#DawnLib [V80]

1 messages · Page 6 of 1

agile sky
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This is because calling the bundle loader manually will get the ModDefinition from your plugin class. So a ModDefinition exists from the plugin + bundle, and instead of allowing this and making some weird decision, the bundle loader decides to throw an error

meager inlet
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no one was mentioning that

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ngl

oak linden
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What does your mod definition even contain?

agile sky
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what I'm trying to say that is, if you load the bundle manually, you don't have a ModDefinition in the bundle, and if you are going to load the bundle automatically, the bundle must have a ModDefinition. So a boolean flag to autoload or not makes no sense on the SO

meager inlet
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oh

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ok i think that implementation is dumb then

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tbh

agile sky
meager inlet
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whats the point of having this whole autoload thing in the name if thats actually really decided by if the bundle has a moddefintion or not

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this feels like a regression of LLL's solution which wasnt that great in the first place

agile sky
meager inlet
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but its not

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because its also dependent on if something exists in the bundle, no?

oak linden
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Hmm in DawnLib there's a ContentContainer in editor that sees what content you have in the mod through assetbundle references
But you don't really need guid etc in there cuz you can just grab that from the users manifest anyway

meager inlet
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all its doing is maybe kinda adding context in the file name which doesn't really help anyone in practice because anyone who needs the information has the actual applications open

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or just knows what their mod is doing in general

agile sky
meager inlet
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great

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who is looking at the files in your file browser

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when does this actually come up

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also why does this error require that to be in the file name for that error to be conveyed?

agile sky
# meager inlet when does this actually come up

it's the case I already mentioned, but yeah it wouldn't apply by having the autoloading based on whether the file has a ModDefinition or not. But then you lose feedback when you want your mod to be autoloaded but for example skipped some part of the documentation which tells you that you need a ModDefinition

meager inlet
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no

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im asking you when the case actually occurs you can't reply saying "when it occurs" 😭

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i know you have mentioned it

agile sky
meager inlet
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well first of all

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if someone has a file with .pkeadbundle that they conditionally decide not to load, nothing should report it as a failed attempt because thats not failure, thats intent

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second of all, the logs?

agile sky
agile sky
oak linden
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I'm a bit confused, how do u forget to add a moddefinition

meager inlet
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i think every bundle should have a moddefinition period

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LLL allows it for legacy content purposes

oak linden
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I get that pov, personally I just have a central bundle that handles the loading of all the other ones but I can see why that works good more standalone

agile sky
meager inlet
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what if they don't have a bepinex plugin

it could contain that autoloading option

among many other potential features

agile sky
oak linden
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If someone got to the stage of unity, creating files, the other SO's, adding things in the right bundles, but forgets the first SO called ModDefinition in the create menu then they might be in the wrong tbh 😭

agile sky
meager inlet
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and if they do have a bepinex plugin they need to define stuff for that anyway, so both sources of information are valid

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just because they can overlap doesn't mean either is redundant

agile sky
oak linden
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how are you getting to the stage where you know what the file extension is but not that you need a ModDefinition?

meager inlet
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and if you forget

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just figure it out?

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kinda lol but actually

agile sky
meager inlet
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personally for LLL you can create a moddefintion using plugin stuff but you dont have to

agile sky
meager inlet
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the plugin info doesn't have to be used

oak linden
meager inlet
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and if you do no worries you can just read it again

oak linden
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also if you REALLY wanted to super enforce it

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just use editor tools

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like im assuming in your thing every content bundle or every content asset needs to be referenced in the moddefinition?

agile sky
meager inlet
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i honestly do not think a file extension is that obvious at all

oak linden
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yeah its not your fault true, but it takes a lot of inconvenience to make sure that this one singular instance of something super rare doesnt happen

meager inlet
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a bundle loader does not need that to be in a file extension for it to log that

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i dont know why you keep saying that

agile sky
agile sky
oak linden
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it is a pretty weird naming scheme

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from this conversation i've learned there's like 3 different extensions or two you look for

meager inlet
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espicially when the majority of people are gonna want it auto loaded

oak linden
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i honestly dont understand the workflow entirely

meager inlet
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if you dont understand the workflow after this discussion its not a good workflow, respectfully

agile sky
oak linden
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well isnt that even worse?

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if there's two but they are essentially the same but like whats the difference, which one should i use

agile sky
agile sky
oak linden
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why was support made for the first if you cant build for the 1st

agile sky
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you can name an asset bundle file like that and that was what I did when testing it. I didn't directly test building an asset bundle with that name

oak linden
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wut, who's building a bundle and then renaming it, that sounds so extra by you why would u ever do that

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i get it was for a test but why didnt u just build it with that as is

agile sky
meager inlet
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could just have people that dont want autoloading not needing to use .peakbundle

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¯_(ツ)_/¯

agile sky
meager inlet
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yeah

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im suggesting it have meaning

agile sky
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that's essentially what it is currently

meager inlet
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mybundlename = no autoload
mybundlename.peakbundle = autoload

agile sky
meager inlet
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i give up

agile sky
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I don't really see why automatically loading it should be implied

meager inlet
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because thats the majority use case

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most mods should use auto loading

agile sky
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sure, but the majority use case doesn't mean that it should not be explicit

meager inlet
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i dont disagree

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i just think thats a bad way of doing it

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it's a weird solution to a problem i haven't actually seen anyone ever have

agile sky
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idk, I just make stuff explicit because I have seen multiple times issues happen because of implicit behavior, and the issue would never had happened if the method or whatever was named explicitly

charred field
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gonna go yell at zeekerss about this

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oh shit is this a bad time mb

hollow viper
meager inlet
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those items are fun

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the cardboard box is worse

hollow viper
meager inlet
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unused(?) item ingame that isn't setup correctly

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iirc it has no prefab or anything

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something

hollow viper
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oh interesting

meager inlet
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so assumptions about valid content are annoying because vanilla has some invalid content

charred field
meager inlet
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o,ld

charred field
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interesting

thorn abyss
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Oh. Is it planned to stop developing this Lib?

meager inlet
hollow viper
hollow viper
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or test

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or both

thorn abyss
thorn abyss
# hollow viper

yeah, when I see that it's usually because the main dev is thinking of leaving the development to others :,]

charred field
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but yeah that just means that development is indeed not stopping

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oh also small suggestion (hopefully you're not super swamped), but I think the hotloading UI thingy could use a different font to go along with the rest of the terminal display text

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I like it a lot though

agile sky
# agile sky idk, I just make stuff explicit because I have seen multiple times issues happen...

Like, PEAKLib's design comes from:

  1. Require as little boilerplate as possible for consumers
  2. Things should be explicit

So we can require everyone always have boilerplate with duplicate fields that are never used in certain cases and include a new boolean flag on the ModDefinition where it's more hidden whether a bundle should be loaded or not, but the bundle loader needs to load all bundles with the .peakbundle extension anyways.

And if there is a flag for automatically loading the bundle or not, the flag is redundant because the file extension already exists. But if the file extension is .peakbundle, it doesn't tell that the file will be automatically loaded, you just need to know and not name your bundle that if you don't want it.

So just having a .autoload_peakbundle file extension makes a ton of sense.

agile sky
sacred tulip
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I honestly thought the same about leaving lib

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Specially with the message in CR about stopping updates

agile sky
hollow viper
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from rodrigo

sudden cliff
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I also see 😀

normal ridge
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the mod is being put on hold for the far future..

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code refrigerator

sacred tulip
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I sometimes see

thorn abyss
normal ridge
normal ridge
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didn't he say he wants to get the game out of early access by the time the ||drill in gordion|| is complete?

meager inlet
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Hence maybe 2 updates lol

oak linden
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if they have their Item stuff properly setup it probably wouldnt hurt to just toss them into the item list, probably wouldnt hurt

charred field
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nothing you say about him is ever positive 😭

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that's not a bad thing tho I get the struggle of putting up w a "neglectful" game dev, he could be way better

charred field
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is that the same font?

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Ideally it should match up 1-1 with the rest of the radar screen's text but if that's not possible using the same font should work well enough

oak linden
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nah i was just messing with whatever "text style" was, not too sure what it is but there's like a bunch of em

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this is the actual font i ended up picking

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i think it's LC's font so if thats what the terminal uses it should be nice

charred field
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that looks about right yea

charred field
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it might be that IBM one

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radar v terminal

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oh hm it might be the same yeah

oak linden
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yeah i think so too

charred field
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ye it's the same one

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comparing p's and m's

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same font

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so ye that should work

smoky crag
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I'd also claim it is. The lines are drawn the same way and styling for the 0 and similar is also the same. Would be a surprise if Zeekers used two different but almost the same fonts X3

charred field
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I do know he uses like a more pixelated font so I thought that's what the terminal used

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but I think that might be used at the company's buy rate screen

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dis one

smoky crag
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Could be. Dunno. He could also perhaps just put something over the font to pixelate it or sth.?

charred field
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I mean it's probably the font size making it look detailed or smth

oak linden
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To be honest, DawnLib is like fairly complete, other than vehicles and interiors, all that's left is documentation, tutorials, and maybe some very minute bug fixes
Though ofc I'll take suggestions for what people want in it, as long as it doesn't end up in it getting called bloated because I made a central lib 🙃

zenith remnant
sacred tulip
oak linden
zenith remnant
sacred tulip
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Why would that make it better xd

sacred tulip
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Nah but criticism is always good if its constructive and makes sense

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Criticism about bloat is so weird i will never understand it

zenith remnant
zenith remnant
sacred tulip
zenith remnant
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In most cases

sacred tulip
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Also batby doesnt even have time to work on lll so

zenith remnant
sacred tulip
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And dawnlib has more options than lll from what i know

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Bruh

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Sorry

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Hehe

zenith remnant
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DawnLib, the new lethal lib?

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Also, @oak linden are you looking for maintainers because your not going to be working on it anymore, or because you want devs to have access in case your unable to update?

sacred tulip
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Dawnlib is the new lethallib 🔥

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Orange is the new red

sacred tulip
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Seems like its more so there is more people working on it, testing and all those thingymadongs

dense iron
sacred tulip
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Bro speaking fire wow

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Put that on a poster xD

dense iron
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if i did that, no one would read it 🙂

sacred tulip
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Why?

charred field
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not sure where to really report this, but even after deleting my save multiple times my unlockables are still here

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only thing relating to unlockables I have is furniture lock but I don't think I did anything with it yet

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I disabled dawnlib and it fixed itself

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is dawnlib incompatible with BetterSavesFix?

rugged orchid
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you could also disable dawnlib's saving & unlockable system in the configs

charred field
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oh ye didn't know that existed

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ty

zenith remnant
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@oak linden

“NOTE: Enemies/Items/etc managed through DawnLib are likely unsupported by mods like CentralConfig or LethalQuantities.”

Could you explain a little more, and is there any way for the other devs to fix this?

vernal umbra
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Lunar config does (or rather will) work with them because it uses dawnlib( in the future)

zenith remnant
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But I thought that those mods just look at the stuff that’s already registered in the game.

vernal umbra
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It may be a case of being registered differently idk

midnight schooner
zenith remnant
patent citrus
zenith remnant
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“This is because of the way DawnLib supports dynamically updating weights and therefore cannot be fixed from DawnLib.”

Is the part that confused me.

vernal umbra
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I'm just assuming thats how its working

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I haven't the slightest clue how LQ works under the hood

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And even less about CC

midnight schooner
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them*

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I think for enemies it's almost certain dawn lib overrides them

zenith remnant
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Oh

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Why doesn’t it just do it the same way any other lib works like lethalib, Lethallevelloader etc.

midnight schooner
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because dawn libs weights are dynamic, they're not ever truly fixed

zenith remnant
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How can you have dynamic weight?

midnight schooner
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they can update from literally anything

zenith remnant
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How does the weight change after being set

patent citrus
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just have to set it up properly

zenith remnant
patent citrus
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i dont know the specifics on how it works so, i cant rly comment on it

white finch
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The weight itself changes depending on the starting conditions of the round

zenith remnant
white finch
meager inlet
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@midnight schooner @oak linden still swamped with uni stuff and some recent family issues so i can't commit to acting on anything just yet but are you guys interested in various random nitpicks and thoughts regarding the lib?

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its fine if your not i just dont wanna keep bringing random stuff up if its not the vibe

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there's certainly a lot in lll that was done would have been done different in hindsight

oak linden
oak linden
white finch
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Oh interesting plink

oak linden
oak linden
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v0.3.10

  • Fixed an issue where all replacements wouldn't take more than 1 replacement at once.
  • Added MapObject replacements.
  • Fixed DatePredicate being inaccurate.
  • Made buying unlockables clear terminal text.
zenith remnant
oak linden
zenith remnant
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It isn’t?

oak linden
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it's just a number multiplier that affects how many scraps can spawn on a moon

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it doesnt affect what scraps do spawn

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or their weights

zenith remnant
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Oh

zenith remnant
hollow viper
oak linden
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yeah they'd need to decide that stuff after i do, which is very specific

cloud flower
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DawnLib seems to prevent suits registered by MoreSuits from loading

oak linden
cloud flower
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ill check in a second, trying to find which version it broke on

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There are errors specifically mentioning unlockables, when the save file is created.

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it doesnt happen in a modpack with just moresuits and dawnlib so its likely an incompat.

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Modpack code if you need it. Apologies since its quite large
019a0d77-5f28-38b7-19ab-c0721562de60

charred field
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but it breaks my posters mod

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even with the saving stuff disabled

cloud flower
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So it’s an incompat with some other mod I have

charred field
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im using a shit ton of stuff, wanna cross reference modpacks?

cloud flower
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It’s like 1AM where I am but maybe tomorrow lmao

charred field
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sounds good

cloud flower
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Do you happen to use GeneralImprovements or some other mod which touches item saving other than DawnLib?

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In hindsight I can see that causing issues

charred field
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don't use GI tho

cloud flower
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I’m not sure if the saving system would break crap upon lobby creation but I’ll try some stuff tomorrow

sly marsh
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I think it happens whenever someone is joining but can't say for sure

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Big log cus we broke a Shy Guy at one point btw I apologize

charred field
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I have some more feedback about the hotloading UI if you don't mind btw, I'll sit on it since There's A Lot of activity here and I don't want to swamp you

kindred charm
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Also new bug

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Uh...

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My scrap is flying

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Some do

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Some don'

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t

urban plaza
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I have had this issue particularly with that uhhh

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||railgun i forgot the name of||

kindred charm
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Yeah it tends to fly away

urban plaza
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Mb. I thought this was CR thread 😭

sacred tulip
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Orange is the new red

oak linden
oak linden
cloud flower
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Would that break stuff with DawnLib?

oak linden
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yeah, im trying to figure out whose fault it is

sly marsh
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Might be when UnlockOnStart runs

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Furniture Lock unlocking the suits works fine

oak linden
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well its definitely UnlockOnStart and my mod interacting together, i just gotta see who's not telling the other than the unlock happened or whatever

sly marsh
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Yeah, I just figure it’s when the patch is run or smth since Furniture Lock works okay lol

oak linden
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oh no wonder the code is like that its 2 years old

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ig it is just patching a weird spot which is making me not able to override it, but i could add some safeguarding for next update

frozen widget
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@oak linden what's the aspect ratio of the achievement bar

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(the achievement background icon for more precision)

oak linden
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uhh i dont know rn since im about to head out for class but i can tell you later

kindred charm
# kindred charm

also yeah like I said yesterday my scrap is flying away like emergency dice for some reason

oak linden
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Idk what you mean by flying away

kindred charm
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if I remember correctly its called resting height

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If I spawn it in

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It just... Goes up

oak linden
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Just send me a video

kindred charm
#

Like I sent the resting height to like 14

kindred charm
kindred charm
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AND THEYRE NORMAL??

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Wth

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I remember WILDCARD updated

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maybe that fixed it idk

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MB THEN

hollow viper
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When in game

sacred tulip
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Alt + f4

hollow viper
sacred tulip
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Altf4 isnt all that bad tbh, when i was a child i thought it would turn off your pc

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It just closes whatever app you are using

cloud flower
sacred tulip
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Yeah

kindred charm
drifting night
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is there a guide for creating a moon/interior combo with this mod? trying to figure it out rn and extremely confused

oak linden
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And could probably eventually figure out a good solution for the interior part too

drifting night
#

ah

oak linden
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Like afaik interiors just work, like you can make one and add it through dawnlib but I don't know if there's anything I need to do other than just give the game the places where it needs the interior, the interior

urban nest
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mod code (133 mods) : 019a11e6-0e51-fcd5-4167-e272ce7d1da0
also having save loading issues when dawnlib's enabled

oak linden
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omg hi tb, what're the issues you're having?

urban nest
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loading a save is broken

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can be a newly created save as well

oak linden
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Huh, does it do the green fog stuff?

urban nest
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no but the monitor is blank, the suitrack is extended and you cannot route or land

oak linden
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You can disable the saving stuff in the config, I'll try your mod code when I'm home and see how that happened

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Haven't seen it explode like that before that's fun

urban nest
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ight i'll take a look

oak linden
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Oh boy I don't see any particularly obvious mod that's doing anything bad from the list, ig I'll have to see when I'm home

urban nest
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disabling the saving options seems to have fixed it for now. 👍

oak linden
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Noice

thorn abyss
#

so...
this told me to report it here

sly marsh
sly marsh
# thorn abyss hm?

Those are LGU samples that are erroring, if you swap it to use DawnLib in it's config does it still error?

thorn abyss
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oh

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I did not check

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I'll check it rn

sly marsh
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Ye worth a check

thorn abyss
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with DawnLib save enabled
the save have already 4 days.

In GI Says that is day 1

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after passing a day (in this case 2) it fixes

spiral kindle
oak linden
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yeah i only mess with item and unlockable saving so i dont touch any of that

spiral kindle
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[12:38:32.8174065] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: Dawn.MoonRegistrationHandler+<>c.<DelayTravelEffects>b__10_0 () (at ./src/API/Moons/.MoonRegistrationHandler.cs:361) UnityEngine.WaitUntil.get_keepWaiting () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0001) UnityEngine.CustomYieldInstruction.MoveNext () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0001) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)

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i get this with randommoonfx

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and this gets spammed when starting the game
[Warning: DawnLib] Min (64) is bigger than Max (32), setting Min to 32

oak linden
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the warning is fine its smthn in CR i gotta look at

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for the first ill take a look

spiral kindle
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the first one makes it not possible to land

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and it is fine when randommoonfx is disabled

oak linden
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huh, any other errors?

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randommoonfx is doing something really weird to block my networker from getting spawned

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ill test with that mod later when i've got time and see

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but yeah it probably breaks my whole mod

spiral kindle
dense iron
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day 0 (deleted old save, made new one...), the items are from the deleted save afaik.

coral onyx
obtuse pecan
#

maybe i didnt understand correctly idk

urban plaza
dense iron
#

so yeah, we didnt have stuff in the SSS by the point of the screenshot =p only just turned it back on

dense iron
urban plaza
#

it could be now, since mine was a few small patches ago. i believe it is highly conditional, i sent a clip a while ago with it in full in here

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the third clip here

dense iron
oak linden
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I think I've had this save issue happen like once to me, but the inconsistency is what makes it so much more confusing lol

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Maybe there's so many items in the save that the async saver writes into the file after you delete the file

dense iron
oak linden
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Hmm yeah you'd be right

sly marsh
#

@oak linden I wanna ask, is there anything I should disable in Matty Fixes since DawnLib handles some of the stuff it covers?

oak linden
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No

sly marsh
#

👍 Just wanted to be sure there were no overlapping features I should turn off

obtuse pecan
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There is nothing to disable no

oak linden
spiral kindle
spiral kindle
hallow galleon
#

@oak linden I think DawnLib's save system breaks PerProfileSaves
The game loads some data from the profile saves folder, but doesn't load unlockables/items

oak linden
#

yea my patches return false on it which (intended usecase is breaking vanilla function) but also makes it so other patches dont run, i probably need to just change it into a harmony patch

kindred charm
#

Lost all my scrap

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And back on day one?

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WITH 8000+ CREDITS?

dense iron
# kindred charm And back on day one?

#1387434268577370324 message

basically "delete save twice" supposedly fixes it, but might also be an incompate with better saves, idk, im gonna test, was fun having all my items from my last run tho on day 1.

zenith remnant
#

@oak linden I keep getting stuff from a old save after deleted and making a new save

kindred charm
smoky crag
#

At this point I think it would be cool if DawnLib could try and implement what bettersaves does. It is a very basic (but awesome feature) and this way DawnLib would be the main manager of save files, which would probably be for the better and prevent such issues effectively

oak linden
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hmm

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that would be an idea yeah

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ill look into it

sacred tulip
#

That loading screen dawnlib has now, that idk if its a bug or no, would be really cool to have as a mod like to see your ship going from moon to moon

charred field
sacred tulip
vernal umbra
#

That way it's more apparent what it does rather than just the lib overriding other features, can be fixed easier than changing the whole lib, etc

charred field
#

totally agree

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the saving system thing has proven to be a bit finnicky to get to work with other mods

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which makes sense obv, it's a big change

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and it is disableable which is nice

vernal umbra
#

Idk why it autocorrected from fixed to bullied lmao

dense iron
charred field
#

I vouch for a separate mod personally

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i'd rather have an alternative that works w the lib than the lib include the alternative

kindred charm
#

@oak linden Okay so... About the scrap flying away I just made some animated scrap and outside and on ship they're fine but if it spawned naturally or in a interior they fly away

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ITS VERY WEIRD

oak linden
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mine is just more involved and is actually more reliable, which yes, like everything in the world, will have a bit of time to work and get perfected

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to be honest it feels like people only want things as separate mods because they dont like them, which the config is there

oak linden
#

i dont do anything midgame for that

kindred charm
oak linden
#

okay what are the steps to reproduce

kindred charm
#

Go inside an interior

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Spawn a scrap item

oak linden
#

yeah not me then

kindred charm
#

And watch it fly up into the sky like its resting position is broken

oak linden
#

im already not involved in that process lol

kindred charm
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It also flies away

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It only happens inside an interior

oak linden
#

like i said, im not involved in anything like that

kindred charm
#

?

oak linden
#

no

#

i only ever spawn items when loading a save

charred field
#

I think it's better and less invasive to have features like that separate, esp if other mods have to account for them in order to work properly in tandem with the lib

oak linden
#

why do you want it in a different mod then?

oak linden
charred field
#

because I think it'd be easier to communicate to people that it's there and easier for mods to account for it

oak linden
#

hard disagree, no normal user would download it because they would never know it existed

charred field
#

if there is no reason for people to use it, why does it exist?

#

this is not me throwing shade I am just curious

spiral axle
#

what monty is trying to say is: multiple dlls (that each does a separate thing) which are bundled in a mod

oak linden
#

that is not what monty is saying, because that is how it is right now

#

i am fine with monty speaking for himself, i completely get what he wants

#

and that is fine im not like trying to sound aggressive

#

the saving is actually useful, it's much better to any alternative currently available

#

and every lib has some iteration of it that has clearly not worked

#

even Jacob plans on implementing his own into his mod, it's in his pastebin thingie

charred field
#

like, what are the pros?

oak linden
#

there are reasons to use it, im not saying there arent, im just saying that people wouldnt know about it

charred field
#

as a user I am only seeing cons (tons of incompats), respectfully, because I don't really understand what the underlying purpose of it is

oak linden
#

okay lets say you're playing with lethal things

#

but the items are buggy

#

and you dont wanna delete teh save to continue your run

#

if you get rid of lethal things

charred field
#

and I am only seeing cons because it is probably in its earlier stages btw, not claiming it has to be perfect out the gate lol

oak linden
#

all your ship will get shuffled

#

with the better saving, it wont get shuffled, it'll just get rid of the items that dont currently exist in your game

charred field
charred field
#

esp people like Lunx who debug fairly often with already created saves

oak linden
#

but it wouldnt, because it's directly integrated into dawnlib's systems

#

like you caant add it midgame and expect it to help, if someone needs it they need it to already exist with them

charred field
#

yea

#

I see no issue in people who do run into these problems downloading it before hand so that they don't in the future

oak linden
#

how would you know that you'd run into an issue before you run into it though

charred field
#

because this is a known issue people've run into

zenith remnant
charred field
#

if no one ran into this issue before we wouldn't be having this convo, no?

#

it's the same deal as inventory fix plugin and mods like those

#

like yeah. people wouldn't know of the issue until they get it, atleast at first!

#

but if the mod gains traction it'll become more and more used when people recommend it

oak linden
#

yeah but here's the other thing, if the thing was completely perfected from the moment it released, we also wouldnt be having this convo

#

like its only a bother when it doesnt work, which isn't a forever thing

#

you have valid moments, im not saying you dont

#

we just have a difference of belief in what should be long in dawnlib in regards to inner systems like saving

charred field
charred field
oak linden
#

nono, like LL and LLL do the same thing i do

#

they replace vanilla saving with their own

#

it just, doesnt really entirely work

charred field
#

yeah but they don't break unlockables and saves rn, that's the difference

oak linden
#

iirc jacob talks about it a bit in his doc too or mentioned it to me about LLL's solution

oak linden
charred field
#

I would not remove the config

#

but I do hope it gets perfected like you say

oak linden
#

well there's no reason to have it be optional because in a perfect scenario it would only override vanilla

charred field
#

however long it takes ik it'll be worthwhile

oak linden
#

not other mods

#

like i get your main problem is that it overrides other mods currently in some things

#

but it shouldnt and that is something im working on, to only override vanilla

#

and in a scenario like that, the only problem that should exist is incompats at most with something lcbettersave or whatever

charred field
#

and since you already have the toggle I see no reason to remove it

#

it'd be a different story if you never had one lol

oak linden
#

i mean, maybe i wont, but that's just osmething to worry about when i do get it working fine

charred field
#

there will be edge cases most likely

#

where the system don't work all to well with x or y mod

sacred tulip
#

mod is too massive to work right on, publishing in this state helps get more help and testing

#

had to wait to not interrupt the talking hehehefhbesjlgbvsejkg

charred field
sacred tulip
#

i was commenting more on the "dawnlib not working all that well"

charred field
#

yeah

#

it being out here for help, testing and feedback just means it's even more important for people to give their opinions on the whole thang yk

green wind
#

im pretty sure xu and i originally talked about if we were going to split dawn into seperate mods. i decided against it because i think it was PeakLib or smth that had come out and it looked so messy and janky, and I have done the split mod route for sound api (although that is more necessary to support multiple games).
if we split it up, it limits how much the library can interact with other parts. e.g. the routing ui needs to get information from the moon hotloader, and the moon hotloader needs to get information from the routing ui. this would be unbelievably janky, or require so much overhead, and all it would do is slow development time.
the readme could definitely be improved, and it would be better if people used github issues more than just dumping things into this thread (given by how many times people have said "is anyone having issues with saving").

as for the better saves replacement above, i talked to xu about it but i guess she forgor. the dawnlib implementation would allow mods to setup settings for a save (e.g. minecraft world settings). again, dawnlib will likely rely on the features of this save system, and therefore it can't be put into a seperate mod

agile sky
# green wind im pretty sure xu and i originally talked about if we were going to split dawn i...

If we are talking about this PEAKLib: https://github.com/PEAKModding/PEAKLib, I designed the core structure of the project and I wouldn't say it's messy or janky. The main benefit of structuring a project like so is that it forces you to design the systems in a modular way. It may slow down development at the start, but it'll help in the future.

But yeah for separate systems that need to communicate with each other, I can imagine it being a bit more difficult to come up with a sensible design. But, not everything needs to be its own submodule, closely related stuff can exist in the same project.

meager inlet
#

Even though it would limit implementation options I do think a very generic foundational save system replacement solution would be better fitted as a separate mod that DawnLib could expand upon but I think some people under-estimate how fundamentality incompatible vanilla's solution is with modding

Regardless though I do not think a config/toggle makes sense for something like this. If a toggle is necessary/desired then the solution is not good enough imo

#

Something needs to completely rip out vanilla's save system if people want to use expanded content mods

green wind
agile sky
green wind
#

i have a lot of thoughts about contentlib

green wind
agile sky
meager inlet
# green wind maybe, but if dawnlib needs to expand on it i think its too interwoven to be a s...

I think while it would limit how refined the implementation could be there are ways the core mod could be super generic and allow other mods to steer the ship so-to-speak

The main benefit to separating it into a core mod is that you can justify the demand that there’s no reason why it shouldn’t be in every single modpack. DawnLib by design is going to be relatively beefy and there could be reasons why people might not want to use it

#

Same as if someone made a mod that completely refactors vanilla’s weather implementation. If it’s done well enough and the mod was exclusively that change imo it’s reasonable to expect the entire community to rely on that implementation rather than vanilla’s

agile sky
meager inlet
#

I don't necessarily disagree but I wanna point out that that is abit different to what i was talking about

that kind of splitting separates modules that may refactor/overhaul and expand upon parts of the game

i'm talking about separating the refactoring/overhauling and expansion into separate parts

agile sky
green wind
# agile sky feel free to share everything, I'd be interested to hear

i don't exactly remember everything, but contentlib was heavily inspired by spigot/papermc. papermc works becuase it abstracts loading a custom plugin, and interfaces everything, namely you never touch direct minecraft code. this is fine for papermc, as it is effectively a dedicated server-side only mod-loader, where they want to lock down what can be done to ensure compatibility for legacy reasons and to ensure the client can be fine with everything. i think this is a horrible approach when we are already using bepinex and there is no dedicated server.

agile sky
green wind
green wind
agile sky
green wind
#

i miss gradle

agile sky
green wind
#

dawnlib's packaging is handled by the compatibility dll for the exact reason of ordering lol

agile sky
#

oh I think I solved the issue

#

basically -target:TargetName does not respect project build order

#

Having a target like this in a Directory.Build.targets file will execute properly

<Target
    Name="PackTS"
    AfterTargets="Build"
    Condition="'$(Configuration)' == 'Release' And '$(ThunderstorePackable)' != 'false'">
charred field
#

oh yeah i forgot but this was my idea of a visual rework of the loading screen (the new font looks really good btw)

#

changes are:

  • the moon name always being below the "Routing to:" text
  • the loading bar being separated into little bits and pieces
sacred tulip
#

I really like it

charred field
#

not sure how you could change the player names not fitting in

carmine elk
#

The monitor gets wider

sacred tulip
#

Moving he loading bar more up

#

Theres a lot of wasted space in between the moon name and the loading bar

charred field
#

like this?

#

moved up

sacred tulip
#

Maybe yeah

#

Also maybe the names could be removed, leaving only profile pic

#

To have more space for bigger lobbies

carmine elk
#

I don’t remember if there’s a reason the names are there or not, but if there’s a lot it could cycle through them. Looks like it could do groups of 6.

#

I guess the loading screen’s not usually up that long though

sacred tulip
#

Maybe just an icon like "..." implying there are more than what its been shown

sly beacon
#

what would the purpose of the names being there be

white finch
sacred tulip
#

yeah

#

it could be removed, but like, it could also be there

#

doesnt hurt hehe

green wind
#

if you route to a dawnlib moon, the names change color depending on that person's loading status

sacred tulip
#

its terrible i know

#

but like thats my idea hehe

oak linden
# sacred tulip

Wouldn't be seeable with smthn as low res as the ship monitor tbh

sacred tulip
#

make it bigger

#

rn the names are unreadable

#

thats one of the reasons im saying this could prob work better idk

green wind
#

maybe, but i think it would not look good with less players

sacred tulip
#

why?

oak linden
sacred tulip
#

the picture positions could be aligned depending on the amount of players

oak linden
#

In what way?

#

Rn it just aligns with 2 rows per 1 column of players

#

And if there's more than 6 it scrolls back and forth

sacred tulip
#

i mean idk i didnt get why it wouldnt look good with less players

#

so i thought maybe the alignment

#

could be aligned like a grid, like uhm give me a sec

#

xD

#

idk how else to describe it

#

like appearing in the center

green wind
#

i think you are serverly overestimating what can be done with unity ui lol

meager inlet
green wind
#

guh maybe, idk if they mean like the actual screenshot with different amounts per row though

meager inlet
#

yeah the layout groups can do that, it's what they are designed for 😛

green wind
#

is there some secret layout group i dont know about that's actually good? i dont want to have to combine a bunch of horizontal layout groups in a vertical group

meager inlet
#

ur gonna lose ur mind

green wind
#

wuh

#

i use a grid layout group already? it doesn't let you have a different number of things each row

meager inlet
#

not each row but you can do some mathy thing on the amount of players you have and modify the gridlayoutgroup row and/or column count in response

#

eg. 4 players -> max column = 2 -> 2x2 grid
6 players -> max column = 3 -> 3x2 grid

#

i did a similar thing with stargazer

#

oh btw @oak linden idk if your doing it already but i highly suggest some similar implementation to my dayhistory thing in lll

#

imo it's really cool stuff to preserve and can be used for fun stuff in other mods

oak linden
#

oh i forgor what that was tbh

#

you'll have to refresh my memory a bit

meager inlet
#

LLL's is insanely primitive but it says info about the day so other mods can look at it, eg.

    public class DayHistory
    {
        public int quota;
        public int day;
        public ExtendedLevel extendedLevel;
        public List<ExtendedDungeonFlow> allViableOptions;
        public ExtendedDungeonFlow extendedDungeonFlow;
        public LevelWeatherType weatherEffect;
    }
#

could very easily get this going as a network serializable struct and keep them in a networklist on something for easy usage

oak linden
#

oh right icic

meager inlet
#

just something that's pretty easy to implement

oak linden
#

yea true

meager inlet
#

theoretically wouldn't be too hard to make it api based so other mods could get a callback to add information too or something

#

i'd imagine information like which players died to what is another piece of free info that could be saved

#

or mods that do what my interior one does but for scrap

charred field
oak linden
#

that's alrigt

charred field
#

here's the other interpretations

meager inlet
#

the dotted line is nice

charred field
#

thank ye, I felt like the loading bar could be broken up a lil

meager inlet
#

@oak linden i bless you with this one of a kind dotted line texture for usage. no need to thank me

white finch
oak linden
#

lol, ty

meager inlet
#

probably not better but something like this could be neat too

charred field
#

I like the moon icon, looks nice

oak linden
#

same

#

i wonder if there's a solid way to grab stuff like an icon or smthn for the planet too

#

could be decent to fill up that UI with more stuff about the moon

#

also tbh im not too big a fan of the dotted line but if people prefer it over the full line i dont mind lol

meager inlet
#

100% prefer dotted line

#

it reads as a progress indicator in static contexts

#

where-as the solid might just read as a seperator

meager inlet
#

plus hitting matty and zaggy up about rendertexture hdrp transparency

#

since you'd probably want it to rotate since thats cool

oak linden
#

that might be cool, i am a bit worried that it'd get too not-simplistic if that makes sense, i like how simple that sort of drawing is (and we both know the ship monitor is not gonna handle any proper details lol)

meager inlet
#

lodcompany time

#

https//imgur.com/vWq2IJM.mp4
eg. of something similar i did in a standalone prototype

#

embed wtf

charred field
#

it's the planet thingy used for the cruiser

#

just pixelated so it's sharper

oak linden
#

hmmm i guess it'll have to go through a decent bit of iterations to see whats best lol

charred field
#

this looks alright

#

but I would prefer the loading bar be moved up so the pfps and names don't get cut off

oak linden
#

wdym cut off?

charred field
oak linden
#

yeah no i see what you mean

charred field
#

it cuts off the top

oak linden
#

ohh

#

lmao never noticed that

charred field
#

this mockup shows how you could make space for em (the bar is moved up)

oak linden
#

well technically i shoudnt need to move up the loading bar for the profiles to not get cut off, it might just be a thing where i gotta move some UI forward or back

charred field
# charred field

this design, while pretty, also reintroduces the problem the current text has where if the name is too long it doesn't it

oak linden
#

oh dont you worry, melanie has shown us what a scenario of a name too long would look like

charred field
#

oh no I mean like planet name

#

ye my friends have long ass names too

oak linden
#

lol i never noticed i do have my pfp cut off ye

charred field
#

SaltySweets, Definitely Joey, KryingKraken

oak linden
#

nvm, according to bongo, the squish thing doesnt happen anymore 😔

charred field
#

aww lol

meager inlet
#

getting text to look good that small sucks so much

#

i remember struggling with stargazer

oak linden
#

yeah, the resolution just aitn it

charred field
#

StarLancerZero?

#

or wait nvm that one's name is Anomaly

oak linden
#

i think the routing keyword is anomaly idk if the moon name is anomaly tbh

vernal umbra
charred field
#

Phantomnis?

vernal umbra
#

It shows up as Starlancer Zero on the screen

#

Experimentation is the longest one I can think of

charred field
#

oh then sl zero yea

#

oh

#

fucking duh

#

LMAO

#

i didnt even think about that

oak linden
#

lmao

#

Dine clearly longer

vernal umbra
#

Lua is the longest

charred field
#

making a moon called uuuuh

#

Ip

white finch
#

Moon named confirm

sly marsh
static iron
#

Its the steam nickname

#

It overrides the person's name in game

sly marsh
#

I forgot Steam nickname's existed ngl

#

lol

oak linden
#

yeah mel's been nicknamed as yeehaw for a while

#

and it overrides her name in my perspective everywhere to yeehaw

oak linden
#

also i believe the problem with the save giving you items on the save despite people deleting it is because zeekerss keeps track of the current save file as the last savefile you clicked on and played not the one you're deleting so that code had to be edited a bit lol

#

should be fine now

#

v0.3.11

  • Potentially fixed issues regarding save file not being deleted properly.
  • Added ways to edit the item's holding rotation, resting rotation, position offsets etc for skins.
  • Fixed incompat with mod UnlockOnStart.
  • Fixed incompat with mod TooManySuits.
  • Touched up hotloading UI a bit. (will do more later)
charred field
#

when 0.3.12. (good update btw)

oak linden
#

soon actually

#

i didnt do as much to the UI as i wanted to since i wanted to release this update for zigzag

#

i edited something that he needed to update SSS for

charred field
#

if i dont have 0.3.12 on TS by the time i wake up im finding you

oak linden
#

0.3.12 would probably be more UI stuff

oak linden
#

there we go

sacred tulip
tawny hull
#

(what's the graphic meant to be am curious)

spiral axle
tawny hull
#

doubt

#

lmao

hollow viper
tawny hull
#

pls don't, map paint games scare me

hollow viper
oak linden
#

get scared

hollow viper
tawny hull
oak linden
urban plaza
#

cant believe im seeing europa and stellaris in dawnlib chat rn

half aurora
#

Is there a way to split config into separate sections using the editor-only way?

hollow viper
half aurora
#

Thanks for making that btw

dense iron
# hollow viper boo

you play eu4 too? xD didnt know anyone here played such games.

i could post pictures of vic3, hoi4 and ck3, but.. uh.. cba to open them x.x eu5 in less than a week tho 😮

hollow viper
dense iron
# hollow viper a bit, like stellaris, ck2 & 3 and hoi4 more

thats fair, each game has its own appeal, i like them all, though stellaris doesnt hold much interest for me.. only one ive only played on my friends pc only (so it doesnt show any hours for me afaik), and i got into HOI by the point that my time had waned completely in life so sinking so much hours into one game (like i did in eu4 and to some part ck3) was impossible.

sly marsh
#

This do look way cooler ty @oak linden LacyHeart

sacred tulip
#

wait it already got updated???

#

i loves it

weary sable
#

The ship is not safe? This WHOLE JOB isn't safe....

cerulean gale
#

Has a conflict with darmuh's termianl stuff, if you join a lobby, open the moons menu, fly to one, then leave the server, then either rejoin the save file or start a new one, the moon menu will only have modded moons and the company

#

doesnt happen with either mod standalone

#

may have to have the moonsplus menu on

#

didnt test without it

smoky crag
dense iron
#

i just realised i may need to do an update for one of my mods (maybe not right now, but eventually) after reading this..
#1264314686170730688 message

is dawn lib also going to handle moon ratings/etc?

my mod https://thunderstore.io/c/lethal-company/p/VirusTLNR/DynamicMoonRatings/ requires LLL, but, if moons are registered within DL, then i guess i need to check both for the moons? I grab moon info from LLL to calculate the change in moon rating.

I basically modify the ratings of the moons, and use LLL's sorting in the terminal, but I assume in the future, LLL may not be present in some cases.

oak linden
#

If its info you can just grab from base game you shouldn't need to depend on either LLL or DL

dense iron
# oak linden If its info you can just grab from base game you shouldn't need to depend on eit...

well, its for modded moons and vanilla moons, so it does need to depend on one, or potentially the other, i guess ill look at what DL is doing and see how it compares to LLL, i just suddenly realised that maybe some moons may not be viewable in LLL, meaning it might prevent my mod from working as intended.

from my pov, the best thing would be for me to support all ways for moons to be registered, so no matter what, all moons are supported. (it wont matter for company moons like Oxyde, but for normal moons it will)

oak linden
#

Unless we store special info, you can just grab all moons from the levels list

#

Including both modded and vanilla

dense iron
#

ill have a look at it, thanks.

oak linden
#

Yeah if you're just grabbing selectable levels then u can do that in StartOfRound.Instance.levels

#

You'll have to postfix StartOfRound.Start at the latest for both moon mods to register all moons probably

#

As in thats when you can access that list reliably

dense iron
#

yeah i seem to be taking from ExtendedLevel.SelectableLevel for everything for doing the ratings... and same for modifying scrap, so maybe your right.

I am currently patching..
StartOfRound.Awake for adding moons to my mod from ExtendedLevel's in LLL
GameNetworkManager.OnApplicationQuit for removing unused moons from my config.
LevelManager.CalculateExtendedLevelDifficultyRating for updating the ratings for each moon
RoundManager.SpawnScrapInLevel for modifying scrap once lever is pulled

so assuming i can just change that to pull the moons list from the selectable levels in the base game (and rework my list to fit in around the SelectableLevel instead of the ExtendedLevel)?

#

and for the rating update.. id still need LLL.. i guess.

oak linden
#

Oh does LLL override it

dense iron
oak linden
#

I see, so your own sorting, hmm, well idk much about LLL's internals in that regard so you might be forced to have it as a dependency

#

It'd be cool to have that kinda stuff be soft dependencies but understandable if you cant

dense iron
#

already do xD, this is just a new headache for me to work out 🙂

oak linden
#

Lol

#

Well let me know if there's anything in DawnLib I can help you with

dense iron
#

i mean, if your right and i dont need LLL for the other stuff, maybe i can get it all working completely without LLL, i wasnt aware selectablelevel was all i needed when i first started this.

oak linden
#

Oh there might be one thing that'll throw your math off actually

#

DawnLib adds stuff like all dawnlib enemies and all dawnlib items onto all moons with a rarity of 0

#

And the rarity updates on certain times like before enemies spawn, when weather starts etc

#

This is so stuff like having an enemy's rarity be based off of weather etc be possible

dense iron
#

well, that may throw off my calculations, as i look at what enemies are possible.. but i could just ignore all enemies with a rarity of 0. or just do a proper calculation.

oak linden
#

Depending on when you do it you'll get a different result probably

#

Do you only do it once per like lobby join?

dense iron
#

so if the weather changes, or enemy list changes, it changes the rating

oak linden
#

Okay you might have all corners covered then

dense iron
#

likewise, if you removed a tonne of scrap from the moon and was using the non-scrap gen mode, then, it would also affect the rating.

oak linden
#

Cuz DawnLib would update weights everytime weather is changed, everytime the enemy refresh function is called, everytime scrap is spawned, and when the interior is selected

dense iron
oak linden
#

Loool

hollow viper
#

damn so many cool words, should i read all of it?

oak linden
#

Idk man it's a lot to handle

dense iron
dense iron
# oak linden It'd be cool to have that kinda stuff be soft dependencies but understandable if...

i think, i can probably soft depend on LLL and DL.. if i can grab the moon info from vanilla, and then just patch either LLL or DL for updating the moon ratings, it will be fine.

I can see similar functions to what LLL is doing here for moon ratings, id have to look into it deeper and see what im replicating for LLL, but i recognise this bit at the least.

https://github.com/TeamXiaolan/DawnLib/blob/1b5fac884cb60c7e7ef39d1a6c521df775a3f69f/DawnLib/src/API/Moons/IMoonGroupAlgorithm.cs#L58

oak linden
#

Iirc I told you it was actually the mod high quota rebalance

#

People just said it happens with your mod so I said that at the time before I got to test it since the only errors I'd see were my networker not spawning lol

obtuse pecan
#

its good then

oak linden
#

Yeee

cerulean gale
# oak linden Yeee

dont mean to ping just making sure you saw my conflict report from earlier

#

sowwy

oak linden
#

its okay, most people's reports go untested and unfixed because they dont post em on the github anyway

cerulean gale
oak linden
#

ye

cerulean gale
#

since I cannot live without that mod lol

wispy cloak
#

will dawnlib replace LLL?

sly marsh
#

No

sacred tulip
#

those dance moves!!!

#

such joy borders on illegal!

wispy cloak
#

i love him he is soggy cat

sly marsh
vernal umbra
white finch
sly marsh
white finch
#

It is classified no more greed

vernal umbra
white finch
vernal umbra
#

Ok greed

oak linden
frozen widget
#

why is dawnlib looking for maintainers

#

do i ask too many questions about the API so xu wants to retire or something

smoky crag
#

Mainly looking for support and code clean-up while Xu furthers the development iirc

wispy cloak
#

interesting

charred field
#

I'd consider it more like an alternative than a replacement, unless LL and LLL die

smoky crag
#

Well, LLL has like 5+ pull requests with improvements that have not been accepted and a ton of issues open so... It kinda seems dead to me tbh

frozen widget
#

dawnlib for the achievements, LLL for the moons themselves btw

#

i'm not stupid

#

i mean yes i'm stupid but not that stupid

smoky crag
#

Indeed, without the humble Pacoito LLL would literally be dead

frozen widget
#

pacoito on his way to be

smoky crag
#

Already is lol

frozen widget
#

the gigagoat

#

bro made a peak lib and then made a fix for an api

charred field
smoky crag
#

I would not say it is maintained when we need LLLU as a seperate upload to have it work and pull requests go unreviewed and unpulled
-# Btw. I do not mean to critique IAmBatby for this or anything, this is after all free work and I for one am grateful that this work has been done in the first place and respect the effort

#

-# I also can not comment on LL, never looked into it much

oak linden
oak linden
#

LL has died a few times and i've had to fix it, LLL also the same scenario and others had to fix that, obviously both still have their advantages in using em, but this lib goes in the direction of being a replacement not an alternative, eventually the community will have to use something central, duly maintained by many members and easy to add onto, and this is what this mod aims to be

#

LL will have its internals lobotomised and replaced with calls to DawnLib eventually so it'd just be a shell, and im also working on some editor tool converters from LLL to DawnLib, i believe i already have item conversion setup but needs more testing

smoky crag
#

This sounds incredibly clever

wispy cloak
#

too many acronyms with L's

oak linden
#

ye

charred field
#

Lound LAPI

wispy cloak
#

never forget AC unit

charred field
#

I presume it will be so I'm not too worried

#

but it is a small concern

smoky crag
# charred field but it is a small concern

As far as I understand it will only change everything beneath/within the lib, nothing in how you interact with it so you need to do nothing for the same function then provided by DL

oak linden
charred field
oak linden
obtuse pecan
#

yeah that is expected
hope you find someone to help

oak linden
#

same

charred field
oak linden
#

lol its alright

charred field
sacred tulip
#

Ito lib greed

spiral axle
#

LLJ

charred field
#

LawnLib

smoky crag
#

Would go hard as a lib that is used for a PVZ themed mod lol

split gale
#

Can there be an option to disable custom achievements for people who don't want custom achievements?

urban plaza
split gale
#

Bruh

cloud flower
#

There probably should be a config in DawnLib to disable achievements

#

Although adding a config setting to disable a feature of an API seems a little counterintuitive

oak linden
#

This is like if LLL added a button to disable a moon from Wesley's moons, it's up to the content creator not me

urban plaza
#

Now that would be based though.

oak linden
#

Wesley has standalones what more would you even want 😭

urban plaza
#

heh...hehhehehe...

cloud flower
meager inlet
oak linden
split gale
#

Ya, being registerable in the terminal

meager inlet
#

personally i think it would be neat if you could hide the achievement system so none of the front end is visable but still have it running so people could maybe use it for checking or smth

#

little different than your comparison since custom achievements aren't 1:1 with vanilla ones, if they existed

#

the lack of them existing also makes them abit different by nature

oak linden
# split gale Ya, being registerable in the terminal

I do think my point kinda stands, I provide the buttons to allow content creators to make configs to disable their stuff, if the devs don't want it to be configurable I don't think I should step in-between that

oak linden
meager inlet
#

not yet

oak linden
#

I dont think I remember zeekerss adding any

meager inlet
#

games not out of early access yet

oak linden
#

True

split gale
#

Dark Place does tho

#

Most likely Lethal will get some too

urban plaza
#

inb4 7 years to die early access time period

oak linden
#

Surely 2026 is lethals year

static iron
#

2036

split gale
#

Now all Zeekerss has to do is come back to a game literally made up of a spaghetti networking

sacred tulip
#

Surfaced year

charred field
charred field
#

You can indeed do that by hiding it in the terminal and unregistering it

oak linden
#

I can add a config to remove the menu but idk if im gonna stop the achievements from being trigger-able

#

Like I said, all of that SHOULD be up to the dev and user not dawnlib

charred field
#

so what you're saying is I should harass solid to make it a toggle 🧐

oak linden
#

No I'm saying you could ask, not "harass"

charred field
oak linden
#

Yeah if the achievements are separate from the other content they can be turned off through an automatically made config

charred field
#

Something LLL does well is that the config generation is enabled by default and can be toggled off, as opposed to being off by default

charred field
oak linden
#

You might be kidding but some people really would harass him lmao

charred field
charred field
oak linden
charred field
#

Small differences do matter in the end imo

oak linden
#

It might, which I'm fine with having it on by default, doesn't make a difference to me anyway

#

But the decision is still mainly up to the content dev not dawnlib

charred field
#

But yeah it's not like a huge thing, it just makes sense to allow configuration by default than to not, LLL handles it like that and I think that's really nice

charred field
#

That should be how it goes

#

Like I said it's better if you choose NOT to allow configurability, than to choose if you do

agile sky
#

what's the issue with achievements?

oak linden
#

Uh do you mean the opposite

oak linden
agile sky
oak linden
#

I personally don't get it, but I think I've counted 2 or 3 people that want to turn the button off

charred field
# oak linden Uh do you mean the opposite

What I'm trying to say is that it's better to choose if you don't want to rather than to choose if you do want to, just makes more sense to me personally

Right now how it's set up so you choose to make it configurable, because it's off by default.

paper fog
charred field
#

Idk if I'm making any sense hehe

#

tldr, default yes good, default no strange

agile sky
#

I usually have strong opinions on mod configs for my mods, which is that I don't like having configs, but honestly, a config option to disable achievements is probably quite a reasonable solution. This is because achievements are not a thing in vanilla.

I still dislike configs though, so I'd probably make it a separate mod. Not sure.

agile sky
oak linden
#

That would be crazy

#

I can vaguely see people wanting me to separate the save system into a different mod somewhere in the horizon

#

I cant see that on this planet

oak linden
agile sky
charred field
#

Separate mod specifically for disabling the achievements sounds like a weird solution

#

Like it would work, but it's strange

oak linden
#

Reminds me of the whole more company logo thing

charred field
#

kinda like NoMoreCompanyLogo or NoMoreCompanyCosmetics

oak linden
#

Like the logo SHOULD be configurable with

#

Omg samesies

agile sky
charred field
#

which just nuke the buttons and logo respectively

oak linden
#

Yeah it should be part of morecompany

#

Not a separate mod

charred field
paper fog
#

i almost went to the moon

oak linden
#

Now if people introduced json configs

charred field
#

Plus I doubt anyone who doesn't know about a config would like... go looking fo a mod specifically to disable that, idk

oak linden
#

No ones gonna understand that

#

Bongo and me had a difference in opinion with dawnlib configs

#

They believed we should do json configs

agile sky
oak linden
#

Which are faster than bepinex

charred field
oak linden
#

And they follow a stricter format so it's harder to write them wrong

#

The problem is they have no UI to messing with them like thunderstore

#

So I didnt go for it

charred field
oak linden
#

I know jacobs planning on using json configs so it might be fine to see how that goes when it's implemented there

charred field
#

jcob configs....

split gale
agile sky
#

actually might look at github issues first

split gale
sly marsh
oak linden
oak linden
smoky crag
oak linden
#

Honestly main menu needs more buttons

sly marsh
#

I even specifically had to lower the spacing for DawnLib's existence

paper fog
#

oh hmm

agile sky
sly marsh
#

It will correct the spacing

#

lol

oak linden
#

The thread doth show I'm looking for people

sly marsh
#

Indeed

split gale
#

Oh nice

#

Recognizing a lot of systems nowadays ever since we discovered we were one

sly marsh
split gale
agile sky
#

I think this is about json config files for mods?

#

could also be not