#Gale
1 messages ¡ Page 5 of 1
where is the old cache located?
On windows and if you didn't change it in settings it's in AppData/Local/com.kesomannen.gale
No, it's called cache
configuration source file
if it's not there it probably got deleted
no, I had 0.8.0 first
ok huh
yeah that's the new one
is it safe to delete the temp folder in the local/com.kesomannen.gale folder
yeah, that's an old thing
I didn't bother making it auto delete since it's usually not that big
btw, there's only 3 plugins in the new cache folder, even though I have way more
is this how it should be?
Yeah, old profiles aren't updated to use the new cache
even then it's fine to not have any mods in the cache
Can you check the cached version of your modpack and see if all the files are there?
it's in [data directory]/cache/[mod name]/[version]
actually I can do it myself
looking further into the BepInEx.cfg issue, i am able to edit the default config that it installs, that config seems to stay in the cache, \Roaming\com.kesomannen.gale\cache\BepInEx-BepInExPack\5.4.2100\BepInEx\config, so deleting the Gale profile and installing the modpack again will just pull the config from the cache with the correct modified settings, but it wont do this for clean installs after a cache clear, since it cant pull the file from cache
Seems like an install order problem
its still an issue cause i have the modified file on thunderstore as part of the download
yeah
Not sure what the best approach is here
Or wait it should be installing the modpack files first
hmm maybe it's just a bug
ohhh I figured it ou
turns out it installs the "root" mod last
the reason I didn't catch this earlier was that I was testing with megalophobia, which itself doesn't have any config files but has sub-modpacks which do
I would say it's better than thunderstore
but I wouldn't ask myself xD
On a more serious note, try it out and see which one sticks with you more
deleted all the old profiles and re-imported to get the new cache system running
its so faaaaaaaaaaaaast
awesome work
yeah
been thinking of changing launchers soon
but I don't know if Gale or R2 is better
let me tell you
tho im sure both are great anyways <3
Gale is way better
i came from R2, not looking back đ
how was R2 like?
Config editing is way better, profile importing is way better (especially now with the new cache system)
not that anything is wrong with R2, its just not as quick and easy, or sexy
i have some friends telling me its good
way more options searching / filtering mods
R2 is the thunderstore app without the ads, and slight placement differences with some buttons
doesnt freeze up every time it decides to check thunderstore for mod updates
night and day difference
it used to be a huge pain in the ass every time my friend group needed to update configs or change some mods around
now its lightning fast
also, for configs that make use of giant lists or dropdowns
awful experience in any other mod manager
absolutely
Did you do it or do you need me to
no I figured it out
the update is going live in about 15 minutes
I forgot to increase the version so I have to redo the build :/
Ok
Could you also fix the bug that makes the version number not updating unless you click on it.
which version number?
:(
When I download something it does not change unless I click on the profile again
Not that big of a issue though
here it is
0.8.2
Changed
- Install the root mod before its dependencies, which should fix issues with modpack config files sometimes being skipped
Would it be possible to add file size to a mods preview/description
Like next to the download count or something
Also, total profile file size when importing
Another thing, the collision for the scroll bar doesnt seem to stretch all the way to the right side of the screen, meaning if you move your mouse all the way to the right of your monitor to manually scroll, you'll miss the scroll bar by 1 pixel
Infinite scrolling works alright when browsing mods, but I don't think it should work the same on for your profile. Not having the full length of the scroll bar completely ruins manually scrolling. But then again, its kinda minor problem
I do really like how you can select which mods to update, great QOL
Also it doesnt crash every 30 mins like thunderstore did, so thats great
Also, the button to uninstall a mod feels kinda hidden and too many clicks away
this?
yea
It's just window's way of saying the application hasn't been signed by a trusted author
run it through virustotal.com if you want
VirusTotal
wow i can access a mod's config directly from the mod list
how neat
does that mean its possible to detect which config files arent being used?
No, it's not full proof
darn
for example it doesn't detect when a mod has multiple config files, if it would remove them you would lose data
it feels way faster
the look is a little weirder
but i like it
will take a bit to get used to
thanks :D
maybe instead it could filter out which ones it knows are being used? and then from there the user could manually look through them?
You can see it on the install button, do you want it just for the profile page?
It doesn't hurt to have them lying around really. Gale already hides any config files which no mod read during the last session
possibly, move the file size from the install button to an icon+text next to the download count
yeah, maybe it could be both
does having a large amount of config files increase import time?
wdym it hides it?
like it doesnt get loaded?
The install button currently shows the file size including all the dependencies, minus any mods you have cached
When opening the config page, yes. When importing from a code/file also yes but the difference is marginal
alright
internally gale loads it but doesn't display it in the UI
ah i see
(it can't now before reading the file if it's "orphaned" or not)
does gale transfer mods downloaded from thunderstore?
not like
when you port a profile
i mean like
if you download a mod from thunderstore
will it also port on Glae?
Gale*
you mean thunderstore mod manager?
yea
for exampe I add a moon mod
on a profile in thunderstore
will it also download on Glae?
Gale*
gale doesn't sync profiles in that way
the import codes work interchangeably tho
it basically copies profiles when you transfer them from tmm/r2mm
it is for me
go to File > Fetch mods
yeah i was thinking there would be an option for that somewhere
this is also bugging me, just haven't looked into it yet
It's probably pretty simple to fix though, I'm just lazy
You will soon be able to right click a mod to get the same context menu as clicking the three dots
cool
maybe in profile view it could show file size independent of dependency sizes?
laziness is a burden but sometimes we need to be lazy
so you're fine :D
i clicked update like 1-2 hours ago, and its still downloading
you probably have to restart it. i got an error earlier when trying to update but i think that was just because it was being uploaded or something. everything works now
yeah it fixed it đ
@umbral herald how come the open website button doesnt always show up for a mod?
the open website button links to whatever page is linked on thunderstore, which is not always filled out
also if you scroll down a lot and then search for something, you will be scrolled down further down than the actual modlist and scrollable content, causing it to look like no mods with that search term exist until you scroll
oh i see, im used to the open website button linking to the web version of thunderstore
you can click the title to go to that
i kinda agree, maybe it could be added to the context menu as well under "Open mod page" or something like that
yeah the bug where it doesn't show the proper mod count's kinda annoyin
but bearable
@umbral herald i'm getting an error when trying to install QualityCompany from the thunderstore website
Failed to resolve deep link - invalid dependency string format: Um_no/QualityCompany/1.5.0/
actually scratch that, it's every mod
Install with Mod Manager button no longer works on 0.8.2
yeah doesnt work for me either
yeah
installing stuff seems to be bugged
though Bobbo's probably doing something rn
so leave him do it for another time
if you need to know though you can still download mods from Gale itsself
It's weird at first, but MUCH faster to use when you get used to it
Compared to both Thunderstore and r2modman
yeah
the startup is like
1 second
sometimes 2 seconds
unliek thunderstore which takes atleast 30 secs
And UI is goated, less steps to do literally everything
In Thunderstore switching games and profiles now is a bit easier, but in r2modman and old Thunderstore you have to get in settings and find a button that throws you out of profile menu back to game selection, there you select a game, and then profile + loading times. Gale with it's drop downs is much more convenient
Game selection menu I think technically is not a drop-down, but whatever
Thanks for this! 
I didn't know there were github scammers lol
oops
0.8.2, when I updated the mods I keep getting this
Failed to update mods - Failed to install JacobG5-JLL: failed to install after download: failed to link file BepInEx\plugins\JacobG5-JLL\JLL\JLL.dll: Incorrect function. (os error 1).
but the mod is downloaded and successfully instaled tho, just need to go to another tab and go back to Manage Profile Tab
this is the second time of updating the mod that already being updated
They usually squat on abandoned repos. Like the LC Ultrawide repo had them until I reported them. They respond in like under a second to every comment when they're locked on to a repo
why was the name gale chosen im just curious
Bobbo's real name
I basically just googled cool names
but gale means wind which is fast and so is gale
Gale's speed is a life saver.
Have a friend that uses vegetables in place of memory and storage, their drive speed is SO slow it's ridiculous. Takes upwards of 30 minutes to launch the game just with MoreCompany if logging is enabled (between 2 and 5 with it disabled).
Using the other Thunderstore clients to download and configure modpacks would take . . . hours :(
Are right click context menu and multi select planned?
if he doesn't forget again
Right click yes, multiselect not right now
Could you add an option to change what is on the Home Screen. I feel like it would be cooler if there was something else besides changelog
now I can't download anything
actually, the mod is in the cache folder but not on my profile
Seems like it can't make hard links for some reason
idk, what would you like?
hmmm
here is a list of some cool things
Dashboard Overview: A summary of your most recent or frequently used projects, settings, or mods.
Quick Actions: Buttons or links to launch a game, start a new project, or access common tools quickly.
News Feed: Updates from developers, news on game patches, or community announcements.
Profile Information: A quick glance at your profile, recent activity, and settings.
Pinned Items: Allow users to pin specific mods, settings, or notes for quick access.
got these from chat gpt
Eh, none of these seem very useful
plus a bunch of extra work for something rather minor
why would you even ask for the feature if you didn't have any ideas đ
what do you think about the ability to access the change log directly when updating mods, rather than having to open it up on thunderstore's website?
not worth it?
Gale is not just for LC.
More like already implemented.
would direct launching the game cause any problems as the game runs off steam?
It lets you run multiple games at once
So
No direct does only that
It launches the game from the exe
Instead of using steam launch
Which lets you load multiple instances of the game
Can confirm, his hairline is Ai generated shit has visible smudges everywhere.
oh, i mean more so in the update all menu
is there a way to revert back to an older version of Gale? I can't work on my modpack rn with the new update
As long as steam is running im the background, no
oh lol
i have this error again but this time this version doesnt exist and it has the right author name
Are background downloads on the roadmap at all? Would love to continue using the app while my slow internet takes 20 minutes to download mods lol
LC Office really just needs to be optimized
It uses vanilla assets it has no reason to be 111.4 mb
I've seen a lot of interior mods start off large and become smaller, would love to see LC Office be at least around 80ish mb's
literally just making up numbers
my download speed is like 2mbps so anytime moons and interiors update i just sit and wait 
Not trying to tbh, but doesn't LC Office use mostly vanilla assets? I know some are customized like The Upturned reference stuff but if I remember all the floor textures and wall textures and everything are from vanilla assets
I mean I suppose s1ckboy would have to take a look at it sometime if Piggy would let him
I'm just making an estimate of what I think it could go down to if all the vanilla stuff is optimized, I know some things will still use space like Shrimp
Assuming it's not already as optimized as possible
You have no reason to assume this
Yeah
I should try the mod again tbh, I remember it used to throw a lot of console stuff and complained cus of some duplicated assets it used
Dunno if that's been fixed
I imagine if it still throws those warnings though then it probably just needs the duplicated stuff to be removed
even if it uses vanilla assets, afaik it would still be necessary to repackage them unless we come up with a solution to build bundles that use references to vanilla assets, which is very tricky
Any solution like that would be pushing our legal goodwill imo
oh? why do you say that? as I understand it, it would just be copying some IDs over
seems like it's more legally dubious to repackage them
I definitely want to add it
but the difficult part is making sure anything you do during the download doesn't break it
for example switching game would currently break it completely
I feel like you should be able to encapsulate a download in a way that it doesn't need external anything and then send it off to async land
Yeah, that's almost how it works already
but then you also have to prevent multiple downloads of the same mod being started at the same time
niceu
@umbral herald hi. I am having problems with gale. For some reason if you have Lethal performance 0.3.5 and any version of Cullfactory, the burst lib in the Lethal performance's directory doesnt get generated, and when you launch the game, after splash screens you get a black sceen. The menu works fine its just invisible.
with lethal performance v 0.3.4:
(no black screen too)
You sure this is a gale issue?
yep, everything works in r2
with lethal performance v 0.3.5 but without cullfactory, the burst lib doesn`t get generated but the game doesn't get the black srceen
This might be the issue
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Lethal Company/Lethal Company_Data/MonoBleedingEdge/data-00000298034BAB00.dll
but idk why gale would be the cause of that
I'd say take this up with diffoz
okay, it turns out I was looking at the wrong logs. I accidentally gave the logs from Player.log instead of actual logs from bepInEx:[Message: BepInEx] BepInEx 5.4.21.0 - Lethal Company (4/15/2024 11:32:02 PM)
[Info : BepInEx] Running under Unity v2022.3.9.15351836
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.21.0]
[Info : BepInEx] Loaded 1 patcher method from [HarmonyXTranspilerFix 0.0.0.0]
[Info : BepInEx] Loaded 1 patcher method from [LethalPerformance.Patcher 0.3.5.0]
[Info : BepInEx] 3 patcher plugins loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 3 plugins to load
[Warning: BepInEx] Plugin [Lethal Performance Unity 0.0.0] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Info : BepInEx] Loading [CullFactory 1.3.5]
[Info :CullFactory] Loaded CullFactory's Burst assembly.
[Info : BepInEx] Loading [Lethal Performance Unity 0.0.0]
[Info : BepInEx] Loading [LethalPerformance 0.3.5]
[Fatal :LethalPerformance] Failed to find "lib_burst_generated.data"
[Info :LethalPerformance] Disabled StopNan and enabled DepthPrepassWithDeferredRendering globally
[Info :LethalPerformance] Initialized static void LethalPerformance.Utilities.HDRenderPipelineAssetOptimizer::Initialize()
[Info :LethalPerformance] Initialized static void LethalPerformance.Utilities.OpenLogsFolderKeybind::Initialize()
[Message: BepInEx] Chainloader startup complete
[Info :LethalPeformance.Patcher] Saved 3 config(s)
and here's the logs with lethal performance version 0.3.4:
[Message: BepInEx] BepInEx 5.4.21.0 - Lethal Company (4/15/2024 11:32:02 PM)
[Info : BepInEx] Running under Unity v2022.3.9.15351836
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.21.0]
[Info : BepInEx] Loaded 1 patcher method from [HarmonyXTranspilerFix 0.0.0.0]
[Info : BepInEx] Loaded 1 patcher method from [LethalPerformance.Patcher 0.3.4.0]
[Info : BepInEx] 3 patcher plugins loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 3 plugins to load
[Warning: BepInEx] Plugin [Lethal Performance Unity 0.0.0] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Info : BepInEx] Loading [CullFactory 1.3.5]
[Info :CullFactory] Loaded CullFactory's Burst assembly.
[Info : BepInEx] Loading [Lethal Performance Unity 0.0.0]
[Info : BepInEx] Loading [LethalPerformance 0.3.4]
[Info :LethalPerformance] Disabled StopNan and enabled DepthPrepassWithDeferredRendering globally
[Info :LethalPerformance] Initialized static void LethalPerformance.Utilities.HDRenderPipelineAssetOptimizer::Initialize()
[Info :LethalPerformance] Initialized static void LethalPerformance.Utilities.OpenLogsFolderKeybind::Initialize()
[Message: BepInEx] Chainloader startup complete
[Info :LethalPeformance.Patcher] Saved 2 config(s)
gonna dupe this into the lethal performance too rn
The reason for this is that loading any Burst assemblies causes Unity to try to call any Burst methods using their native pointers, so any that aren't loaded cause errors. CullFactory's Burst assembly loads on your machine, so when LethalPerformance's isn't loaded, it causes it to break
it looks like when I import a local mod, it's not refreshing the mod list until I switch tabs and switch back, unless it's just delayed
Search fields should reset on close.
experienced this too
for me is when updating the mod
#1246088342458863618 message
boom
0.8.3
Added
- File size to mod details menu
Fixed
- Install with mod manager button on Thunderstore not working
- Mod list installed indicator being hidden
- Delete button not working for non-cfg config files
- Improve error messages for failed modpack uploads
- Zip archives with backslashes instead of frontslashes extracting incorrectly on Unix platforms
The app froze for me in the latest version when clicking on most config files and I had to reopen it to fix
Yeah oops, I made a last minute "style" fix which apparently broke it
because javascript
No biggie. Thanks for the quick update!
np
I can Finally know what mods I have installed on the search tab :]
The entire window became scrollable?
Poggers
How hard would be making aarch64 version of Gale?
Gale should put deprecated mods towards the top of the list. Not that long ago I had one in my pack for awhile because it was always near the bottom of the list and I never noticedđ
What does that have to do with the message you replied to
They mentioned it takes a long time to download, if the file size got optimized it would be way faster
Thatâs mainly due to their internet, just lc office lowering its file size wonât do much, there are plenty of other mods which are over 100mb. Itâs up to him if he wants to download big mods or not
But lowering lc offices file size wonât fix his issue
I would rather it didn't reorder things personally
it could certainly notify you though
weird, Gale told me there was an update available when i was already on 0.8.4, clicking the button restarted it but didnt seem to do anything else
agreed. maybe something like this available updates is good tho, with red background saying a mod is deprecated
Yeah I don't care as long as it tells me somehowđ
never seen that before oO. First it was invisible for minutes, then this
(I clicked update before pulling the ss)
It's fine, just windows telling you it's not from a registered developer.
costs a good chunk of change
yeah the EV is between $250-$700 per year iirc
standard code signing is $100-$500 per year
jeez, i didn't know it was that much
I mean @umbral herald could use this https://www.microsoft.com/en-us/wdsi/filesubmission to validate but possibly would have to do it with every version
Submit suspected malware or incorrectly detected files for analysis. Submitted files will be added to or removed from antimalware definitions based on the analysis results.
But itâs not classified as malware, just an unrecognised application
Yo guys I need help, my PC crashed while I was downloading some mods on Gale, and it comes up with this error
"Failed to intialize mod manager: failed to read manager save data: expected value at line 1 column 1"
Anyone know what to do?
Your gale "save file" got corrupted. Go into gale's data folder and delete the manager.json file
It might forget what game you had selected but should not cause any morr harm
I did try looking for a file but couldn't find one
Is gale's data folder in a separate one from the "Gale" folder?
It's in AppData/Roaming
Called com.kesomannen.gale
(if you haven't changed it in settings)
It's called manager.json
Yeah
brb
K
Are you new to PC?
yes
Never keso, I managed to fix it by restarting my PC after deleting manager.json
Thanks for the help man
this was resolved by a reboot đŤ
oof
Hey, I just got told about this mod lancher and it is amazing! There is one problem I have though for exporting a modpack. I like that people can quick make them and that is great, but i want more customizability. On Thunderstore, you can find your modlist string including the mod versions and the best you can do here is getting your modlist without versions. This makes it so that you can't actually use this list for modpacks. Is there a way you can make another copy button that copies the mods as a dependency string?
also, is there a way you can make it so that if you click the main config for a mod, it will open all the different things under it and not just have them in their own small lists? This is handy for mods with a buch of separators in their configs
Profile > Copy debug info has that as well as other info
what I mean is I need this
"BunyaPineTree-ModelReplacementAPI-2.4.8",
"Rova-MorshuBombs-1.1.0",
etc.
but I get this
"BunyaPineTree-ModelReplacementAPI",
"Rova-MorshuBombs",
etc.
so I can't just paste it all into my already set up manifest
is there any way to view the mods that depend on a particular mod yet?
it doesn't seem to show anything like that in the dependencies modal
I find it a pretty helpful feature in r2modman so if it was be possible in Gale too that would be cool
ope never mind, I found it
feels a little odd to have it hidden away in the context menu when dependencies are immediately visible
but it also feels weird not to be able to right click mods for that context menu, it's not very ergonomic to move my cursor to the top right to open it
that's a planned feature
Question, how do I edit .json files in Gale like you would in r2modman? asking because I'm not seeing the files in the .cfg section, so I'm guessing either manually or there's another section I have to look.
decided to try this out and i absolutely love it, will be running with this client from now on
i have a suggestion that i am not aware anyone else has made so please don't scold me for this but perhaps there can be a "Copy link" in the context menu when you right click on a mod? or just in the kebab menu, which copies the mod's thunderstore link?
Thanks for using it :D I know it's a little obscure but the mod's name is actually a link to the thunderstore page
my apologies! i am quite embarrassed now, would still be cool if you added it to a context menu of sorts
fully powered by sqlite
I also played around a bit with the UI
it's obviously not in a finished state but let me know what you think about the idea
Yeah ik, i think it's getting confused by PascalCase
I might switch it over to a simple search instead
like it is rn
or hear me out, an actual search
The one it's using in that video is like the official sqlite fts
so idk how much better it can get
this doesn't look like it works with sqlite
reading this rn
whole buncha yapping
google this isnt even what i asked for
what you should do is, every time the user types in the search bar, gale makes one http request per thunderstore mod to the mod page, parses the html, compiles a regex from the search string and tries to match the regex to the entire html contents. this will be very performant đ

actually dont do that because I am going to file a U.S. patent for this algorithm
jeez
A new tab? What's it for?
||Forgot to remove pingđ||
Just a test tab
It's another branch where I'm trying a bunch of things out
The whole app is broken rn (you might have noticed the profile says undefined undefined đ )
Small little request, do you think you could have the application fetch mods when importing a code if you have fetch mods automatically disabled? I have it disabled and always forget to click fetch mods before importing a code lol
just slightly annoying having to paste the code a second time after I click the button, but very much a skill issue on my part
@umbral herald I'm not a UX designer whatsoever but I noticed with a little moving of things around you could possibly save a ton of vertical space on those listings without it looking too messy? might be worth playing around with?
rough thing in paint
honestly I agree that looks a lot better
install button in the bottom right is a must-have tho
also everyone should know that the i icon means information, so the more info text isnt really needed
i tried redesigning it myself from scratch and its not my best work, but its just a proof of concept
hello i have a problem for mod manager i keep trying to look up this mod but it somehow doesnt exist and i would love the app more if could fetch mod data faster and im having an issue with downloading large modpacks that are large and take more than 7 minutes to download get frozen
and it takes more than 7 min because my internet speed is like 2mbs/sec so yeah and i think the way to tackle this issue by probably adding a pause and resume button for the downloading
and yeah i tried to add this mod manually but it keeps downloading it again when i import from code
Have you turned off automatic fetching?
so i guess the best way to solve this issue is by having an option is by adding an exclude button so that i would download it manully instead of using the mod manger'
i'll check
is that option gonna fetch mods faster?
no, but it's gonna make sure it actually has fetched mods
ok thx
or wait, maybe the mod has been removed?
seems like a cheat mod
yeah not here
it got nuked
i see
but for some reason it's working on thunder mod manger and that's pretty weired
I think other mod managers just ignore it
ye
but hey is it possible to include the pause and resume button for when downloading mods and i would appreciate if u also include an exclude button for when im importing from code or file so i can manually download large mods
Probably not pause button, I feel like that's too niche for the complexity of implementing it. Plus I plan on making the install more a background thing, so you will be able use the app while it's downloading. I don't know why you'd want to download large mods manually? It doesn't go any faster through the thunderstore website. Also, if you let gale download the mod, it will store it into cache and use the same file for future installations of the same mod.
it's because if a certain mods take more than 7 minutes to install it freezes and it wont budge
loading bar
hmmmm
i mean i noticed that issue not only in your mod manager but in also thunder store mod manger and r2modman and and even the website but the download worked when i was installing the mod from the website because i was able to pause and unpause the download
it does store in the cache if it's fully downloads it tho if it's partially downloaded it wont store so i have to download it again
Yeah, it has to finish downloading and extracting for cache to work
but idk why it wont skip the large mod when i already downloaded it manually and imported it locally

If you overwrite a profile it just deletes the whole thing before importing
damn
what if i import the mod in another profile will it take copy from the other profiles
No
local mod imports are very simple
because it's not meant to be used for this đ
You can try just installing the big mod in another profile
if it succeeds gale will use that same file each time you install the mod
otherwise fix your connection đ
there's no problem with my connection im only suffering from slow internet
ah ok
and if the download take more than 7 minutes it freeze
it's just timing out
yes
Why does the browser download work then đ¤
I feel like pausing it shouldn't make a difference
because i can tackle that issue by pause and unpausing
and myabe because im using idm(internet download manger)
indeed
im sorry for troubling you but is it not possible to add a feature whyy2
does Gale not extract local imports to the cache folder?
is it possible to manully put the mod in the cache folder?
yes
No, I feel like that would be against its purpose
but idk, maybe it should do that
you can but it's gonna take some work and be error prone
damn
We treat it like semver, if someone gives you v1.3.2 and then does further updates and releases it on TS as v1.3.2 then that is their issue as the dev
i'll try so tell me where can i find the cache folder
one second
I'm playing build battle
The cache folder inside in the data folder (by default AppData/Roaming/com.kesomannen.gale)
you can have a look around in there
you have to structure the mod files like the other ones in there
otherwise it wont work
I wouldn't recommend it
ok thank you
im sorry for bothering you but is it really not possible for local mods to be added to cache or at least the feature that i suggested that makes the user exclude a mod
if it's not possible then im gonna stop bothering
@umbral herald would it be possible to add a feature where you can ''transport'' mods from one modpack to a different one?
cuz its a pain having to launch gale and another thunderstore mod manager just to manually add the mods from a specific modpack
can't you just install the modpack and then uninstall the top-level modpack package?
so then you have all the modpack dependencies on your profile
does anyone know how well gale works on osx through whiskey? i'm helping a friend get set up
Would it be possible to add an option where disabled mods are ignored from profile files and codes?
this would be cool
Whenever I'm making a smaller pack for my friends I have to make a copy of my normal pack and then cut it down, which is kinda time consuming when you have around 100 mods
I could just use the modpack maker in Gale actually
Which will be even more time consuming.
What's up with that?
It's because of the Acceptable values line
a bit dumb of the mod to specify that when it's a boolean :/
bwahahah wtf
Works okay in r2 though.
r2 always shows a dropdown for bool settings
it seems like for game communities that don't have the Modpacks catagory (e.g. Dsyon Sphere Program), clicking on Export modpack button will make the mod manager stuck in blank page. Other buttons will stop responding too
I have a weird weird error where some subcategories of a config refuse to generate
the Copy is a older but functionally identical copy of the other one but it's categories show
it seems to be some difference inside, but I'm not sure which since copying the text from one to the other makes the other one break as well
so it turns out of there are no descriptors for a config, the config doesn't show. This is a massive problem with LLL specifically since over time, descriptors tend to get deleted if you use its config for a while
now that I have added the # lines, they appear in the config and so does the LLL subsection
but no others do
This is intended behaviour by gale and unintended-ish by LLL. Those entries without comments are orphaned entries, which means no mod read from them the last time the game was launched. This usually means they're unused and not useful to edit, so Gale hides them. LLL is a bit special and doesn't bind the config until you enter a lobby, so if you exit the game without doing that, all of the options become orphaned. IAmBatby is planning to fix this I think
ah, that explains a lot
I've been wondering for the longest time why all my LLL configs slowly start losing their descriptions
The slow change is probably due to you uninstalling moons and interiors
probably though I've had them sometimes with stuff I do have so idk
yeah, I'll often just load to the main menu to generate configs for mods I am testing so I can mess with weights. That is what happened here to cause this
Hi!
I have a question.
Is there a way to merge 2 profiles?
I was wondering about this for awhile
not currently
thanks for letting me know.
I'll have to push an experimental version of a branch for a modpack for testing purposes :,]
am i able to launch game in vanilla using this mod manager?
not at the moment
i'm quite sure an empty profile is going to launch vanilla đ¤ or does it auto install BepInEx?
afaik you can't launch the game without bepinex installed
Can you add the ability to scroll while dragging mods?
Don't know how
tried to do it before
didn't work out well
does using something like the arrow keys or pgdown work
How about a editable index, like Steam wish list do?
If I install a Modpack (outer) and it has a dependency on another Modpack (inner), can I override the configs of the (inner) pack by providing configs in the (outer) pack? .. hope I'm explaining that right lol
Yes, the one that installs first will have priority
can you plz make it so that locally imported mods are imported to the cache
maybe just fetching mods when first opening the app
Maybe, wouldn't be that intuitive though
I think that would be just as difficult
and require lots of changes to the UI
which is not what I'm looking for right now
Probably not
there's problems that could arise with that
In conjunction with the numeric input, moving items with arrow keys could be pretty nice as itâd just inc/dec the number
Yeah I was thinking of doing it this way
Hmm? (I can't download the new update)
Ah sorry, I forgot to publish it properly
now it shoudl work
speaking of
0.8.5
Added
- "Uninstall disabled mods" button to Profile menu
- Code highlighting to markdown code blocks
Changed
- New monospace font
- Enable gzip for API requests, which can significantly speed up mod fetching
- The mod index is now always fetched on startup, even if the automatic fetch setting is disabled
- Minor UI changes
Fixed
- Local mods not showing in the mod list until the page is refreshed
- The "Install date" sorting mode being affected by mod updates
Damn uninstalling disabling mods is a nice featuređ
Kind of thing you don't know you need it until you have it
something is very wrong with readme formatting. gale vs thunderstore
wow the new fetching is huge
it used to take 4-5 minutes for me, now its about 10 seconds
Spoiler ate stuff
||(Just a guess)||
Wait did you get rid of the "Update" button in the corner? I just realized that I've been on v0.6.2 since forever
"check for app updates" doesn't work either
Looks like I probably have to reinstall it
no it was just broken 062-071
Thanks for adding refresh on launch rather than just on fetch â¤ď¸
I think you had to update it manually for like a version of the recent ones, might have been ver 0.6.4 I'm not really sure, but just manually download the latest N hopefully you'll see the button up there from now on
Gale removes all the # headings in the details menu to prevent duplicate names (sicne # is usually only used for the big title at the top). Use ## for sub-headings instead
Also the images are broken, seems like discord nuked them
did you add code highlighting for the fun of it 
maybe đś
this might be a dumb question but theres no in-app self updating yet is there
ah
I think a bunch of people are stuck there currently đ here for example #1246088342458863618 message
Having a bug where seemingly randomly a left mouse click will minimize gale. Clicking the icon in the taskbar doesn't bring it back. I can hover over the taskbar icon, right click the preview, and hit maximize and it brings it back.
not an issue but, love how the font makes it look like "LethaUoyride"
got a laugh out of me
lol if I didn't see the word jetpack in the description I wouldn't even have realised that it wasn't supposed to be Uoyride
Honestly, I wouldn't like this button to not exist, since I update Gale using yay/pacman/aur it just sits there completely useless and annoys me. Idk if it even can do updates, last time I tried it either froze or exited with some kind of error :/
Perhaps having a toggle somewhere in settings to hide it would be nice
if you're on the latest version of gale then there shouldn't be an update button
Yeah, but sometimes I have to wait up to a week for AUR update and the whole week the button just stays there as a decoration 
are people having different issues with Gale? I feel like I'm the only one with these download/update issues and I don't have the problems that others are experiencing
guh
Anyone know an easy way to install Gale appimage on Fedora?
I must be missing some kind of dependency, Gale tries to open but closes immediately
What does it log if you try to run it from the terminal?
I'm not having this exact problem, but tonight a few friends tried importing a mod pack, it worked for one person but the other two it said about pathway or something
We went through everything, and just couldn't find any differences between our files and settings. Assuming it might be a fluke atm?
Maybe it doesn't like your external ssd?
At first I thought it didn't like internal ssd so I moved it to external, so now my guess is it just doesn't like me at all

My mouse has an issue where it double clicks sometimes if that helps
someone knows a way to merge profiles for testing purposes?
I have the branches ready, but I don't wanna upload on thunderstore before making sure everything is ok
not sure but u can like make a new empty profile go manually into each profile, yoink the bepinex into the empty profile
Nope, it doesn't work :,]
Gale doesn't detect those mods
it doesnt deteck but i think the mods should still be launched
unless they work different when detecting stuff in the bepinex
oh unless yer talking bout using gale to upload the modpack ?
the only reason it doesnt show up i think because all the mod list is outside the bepinex, the list is inside profile.json should be the list
copy mods in mod folder to another folder in file explorer
ok
I think I could make it, but I'm pretty sure that's not the real count
Upload all of them to ts and then download it all
how?
It doesn't always update.
There's not a supported way of doing it, but I'm considering adding it since multiple people have asked
Okay I installed Gale for the first time and it seems pretty good so far, though I have some feedback on the UI design.
I find the hierarchy kinda confusing, as the profile is on this top bar thingy, but it completely affects what the manage profile tab shows. It feels kinda weird, especially because you only really see the differences in profiles on the manage profile tab, so it isn't super intuitive. Ofc this isn't a major issue, it's just something I noticed as someone who has done UI design.
I don't really have a solution to this issue, other than just one quite rough mockup I did like 8 months ago for a mod manager concept.
Here's the mockup I mentioned btw. It has a focus on the profile being the most important thing pretty much
Another way things could be ordered is like this, and a profile could have its own tabs for installed, browse, and configs separately too. And yeah that one square icon is a square because I'm lazy, it'd be the browse icon.
but yeah anways that's just an idea on how to possibly make the UI hierarchy make more sense
yeah but it doesn't look as smooth in my opinion
maybe that was the aim of the design
You select the game and profile on the top, which affects all tabs, not just the Manage Profile one (minus the home page, thats just Gale stuff)
I do think the Home page could change tbh. I dont think showing the changelog is necessarily something that needs to be so front-and-center, but also not sure what else to put on it (or if the app needs a home page)
I think a homepage is pretty unnecessary, makes more sense to me that the page with your mods would be the primary page on a mod manager
@umbral herald found an issue with the config editor that can cause new faux entries. First screenshot is how to cause a break in the config item, second/third is what results from it
another example
I guess other mod managers wont have this issue because they dont provide a larger textbox for editing
issue was first reported to me here #1180739684654121091 message when the fake config items started throwing errors because they were basically named "\n"
tbh idk if this is something you can easily fix so prob just add a warning that any new line that has an equals in it will be treated as a new config item. (or maybe remove the new lines added in your textbox when applying the config i guess)
Yeah I don't really like mine too much, but I think it does make the hierarchy slightly clearer. I'm sure it can be improved too
Ah, true. Honestly, it kinda does make sense, but maybe it's just the UI colors that make the manage profile and such tabs appear almost as high level as the top bar thing which makes it a little confusing, so I might look into that
and yeah I agree with this
How did you do that?
for some reason gale keeps freezing
and i can only restart it by force closing it in task manager
happens every few minutes, when im switching windows with alt+tab
hmm, a couple of people have reported this now
Can't replicate it though
I also had it happen a couple times. I attached a debugger and IIRC it looked like it was waiting on thunderstore.lock() or whatever. Smells like a deadlock to me.
It would lock up while fetching the mod list IIRC
usually happens when clicking on any link that goes somewhere
a link in a readme?
i dont know if i've seen it happen with links in readme
usually like headers that link to mod pages
i usually see it in the update all window, but i'm pretty sure i've seen it happen elsewhere in the manager too
to update gale can i just download the latest version and paste all the files where my old version is currently installed
this is probably a dumb question but i just wanna make sure i don't break anything
There should be a notice in the top right corner
which you can just press and it installs for you
Otherwise, to update manually, you don't have to do anything with the files. Just install the newer one and uninstall the old one
i'm on one of the versions which had that broken which is why i was asking
alright ty
Is it possible to set steam launch parameters in gale?
yes this happened to me plenty of times when clicking the link in readme
forgot to mention that in my first messages
this honestly looks more confusing to me lol
Should I maybe make a dedicated discord server?
Especially since I'll be "officially" releasing to all the games soon
would be a good idea I think
Yeah not a bad idea
that's fair lol
is it possible to set the mods to show disabled first like in r2modman? if not id like to add it as a suggestion
Why?
ez management
also @umbral herald , when is the right click comming out?
oke
Sorry if this was suggested before or is already a feature, but it would be nice if I could categorize the mods I've installed into groups/folders (or tag them). For example: Quality of Life, Moons, Interiors, Entities, Suits, Library/API, etc.
you can do this with blank mods
it's not the prettiest solution but it works
this is what mine looks like
wish the 0.0.0 version string would automatically be hidden, i dont think it would really affect anything outside of this one edge case
I hadn't thought about that! I had them grouped already, but they still looked confusing next to each other. Thanks!
That's a great idea!
Im testing out a bunch of different UI ideas right now, what do you think about this?
I love this!
is the client style gonna be configurable? that's pretty sick
I like the darker styles, but can agree that style options would be really nice.
No, this is for the next major verison
I've basically redone the entire rust side
ohhh gotcha, so you're trying to choose between a couple different button styles?
Those are variants of the same design (different colors and weights)
makes sense, i have no sense of style so i'll leave the judgment to others 
It would be better if the man area was on the left like how it is
Idk that is just my opinion
i kinda prefer still being able to see the mod list
For context you'll be able to see more information directly on the thunderstore mod list. The profile page is going to be separated from the browse page and overhauled
something similar to the modrinth app
in that case sounds good, the only thing its missing is a back arrow to go back to the mod list
I keep trying to import my modpack after my saved one corrupted on R2 (the code I have is not from a corrupted version) and I keep reciving this error:
Failed to import data - Error while importing mods: failed to install Renegades-FlashlightToggle: failed to link file BepInEx\plugins\Renegades-FlashlightToggle\CHANGELOG.md: The system cannot move the file to a different disk drive. (os error 17).
Any fix for this? I set every location is on the same drive as well
That's a weird error
not sure how that's even possible
ohh i see the modrinth inspiration
oh lol it just got mentioned
anyway love you dev i use this over r2modman it's just simply better
Oh wtfrick it just works now, I didn't do anything differently
I'll just chock it up to my luck then, terribly sorry for reporting a lottery bug
Edit: It keeps giving checksum errors while importing which I assume it known
well they did it right lol
Weird request but could you put a line break after an auto generated changelog? Though it doesnât affect the output, I personally add a line break every time so it looks nicer
Mod manager looks good, few issues tho.
- Can't scroll when moving a mod
- Sometimes it moves a completely different mod than I picked up?
Does it happen to more people?
Yes? I am sorting out the list, to be a bit more comprehensible
huh wow you can. i can't. but scrolling wise i think you can scroll down if you put your cursor to the bottom of the list with a mod in your hand
like you would in a phone when moving an app
Yeah, it is there, but doesn't really work neither 100% the time
When I drag the mod up, position it and release it, it ends up either on the end of the list, or like 20 slots down from the place I wanted to place it at.
Also, you don't sort the mods? Does this game even have load order?
I thought so, which is why I always put the library / utils / core mods above the ones that depend on them...
i've made 20 profiles and i haven't thought about load order in ages
i think it's just voodoo magic that it works
maybe there is load order but to me it hasn't mattered
keep doing it if you want to though nothing wrong with that
ahh there it is
yea holding around there scrolls it
but yeah
yeah im getting that too
only way around this is to do it without scrolling
so you grab it, drop it at the top and then scroll up and repeat
like if you're carrying 30 heavy money bags in payday 2
Yeah...
you do it step by step instead of scrolling all the way to the goal
works for me that way
risk of rain 2 modding uses bep (because unity) and yeah never needed to bother there
or in bomb rush cyberfunk
or content warning ..
Huh... ok... welp, thanks. I just found out tidying the modlist was a waste of time, but on the other and, more time saved in the future
nothing wrong with tidiness
atleast you got to revise your mods at a glance
mod loading order doesn't tend to matter with LC modding anyway, most stuff that is likely to conflict is done through hooks that have their own priority system
i evapoerate every mod that loads after mine
I just published my modpack but it says Error 504 or something and I try to publish again for the second time, but it says modpack already exists. So, is my modpack successfully uploaded to the thunderstore or not?
Check on the thunderstore website
I just published it, it might not be there yet (if it does make it to the thunderstore)
Failed to upload pack - Failed to submit package: Package of the same namespace, name and version already exists.
should I upload it from the website then?
What's the name of your modpack?
SoLethalEssence
I see it on thunderstore. Are you trying to upload a new version?
wtf
I didn't realize at first, but modpacks are separated from mods.
Maybe that's why you didn't see it?
Yeah, that's weird...
Ohhhhhh hahaha. I have that enabled to show by default, that would be why lol.
I want your input on this issue. Currently updating a mod doesn't override existing config files, which means modpack updates can't actually change the config outside of adding new files. However if it would overwrite, any custom settings would be erased each time you updated
I think r2modman overrides, but I'm not sure that's the best option đ¤
i've had my fair share of making a config, changing the default values, and to this day, 4 months later, i get people in my thread asking why the mod no longer works lol
overrides are good when done right
i heavily regret changing the default values đ
yea
wdym? If you change the default values in the code doesn't they get updated by BepInEx?
only for new installs
by then i've had like 300k~ downloads so it was very irreversible lol
tmk bepinex only parses the option values in a config file, not the description, default, e.t.c.
Oof... That's a tough one. I like not having to worry about updating my configs after every update, and with 200+ mods in my pack that would be a pain lol. But I feel like there's an overwrite design that could work if done right.
Or wait, do you mean you included a default config file in your mod?
mods probably shouldn't do that either way
(to xiaolan)
If a mod adds a new config option it's added regardless of the file getting overriden
this is mostly related to modpacks
nah like my enemy mod had a spawn weight config where at first you would write "modded" and it'd work in modded moons, but then i changed the keyword for the default and only new people would have that default apply, the rest have to manually change it to the default
or delete config ofc
Oh gotchya, I mistook you to mean mod updates in general.
so if I want to update my modpack, I shouldn't do it in Gale?
Why would you not do it in gale?
which means modpack updates can't actually change the config outside of adding new files.
what is this mean? I'm not quite understand, sorry my English is bad
that is if you update a modpack that's in your profile, not upload a new version
be cool if when it goes to overide it finds and copies existing values to new config for pre-existing options but tbh that be on a mod devs to-do list
Probably not
Since then gale would have to parse and modify the files before installing
I would think that a modpack would always override/replace any config files created by the modpack itself. This is behavior I would expect of installing a modpack.
I mean I would prefer it to override, especially since some config changes can literally make or break a pack
couldn't it just see what configs are being added and overwrite them/delete the old ones? I never realized this was a thing. I have a modpack that I constantly tweak config values for and to know that they might not change is problematic
I mean honestly the whole modpack "system" is kind of wack
for example if you delete a mod from a modpack that won't affect people
but I'm gonna switch it to overwriting files instead
yeah, the modpack system should probably also make it so that it won't autoupdate mods within the modpack since the modpack is usually based around mod versions
love this mod, it doesn't crash every 3 seconds so it's already way better than thunderstore
Currently I tell the people I play with to create a new Gale profile and install the modpack for every new version of the modpack, that solves configs that have changed settings and mods that have been removed from the pack.
It would be awesome if for modpacks, Gale would do the following:
- overwrite configs
- removed mods no longer in the modpack (configs too?)
- did not show the prompt to "Update all" unless the modpack itself has an update, and only update to the versions in the modpack manifest
Clicking "Update all" would do all the above?
Gale could recognise a Modpack just off the Thunderstore category tag we set when uploading the pack?
sorry if this is a common question but is a Linux version in the works?
We need a mac one too đ
that would be awesome
I tend to just keep on top with mod versions as long as they are stable and log extensively in the changelog for removed mods and the sort, but I know most people don't read those
There is a linux version
oh i thought there wasn't since it says TBD on the github
ah shit i gotta build from source don't i đ
there's an appimage in the releases, and it's available on AUR if you're using an Arch based distro
oooh thank you i should've checked there
I was thinking of adopting modrinths system of locked profiles
Where the only mod you could interact with is a modpack, and everything else is kept up to date with that
Maybe modpack profile is a better name
I dont think adding that functionality into normal profiles is good. For example if you just have a client-side "utility modpack" that would delete all of your other mods as soon as you updated it
that sounds interesting. it would also solve the problem of if you are running 2 modpacks with the same mod, which version gets used
Well, no
You would only be able to have one modpack in a profile
or one that is interactable - you could have modpacks that the main one depends on
I'm cool with that, I manage 2 modpacks but the 2nd modpack is just an extension of the 1st Modpack so it is a dependency in the 2nd modpack manifest, a different profile is ideal for that
To be clear this is for using modpacks, not making them
Yeah I'll just tell my clients to have 2 profiles, they do now anyway
Update time! I hope this is one of if not the last update before 1.0
0.8.6
Added
- Option to filter out enabled mods
- Keyboard shortcuts for some of the menu items
- Custom launch arguments
- Window menu
Removed
- Home page with changelog. The default when starting the app is now the profile page instead.
Changed
- UI tweaks and fixes
Fixed
- Last updated showing NaN on Linux
- Sometimes being able to scroll the whole window
- Modpack updates not overriding existing config files
Hoorah
@umbral herald
After updating
LOL
umm
disaster
You may wanna do a hotfix to make sure it auto enables
đ¤
But yeah ty XD
Yeah it errors for browse mods too if that's not ticked
It works if you untick it though right?
it should be just before you've interacted with it
Yeah it does, weird
Still might be worth hotfixing so you don't get flooded with bug reports
It's javascript being javascript. Because it doesn't find the stored value of includeEnabled, it sets it to undefined without any warning or anything
Fun
New update is nice though and you finally fixed the pesky bug of scrolling the mod manager up and down
XD
yeah that was an old one
I'm surprised you got rid of the changelog page entirely
and glad you fixed the bug with mod updates not being able to overwrite configs if they include one
Glad I let you know about that đ¤
Yeah
it's only for modpacks btw
you wouldn't want a mod update to restore your config back to default
anyway hotfix is building
You might even be able to see it realtime
https://github.com/Kesomannen/gale/actions/runs/11138682350/job/30954058290
That's actually kinda cool to watch ngl
there we go
0.8.7
Fixed
- Mod list throwing errors before the
Enabledfilter is interacted with
was fun watching that tbh lol
I thought I was just having a skill issue with the NaN thing tbh lmao
I can't see the version number if the mod title is too long
seems like the "Open directory" mod context menu option doesn't work anymore after updating possibly?
also, I'm not seeing any files changing from ".old" to their originals or vice versa when I toggle enable 
Seems the update fixed the problem with arranging mods.
They still bug a bit when moving them up the list in one go (drag up to scroll the list with the mod in hand).
But they no longer bug when you drag them up tile by tile, which is very good, I'm satisfied.
Noticed two problems, anyone got them too?
- For some reason, mod configs stopped generating randomly (LethalMoonUnlocks for example, doesn't generate its config file, which it should)
- Deleted a mod, its config file keeps regenerating everytime I launch the game (Cleared mod cache, uninstalled unused mods.)
Yeah um might have broken uninstalling mods
^related to this issue
Seems like it, guess I'll just roll back to an older version till that one's fixed. xD
another hotfix is coming soon
It's probably still going to be broken
the issue is because of a change in the data format
actually the old version might not work at all
Ah, ok. I see
Guess ima go play something else for now and get back to messing around with mods later.
sorry about that đ
update should be out in 15 minutes or so
I should really make some automated tests
It's completely okay xD
I'll wait, good luck
Fix is out now
Aight, thx! Genuinely thought it was just a problem happening to me at first cause stuff just keep breaking for me when it comes to this game for some reason. xD
@umbral herald does the new update also fix mods not updating properly?
I had updated a mod and it didn't update it like
At all
found it out earlier
I had updated a mod and it didn't actually update the version
@umbral herald Yesh it's fixed now
I checked Zombies cus it had an update and it updated properly
Good
Are there plans for an option to support the OS's native title bar?
I prefer it over the embedded one tbh
I'm having a problem importing local mods and getting this error
Failed to import local mod - Invalid args `path` for command `import_local_mod`: command import_local_mod missing required key path.
looks like local mods still can't be disabled/enabled, or at least two of the ones I have installed won't
Oh thank you, you added the ability to turn off enabled so you can see what is disabled in the list, very very useful for removing stuff.
I guess local mods are just broken rn
F
look at the previous messages đ
it released 16 hours ago chill xD
So tauri changed the js API between rc versions and npm updated it automatically
kind of my fault for specifying it that way in the manifest
but I blame typescript for not giving proper type warnings
typescript not giving type warnings, definitely a first
Seems like if you don't open the file it doesn't analyse it
and it doesn't give any warnings when you compile/transpile to js
I know I might be focusing on the wrong things right now but doesn't this fade effect look cool?
yeah 
will the outer wilds ost be included
I wish
How is this working currently? Considering switching from r2modman
great
so how do I fex it?
or is that an "I need to update to fix this" thing
Needs an update
You could still place the mods into the profile's plugin folder. Gale won't recognize them, but they should launch just fine
here it is
0.8.9
Changed
- Minor UI improvements
Fixed
- Various issues with importing and managing local mods
turns out local mod dependencies were also broken
So where is the changelog in app now?
gone
I was thinking of adding an "About" menu though, with a link to the github and version information
fair enough, just checking. I suppose you could make it a menu under help, and maybe even have it pop up for the first open after an update. Just a thought, but I get it's extra work for not a lot of benefit.
Dang, that's too bad. I really liked that feature.
yeah liked reading whats new in recent versions
I have suggestion for checking updates via Help -> Check for app updates. Add some kind of feedback that the check was done successfully even if there is no newer version.
oh yea true
me too king
The thing I mainly liked about the home screen in Gale was that I would use it as the screen to refresh the mod list on. If you're already on the profile screen you won't see which mods need updating until you leave the profile screen and then return to it đ
i installed gale and i am just getting this error and unable to use it
i downloaded it from the github btw
I think the Thunderstore is just struggling because this happens to me in all the mod managers. Keep trying and it should work
I just wanted to come here and gush over Gale. Literally game changing. It's so fucking good
From what I hear, Thunderstore's implementation of multiple games is hacky and they weren't prepared for the popularity of LC, so the server just can't handle it I guess? Too many people at once/too many mods maybe?
@umbral herald
could there be a way to view changelogs in this menu so I can review changes before pushing update all?
This is a generic network error
your connection might be too slow or unstable
spectrum wifi things
It was likely just an API outage
being able to click the green version number to bring up a change log would be great
well that's a fun error
have no idea waht's causing it
btw if you have a harddrive that has an ExFAT format
don't try to use it unless you switch it to NTFS
it will break stuff in weird ways
okay this error's also kind annoyin g
i'm trying to import a modpack from code and it's saying this
i'd understand if i hit Import from R2Modman
I wonder why this is happening
It's trying to just install BepInEx
Are you on the latest version?
for some reason im unable to launch gale randomly, running the shortcut does nothing but opening task manager does show it running
ive tried reinstalling and restarting my pc
I've gotten a couple of reports of this lately
seems like the window is just not opening
not sure how to get any more information about it though
yeah i was trying to find if there is a file it logs too but didnt find any
it happened after i was uninstalling some games but thats very likely not related
there is a log file but it seems like it doesn't log anything
ah ok
It was the latest version
I got it from thunderstore
Are you doing something weird with your drives?
I tried to put the storage directory on a drive that had an ExFAT file type
Which didnât work (it froze the manager)
So i turned the harddrive into an NTFS
And then tried it
And it did let me
But when i tried to use a code it didnât work still
R2âs on a different harddrive than gale rn
FWIW this is an issue with the CDN provider Thunderstore uses. The same file downloads without a hitch for one user, but then fails for another user. And usually spamming the same request ~5 times solves the issue, AND protects you from similar issues for a short while. It's so stupid and frustrating and the CDN provider seems to be unable to fix it. I don't have an ETA for migrating all the shit to another service provider, although I can't wait for the day.
Feature request: Being able to resize the window would be really nice. I'm pretty autistic with how wide or tall my applications are and not being able to change either of these is driving me a little crazy x3
the window is resizable, although the minimum size is fairly big
I can't drag the sides of the window to make it longer or taller.
I can just fine, any side or corner works
What da heck, imma relaunch it
Oh, now I can. Guess the version after installing doesn't have that. Very strange
Thanks xD
solved by reinstalling WebView2 Runtime and restarting
I just found out that opening mods in your browser freezes the launcher (for some reason)
You mean clicking on a link to thunderstore from the app?
yeah
Huh
