#DawnLib [V80]
1 messages · Page 6 of 1
What does your mod definition even contain?
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
the GUID of the mod, mod name and version. And the list of contents registered with the ModDefinition
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
this feels like a regression of LLL's solution which wasnt that great in the first place
The point is only to be super explicit about it
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
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
or just knows what their mod is doing in general
yes, but you don't see inside the bundle as a someone looking at the files in your file browser. And with it being in the file name, if the user has the file name but no ModDefinition in the bundle, they get an error instead of no feedback when the game launches
great
who is looking at the files in your file browser
when does this actually come up
also why does this error require that to be in the file name for that error to be conveyed?
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
no
im asking you when the case actually occurs you can't reply saying "when it occurs" 😭
i know you have mentioned it
if someone has a file with .peakbundle that they conditionally decide not to load, how would PEAKLib know to report it as a failed attempt at getting a bundle registered automatically? It probably won't, and that results in no feedback to the user for why their content is not registering
well first of all
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
second of all, the logs?
logs?
now, how would you know this is different (in a way that can be caught by the bundle loader) from someone trying to make a bundle to automatically be loaded and registered, but forgetting to add a ModDefinition?
I'm a bit confused, how do u forget to add a moddefinition
i think every bundle should have a moddefinition period
LLL allows it for legacy content purposes
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
What should the ModDefinition contain though? The mod id and whatever stuff? But we already get that from the BepInEx plugin, it's redundant
what if they don't have a bepinex plugin
it could contain that autoloading option
among many other potential features
you don't read the docs properly or something
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 😭
If they don't have a BepInEx plugin, the ModDefinition in the bundle is not redundant and that's why it's required in that case
and if they do have a bepinex plugin they need to define stuff for that anyway, so both sources of information are valid
just because they can overlap doesn't mean either is redundant
and that's why the file extension is .autoload_peakbundle. Sure it could be different if PEAKLib forced more boilerplate in any case, but I'd prefer the file name extension
how are you getting to the stage where you know what the file extension is but not that you need a ModDefinition?
What if the id or name differs in either though? Should the bundle loader throw? And which one's version should be used? Probably the higher version. But might as well not have duplicate data
you can have options for that or potentially throw yeah
personally for LLL you can create a moddefintion using plugin stuff but you dont have to
you skim through the documentation and miss some stuff.
the plugin info doesn't have to be used
skimming the first part of the documentation is kinda crazy ngl
and if you do no worries you can just read it again
also if you REALLY wanted to super enforce it
just use editor tools
like im assuming in your thing every content bundle or every content asset needs to be referenced in the moddefinition?
it's not my fault people miss or forget stuff, and the most obvious thing should be the file extension, and with that, the bundle loader can already explain in the logs what the user did wrong
i honestly do not think a file extension is that obvious at all
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
a bundle loader does not need that to be in a file extension for it to log that
i dont know why you keep saying that
the Bundle loader implicitly connects all of the contents to the ModDefinition instance
is naming a bundle .autoload_peakbundle really that inconvenient?
it is a pretty weird naming scheme
from this conversation i've learned there's like 3 different extensions or two you look for
espicially when the majority of people are gonna want it auto loaded
i honestly dont understand the workflow entirely
if you dont understand the workflow after this discussion its not a good workflow, respectfully
only two, and it's essentially one, because the two that are searched for have the same purpose
well isnt that even worse?
if there's two but they are essentially the same but like whats the difference, which one should i use
it's this basically https://peakmodding.github.io/content-creation/custom-items/
.autoload.peakbundle and .autoload_peakbundle, originally it was the first one, but it turns out Unity doesn't actually like building asset bundles with that name, so support for the second one was implemented
why was support made for the first if you cant build for the 1st
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
wut, who's building a bundle and then renaming it, that sounds so extra by you why would u ever do that
i get it was for a test but why didnt u just build it with that as is
because I didn't think Unity would care
could just have people that dont want autoloading not needing to use .peakbundle
¯_(ツ)_/¯
they don't need to use it, that extension alone is meaningless as I said before
that's essentially what it is currently
mybundlename = no autoload
mybundlename.peakbundle = autoload
then again, someone is going to name their bundle .peakbundle because they see everyone else doing it, and the bundle loader loads it and logs an error
i give up
I don't really see why automatically loading it should be implied
sure, but the majority use case doesn't mean that it should not be explicit
i dont disagree
i just think thats a bad way of doing it
it's a weird solution to a problem i haven't actually seen anyone ever have
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
ignore it
cardboard box?
unused(?) item ingame that isn't setup correctly
iirc it has no prefab or anything
something
oh interesting
so assumptions about valid content are annoying because vanilla has some invalid content
yeah I saw that the other day, is it new or?
o,ld
interesting
Oh. Is it planned to stop developing this Lib?
what makes you say that
no, just more people to code
or test
or both
I see, thanks for the clarification
yeah, when I see that it's usually because the main dev is thinking of leaving the development to others :,]
probably the looking for maintainers message or smth?
but yeah that just means that development is indeed not stopping
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
I like it a lot though
Like, PEAKLib's design comes from:
- Require as little boilerplate as possible for consumers
- 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.
mm yeah if it was looking for contributors, it'd probably sound less like leaving the project for someone else
I honestly thought the same about leaving lib
Specially with the message in CR about stopping updates

CR is cancelled???
i think cheese meant the pinned message in cr thread
from rodrigo
oh I see
I also see 😀
I sometimes see
afaik is being put on hold until Lethal Company continues with constant content updates
(which might never happen)
yeah, considering the fact that zeeks is releasing a new game, after that he probably will resume development in LC
For probably 1-2 updates
didn't he say he wants to get the game out of early access by the time the ||drill in gordion|| is complete?
Hence maybe 2 updates lol
you're fine to ignore that, those items dont really exist as items anywhere they just exist in the ship scene so my stuff cant find em to save them but technicaly there's no need to
if they have their Item stuff properly setup it probably wouldnt hurt to just toss them into the item list, probably wouldnt hurt
wow you really hate the guy huh
nothing you say about him is ever positive 😭
that's not a bad thing tho I get the struggle of putting up w a "neglectful" game dev, he could be way better
i gotchu
is that the same font?
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
nah i was just messing with whatever "text style" was, not too sure what it is but there's like a bunch of em
this is the actual font i ended up picking
i think it's LC's font so if thats what the terminal uses it should be nice
that looks about right yea
the terminal and radar screen might use different fonts im not sure
it might be that IBM one
radar v terminal
oh hm it might be the same yeah
yeah i think so too
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
I do know he uses like a more pixelated font so I thought that's what the terminal used
but I think that might be used at the company's buy rate screen
Perfect DOS VGA 437 Font | dafont.com
dis one
Could be. Dunno. He could also perhaps just put something over the font to pixelate it or sth.?
I mean it's probably the font size making it look detailed or smth
Aww how come?
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 🙃
In your opinion is DawnLib or Lethallevelloader more advanced.
Thought you didnt care about what people said
It's half and half, it's my own friends saying stuff like that sometimes which is a bit hurtful
DawnLib
But hasn’t lethal level loader has been around longer and worked on more?
Why would that make it better xd
Are they really friends atp :0
Nah but criticism is always good if its constructive and makes sense
Criticism about bloat is so weird i will never understand it
More time worked on = more advanced
Yeah Idk why people hating on the api just because your working on it.
Thats not true
In most cases
Also batby doesnt even have time to work on lll so
I know but it was around for longer and had had more hours spent working on it.
DawnLib, the new lethal lib?
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?
Latter
Seems like its more so there is more people working on it, testing and all those thingymadongs
bloat is only a problem, when it outweighs the benefits of something.
if i did that, no one would read it 🙂
Why?
not sure where to really report this, but even after deleting my save multiple times my unlockables are still here
only thing relating to unlockables I have is furniture lock but I don't think I did anything with it yet
I disabled dawnlib and it fixed itself
is dawnlib incompatible with BetterSavesFix?
you could also disable dawnlib's saving & unlockable system in the configs
@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?
Probably just cus CC and LQ haven't been updated to recognize dawnlib
Lunar config does (or rather will) work with them because it uses dawnlib( in the future)
But I thought that those mods just look at the stuff that’s already registered in the game.
It may be a case of being registered differently idk
please read the second half of the note
I did
are you sure?
For me i got EmergencyDice on DawnLib, and they show up just fine in LQ (The old ones got removed though, had to re-add them to each moon)
“This is because of the way DawnLib supports dynamically updating weights and therefore cannot be fixed from DawnLib.”
Is the part that confused me.
No I'm not sure
I'm just assuming thats how its working
I haven't the slightest clue how LQ works under the hood
And even less about CC
depending on when lq, cc do their updates, dawn lib might override then
them*
I think for enemies it's almost certain dawn lib overrides them
Oh
Why doesn’t it just do it the same way any other lib works like lethalib, Lethallevelloader etc.
because dawn libs weights are dynamic, they're not ever truly fixed
How can you have dynamic weight?
they can update from literally anything
How does the weight change after being set
From my testing so far, so long as you set the weights in DawnLib (Like in the CodeRebirth config) to blank, LQ will do it's thing
Otherwise, yes DawnLib may override it
The overriding thing though is hella useful, like since it can add or multiply weights, it adds on nicely to whatever LQ is doing
just have to set it up properly
I just don’t understand why DawnLib needs to periodically update the configs when they can just be set at the start.
i dont know the specifics on how it works so, i cant rly comment on it
Because it allows dynamic weights for scrap spawns, so like giving a certain item's weights a 2x multiplier during a certain weather or if a specific interior generates
The weight itself changes depending on the starting conditions of the round
But weather registry is able to apply multipliers and it doesn't break configuration mods.
Multipliers to scrap values, it doesn't really touch weights
@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?
its fine if your not i just dont wanna keep bringing random stuff up if its not the vibe
there's certainly a lot in lll that was done would have been done different in hindsight
Hmm I'd hope not, I'll take a look, they might be changing where save file deletion stuff is
Ye I'd be super down for that
It also changes midround in case of something like multiple weather's in one day
Oh interesting 
Obv scrap don't spawn midround but enemies could so ye
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.
It also does spawn amount which is scrap weights
spawn amount isnt scrap weights
It isn’t?
it's just a number multiplier that affects how many scraps can spawn on a moon
it doesnt affect what scraps do spawn
or their weights
Oh
So how would mods like central config and lethal quantities become compatible with dawnlib.
Either force config for scrap before spawning and after dawnlib decide what weights it want to use or make config special for dawnlib i assume
yeah they'd need to decide that stuff after i do, which is very specific
DawnLib seems to prevent suits registered by MoreSuits from loading
uhh any errors or logs?
ill check in a second, trying to find which version it broke on
There are errors specifically mentioning unlockables, when the save file is created.
it doesnt happen in a modpack with just moresuits and dawnlib so its likely an incompat.
Modpack code if you need it. Apologies since its quite large
019a0d77-5f28-38b7-19ab-c0721562de60
they work for me
but it breaks my posters mod
even with the saving stuff disabled
It works fine if it’s just More Suits and DawnLib
So it’s an incompat with some other mod I have
im using a shit ton of stuff, wanna cross reference modpacks?
It’s like 1AM where I am but maybe tomorrow lmao
sounds good
Do you happen to use GeneralImprovements or some other mod which touches item saving other than DawnLib?
In hindsight I can see that causing issues
I use LethalSavesFix, that's all that comes to mind
don't use GI tho
I’m not sure if the saving system would break crap upon lobby creation but I’ll try some stuff tomorrow
@oak linden Is this cus of the hotloading ui?
I think it happens whenever someone is joining but can't say for sure
Big log cus we broke a Shy Guy at one point btw I apologize
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
Mb. I thought this was CR thread 😭
Orange is the new red
Yeah just give it a day or two, I'd have sorted through all this
do you have a mod called UnlockOnStart
I do, specifically for the vanilla suits
Would that break stuff with DawnLib?
yeah, im trying to figure out whose fault it is
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
Yeah, I just figure it’s when the patch is run or smth since Furniture Lock works okay lol
oh no wonder the code is like that its 2 years old
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
@oak linden what's the aspect ratio of the achievement bar
(the achievement background icon for more precision)
uhh i dont know rn since im about to head out for class but i can tell you later
also yeah like I said yesterday my scrap is flying away like emergency dice for some reason
Idk what you mean by flying away
okay so
if I remember correctly its called resting height
If I spawn it in
It just... Goes up
Just send me a video
Like I sent the resting height to like 14
Got it
I realized I have no recording software
AND THEYRE NORMAL??
Wth
I remember WILDCARD updated
maybe that fixed it idk
MB THEN
Alt + f4
If you really want sure
Altf4 isnt all that bad tbh, when i was a child i thought it would turn off your pc
It just closes whatever app you are using
which is helpful if youre too lazy to press the button normally
Yeah
U right
try ctrl + w in your browser
is there a guide for creating a moon/interior combo with this mod? trying to figure it out rn and extremely confused
Interior part isn't refined at all since I didnt have an interior to test and I didnt know what interior creators want lol, but I can help with the moon part
And could probably eventually figure out a good solution for the interior part too
ah
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
mod code (133 mods) : 019a11e6-0e51-fcd5-4167-e272ce7d1da0
also having save loading issues when dawnlib's enabled
omg hi tb, what're the issues you're having?
Huh, does it do the green fog stuff?
no but the monitor is blank, the suitrack is extended and you cannot route or land
You can disable the saving stuff in the config, I'll try your mod code when I'm home and see how that happened
Haven't seen it explode like that before that's fun
ight i'll take a look
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
disabling the saving options seems to have fixed it for now. 👍
Noice
so...
this told me to report it here
Does this happen if you set LGU to use DawnLib initialization?
Those are LGU samples that are erroring, if you swap it to use DawnLib in it's config does it still error?
Ye worth a check
with DawnLib save enabled
the save have already 4 days.
In GI Says that is day 1
after passing a day (in this case 2) it fixes
i think this has always been the case with GI
yeah i only mess with item and unlockable saving so i dont touch any of that
[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)
i get this with randommoonfx
and this gets spammed when starting the game
[Warning: DawnLib] Min (64) is bigger than Max (32), setting Min to 32
the first one makes it not possible to land
and it is fine when randommoonfx is disabled
huh, any other errors?
randommoonfx is doing something really weird to block my networker from getting spawned
ill test with that mod later when i've got time and see
but yeah it probably breaks my whole mod
dont think so
day 0 (deleted old save, made new one...), the items are from the deleted save afaik.
I had this as well, I believe it's some sort of conflict between LCBetterSaves (+fix) and DawnLib's saving (at least from my testing). Ex: if you delete save file 4 and create a new 4th save file, it pulls unlockables and items from that deleted save. Without LCBetterSaves it works as intended, save data is reset properly.
out of context but, can i ask why you store all those flashlights as is instead of in the SSS, that you got just right there?
maybe i didnt understand correctly idk
nah its just dawnlib, ive had it on save files 1 through 3 a few times but delete the save a 2nd time and its okay
had the SSS disabled last week because it wasnt compatible and people were falling out of the ship.. the screenshot is like 2 minutes after i loaded the lobby xD when SSS is not there, we throw it all in the vanilla cabinet.. what a mess!
so yeah, we didnt have stuff in the SSS by the point of the screenshot =p only just turned it back on
ah ok, ill do some testing i guess... thanks for the info, although i was assuming like Nyan did, that its better saves conflict of some sort, but ill check either way, was just reporting the issue while my group were still joining.
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
the third clip here
to be fair, the save itself was not from the latest dawnlib, i think its patched since then... so maybe i got the bug from there.
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
Maybe there's so many items in the save that the async saver writes into the file after you delete the file
erm, i saved the file last sunday afaik, i deleted it today, then i created a new lobby... so if it was that, then surely i would have needed to open the save just before deleting it right? i maybe misremembering earlier, but, i am pretty sure i never loaded that save today.
Hmm yeah you'd be right
@oak linden I wanna ask, is there anything I should disable in Matty Fixes since DawnLib handles some of the stuff it covers?
No
👍 Just wanted to be sure there were no overlapping features I should turn off
There is nothing to disable no
uh works for me, send me your pack
weird i can send it when i get home
019a1b3c-823b-2d31-6716-066c3bfdebeb
@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
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
Erm actually it depends when you return false and postfixes still run
#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.
@oak linden I keep getting stuff from a old save after deleted and making a new save
I don't have better saves I don't think
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
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
Does anyone have this issue?
I don't think a lib should handle something like that, but seeing as it's already making some changes that conflict with mods that do those things I suppose it'd be fine
A lot of people have had the same issue, scroll up and see if you can find someone and if it theres a fix or not
I think it would be better applied like what I said for the routing screen, a separate mod that depends on dawnlib
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
yup
totally agree
the saving system thing has proven to be a bit finnicky to get to work with other mods
which makes sense obv, it's a big change
and it is disableable which is nice
Idk why it autocorrected from fixed to bullied lmao
i agree, but its either, patching a potentially never updating mod, or just including the functionality itself, or making a seperate mod that depends on dawnlib,i guess the seperate mod is an idea.. either way, if such a thing exists, it would be good to migrate people away from better saves+fix if the whole save system is changed.
I vouch for a separate mod personally
i'd rather have an alternative that works w the lib than the lib include the alternative
@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
ITS VERY WEIRD
LL and LLL have it as well, all major api's have always had a saving system
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
to be honest it feels like people only want things as separate mods because they dont like them, which the config is there
what mod are they from? because i doubt this is like me?
i dont do anything midgame for that
It's my mod
okay what are the steps to reproduce
yeah not me then
And watch it fly up into the sky like its resting position is broken
im already not involved in that process lol
Well I mean if my tv spawns naturally
It also flies away
It only happens inside an interior
like i said, im not involved in anything like that
Doesn't dawnlib deal with spawning items
?
if you want to think every suggestion you get comes from a negative place then that's on you
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
why do you want it in a different mod then?
and i heavily disagree, if its in a separate mod it'll never be used, tested or properly implemented as a norm
because I think it'd be easier to communicate to people that it's there and easier for mods to account for it
hard disagree, no normal user would download it because they would never know it existed
if there is no reason for people to use it, why does it exist?
this is not me throwing shade I am just curious
what monty is trying to say is: multiple dlls (that each does a separate thing) which are bundled in a mod
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
this is what im mainly curious about
like, what are the pros?
there are reasons to use it, im not saying there arent, im just saying that people wouldnt know about it
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
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
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
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
No I know you're saying there are reasons, I just want to know what benefits come from having your system override the others
this sounds like something people would use as a standalone
esp people like Lunx who debug fairly often with already created saves
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
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
how would you know that you'd run into an issue before you run into it though
because this is a known issue people've run into
I really like dawnlib, but I’m getting an issue with the saving. Have you or anyone else reported scrap being in a new save after deleting an old? I had a jetpack, relaunched game, deleted save, made new save, and it was there.
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
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
ye im not saying it should be perfected from the start silly
.
well you obv should have a saving system if mods like LL and LLL do so, I mean you need it for a reason
nono, like LL and LLL do the same thing i do
they replace vanilla saving with their own
it just, doesnt really entirely work
yeah but they don't break unlockables and saves rn, that's the difference
iirc jacob talks about it a bit in his doc too or mentioned it to me about LLL's solution
yes but like we saying, it'll get perfected with time, something like this isn't a problem right now since its a config and i do intend on removing the config once it is perfected
well there's no reason to have it be optional because in a perfect scenario it would only override vanilla
however long it takes ik it'll be worthwhile
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
I think having a choice is always better than not having a choice, that's just my opinion on that though
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
i mean, maybe i wont, but that's just osmething to worry about when i do get it working fine
and that's why the toggle should be there imo
there will be edge cases most likely
where the system don't work all to well with x or y mod
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
doesn't mean people can't give their opinion
i was commenting more on the "dawnlib not working all that well"
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
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
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.
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
yeah thats another major thing, is just from what i saw peak is so much better developed, so a modular system can actually work. i think lethal is far too interconnected that trying to build something modular on top of it would be herculean
Ngl I don't think it'd change much, as PEAKLib's design is based on ContentLib which was for LC
i have a lot of thoughts about contentlib
maybe, but if dawnlib needs to expand on it i think its too interwoven to be a seperate mod
feel free to share everything, I'd be interested to hear
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
DawnLib by design is going to be relatively beefy and there could be reasons why people might not want to use it
I do think that this is also a great reason/benefit to separating a large library project into submodules and ship them as separate TS packages
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
oh ye I'm aware of that
so about this, I do believe that it can be separated an it can implement an API that allows expanding whatever features on top, though actually I have barely any context basically about the thing
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.
that idea was mostly from raz/jordan, but honestly I believe it could be good. Having mods be able to not reference game stuff directly will help with the mods never breaking, assuming the game doesn't fundamentally change how certain stuff works ofc
yeah, but i fear making a super generic mod makes a mod that does nothing
i also disagree with this entirely. splitting into seperate ts packages was already a bit of a nightmare for me on soundapi and just adds so much extra shit to deal with
mm that's fair, also getting MSBuild to behave properly isn't easy
i miss gradle
There is actually one issue with PEAKLib's publishing system, and that is that MSBuild for some fucking reason can't always execute targets in the order the projects build, but that has only been an issue once so far. But I'd like to fix it
dawnlib's packaging is handled by the compatibility dll for the exact reason of ordering lol
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'">
so basically, with this https://github.com/PEAKModding/PEAKLib/blob/c7c0f2/Directory.Build.targets#L51-L66 you get the correct publish order because MSBuild handles that
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
I really like it
not sure how you could change the player names not fitting in
The monitor gets wider
Moving he loading bar more up
Theres a lot of wasted space in between the moon name and the loading bar
maybe, or having the ship icon be on top of the bar?
like this?
moved up
Maybe yeah
Also maybe the names could be removed, leaving only profile pic
To have more space for bigger lobbies
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
Maybe just an icon like "..." implying there are more than what its been shown
what would the purpose of the names being there be
Cool easter egg 
if you route to a dawnlib moon, the names change color depending on that person's loading status
going back to that "removing names and leaving only profile picture" thing i said the profile pictures could have a frame with the corresponding color
its terrible i know
but like thats my idea hehe
Wouldn't be seeable with smthn as low res as the ship monitor tbh
make it bigger
rn the names are unreadable
thats one of the reasons im saying this could prob work better idk
maybe, but i think it would not look good with less players
why?
Btw do you have a screenshot on how it looks like rn for reference
the picture positions could be aligned depending on the amount of players
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
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
this
xD
idk how else to describe it
like appearing in the center
i think you are serverly overestimating what can be done with unity ui lol
thats just a layout group tho
guh maybe, idk if they mean like the actual screenshot with different amounts per row though
yeah the layout groups can do that, it's what they are designed for 😛
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
wuh
i use a grid layout group already? it doesn't let you have a different number of things each row
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
https://cdn.discordapp.com/attachments/1221617443198341120/1285505237477756960/AccidentalCoolness.gif?ex=68ff218c&is=68fdd00c&hm=bb65d90c2edd7295701a20d59edfcb22992020446c4ff89ceb5197b01d172bcf&
https://cdn.discordapp.com/attachments/1221617443198341120/1285491842225405972/image.png?ex=68ff1512&is=68fdc392&hm=9bee67b0de2468f6dcac634be6993e2c6f633179976bd9ec2067b00957ec61bb&
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
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
an example of use is my mod that raises and lowers interior rarity based on the interiors you have encountered that save in order to improve the variety of interiors you encounter https://thunderstore.io/c/lethal-company/p/IAmBatby/DynamicInteriorVariety/
oh right icic
just something that's pretty easy to implement
yea true
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
sorry just saw this
that's alrigt
here's the other interpretations
the dotted line is nice
thank ye, I felt like the loading bar could be broken up a lil
@oak linden i bless you with this one of a kind dotted line texture for usage. no need to thank me
Should make it so it never actually reaches the end, it just gets really close to it

lol, ty
probably not better but something like this could be neat too
I like the moon icon, looks nice
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
100% prefer dotted line
it reads as a progress indicator in static contexts
where-as the solid might just read as a seperator
the "proper" way would probably be a rendertexture + maybe some wireframe shader being force applied to a copy of the planet prefab
plus hitting matty and zaggy up about rendertexture hdrp transparency
since you'd probably want it to rotate since thats cool
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)
lodcompany time
https//imgur.com/vWq2IJM.mp4
eg. of something similar i did in a standalone prototype
embed wtf
I have this on hand hold on
it's the planet thingy used for the cruiser
just pixelated so it's sharper
hmmm i guess it'll have to go through a decent bit of iterations to see whats best lol
this looks alright
but I would prefer the loading bar be moved up so the pfps and names don't get cut off
wdym cut off?
yeah no i see what you mean
it cuts off the top
this mockup shows how you could make space for em (the bar is moved up)
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
this design, while pretty, also reintroduces the problem the current text has where if the name is too long it doesn't it
oh dont you worry, melanie has shown us what a scenario of a name too long would look like
lol i never noticed i do have my pfp cut off ye
SaltySweets, Definitely Joey, KryingKraken
nvm, according to bongo, the squish thing doesnt happen anymore 😔
aww lol
getting text to look good that small sucks so much
i remember struggling with stargazer
whats the longest moon name you know
yeah, the resolution just aitn it
i think the routing keyword is anomaly idk if the moon name is anomaly tbh
Thats just the routing code
Phantomnis?
It shows up as Starlancer Zero on the screen
Experimentation is the longest one I can think of
Lua is the longest
I still love that you got Mel to change her name to fucking YEEEEEEEEHAWWWWWW LMAO
yeah mel's been nicknamed as yeehaw for a while
and it overrides her name in my perspective everywhere to yeehaw
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)
when 0.3.12. (good update btw)
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
if i dont have 0.3.12 on TS by the time i wake up im finding you
0.3.12 would probably be more UI stuff
thanks for that
there we go
Sorry i feel asleep hehe, ill try doing a visual representation of my idea whenever i get out of bed
paradox logo
nah we turning lc into map paint game
pls don't, map paint games scare me
boo
get scared
wow old ver
AAAA
first image on google, cant be fucked opening it rn
cant believe im seeing europa and stellaris in dawnlib chat rn
Is there a way to split config into separate sections using the editor-only way?
we only missing victoria
might've figured it out from the template
Thanks for making that btw
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 😮
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.
This do look way cooler ty @oak linden 
The ship is not safe? This WHOLE JOB isn't safe....
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
I do not know if it was the same error but I did the same stuff and had all moons but the company moon vanish in the normal moons page once as well. I chocked it up to be an Imperium thing as I was testing with it at that time
-# I do not have modded moons installed, other than RebalancedMoonsBeta which only ovrhauls the vanilla moons
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.
I'd have to ask @midnight schooner how DawnLib sorts moons cuz DawnLib recreates the moon catalogue (though most terminal mods seem to just override it which is fine), but ratings are technically just a string in the selectable level, so honestly it depends what moon info you're grabbing from LLL
If its info you can just grab from base game you shouldn't need to depend on either LLL or DL
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)
Nono why do you need LLL or DL though?
Unless we store special info, you can just grab all moons from the levels list
Including both modded and vanilla
hmm, maybe, i d k, maybe its just the sorting system for LLL im tapping into, but i am currently grabbing the selectable levels, etc, from LLL (afaik), but maybe i dont need to do that.
ill have a look at it, thanks.
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
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.
Why? Isn't the rating stored in SelectableLevel?
Oh does LLL override it
I am just overwriting the display of it + re-doing the sorting within LLL
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
already do xD, this is just a new headache for me to work out 🙂
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.
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
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.
Depending on when you do it you'll get a different result probably
Do you only do it once per like lobby join?
oh no, every time you look at the terminal, it rechecks the ratings and updates them.... the scrap is calculated based off the rating (if using that mode) as the lever is pulled.
so if the weather changes, or enemy list changes, it changes the rating
Okay you might have all corners covered then
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.
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
well that from my pov, leads to fun interesting fluctuations i look forward to seeing sometime..... but luckily ive scaled my scrap gen and ratings to a fixed scale.. id hope it never reaches the maximum.. but well, its possible with what your talking about, lmao
Loool
damn so many cool words, should i read all of it?
Idk man it's a lot to handle
supercalifragilisticexpialidocious?
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.
what?💀
Nah it wasn't you in the end
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
aaaaaaaaaaaaaaa okkk i got mixed up between this and the sss so i didnt know what high quota was actually affecting
its good then
Yeee
dont mean to ping just making sure you saw my conflict report from earlier
sowwy
its okay, most people's reports go untested and unfixed because they dont post em on the github anyway
ah I should probably do that
ye
since I cannot live without that mod lol
will dawnlib replace LLL?
No
It's classified 
Happens regardless, so here's my log from my current launch
It is classified no more 
By whose authority 

Ok 
It is meant as a replacement to LLL and LL yes
why is dawnlib looking for maintainers
do i ask too many questions about the API so xu wants to retire or something
Mainly looking for support and code clean-up while Xu furthers the development iirc
I'd consider it more like an alternative than a replacement, unless LL and LLL die
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
i use both DawnLib and LLL for my moons mod so eh
dawnlib for the achievements, LLL for the moons themselves btw
i'm not stupid
i mean yes i'm stupid but not that stupid
the humble LLLU
Indeed, without the humble Pacoito LLL would literally be dead
Already is lol
I meant die as in they become non-functional, not as in "in maintenance mode" which is what LLL's and LL's situation looks like
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
no you're good, it'd just help having more people working on it
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
This sounds incredibly clever
LL refers to lethallib right
too many acronyms with L's
ye
never forget AC unit
If it's not backwards compatible/my devs have to do something strange to change to DL I am completely against this
I presume it will be so I'm not too worried
but it is a small concern
and tutorials/wiki
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
there'd be no reason for me to break backward compat, thats kind of the whole point
Yess that will be very helpful
yeah, its just, im one person in all of that so it'll either take a while or someone can come and help lol
yeah that is expected
hope you find someone to help
same
I cannot read minds and DL already has had some strange stuff added to it that break some mods, so forgive my skepticism hehe
lol its alright
LLJ
LawnLib
Would go hard as a lib that is used for a PVZ themed mod lol
Can there be an option to disable custom achievements for people who don't want custom achievements?
sadly its up to the people who made the mod using dawnlib to add their own configs to disable achievements for their own mod
Bruh
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
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
Now that would be based though.
Wesley has standalones what more would you even want 😭
heh...hehhehehe...
Technically you can by locking and hiding the moon
i mean it's a config value but this has always existed in lll
Does it? Never realised tbh
Ya, being registerable in the terminal
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
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
Yeah actually does vanilla even have any achievements
not yet
I dont think I remember zeekerss adding any
games not out of early access yet
True
inb4 7 years to die early access time period
Surely 2026 is lethals year
2036
Probably considering Dark Place is done
Now all Zeekerss has to do is come back to a game literally made up of a spaghetti networking
Surfaced year
You can indeed do that by hiding it in the terminal and unregistering it
.
You can indeed do that by hiding it in the terminal and unregistering it
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
so what you're saying is I should harass solid to make it a toggle 🧐
No I'm saying you could ask, not "harass"
Right now is there a way for a creator to set it up so that you automatically generate a config for turning those off?
Yeah if the achievements are separate from the other content they can be turned off through an automatically made config
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
Ik I'm messing with you silly
You might be kidding but some people really would harass him lmao
This means that the desire force achievements and disallow turning em off is more of a choice, rather than assuming everyone doesn't want them to be configurable
those people are ignorant
I mean that might make a small difference, having them on by default, but it is a button that's infront of em so they'd be seeing it and considering it anyway
Small differences do matter in the end imo
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
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
yupyup
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
what's the issue with achievements?
Uh do you mean the opposite
The button in main menu disturbs some people
mm I see
I personally don't get it, but I think I've counted 2 or 3 people that want to turn the button off
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.
therres already plenty other mods that adds extra buttons on main menu
they piled up enough it gonna punch thru the ceiling
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.
As in, make a mod that disables the achievements
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
Yeah I get what you mean now
fair, this might be a case where it wouldn't make that much sense
Separate mod specifically for disabling the achievements sounds like a weird solution
Like it would work, but it's strange
Reminds me of the whole more company logo thing
kinda like NoMoreCompanyLogo or NoMoreCompanyCosmetics
The thing with me is that configs are quite hidden when observing from far away, and the last thing I want to do is configure mods after installing them
which just nuke the buttons and logo respectively
Most mod users know their way around a config at this point
i almost went to the moon
Now if people introduced json configs
Plus I doubt anyone who doesn't know about a config would like... go looking fo a mod specifically to disable that, idk
No ones gonna understand that
Bongo and me had a difference in opinion with dawnlib configs
They believed we should do json configs
lmao
Which are faster than bepinex
twinning
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
NoLogo and NoCosmetics are good mods though but they should ideally be configurable within the mod itself yeah
I know jacobs planning on using json configs so it might be fine to see how that goes when it's implemented there
jcob configs....
Doxxing Solid and sending an irl shockwave drone to his house so he can die of electrocution
could ask ebkr if they'd be willing to include support, or just PR without asking and hope it gets accepted and end up wasting time when not lol
actually might look at github issues first
The ancient scrolls...
Shameless self promotion to fix this problem https://thunderstore.io/c/lethal-company/p/Lunxara/Lunxaras_Menu_Theme/
Lotta work for me that tbh idk how to do
Yo keep going
Certainly makes it better at least X3
Honestly main menu needs more buttons
I even specifically had to lower the spacing for DawnLib's existence
will that fix the too many buttons on my left sceen
oh hmm
you can probably find someone
The thread doth show I'm looking for people
We? Are you a system?

Describe the bug Editing a JSON file results in none of the text content being loaded into the manager.
I think this is about json config files for mods?
could also be not