#Skinned Renderer Patch Rejected
1 messages · Page 1 of 1 (latest)
@shell wharf what's the point of the DynamicDependency stuff 
I don't see any good reason to use Assembly.LoadFrom
you'll get automatically rejected with each update 
Ahh I see oopsie 😭
Still pretty knew to modding so wasn’t sure of the best way to do soft dependencies like that, do you have a guide or recommendation on how to change it to avoid that LOL
you can add a soft dependency attribute to your plugin and do things like they do here: https://risk-of-thunder.github.io/R2Wiki/Mod-Creation/C%23-Programming/Mod-Compatibility%3A-Soft-Dependency/
This wiki contains information and other resources to aid with modding Risk of Rain 2.
then you segment out the code that uses the soft dependency and any of its types and only have it run if the other mod is detected in the chainloader or in response to something that does not require the soft depended mod and you won't get any errors even if its a reference assembly when you build the project but isn't present when its run
types and stuff like that are resolved more or less on demand in C# so if your code that needs the other mod is never encountered you just won't get a nullref even if your plugin would normally want to have that mod's assembly referenced
awesome tysm 😭
when I reupload the mod with the fixes should I put it under the same version or a bumped up one btw?