99% of the time
yeah I dont blame you
im just thinking of how my friends will fuck up and I will need to walk them through fixing it 
I still dont know what the root cause of the issue is
i imported from r2modman and it worked fine
does the same profile work in r2?
yeah I think it was moreso an issue of a profile being migrated from first install of gale
it was a really old profile on r2modman that I just hit update all on 
yeah folder structure looks fine from r2modman for the same profile
i'll try importing it again for you
alr
yeah this profile is too old lmao
thats that one library that got nuked and the dev uploaded under a new package
can you try making a new profile in gale and see if bepinex installs correctly?
sure
yeah that was stupid
looks like there's an issue with r2 importing then
thanks for helping to narrow it down
np, want me to make a blank r2 profile and then import?
sure
looks fine to me
think it's probably just a case of old profiles not being able to find specific mods and it stops the import process
maybe
on another note, can I make a kinda niche feature request?
Would it be possible to specify an alternate path for a profile? In the case of Valheim I'm managing my mods with gale (used to do so with r2) and then copying the bepinex folder over to where my server stuff is located. It'd be nice if I could just specify the path for gale to modify directly
valheim has it's server stuff at "C:\Program Files (x86)\Steam\steamapps\common\Valheim dedicated server" for example
since it would require quite a few changes and probably introduce tons of bugs 🥲
fair enough, completely understand prioritizing stability
Just figured i'd ask because that's the one thing I wish any mod manager would do for valheim 
👀
well, I do appreciate the work you've done so far. I've recommended gale to basically anyone I play modded with
I appreciate you for using it :D
I made it delete profiles that fail to import from r2
probably fixes the issue with corrupted bepinex installations

Should I update Gale in the app if I installed it from AUR?
Yo @umbral herald #help-and-troubleshooting how do we instruct people to get the log/deplist from Gale?
In r2mm/tsmm it's "use settings search for log and dep"
File > Open game logs and Profile > Copy dependency strings
Then for logs, similar thing? I know, stupid question, just don't have Gale on this PC to check myself lol.
gale logs?
Nah, the last player log, lastoutput.log, etc
Yeah File > Open game logs
Hmm.. consider adding a feature like tsmm/r2mm which copy-pastes the log in Discord formatting w/ a code block etc.
Idk, but this button makes it easy for people to find, as they can just type discord or log or copy or w/e
Image from my issue template on GitHub lol
well, there's no searching in gale
True
Maybe an option somewhere in that menu to copy a pre-formatted msg with both then? Specifically for people asking for help?
Just skip having two separate steps and trips to Discord entirely.
- maybe a few extra useful bits of debug information, such as OS/ver, launcher/ver, etc?
Something to make it shit simple to help people in #help-and-troubleshooting , #1185732310700654732 etc
That could be cool yeah
Sadly all my profiles were downloads from thunderstore and not code imports.
Is it a known bug that when you try to change the data directory gale just closes?
Yeah, I'm trying to fix it rn
i have a request for you @umbral herald:
AsyncLoggers V2 for reasons uses an xml file as one of the config files.
i'm not asking you to support the format, but i'd like for gale to acknowledge that there is a text file and list it in the configEditor as an unsupported format or smh. so users can see there is another file and click on the button to open it in an external editor
🤔
Should probably be doing so far all these files (if not parsing them):
.ini .cfg .cnf .conf .hjson .json .jsonc .toml .xml .yaml .yml
That should just about cover all standard text file configuration formats.
Discord will convert it to a file if it’s too long
We handle the limit and if it’s short enough then we wrap with discord formatting, otherwise as-is
Windows is blocking the 0.7.5x64 msi package and labeling it as Wacatac.B!ml. Most likely a machine learning false positive as I ran the installer thru virustotal and it was clean. Just wanted to let you know.
Mmmm... Wacatac.B!ml is a very common false-positive. @umbral herald Looks like you gotta submit your installers to MSDV for whitelisting 😄
https://www.microsoft.com/en-us/wdsi/filesubmission -> Software Developer -> Login -> Information (leave IS number blank.)
Hi, i keep getting this error when trying to launch lethal company from gale Failed to launch game - The system cannot find the path specified. (os error 3). i've tried everything but i cant seem to make it work
(including reinstalling windows)
I've managed to make Gale work with Linux version of Enter the Gungeon, now I can confidently say that Gale > r2modman
Literally impossible to do in r2modman
clicking on these links in the update all screen sometimes freezes gale
Find any fix to this? I barely have storage on my main drive so I need to move these folders to a new drive and the app just crashes as soon as I change the location
Bobo is fixing it still.
I am using R2 modman for now
Create a symlink
Hello!
I'm sure this is a Gale issue.
I have a large modpack.
Split into different branches for each mod type.
All of them, when joined together, create the megalophobia modpack.
Each of these branches has its respective config with the aim of allowing users to download the branch separately for their taste, among the most notable is Cosmophobia which has 500 more downloads than the original modpack has.
Each of these branches I upload through Gale's modpack upload tool
But it turns out that some .cfg files are not uploading correctly.
Or they are simply not uploading at all.
I have a mod called "Longer_Days" that extends the length of each minute in the game by one exact second, as opposed to 0.7 which is the vanilla minute time.
This mod is in the "Mechanophobia" branch that modifies general aspects of the game
When uploading it, and downloading it in the original modpack, this cfg file is not being saved, generating its value to the default that the mod has (0.5x slower) unlike the change I have made to it.
I am afraid that other .cfg files are presenting the same problem, changing more important aspects of the cfg
I downloaded the pack and it does contain a Damir.longerDayMod.cfg with this in it:
## Settings file was created by plugin longerDay v1.0.0
## Plugin GUID: Damir.longerDayMod
[General]
## The speed of time, game default is 1f.
# Setting type: Single
# Default value: 0.5
timeSpeed = 0.5
Are you sure the source one is different?
The one you showed me is the Default, but I had saved it as 1
Can you check the contents of the file
contents?
this button
Yeah, that's odd
can you try exporting the modpack to a file and check the exported cfg file?
hmm, it saved
I'm confused
ok, I'll try pushing an update
I tried to fix as much as I could
0.7.6
Removed
- Temp directory setting in favor of using the system's temp directory with automatic cleanup
Fixed
- Parity with r2modman's mod structure format, which should solve gale-specific mod issues
- Failed r2modman profile imports creating corrupted profiles
- Crash when changing the data directory setting
- Improve profile and export modpack performance by doing more work in-memory
https://thunderstore.io/c/lethal-company/p/Megalophobia/MEGALOPHOBIA/
Checking if this update has the fix of the "Longer day" mod
also thx
Seems fixed now
I'll make sure if it downloads correctly
time to wait 40-70 minutes :,]
damn
even with cached mods?
I just clicked manual download on thunderstore to get the config files
I'm using Gale to configure UnlockOnStart, and the "Modded" config section is displaying string boolean values. It looks like it's because the config file doesn't include the "Setting type" (or "Default value") notations for LethalConfig? Unfortunately, it seems like this makes it impossible to change the setting in Gale. Any change to the string values is reset when you leave that config page in Gale. I can confirm that changing the value in the file itself works.
It would be great to show a button next to config fields missing their datatypes, allowing the user to specify the missing datatype (and default value?) without needing to edit the file itself.
having a bit of an interesting issue
could some sort of support for multiple config files be added? biodiversity comes with 4 separate configs but they're all labeled the same thing, making it very confusing
Maybe the same file exists in another part of the modpack and is being overwritten?
You're correct this is for entrys that don't have any metadata attached. The field not saving is definitely a bug, but I've just realized this is probably caused by "orphaned entries". That is, a mod updating to no longer use those config entries but them still being left in the file. I installed the mod to create a fresh config file and it doesn't have a section called "Modded", so this seems to be the case.
I'm gonna look into the cause a bit more, but I'll probably make it automatically delete these entries.
UnlockOnStart creates those keys when the game is first launched with modded furniture items. You can verify the behavior pretty easily with the sofa from ShipHomeDecor. After the entry is written, enable it and relaunch with a fresh save file and the sofa will correctly spawn as default furniture. The orphaned string values are probably the result of me tearing down and rebuilding the mod set earlier today.
Automatically stripping those would probably work, assuming they're correctly written the next time the game launches... but if that doesn't happen (for example, if a mod is lazily written to use implicit string config types), it becomes a hard conflict. This is just my two cents, but maybe display a warning indicator next to the config file with a button to clear the affected entries (or force a particular type)?
I think the best solution is to just hide them from the UI
That would have made my issue earlier really hard to identify unless I opened the config file manually. I wouldn't have even known those values existed, let alone that they were improperly declared.
(Because the config wasn't being corrected OR cleared, by the mod itself, by LethalConfig, or by Gale.)
(...and wasn't being removed when the problematic mod was uninstalled and reinstalled.)
That's up to the mod to clean up entries that are not longer valid
Yes, clearly, but why turn that into a conflicting behavior rather than flagging the issue to the user?
Erase the config, or flag the config, but silently hiding that part of the config just masks such issues. The less-opinionated design approach is usually the most flexible solution
I downloaded a mod that has 0 dependents and gale keeps making 4 seperate config files for that 1 mod, is this a gale issue or the mod issue? The mod is biodiversity.
My thinking is if you, for example, install a moon with LLL. LLL is then going to generate config entries for that moon. If you disable or uninstall the moon, those entries are going to become orphaned. Gale displaying those entries to the user is unhelpful since LLL doesn't read them at all.
However if you decided to reenable/reinstall the moon, then those entries would be un-orphaned and their previous values read by LLL. If Gale would have deleted them that data would be gone
@slender trellis this?
The mod generates 4 files but gale takes the name from the metadata inside the files, which all point to Biodiversity
I'll try to find a solution to it
Ok thanks, it's not a big deal its just weird and I'd rather have 1 config file you know
Yeah, but that's up to biodiversity
gale should definitely display them in a better way though
Ah yeah that makes sense... so for me earlier today, when I reinstalled the mods, the config entries were preserved but the data types were never written to them again. You're right that the mod dev should be the one to address that ideally, but once the config is in that state it doesn't really matter: having the ability to nuke those entries in Gale with a single click without deleting the whole file and losing other (still good) values would still be really handy.
Yeah I guess, but at the end of the day those are just ~2 lines of text per entry
it doesn't hurt to have them lying around
I'm not sure what you mean by this
I know I've just thrown a bunch of stuff at you lmao... but this reminds me: it would be super cool if the config search performed keyword matching against individual config variable names as well. Powerful for identifying potential conflicts.
the disk space taken by the gale code to implement that would probably take more space than it would save xD
I mean I wasn't talking about removing the metadata only, if that's what you mean
I've also thought about it and it has been suggested before, but I think performance would be a concern
and many config entries lack context by themselves
but actually would not be hard to implement, maybe I'll test it out
this is the same "issue" that we've discussed above
those are orphaned entries which means they didn't get read by any mod
you probably have grand armory disabled
um, i dont though, i was just playing on it
all the LLL entries are like this, even the vanilla ones
you mean this?
Yeah, looks like LLL did an oopsie
maybe something just broke when i updated my launcher
let me try restarting the game
I don't think this is a gale issue
No this isn't a LLL issue
You need to load a save first for the config entries to generate
They become Orpheaned otherwise
This has been a thing
Entries don't become active til you load a save
I wonder what caused them to become this way then? because I've played on a save with this configuration just earlier
So boot game, load a save, quit out and quit the game and it will fix it
If you ever booted the game and quit without loading a save it will do it
ohhh, i think i did
Yeah
then its an LLL issue
It's not a bug with LLL lol
I mean this has been like this for several updates though, I figured it was intended tbh
thats fine, you don't need to speak on the behalf of every single dev in the server
espicially when those devs are actively responding
it's really exhusting having to correct a response that was never asked for
well technically it's a BepInEx bug.. but it's up to the Mod devs to work around it, or just notify the users about the behaviur
@umbral herald I'm guessing it's something to do with me binding on two different occasions? I have some general settings I can bind right away but the content configs have to wait until your in the lobby because that's when i have access to everything
all of my entries still appear to be like this even after loading into a save and playing
i should handle this situations too in my mods... i just dont as of now 😅
i imagine deleting the config would fix it but i kinda dont wanna find out
Weird, did you keep the config up the whole time?
I dunno
No I assumed that would make it get stuck
Check your log if you can
See if a mod is preventing something from loading or is erroring
you'd need to take manual control of the Saving f your config File, by default BepInEx overwrites it every time you Bind a config
I don't know why that would cause them to get orphaned
https://github.com/BepInEx/BepInEx/blob/v5-lts/BepInEx/Configuration/ConfigFile.cs#L278C1-L282C6
seems like it would just try to remove them from the orphaned list again
which should fail silently
is it easier to just move my general settings to another file
but my configs are loading
BepInEx bug?
these are the weights ive set
it's this
ill check my logs anyways
just restart gale to see new changes in config
so what do i actually do there? flick off before general settings, bind then flick back on?
and then manually do this once you need to save the file
oh
yeah ive done that
see i like these solutions because i just add 3 lines to the mod and don't have to think about anything probably
(you can also go to another page and back)
to confirm though, this is caused by me saving after general settings are bound but before content settings are?
remember that if you do this, you will not generate the default file unless you call the .Save
won't this break LethalConfig?
none of my shit supports lethalconfig anyway
alright xD
not really, LethalConfig reads the Config class not the file on disk
But if you set a value it won't save, right?
unless LethalConfig explicitly calls Save
ok well this will be in next lll update
nope you would need to handle the saving yourself
why does it say that? i never noticed that before
with the ConfigEntry.OnValueChanged event
not my stuff i dunno
i think its probably wesley's moons/interiors
unless terminal formatter patches that
but i dont think it does
anyways i didnt notice anything in my logs, LLL configs are loading properly, so idrk. not too big of a deal to me was just pointing that out
also @pastel grove you might be intrested in this #1205519828857651220 instead of just calling Save. also removing ophans.. ( might or might not be desirable behavior for your mod )
that one is probably too scary of a bear to poke
i've used a compromise for FurnitureLock and just added a button ingame ( yes i had to support LethalConfig ) to allow users to manually clear the orphans
Probably shouldn't remove auto generated orphans
since if you temporarily disable a moon or whatever those settings are going to get deleted
Oh and I should also mention that this button hasn't really worked for a bit. It opens another instance of Gale regardless if its open already or not and then proceeds to do nothing
it worked before
yeah. for his mod it might be better to keep the orphans alive
yeah ik, I've been trying to find a fix but can't find anything
oh well
Thats from TerminalFormatter I believe
You could always modify the registry yourself programatically
There'll be a handler somewhere for ror2mm (if not you need to create an entry) and then point it to the manager executable
I'm unsure how it works for Linux
I've just checked and no.
There are no other branch who has this cfg
Maybe it's just me but Gale 0.7.6 can't install LethalCompany_InputUtils properly (can't find AssetBundles) but older profiles created before the update doesn't have this problem, only newly created/imported profiles. I also tested a new profile with just this mod installed
Seems like it's just you
Maybe the cache got messed up somehow?
can you click here and show the contents of the LethalCompanyInputUtils folder inside?
Yeah I see that it's not exactly how it should look like
Try clearing your mod cache and reinstalling
Yep thanks, this did the trick 👍
np
Hello!
It's me bothering again
I'm noticing that this problem is when loading/downloading the modpack in Gale
sometimes it just doesn't load the config
and sometimes it does it
I had the issue too (same thing fixed it of course)
You know with all these reports that happened after 0.7.5 I'm scared to move up from 0.7.4 😅
the version might already exist, or you specified the wrong author name
ooooooh
You mean download the files or display them in the editor?
Download the files
All the files or just a few?
Only that config :']
Hey, a friend of mine has been having problems - whenever they launch Gale they get this error. We sat down and reinstalled it but we're still getting it.
I made 2 profiles, in the 1st everything downloaded correctly, but in the 2nd the Longer_Days config was set to default
I downloaded the same mpdpack
Go into gale's data folder and go into lethal-company/profiles and delete the BepInEx folder. This is caused by an older version of gale, so it shouldn't come back again
Alright, we'll do that thanks!
It might be that the mod includes a default .cfg file which overrides the one by the modpack, or vice versa
The installation order is not deterministic unfortunately
Ill see if its actually the case
otherwise I could make mods not overwrite any files, I think that is the preferred way actually
or wait that wouldnt solve it
since then if the modpack comes after it won't overwrite the existing files
yipee!!! 🔥 works now thanks
yup, it has the config file in here
Ideally mods shouldn't contain any default configuration
hmm idk
I guess fork the mod xD
Lol, how
Download it, remove the file, upload it again
seems to be permitted by the original nexus mods page
Oh, kk
Can config name use Folder/File for its name if there is a folder with configs for a mod, or a double collapse menu? It shows like that in a config editor on the top, but not in the list
This is better in the coming update
Okay
Minor issue but the installer really needs to ask if I want to create a Desktop Shortcut instead of just automatically making one 
Most installers ask tho lol
asking is nice cause I like having a very clean desktop even tho I don't use the installer so it doesn't really matter
I'm surprised to see someone even still using LethalUtilities cus it broke a little way back in V50 and hasn't been updated
That's what I'm saying, this one doesn't ask
So whenever I update it makes a Desktop Icon
I misunderstood what you were saying then lol
I've never used the installer since I just used the aur package but then I checked for updates for fun and I can't get the Update Available thing off my screen since the aur isn't updated lol
Works perfectly for me, maybe some areas of it are broken, I use only teleporter stuff
is it possible to detect which config files are leftover from unused/uninstalled mods?
cool
Not really unfortunately
That's the default behaviour and it's a pain to customize
I'm also really annoyed by it
the Linux installer works like this 
it looks like gale incorrectly installs inpututils
i was importing a friend's proifle code and it is completely broken
i'm not sure when this issue starting occurring because inpututils hasn't updated in a couple months and it was already installed correctly on my other profiles
But the right way to install stuff is via package managers☝️🤓
No idea why it does that sometimes
I can't replicate it
it happened consistently for me 3 times in a row
Yeah, you have to clear your cache in that case
ah i see
omg I finally fixed the Install with Mod Manager
it was all because of tauri's shitty documentation
we are so back
woah
Nice custom backgrounds lol
I suggestion
if it exist already but is there way to edit item off set position and rotation?
Um what
items have offsets for position and rotation.
when you hold it
I think youre in the wrong thread
debug tool that cant debug items
The mod in that video isnt my mod
Just an example
Heres the imperiul thread https://discord.com/channels/1168655651455639582/1225942840282976316
it's bugged atm
not anymore 😜
0.7.7
Added
- Profile > Copy debug info button for easier troubleshooting
Changed
- Hide orphaned config entries in the config editor
- List other common config file formats in the config editor
Fixed
- Re-added CLI (oops)
- FINALLY fixed the "Install with Mod Manager" button on Thunderstore
- Various issues related to config file names with non-UTF8 characters
- Multiple config files from the same mod being displayed with the same name
- Decrease config load time by reading files in parallel
- Various UI issues
Yeah this is intended
xml support was requested by Matty and Damon
good to know
Also you shouldn't be using Coroner rn anyways since it has issues so you can delete those
cus Coroner puts them there lol
Ask the Coroner dev ig
Yeah, ik, but a weird decision
what issues?
can someone help me i cannot open gale anymore
Can you send the logs? There should be a latest.log file in AppData/Roaming/com.kesomannen.gale
I needed to do it to get the install with mod manager button working, terribly terribly sorry
no idea why half of it is english and the other half is my native language
wait
i figured it out myself im a dumbass...
going to delete the logs out of shame now
oke
Seems like there aren't any big bugs left
(I'm not fixing the dragging)
think I'm ready to release 1.0 soon and unleash gale on all the thunderstore communities
gonna wait at least a couple of days in case anything comes up
did you check out the thread I tagged you in over at #1277311191429021829 ?
that error makes it so gale can't open, there is no failsafe
i did not
thanks for the extra file support
is there any easy way to adjust positions of mods
in the custom sort?
i had a bit of an organization system in the pack but
after an update
all added mods go to the top instead of the bottom
without having to say drag them all down to the position manually
while having to scroll to make sure something else didnt get accidently grabbed..
and that its still held by the mouse while doing so 😭
or maybe you could implement some way to select multiple and move their position at once?
if not wondering if theres some way to just edit the position by messing with some of gale's files?
easiest way is to simply just zoom out and drag and drop sadly
xml is so painful in rust
I've had to give mental support to someone
(it can also be painfully slow)
how about this one
the mod(suit) stop working because the dll still .old file
but for some other mod, the mod still working because it did not touch the .dll (I think?)
this one is fine, but the .old still there
I've never had that happen tbh, it's more likely when disabling and enabling too quickly windows just doesn't have time to update the location
nope. when I disabled the mod, it just create two .old
it become .old.old
ahh, it only happens to two files from the bottom
nope, nvm
possible to add a button to view the changelog instead of opening the thunderstore link?
would be nice
agreed
for now you can just sort the modpack by last updated and check the changelogs that way
For some reason
--doorstop-enable true --doorstop-target "Z:/home/damglador/.local/share/com.kesomannen.gale/riskofrain2/profiles/Default/BepInEx/core/BepInEx.Preloader.dll" --r2profile "Default" doesn't work if set in Steam launch options for RoR2 for starting the game with mods (mods work if started from Gale)
But --doorstop-enable true --doorstop-target "Z:/home/damglador/.local/share/com.kesomannen.gale/lethal-company/profiles/Default/BepInEx/core/BepInEx.Preloader.dll" --r2profile "Default"
Does work as a starting option for Lethal Company
Any possible way to fix that? (profile Default is there)
OS: Linux, tried with default and GE proton with both RoR2 and LC, LC works with both, RoR2 doesn't load mods
I think r2modman will work fine and after launching it with r2modman it will fix itself
oh, nvm, --doorstop-target must be --doorstop-target-assembly
but not for Lethal Company, thats weird
Yeah, some games use doorstop v4 rather than v3, which changes the arguments slightly
it's also --doorstop-enabled instead of --doorstop-enable , though that might not matter much
Makes sense
It was working before 0.7.7
Those files weren't in the list until 0.7.7
oh
my bad
I thought that InfiniteEmote.json was the mod's config that I was able to edit before, but thats the other thing
@umbral herald
It is half fixed.
got this error
System.IO.FileNotFoundException: Could not find file "D:\Gale\lethal-company\profiles\SoLethalEssence\BepInEx\plugins\Zaggy1024-OpenBodyCams\openbodycams"
File name: 'D:\Gale\lethal-company\profiles\SoLethalEssence\BepInEx\plugins\Zaggy1024-OpenBodyCams\openbodycams'
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <787acc3c9a4c471ba7d971300105af24>:IL_019E
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options) [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000
at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions)
at BepInExFasterLoadAssetBundles.Patcher.LoadAssetBundleFromFileFast (System.String& path) [0x0000b] in ./Patcher.cs:81
[11:38:36.7990475] [Error :OpenBodyCams] Failed to load the asset bundle, some features may be missing.```
System.IO.FileNotFoundException: Could not find file "D:\Gale\lethal-company\profiles\SoLethalEssence\BepInEx\plugins\Piggy-Piggys_Variety_Mod\piggyvarietymod"
File name: 'D:\Gale\lethal-company\profiles\SoLethalEssence\BepInEx\plugins\Piggy-Piggys_Variety_Mod\piggyvarietymod'
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <787acc3c9a4c471ba7d971300105af24>:IL_019E
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options) [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000
at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions)
at BepInExFasterLoadAssetBundles.Patcher.LoadAssetBundleFromFileFast (System.String& path) [0x0000b] in ./Patcher.cs:81
[11:41:03.7316844] [Error :PiggyVarietyMod] Couldn't load assets: Object reference not set to an instance of an object```
could be related to the other issue you had with extra .old extensions
try reinstalling PiggyVaretyMod and OpenBodyCams
hhmm... is it because I changed the Data directory I wonder 🤔 at first I installed this app on C drive and I changed it to somewhere else
No, that's probably not it
can you check the folders of openbodycams and piggyvarietymod?
The speeed
this is with all the mods cached
but a new method that doesn't involve copying every mod, which makes it a lot faster, especially if you don't have the profile on a fast drive
FASTER
Lol, thanks for using my modpack
Lord have mercy the quickness! xD
Yo so im havin this issue after using this for a while, not sure what to do
i have uninstalled and reinstalled and got nowhere so not sure where to go from here
#1277311191429021829 only thing to do is delete the profile
did you check the app data?
ty 🙏
Sometimes gale crashes on start up
Faulting application name: gale.exe, version: 0.7.4.0, time stamp: 0x66b5c755
Faulting module name: gale.exe, version: 0.7.4.0, time stamp: 0x66b5c755
Exception code: 0xc0000409
Fault offset: 0x000000000088d839
Faulting process id: 0x0x355C
yup, probably because the .old extensions
Hello! Just wanted to check in about the current status of launch argument (similar to r2) feature's progress.
soon
Just had to know that it's still being worked on. Thanks!
For some reason gale isn't loading the whole config on some profiles
This is what it's supposed to load
however, the config still contain all the info as opening it in an editor shows everything fine
Is it possible the entries got orphaned? Gale automatically hides orphaned entries
oh yeah, that's probably it
all LLL entries get orphaned automatically if you launch the game but don't start a lobby
would like a config to turn this behavior off, sometimes its useful to see orphaned entries
please help, i get this error when launching. even after reinstalling
Your data has been corrupted somehow
Go into gale's data folder and delete the manager.json file
If you open it in a text editor you get basically the same thing as gale would display
I blue screened while it was open, surely it was that
Might be yeah
a suggestion, when right clicking on a mod this menu shows up (i've reposted this because you leaved a thumbs up reaction, but i guess that you forgot about it ._.)
very agree
you can at least see the orphaned entries in the text editor though
Completely forgot about this, sry
its ok :D
Well, you aren't supposed to edit those anyway, since they don't affect anything. Gale used to display them as just plain text fields, but that caused confusion and didn't offer any benefit over a text editor, even if you knew what you were doing. The LLL issue specifically I'd say is more a bug with LLL than with gale.
i mean, i agree, but i would just like to be able to see everything in the manager. maybe when you get around to that advanced settings thing
Does it download dependency’s in order?
My modpack has 4 sections core, cosmos, cosmetic and extra. Extra has all of the api and other things, this pack needs to be downloaded first. For example most moons do not update their lethal level loader dependency on their mod, so if it downloads the moon first then the api will be out of date.
Let me know if that makes sense
Hello!
I'm getting a report that a mod called BetterEXP is giving problems on loading when using Gale.
The download order is not deterministic
i.e. it changes every time you download
doesn't look like a gale issue
But if I have lethal level loader on the latest version as a dependency and it downloads a moon which has lethal level loader as a older dependency will it download lethal level loader newer version or the moon first
depends
Moon first and then older LLL?
it's probably going to download the older LLL though
Why
It goes depth first down the dependency tree and adds the first version it finds of a mod to the download queue
but I should probably change that to a broad-first search
On my modpack I have this order
Extra this one has the latest lethal level loader
Core
Cosmetic
Cosmos this one has a moon which has it’s own dependency of lethal level loader that is outdated
The order specified doesn't matter
Usually r2modman downloads top to bottom
it gets jumbled up anyway
Yeah because if it downloads cosmos first then it won’t get the latest version from extra
Could you make an option in the settings to NOT download older versions of a dependencies If you have the latest one? Or you already have one?
I'm gonna change it to a broad search
If you already have a newer version installed gale wont override it
This also comes down to a thunderstore limitation, if we had proper ways of specifiying dependency versions this wouldn't be an issue
Does thunderstore have a good documentation?
So anyone could make their own launchers lol
Yeah but if you have the newest version on a dependency string and a moon that has it’s own dependency which lethal level loader is on as a old version. Would it download the newest version which comes first or the moon which would download the older version.
absolutely terrible lol
it's second to none
depends which mod gale scans first
so basically LLL documentation lmao
What if it’s at the top and the old one is at the bottom
Does it scan like r2modman
I'm not exactly sure if the order does matter
Because I don’t know if gale downloads the order based on smallest file to biggest
It does because let’s say
Kast
- lethal level loader 1.0.0
Lethal level loader 2.0.0
- bepinex
I'll change to a broad-first search which should fix this issue. Now it will search the tree layer by layer and add the first version of a dependency it finds
If it downloads kast first then it won’t be able to download the newer version of lethal level loader
I meant the order which you specify the dependencies
Yeah that’s what would be good
but again shouldn't matter with a broad-first approach instead
R2modman broke my modpack for a week until I figured this out
Then I had to have them in special order
I bet most people just press "Update all" instantly anyway xD
Yeah but I advise them not to because sometimes some updates break the modpack
Thanks I’m looking forward to using it. 😄
could you not install your stuff backwards? so dependencies install the older versions you need?
?
So just clarifying this would fix the issue?
Yeah
when do you think this update would be out?
It's nice that non-*.cfg files are now visible in the config list. Any plans for JSON support so that LethalConfig files can be preconfigured in Gale?
I don’t think the order was related, likely a red herring
@pastel grove do you think LLL could bind the config earlier? Ga le now hides orphaned entries (as it probably shouldve done before) and LLL is causing some confusion
We talked about this didn't we
Yeah but i dont think there was a conclusion
The conclusion is yeah I think I can fix this but currently I can't work on LLL for a lil' bit
feel more than free to blame me if anyone asks about it
alr xD
(basicially LLL is weird in that it has to bind twice)
is 0.8.0 out is my gale just bugged
Halfway, I started the build at my computer but then forgot and headed out
Ill fix it in 20 minutes or so
Well, and there's the launch argument I was inquiring about. Thanks!
you're welcome ;)
0.8.0
Added
- Profile > Copy launch arguments
- Indicator for installed mods in the mod list (thanks @DaXcess)
Removed
- Cache directory setting - mods are now cached within the data directory instead
Changed
- Use hard links instead of copying files when installing mods, which reduces disk usage and install times significantly
- New cache format for mods (existing cache will be deleted on first launch)
- Use a broad-first search for dependencies instead of depth-first
Be careful, links across drives are awkward and may not work
I’ve had people try to run games from a NAS
The profiles and cache must be in the same drive
(since the cache folder is now inside the data folder)
thanks for the update man, especially the fixes with the .old extension. the Funny thing is when I disabled a mod, the double .old is still there lol, but if I enabled it again the old just gone completely
at least it's work now
thanks
gale sweep
Modpacks changes are no longer saving if you change the current profile :,]
that hurt
I don't think they did ever lol
just realized that
they were :,]
I'm pretty sure I didnt change anything that would break it
the old cache in Local\com.kesomannen.gale\cache is still there with everything and it wont clear with the cache clear options since 0.8.0, all good ill just clear it the old fashioned way 😄
Oh I see what's wrong
Ill get an update out asap
Unfortunately if you've updated to 0.8.0 gale will forget about your cache completely
So future updates can't remove it automatically... oops
I noticed
You'll have to remove it manually
How do I update to the newest version
Do I have to redownload gale
There should be a button in the top right corner
woho new update already
0.8.1
Removed
- Settings toggle to disable mod download cache, as it now doesn't provide any benefit
Fixed
- Old mod cache files from pre-0.8 not being deleted on startup. Note: if you've already updated to 0.8.0, you need to manually delete them.
- Modpack arguments not being saved when app is closed or profile is changed while the page is open
<details>elements in markdown rendering incorrectly
finally figured out how to fix the readme details/spoiler issue
thanks
thank you it works now
I found a issue
thanks, but 0.8.1 (and i believe 0.8.0) is forcing the default settings in BepInEx.cfg even though I have provided a modified BepInEx.cfg in my modpack, all other .cfg from the modpack are okay though, the modified BepInEx.cfg downloads from thunderstore as a Manual Download and is correct in the .zip but not when installing the modpack with Gale 0.8.1
when downloading mods the mod count in the top does not update unless you switch profiles
That was happening in lesser versions
also some configs were not downloading from my modpack
which ones exactly?
crosshair was not downloading the the updated version from my modpack and downloaded the default
BepInEx.cfg for me, seems like BepInEx is not landing the right spots for some of its files
same thing with pizza tower config
No that's correct
im sure the profile folder looked different before
gale used to exclude the icon.png, manifest.json and README.md from BepInEx
but it doesn't hurt to have them there and it made the implementation easier so
/shrug
goddamit
just the non-.cfg files or the .cfg file too?
prior to 0.8.0 i could provide a BepInEx.cfg in my modpack and it would apply, but now its default settings for that file