#DawnLib [V80]

1 messages Β· Page 11 of 1

kindred charm
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OKAY

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So

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Now it says ONLY SOME

oak linden
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I can't really tell anything from the screenshots you're sending, but you're referencing the scene in some way
And it's not the SceneReference file in the definition

kindred charm
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are being cross referenced

oak linden
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Screenshot the entirety of your folder setup, alongside how you've placed each thing into an assetbundle

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And also screenshot what files are inside the definition bundle

kindred charm
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Oh god

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Here

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My apologies

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And done

urban plaza
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dont you need the namespace in the contentcontainer

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i mean assetbundle name

kindred charm
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What the

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Oh

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Weird lemme readd that

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Oh yeah because I removed it

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Oops

urban plaza
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to be honest i dont think it matters but i only use .duskmod for modinfo and contentcontainer, otherwise i dont use .duskmod for any other assetbundles

oak linden
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It does matter, .duskmod is only meant for the content container and mod info!!

oak linden
kindred charm
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also got these

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Wonderous

urban plaza
oak linden
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You have quite a few things wrong with your setup lol

kindred charm
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Okay so it worked!

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But now the file size is a problem still

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And this weird White outline

oak linden
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I'm not sure how you're bundling them both together, I know that doesn't happen with stuff like oxyde which is my moon using dawnlib

oak linden
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Not a DawnLib thing

oak linden
# kindred charm In what sense?

you said you're having a file size issue, im assuming you're having an issue where assets from the asset are being bundled into the definition or something similar like you said before

kindred charm
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Exactly

kindred charm
oak linden
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:shrug

kindred charm
kindred charm
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@oak linden I assume 110 mb is way too much for a moon

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Which is so weird because I'm just using vanilla assets

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Atm

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I haven't even done trees or like

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ANY DETAIL

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Which is why I'm panicking

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110 with no deco is ridiculous

carmine elk
kindred charm
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No it doesn't

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Awe

icy tulip
kindred charm
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Like for what

kindred charm
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Ididnt copy every single texture

icy tulip
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download asset bundle browser

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and check

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whats taking up all that space

carmine elk
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Your mother

icy tulip
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she died 5 years before i was born

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πŸ˜”

carmine elk
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πŸ˜”

kindred charm
icy tulip
oak linden
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the unity package in dawnlib's release page has all the blanks you'll need for moon making

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feel free to use it

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just import only the GameRips folder

oak linden
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fixed the issue with the scaling of the holograms

kindred charm
oak linden
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change wut

kindred charm
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Like

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Every texture and whatnot

oak linden
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be more specific, what files

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your problem is that you're not using the proper blanks for stuff like scrap spawns, enemy spawns

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so you're including stuff like the entire hoarding bug into your moon

oak linden
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so you need to replace, in your SelectableLevel

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the enemy ScriptableObject's with the blank ones

kindred charm
oak linden
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yes

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do that with scraps too, and whatever else is in there, idr what other blanks exist in selectablelevels

oak linden
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fixed the hologram scaling issue and replaced the latest editor dll in the github releases with the updated version

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i didnt upload a dawnlib update cuz there is nothign new in dawnlib itself and im now working on the terminal commands update

kindred charm
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???????????

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Is it upscaling it??

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What the heck

oak linden
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no, the assetbundlebrowser shows you the raw file size of it

kindred charm
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So is it actually 5 mb

oak linden
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its like 50kb when inside the assetbundle

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but unity wont tell you that

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unless you dig pretty deep

kindred charm
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Also

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Split the seperate duplicate files into its own file

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So now no more dupes

oak linden
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?? wdym split the duplicate files into its own file

kindred charm
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You can take all the duplicate files into its own assetbundle

oak linden
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no i get it, i get literally doing it, where exactly are you referencing duplicate files?

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you have one moon, where are you getting duplicates

kindred charm
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Fluffy Duplicate

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I checked and it was from uh

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Removed it from the asset bundle

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Then readded and fixed the file

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Finally

oak linden
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im so confused here
i still don't really get where you were getting duplicates from since you've only made one moon

kindred charm
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I HAVE NO IDEA

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AND NOW ITS

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26 and 32

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SO 50

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THATS NOT BAD

kindred charm
oak linden
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your fluffydefinition really shouldnt have any size to it

kindred charm
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Its so weird

oak linden
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everything of substance in there should be getting replaced by blanks

kindred charm
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WHERE IS IT GETTING THIS FROM

oak linden
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wdym where, the enemies list???

kindred charm
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Maybe im stupid

oak linden
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in the SelectableLevel

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did you not use the blank references here

kindred charm
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I did

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I stg

oak linden
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are you sure? because according to the bundle builder, you've got a lot that you havent replaced with blanks

kindred charm
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could you like

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Send a list of the blanks

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I swear knwoing me

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I downloaded the wrong thing

oak linden
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this has the blanks

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did you not download this?

kindred charm
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I DID

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Wait

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No

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Omg

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I didnt

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Ugh

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Thanks Xu

oak linden
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πŸ’€ what did you even use for blanks

kindred charm
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I have

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No idea.

kindred charm
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New morning

frozen widget
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@oak linden here's an idea : scrap spawner and hazard spawner visualizers

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because it's straight up pain to know if you f'd up or not the spawns until it's too late

static iron
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stare agreed

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plink floating clipboards haunt my nightmares

carmine elk
wind mist
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Hello, people have reported that setting cost in Lunar doesn't work properly, and I do it pretty much exactly like I change the cost for shop items so I'm not sure why it's not working, would this not work for some reason?:
purchaseInfo.Cost = new SimpleProvider<int>(unlockableEntry.GetValue<int>("Cost"));

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I'm pretty sure it's not Lunar's fault in this situation, since it's exactly how I do shop items which does work, so I'm just not sure if Dawn isn't setting something?

loud mortar
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Is there another way to get the purchase predicate for a vehicle since there is no GetDawnInfo() for BuyableVehicles?

oak linden
oak linden
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ill probably rework that to not have the dusk definition thingie

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i dont remember why it was done like this

icy nest
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Is the AutoHookGenPatcher mod truly necessary for DawnLib to function, or is it a LL situation where it is only for debugging? I am doing some de-bloating on my modpack and noticed this

blazing nacelle
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99% of mods using MonoMod require either the "Auto" one or normal HookGenPatcher

icy nest
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Good to know πŸ‘

oak linden
agile sky
# icy nest Is the AutoHookGenPatcher mod truly necessary for DawnLib to function, or is it ...

I should probably mention that MonoDetour nowadays does by itself do more than just better exceptions for debugging for ILHooks, so now it also prevents legacy MonoMod's ILHook detour chain from essentially getting corrupted if some ILHook throws during execution, so it could make a modpack work which would otherwise be partially broken due to some broken mod (or an incompatibility with another ILHook).

Though yeah it's still not necessary for LL to function, but there's now an actual reason to keep it for non-developers

icy nest
blazing nacelle
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"stable" broke due to v73 networking changes and started spawning binoculars from giftboxes.

experimental was waiting for the monkey library to be published to update.
now that experimental has been out for some time without any reported issues it wikl soon move back to stable

loud mortar
loud mortar
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While we're on the topic of predicates, the override name of a FailedPurchaseResult doesn't seem to get applied for DawnUnlockableItemInfo. I tried using SetOverrideName on the FailedPurchaseResult and even manually setting the FailedPurchaseResult's OverrideName, but neither change the name that appears in the terminal

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Everything else works correctly besides the override name

oak linden
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this be the code

loud mortar
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I'm just doing the same thing I did for DawnShopItemInfo

{
    DawnUnlockableItemInfo itemInfo = itemInfo;
    private TerminalNode _failNode = null;

    TerminalPurchaseResult ITerminalPurchasePredicate.CanPurchase()
    {
        if (_failNode == null)
        {
            _failNode = ScriptableObject.CreateInstance<TerminalNode>();
            _failNode.name = $"{itemInfo.UnlockableItem.unlockableName.Replace(" ", "").SkipWhile(x => !char.IsLetter(x)).ToArray()}TerminalPredicateFail";
            _failNode.displayText = $"{itemInfo.UnlockableItem.unlockableName} is not unlocked yet!\n\n";
        }
        return TerminalPurchaseResult.Fail(_failNode).SetOverrideName($"{itemInfo.UnlockableItem.unlockableName} (Locked)");
    }
}```
loud mortar
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You can see it evaluating the predicates in the first file, but no name change for unlockables (it shows a name change for regular store items because I left in the predicate from the other day)

oak linden
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v0.7.0

  • Added DuskTerminalCommandDefinition, allowing you to define commands for the terminal.
    • Commands can either be one off commands, i.e. version to display something like current version of your mod's version (this is just an example setup).
    • Commands can also be Query commands with a confirm and a cancel.
  • Non-DawnLib registered UnlockableShopItem price can now be affected by stuff like LunarConfig.
oak linden
oak linden
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also i kind of accidently left some testing commands enabled, so, if you'd like to see what's currently possible in terms of commands, you can check out the test commands query, input, lights and version, though ill get rid of this stuff when im back home later tonight

oak linden
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Bro just hates DawnLib updating

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Chill

patent citrus
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Negativity when stuff is updated
Negativity when its not
Lose-lose KaguyaStare

patent citrus
static iron
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Damned if you do, damned if you dont

patent citrus
kindred charm
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@oak linden

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Question!

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Two things.

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During foggy weather Im trying to extend the like. Fog since it just stops prematurely. I had this happen on my very first moon and you could input where you wanted the fog in LLL

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But since im uysing dawnlib where is the foggy override

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Also how did you do the press ship lever get achievement cause I wanna do 3 which are interacting with specific things on the map

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Dying on said moon

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And everyone living on said moon. No deaths

loud mortar
# oak linden also i believe i fixed this issue for ya

Unfortunately it still hasn't. I looked into it more and I think I know why. In your transpiler patch for Terminal.TextPostProcess(), you are looking for instructions referencing an UnlockableItem's unlockableName field, but it seems like the only time that field gets referenced in TextPostProcess is when the terminal is displaying unlockables in the ship storage.

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In fact, here's what it looks like when you have a locked item in storage (my replacement text just appends ' (Locked)' to the item name):

oak linden
loud mortar
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I'm curious what the root cause is then. It happens in both my test mod and the actual mod I'm trying to implement changes in, the latter of which only sets the predicates when a certain command is typed in chat

oak linden
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Rn it's set to be that only "configurable" unlockables can have stuff like that changed, similar to how you can only edit the prices of that stuff if it has the configurable tag

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And by configurable tag I do mean "dawn_lib:lunar_config"

oak linden
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I just gotta think of a good way to do it

kindred charm
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Cause my fog is currently fully broken atm

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Only foggy tho

flint needle
urban plaza
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@oak linden more of a general question, but when it comes to trying to save the state of something across saves, what would be the ideal way to do it? hook into vanilla saving? Dawnlib? Or come up with my own method?

oak linden
urban plaza
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ohhh okay LOL im glad i asked thank yoy

oak linden
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just do dis (the second line is me saving the currently used version of coderebirth on there incase i wanna do version shenanigans)

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this is in my plugin's awake

urban plaza
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Okay wait nevermind, i just meant per save, sorry my bad wording

oak linden
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oh lol

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per save is also super easy

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sec

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i use it in coderebirth to save the amount of money stored in a counter for next update

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this is me grabbing the value out of the save and putting it into a network variable (saves are host based remember)

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and this is me setting something into the save

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this is what _moneyKey is

urban plaza
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Oooo okay awesome thanks for this, this i can work with, fortunately i only have to save an int anyway

oak linden
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ye

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there are two different types of saves though

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Contract and normal
Contract doesn't get reset on getting fired

urban plaza
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also very useful info, i absorb anything lol, ill come back to these messages when i resume working laterr and ill ping if i run into any issues if thats all good

oak linden
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sorry, got it the wrong way around lol

hallow gale
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wait so items need the "dawn_lib:lunar_config" tag to be configureable for price??

hallow gale
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[Potential Bug or Non intended feature]
Having these two settings disabled (theyre disabled by default) causes issues with saves. If you have a save file (for exa, save file 1) with scraps and items, loading up a freshly new save (save file 2 for exa) will have items and scraps from "save file 1". What I also just noticed while testing is turning it off (when you had it on before) just completely gets rid of your scraps. Its a bit wonky but I finally found the issue after thinking it was "LCBetterSaves" Mod causing the issue.

oak linden
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And yeah turning it off from on will get rid of your scrap, you need to toggle it midgame if you want it to work properly like that but I just recommend only toggling it for newer saves

hallow gale
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019be85b-2074-c9d5-fb16-94986f216f2f | you can play around with it or check if I have a mod conflicting with it, But I just reinstalled lcbettersaves and it still works as intended with those two options toggled on

oak linden
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I'm not sure what you mean by as intended, do you mean the bug you noticed doesn't happen when both config options are enabled?

hallow gale
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Yeah the bug, because at the time it was just annoying only being able to use 1 save file (because new saves would just have scrap and items from another save)

oak linden
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Hmm okay I'll mess around with it and see, if I manage to reproduce I'll try to fix it tonight too

oak linden
hallow gale
oak linden
oak linden
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v0.7.1

  • Compeletely rebuilt the ship upgrades part of the terminal instead of only adding dawnlib ship upgrades.
  • Added a script to help with weather overrides (DawnVanillaWeatherNameOverride).
  • Added a time speed patch so that moon speed can be sped up or slowed down without introducing new bugs into the game.
  • Finished implementing stingers into dawn interiors, allowing you to have stingers that play more than once, set a custom chance for how frequent a stinger will run.
  • Finished implementing giving dawn moons the ability to modify the outside spawn probability range (vanilla hardcodes every moon to have a range of + and - 3).
  • Added a native TerminalConflictFix to fix the terminal conflicts issue with similar keywords.
    • Added two configs to toggle this off/on and increase/decrease accuracy of the terminal's preciseness of keyword matching.
oak linden
carmine elk
oak linden
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worst case scenario, ill just update to add teh condition

oak linden
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haha ill post an update

carmine elk
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Nah, that seems completely fine. You just gotta go fast

white finch
oak linden
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loool

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v0.7.2

  • Added compatibility with MoonDaySpeedMultiplierPatcher lol, almost forgot immediately.
  • Prettied finding the components for the DawnVanillaWeatherNameOverrides.
urban plaza
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This is what gaming means

kindred charm
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Thanks!

kindred charm
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I apologize I'm a bitttt stupid

oak linden
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manual download

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copy all 5 of these files/folders

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open up your unity project

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find where you got dawnlib

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and just paste the copied stuff

kindred charm
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Or do I need to apply the script somewhere ya know

oak linden
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oh just put the script somewhere in your moon, anywhere

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make sure its not a gameobject that enables and disables itself randomly

gloomy dirge
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well that was fast. it's already on Gale

oak linden
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hopefully 0.7.2 is on gale soon too, cuz 0.7.1 is incompatible moondayspeedpatcher

sacred tulip
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Meow

torn summitBOT
spiral axle
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is that only for foggy (so on par with LLL) or something else?

oak linden
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its all vanilla weathers

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(on par with LLL yes)

warm bear
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@oak linden got mineshaft stinger after updating dawnlib on a moon its set as the "rare" one
i do not have revisitstingers either

oak linden
warm bear
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oh so you reset the stinger checks in the player save

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ok

oak linden
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yeah i use my own save filing for it so basically it ignores vanilla and stores my own

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some mod like lunar config could probably edit the vanilla moons to allow the stingers to play more than once, with an explicit chance, etc, now

warm bear
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i would rather be able to set what interior is "rare"

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so stingers dont play, for example, if you make manor more common on adamance, and its no longer the rarest interior

oak linden
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that's definitely an interesting way of doing stingers

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i believe i heard buttery doing that with their mod or you mentioning it before

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i could probably add a pre-requisite addition to the stinger playing to be anything coded in, including that

warm bear
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but probably not happening

oak linden
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hmm, ill see what i can do, it definitely sounds interesting, i might add a way to add conditions and just ask crafty to facilitate it

static iron
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πŸŸͺ

oak linden
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i was thinking just Func<bool> but IProvider could probably work (i dont remember how iprovider works, you used it in a way i didnt think was possible tbh, i wasnt the one who made that code lol)

spiral axle
flint needle
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but yeah a regular func<bool> would work too lmao

oak linden
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right, i forgot you also used that at some point

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ill probably need you to explain it to me i really dont get iprovider 😭

flint needle
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it's kinda the same thing but the logic tied to the Func<bool> doesn't run until you run Provide() to get it's result

oak linden
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icic

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maybe it would be better to use FuncProvider<bool>, i can atleast see your code for that, i wouldnt know how to format a Func<bool> (too lazy to look it up)

flint needle
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yeah I mean there's examples for it in dawnlib already so shouldnt be too hard to implement

oak linden
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ye

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ye

paper fog
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yummy lets see how many onion i can type before being sent to orion

vernal umbra
vernal umbra
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alright

flint needle
vernal umbra
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alr

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thanks xu & darmuh

oak linden
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you're saying, you see no world i just screw up all your commits and decide to make a conflict just for the funnies?

flint needle
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πŸ’€

oak linden
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me when bepinex.incompatibledependency

vernal umbra
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oh i guess different question, there hasnt been any reports in this thread abt game killing itself on rehost right?

oak linden
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that sounds worrying

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not afaik, and i feel like i do rehosts everytime im testing smthn new

vernal umbra
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yeah

oak linden
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@alpine mica if you still use the SpawnWeightsPreset class in your mod, it's getting breaking changes (again) for hopefully the last time, I've rewritten it also completely to allow me much more future maintainability, though tbh idk if you need to update, lunar config will (and craftys been notified)

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@pine dirge also pinging you but iirc you don't reference the spawn weights preset class

alpine mica
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aight

oak linden
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Oh also update pushed

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I go sleep now, will fix any issues when I wake up if there are any, but I think it's fine

pine dirge
oak linden
oak linden
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WeightTableBuilder<DawnMoonInfo> into
WeightTableBuilder<DawnMoonInfo, SpawnWeightContext>

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Should be it

pine dirge
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Goddammit, the new version isn't yet available on Nuget.
What takes you so long? /j

oak linden
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Truly πŸ˜”

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Oh well, it'll be there whenever nuget decides to update it's cache probably lol

pine dirge
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Update pushed boiled

alpine mica
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Nothing broke in the project which is good plink

oak linden
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Noice

alpine mica
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Ah here're the errors.
Welp, time to re-setup the scrap in my Unity project because I accidentally corrupted my old one lol

oak linden
#

F

spiral axle
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hey, when typing weather into the terminal i'm getting this error

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i'm guessing it's trying to call preview weather

sly marsh
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Lmao morv tweaking the weathers so hard it breaks DawnLib

spiral axle
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that was not me

sly marsh
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Hehe I know

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Tis funny though

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But yeah I think normally when you just type weather it changes the filtering setting right?

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Does with Terminal Formatter idk about the Vanilla terminal nodes

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lol

spiral axle
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it's the shorthand for preview weather

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or filter weather tbh

sly marsh
spiral axle
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that's where it breaks

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it's not my fault which is surprising

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but it breaks my commands lmao

sly marsh
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lmao

spiral axle
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since it's a prefix patch

sly marsh
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I don't remember the last time anything broke catastrophically cus of you

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πŸ˜‚

spiral axle
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i've just stopped testing in prod πŸ’€ /s

sly marsh
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Weather Tweaks funnies were truly a different era, I think the last major explosion is still the time zooming on Artifice lol

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But that was just

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a toggle you left on

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XD

hollow viper
static iron
hollow viper
spiral axle
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but at the same time the preview changes to weather, even tho the node is not actually loaded

warm bear
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welp

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this update forces me to swap to lunar

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absolute cinema

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i mean im not upset, this was imbound

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just H

static iron
hollow viper
spiral axle
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okay so it might be because i'm registering weather verb, but no keywords

flint needle
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My fault

sly marsh
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How could you darmuh you were the chosen one πŸ˜”

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/j lol

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This kind of oversight is easy to do

flint needle
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In vanilla typically terminal nodes are associated with a noun keyword. Verbs will have a list of compatible noun keywords that have terminal nodes in the result. So your verb keyword having 0 compatible nouns is unexpected

spiral axle
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hehe 🀭

sly marsh
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morv morving it

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Illegal morv moves present

flint needle
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I also thought I tested enough with lunxaras profile to catch any issues 1000QuotaStare

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But I didn't know about the weather command by itself πŸ˜”

sly marsh
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But oh well

spiral axle
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yeah, it's new

flint needle
sly marsh
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All things considered, Lacy goes hard on prioritizing stability with our pack nowadays hehe

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so the 1000QuotaStare is funny but I also can understand it given the time it takes to install

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Wesley's

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XD

flint needle
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Def takes a minute to keep relaunching lol

sly marsh
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Yeahhhh

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Idk what takes the longest on boot nowadays

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Could be neat to have someone profile the pack again sometime

flint needle
# spiral axle yeah, it's *new*

Id recommend changing your command to either be just a keyword (verb false) with a special keyword result (like store, other, etc.) or add a verb keyword with weather as a compatible noun (ie. show weather). Vanilla will still find your noun keyword of weather even if you don't type show iirc

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Ofc we should still fix what causes the null error on dawnlib as well

spiral axle
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well

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it doesn't impact vanilla

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and i'm not using terminalnodes to manage them

flint needle
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Ah fair enough

sly marsh
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I wish Terminal Formatter's nodes were actually nodes for proper compat with the Terminal Stuff syncing

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lol

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It do be funny to see someone pop up Moons and it's the Vanilla Moons list when they are using it

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lmao

spiral axle
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i wish i could redo it without working on it

sly marsh
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I am sure lol

spiral axle
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cause that's the one project i avoid touching

flint needle
# spiral axle that's where it breaks

@oak linden when youre able, we just need to add a check before this line to ensure the verb keyword has more than 0 compatiblenouns. Might also need to check if it's null

sly marsh
flint needle
spiral axle
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it's just SO BAD

sly marsh
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Also is Ship Colors still slated to update soon?

flint needle
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Btw i made sure to add a config option to disable the keyword matching in dawnlib. So if you want to use mrovs weather command it can be disabled

spiral axle
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it's only in experimental for now

flint needle
spiral axle
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and i've done my own patches to run before dawnlib prefix

flint needle
flint needle
sly marsh
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Honestly some of the functionality can prolly be removed now like hiding ship stuff since Science Bird Tweaks now covers what LPR used to do in an optimized way

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I ended up swapping to just letting SBT handle it cus we swapped out ship mods a few times

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πŸ˜‚

sly marsh
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We did use Bigger Ship for a while, then Vanilla + Ship Windows, then now 2 Story on it's own with Ship Windows

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so yeah not having Ship Colors do that was necessary

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lol

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morv still needs to fix Bigger Ship breaking some stuff on eject

flint needle
#

Yeah the config management for ship colors is a nightmare when switching between different ship mods (and also in general it's still not great)

sly marsh
#

Yeah

flint needle
#

The main thing that has me stuck with that mod is how I want to detect all the different materials. Currently there is a lot of looping going on in object transforms from parent to grandchildren

sly marsh
#

Does that hurt performance at all?

#

☠️

flint needle
#

Maybe a bit on launch, idk lol

sly marsh
#

lol

flint needle
#

It only happens once per lobby load iirc

#

Once I have a cache of the material I don't need to find it again

#

If anyone runs into any more issues with dawnlib's keyword matching please give me a ping greed

sly marsh
#

Btw @flint needle Any chance of you making MoonsPlus work with the Efficient Engines Upgrade in LGU?

#

It won't apply the discounted prices from it lol

#

Dunno how easy that would be to fix

flint needle
#

I don't plan on updating terminal stuff as it is now any further

sly marsh
#

Fair, fair. I do look forward to the TerminalPlus mod that has the Moon and Store stuff lol

icy nest
sly marsh
icy nest
#

Nice

digital aurora
#

was having issues with multiplayer involving dawnlib, here's the log file if you need to look into it

oak linden
oak linden
#

Bleh I guess adding an interface to a class also breaks backwards compat, so this needs more people to recomp than I expected

#

@urban plaza apparently you also need to rebuild your mod to latest DawnLib, I edited WeightTableBuilder and SpawnWeightsPreset a bit for future maintainability

urban plaza
oak linden
urban plaza
#

ahh okay, improved lethal things and abandoned company assets

#

will do when i get on pc soon

oak linden
#

Lemme know if you need any help

ashen pumice
#

@oak linden Just some from my log. I assume disabling these specific mods will fix MP until they're updated for compat.

sacred tulip
#

yeah thats what it says above

alpine mica
#

Shockwave drone broken again πŸ₯€

sacred tulip
sacred tulip
ashen pumice
#

Lol my bad, I didn't even look, just snapped and posted, my house is a zoo rn

oak linden
oak linden
#

i fixed it but i dont get anything from typing in weather or preview weather into the terminal

#

logs indicate they found the node

ashen pumice
#

Hm. MP still won't work and I've disabled everything that actually errors, these are my dependents. Anyway, I don't have time to check this, have to run an errand.

spiral axle
spiral axle
oak linden
#

oh interesting lol

oak linden
flint needle
#

Yeah preview weather changes the moon catalog output iirc

oak linden
#

ooooh

kindred charm
#

@oak linden

#

What does this mean?

untold pine
#

Hello! So friends can't join a host with DawnLib 0.7.3 or 0.7.4, gives an error and won't let anyone join. 0.7.2 is all mostly fine

#

Any help on what mod could be causing it on the newer version?

oak linden
oak linden
slender violet
#

Which options or mods should I turn off about saving? Like General Improvements saving rotation, etc.

oak linden
#

matty fixes and dawnlib should cover everything you need

glossy kelp
#

is SmartItemSaving/SaveItemRotation not needed anymore with Dawnlib?

ashen pumice
untold pine
#

Hello hello! Here's my modpack code
019bfa7c-4e9e-c7fb-a496-5155eba54bfe

#

Issue only happens with multiplayer

river helm
river helm
ashen pumice
#

Here's mine too (large one, fair warning) if it helps to compare and contrast: 019bfa99-2d59-a65e-4d7e-61695bc9ec75

oak linden
#

Ty, I'll look into it tonight with the other codes hopefully

scenic crescent
#

hi, i report a bug with dawnLib and surfaced (by surfacedTeam) with the last patchs i cannot adjust urchin, and something is bugged in lethalConfig

oak linden
#

I should really get around to fixing surfaced

static iron
#

Delay code rebirth

oak linden
#

πŸ˜”

#

Where the heck are my maintainers smh

#

I need a surfaced maintainer

static iron
#

@white finch hi

#

Hi paco have a great day

sly marsh
static iron
#

No way moonswept and surfaced are making a comeback

#

I volunteer mu as tribute to fix every mod

sly marsh
#

I do feel like he would be interested in helping maintain Surfaced jokes aside

static iron
#

Surfaced is kill πŸ¦€ πŸ¦€ πŸ¦€

sly marsh
#

There’s just not many active coders right now

#

I hope to see it pick back up after v80 releases since most devs are waiting for that

scenic crescent
#

i want urchin and bruce back x) i found it 05/01/2026 22:46

  • checked the logs later and found out Urchins is Urchin
oak linden
#

V80 will not do anything crazy to mod devs, just as the previous updates have not

#

It is just copium

sly marsh
#

Yeah probably

static iron
#

Id rather remake the best parts of surfaced into code rebirth than keep maintaining it

oak linden
#

Waiting for v80 to drop it also update is kinda weird

oak linden
#

And waiting

#

And see how that turned out

sly marsh
#

Yeah

scenic crescent
#

thank you

oak linden
#

Also it's not like insane amounts of inner code is gonna be changed, delaying for v80 is pointless even if the reason is that you'll need to write like an hour's worth of code more (you were already gonna do that anyway)

sly marsh
#

I’ve seen Chaos around too but he doesn’t talk in the thread I get the feeling he doesn’t have much interest in Diversity anymore

#

Which is valid if it’s the case

pine dirge
sly marsh
#

Your time to be a maintainer yes lol

pine dirge
pine dirge
scenic crescent
#

i want to help but i don't know how, i don't write code

oak linden
#

Rodrigo would probably not want a new maintainer though so take what I say with a grain of salt

static iron
#

Hmmmmmmmmmmmm

#

MMMM grain of salt

#

Idc go for it

#

Idk if you have the perms though to add to the github

river helm
#

Has anyone found out why the mod just breaks multiplayer?

pine dirge
white finch
stuck solar
sacred tulip
loud mortar
#

I am very happy to see the ship upgrade changes. The only issue I ran into is that all modified upgrades seem to have duplicate entries now

hallow gale
#

did 0.7.4 just come out or am I late

loud mortar
hallow gale
#

0.7.4 MP Is still bugged right? Reverting my dawn to like 0.7.2 breaks my lunar config (unless I also have to revert lunar aswell)

sacred tulip
#

Lunar also updated so it wont work if you revert

#

Either have both updated, or both reverted

hallow gale
#

dawn should be on 7.2 and lunar 3.2

#

let me test

patent citrus
slender violet
#

019bfcb4-d30e-db22-6251-3aeab67ff0d0 I thought it was furniturelock incompatibility but its still the same without this mod.

#

If I restart the game and do the opposite, my save file with items will be empty.

alpine mica
#

I had this happen to me once, my friends just ended a game where we had a single item day of clocks, then I load into a game the next day on my test save and the clocks were still there

oak linden
loud mortar
oak linden
#

can i see your code?

#

cuz for me when i change the purchaseinfo of the unlockable, it seems to work just fine

loud mortar
#
{
    DawnUnlockableItemInfo itemInfo = itemInfo;
    private TerminalNode? _failNode = null;

    TerminalPurchaseResult ITerminalPurchasePredicate.CanPurchase()
    {
        if ( TestFuncs.itemsUnlocked )
        {
            //Plugin.logger.LogInfo("the funs is real");
            return TerminalPurchaseResult.Success();
        }
        if (_failNode == null)
        {
            _failNode = ScriptableObject.CreateInstance<TerminalNode>();
            _failNode.name = $"{itemInfo.UnlockableItem.unlockableName.Replace(" ", "").SkipWhile(x => !char.IsLetter(x)).ToArray()}TerminalPredicateFail";
            _failNode.displayText = $"{itemInfo.UnlockableItem.unlockableName} is not unlocked yet!\n\n";
        }
        return TerminalPurchaseResult.Fail(_failNode).SetOverrideName($"{itemInfo.UnlockableItem.unlockableName} (Locked)");
    }
}```
#

I use this to replace the existing predicate:

 {
     DawnUnlockableItemInfo itemInfo = item.GetDawnInfo();
     if (itemInfo.DawnPurchaseInfo.PurchasePredicate is not UnlockablePurchasePredicate)
         itemInfo.DawnPurchaseInfo.PurchasePredicate = new UnlockablePurchasePredicate(itemInfo);
 }```
oak linden
#

i also got an LLL error, so thats nice

oak linden
#

v0.7.5

  • Fixed multiplayer connection issues.
  • Fixed renaming terminal entries causing duplicates.
  • Allowed NamespacedKeys to convert digits like 1 into the matching words one, this is technically a breaking change in some logic but I doubt anyone will have to adjust anything currently, except maybe me in coderebirth.
hallow gale
oak linden
#

the config being off is it being on by default, i've seen this problem occur very rarely, not too sure what causes it

oak linden
hallow gale
#

oh

#

well disabling it fixed the issue for me

#

where items from another save loads in new saves

oak linden
#

yeah i would figure that'd do it, since you would be getting rid of dawn's save stuff, ill try to figure out whats causing it but its been a while

icy tulip
oak linden
#

sometimes clients would run things that the host wouldnt because they run code in a different order, causing the host to know what the weather is, but not the client, so the spawn weights stuff was kicking them from the lobby in some random times the instant they tried to join

#

not sure what kind of code mess would've been needed for that to happen but i just added safeguards

icy tulip
oak linden
#

v0.7.6

  • Fixed a rare issue where a save's items would be seen in another save.
#

that was pretty simple

open wigeon
#

Just updated to the newest Dawnlib as it was pushed to me

#

Every roundstart fails now

flint needle
flint needle
#

from DMs
Code: 019bfdcc-afbc-49f0-f957-f23ccff2973a

oak linden
flint needle
#

import code says 0.7.5 tho?

urban plaza
#

I actually just got this error too whilst trying to test syncing in my mod on lan, on 0.7.6, i got no full log however since this was on the client/non-hosts end

flint needle
#
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <1071a2cb0cb3433aae80a793c277a048>:IL_001E)
Dawn.Registry`1[T].get_Item (Dawn.NamespacedKey`1[T] key) (at ./src/API/Registry.cs:107)
Dawn.ItemRegistrationHandler.UpdateItemWeightsOnLevel (SelectableLevel level) (at ./src/API/Items/.ItemRegistrationHandler.cs:143)
Dawn.ItemRegistrationHandler.UpdateItemWeights (On.RoundManager+orig_SpawnScrapInLevel orig, RoundManager self) (at ./src/API/Items/.ItemRegistrationHandler.cs:98)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::SpawnScrapInLevel>?1224132420(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GeneratedFloorPostProcessing>(RoundManager)
RoundManager+<LoadNewLevelWait>d__133.MoveNext () (at <83220f1fc337491eba19b3618ec61339>:IL_030D)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)
#

I dont think it liked this change

sudden cliff
#

guys, guys, I'm gonna send a bug report. Let's see how it goes for me πŸ˜€

oak linden
flint needle
#

that's how I'm reading it anyway

oak linden
#

yeah, which is weird cuz the registry being frozen should mean its there 😭, ig not

flint needle
#

the mod profile also has weather registry so idk what kinda compat there is with that

oak linden
#

there shouldnt be any issues there... but ill take a look at it rq

flint needle
#

sorry I can't help out more 😭

oak linden
#

thats alright, it's a weird one lol

flint needle
#

yeah def a weird one lol

oak linden
#

for now ill just, make it stay null ig

#

maybe at some point ill add a weathereffect into that list as none but probably not

#

weatherregistry probably wouldnt like that

spiral axle
#

weathers breaking the game once again πŸ”₯

sly marsh
spiral axle
#

which is null??

#

that's weird

sly marsh
#

The funny bugs with this game never cease to impress us, we will probably never know why it's null

#

lol

#

If it is even a bug

#

It might be intentional for some sort of reason

flint needle
#

which is even more odd imo

spiral axle
#

it's not in the dictionary (LethalContent.Weathers)

#

that is wild

flint needle
#

yeah not sure how that happens

spiral axle
#

depends on what's in that dictionary to begin with

#

cause it tries to get current weather, it's not null, and then tried to get the reference for "no weather", which is null

flint needle
#

Quote from the original person who reported this - I managed to load in 1 day and after that even in new save this:

spiral axle
#

maybe a simple TryGet will work just fine for that

#

oh please don't be a registry thing

flint needle
#

so I wonder if it's an issue of the value existing in the dictionary at one point but then not existing anymore. OR just never existing

spiral axle
#

I would check what's in the dictionary at that point in time

#

and then it's gonna be easier to pinpoint the stuff

#

I hope

flint needle
#

ye I would assume so

oak linden
#

i forgot about that

#

pretty sure base game treats none weather as just null weather

flint needle
icy nest
oak linden
#

Ah, that would make some slight sense

#

I'll point the finger to zeta

#

Anyway @wind mist good luck

oak linden
#

Or anything else that has any numbers in it

#

Previously stuff would be just oxyde
But now it's sevenfourfive_oxyde or smthn similar

icy nest
#

Some custom items and objects have numbers

#

MP3 Player for Ganimedes for instance

#

@patent citrus

patent citrus
patent citrus
icy nest
#

I did

#

It doesn’t matter though because it does not read the file correctly. The configs are still in the text file, it just makes new entries instead of using them

#

So if anything trying to use a backup will just bloat your file with unusable data

meager inlet
#

The backup wouldn’t help you while the problem is still unresolved…

icy nest
#

Yes obviously

#

I just am a tad annoyed from the direct comment saying nothing should break, as it made me think I can finally update from Lunar 0.3.0 and Dawn 0.6.0 (the last fully stable Lunar/Dawn pairing)

#

Not that big of a deal to just go back to those versions for now and keep waiting

#

I just was excited to have the newer features

oak linden
#

I mean, rn I'm not aware of any issues

#

Some lunar configs needing to update is a tad bit unfortunate but it's not the biggest deal if the config file isn't deleting old entries

icy nest
#

It is not, assuming the old entries are still salvageable without manual file editing

#

Because that would be such a massive pain to do it would probably be easier to just paste in the configs to a fresh file

ashen pumice
#

Thank you Xu, MP works now chalkHeart

calm maple
#

@white finch @open wigeon I've released you from death row. Unfortunately due to the crazy amount of spam we've been getting sending 3 or more image link in a single message will trigger automod

oak linden
#

Paco shoulda stayed in jail

#

Where he belonged

carmine elk
#

his greed sickens me

calm maple
#

if you guys want to send images just attach them, discord doesn't let me moderate that and its where all the uncaught mr beast scams are coming in from

open wigeon
#

I’m free. <3

#

Thanks.

white finch
#

But I can see forwarding an image link triggering it

#

I think I recall seeing the goofy Mr. Beast giveaway images be forwarded sometimes

calm maple
white finch
#

Wha

calm maple
#

dunno, you tried to send that message

white finch
#

I guess that's how forwarding formats it?

calm maple
#

three images is the minimum before automod will snipe u for a week

white finch
#

Interesting

#

Original message is just a single link

calm maple
#

raa

river helm
static iron
river helm
white finch
sly marsh
quiet comet
sacred tulip
alpine mica
vernal umbra
icy nest
calm maple
thorn abyss
quick anvil
shell kayak
spiral axle
zenith lark
carmine elk
slender violet
calm maple
#

evil has triumphed

sacred tulip
#

that is NOT a win

zenith lark
calm maple
#

the Leubes villain arc has begun

sacred tulip
#

"begun"

#

its always been like that

slender violet
white finch
river helm
pine dirge
patent citrus
#

One small comment i will make, though i dont mean to say it in like a rude way
I definitely think any updates to dawn should be tested with Lunar to make sure they dont break something, and if they do, then a warning should be given on the changelog + inside the lunar thread
Ik that both are new mods still being developed more, but seeing as Lunar is solidifying itself as the go-to config mod, with LQ being dead and now CC not working at all with DawnLib present i think its important
And also with the comments given to mrov about WeatherReg making breaking changes to weather mods, i feel the same expectation should go to Dawn as well-
Especially since when Lunar breaks, its tricky for users to salvage the config data and they often have to refer to backups and stuff
Though, equally, i also think Lunar needs a big disclaimer at the top telling users to always backup their stuff before updating Lunar or any of it's dependencies, which is common-sense anyways but ShantaeShrug

oak linden
#

I have no idea how to use lunar so tohrushrug

patent citrus
charred field
#

even though I haven't modded lc in a bit lunar config is like the only reason I'd run dawnlib cuz of the mods I tend to use on modpacks, I feel it's pretty important to keep stuff clean and unbroken with possible

calm maple
open wigeon
#

Posted here instead of in Meltdown thread

#

Whoops

spiral axle
oak linden
#

300 mod modpacks take so long πŸ’€, but i do usually tell crafty whenever i make any changes lol

#

he should technically be the only one having any breaking changes

#

(if there are any)

#

cus most changes are internal

sacred tulip
#

shockwave

#

:c

spiral axle
#

oh so it's crafty's fault

#

noted

patent citrus
oak linden
carmine elk
#

oh so it’s crafty’s fault

#

noted

spiral axle
ashen pumice
ashen pumice
#

It's okay, Xu said 300 mod modpacks are a problem, 500 is probably fine

icy tulip
#

yeah if we have 299 or 301 mods its okay

ashen pumice
#

Anything but 300, that's when the issues arise honestly.

icy nest
#

Genuine question, what are you doing to get your modpack to 300 mods? Like, Purple and I have very serious modpacks yet they are in the 100-150 range, with Purple’s more casual AHU resting at around 170. If you told me to make a 300+ mod modpack, I honestly would struggle to do so in any meaningful way other than just piling in everything I see

ashen pumice
#

I come from Bethesdaland, it's really not that hard, lol.

#

That's actually low for me, but nothing is added or kept that breaks the game or makes it annoying. It's step-by-step over a long period of time, and frequently checked.

If I think something is cool and it's working, it goes in. I don't have a voice in my head telling me "that's too many mods." Perhaps I should.

#

The reality is that had v73 not broken so much, it'd likely be in the vicinity of 500-600.

spiral axle
#

there's no such thing as "too many mods"

icy nest
#

I guess that check out, adding mods over time and not caring too much for bloat

ashen pumice
#

Honestly I shock myself sometimes, like "Really, I'm at this much already?" A lot of it is bug fixing and dependencies, tbf.

icy nest
#

I play on a laptop so I have to worry about optimization, plus I personally appreciate the elegance of a more lean and focused pack. That is just me though

ashen pumice
#

LC doesn't have the unofficial Skyrim patch unfortunately lmao.

icy nest
#

The amount of dependencies mods have is getting pretty noticeable yeah. It feels like every somewhat big mechanical mod has one if not several libraries

#

Often libraries made just for it

ashen pumice
#

Absolutely. Lots of libs. But I've got a pretty beefy PC and toss in sponge and Lethal Performance for some of my friends.

#

They haven't gone "MY FRAAAMES" yet so I guess that's a good sign lol.

icy nest
#

Mods tend to be pretty good about overhead, load times are usually the first to suffer I find

#

You gotta have a lot of bloat or unoptimized mods for general frame rate to tank

ashen pumice
#

Pretty much, yeah. This is why I tell people new to modding (as a user), add one to two modsat a time, and test. Otherwise you're looking through a massive list with zero clue what's causing your game to run like molasses.

icy nest
#

Ye, plus you gotta know where to look. If you just filter by most downloads you are gonna have a ton of broken mods from the v49 golden days

#

As recent as a few months ago I saw mods being made with LethalExpansion as a dependency because people are just not plugged in to the network

ashen pumice
#

Yup, and the console isn't always going to throw a magically specific error that a non-coder can interpret, if it throws one at all. You kind of have to be here to know what's working and what isn't, this community has a good general understanding of the library.

icy nest
#

Indeed

kindred charm
#

@oak linden Do you know how you did the oxyde like... If everyone is alive you get the achievement

quiet tree
#

Ahoy, I'm looking for information towards Achievements

#

Is there any docs about them ?

#

I don't really know what tags are and all that

#

What is the line "Achievement requirements" ?

#

And "Unique String IDs" ?

#

And Config Entries ?

#

And what ar ethe different kind of achievements made for ?

agile sky
oak linden
#

You don't have to care for tags, they're just for other mods to see when reading your achievement and do stuff depending on whatever tags there might be

oak linden
#

Their progress gets saved too

#

It's for stuff like, if I wanna do an achievement for collecting every vanilla log, I would make a list of all the gameobject names, and then everytime one is collected id try to trigger the achievement using the gameobject name in that list

fallow remnant
#

Given this modpack, my DawnLib-based Hookah ship decor/furniture item does not persist throughout reloading a save file: it is gone, and can be bought again from the store, spending money again.

019c0620-5820-7f28-8a9b-e26349d5506b

modpack summary: MoreCompany, Code Rebirth, MuzikaGromche, HookahPlace

oak linden
#

I'll take a look when I'm home, that's definitely odd

paper fog
#

is this dawnlib ?
grabbing the steamprofile pic thingy

oak linden
#

That would indeed be DawnLib

#

One day that error will actually be a real error

#

For now it'll just be scary for no reason

calm maple
oak linden
calm maple
#

if its not a problem then I'd think you would want to do that just to keep people from reporting it. You know how mod users are, they see red text they assume u broke it

oak linden
#

Yeah it all depends on me not forgetting tbh πŸ’€, I'll try to remember to try catch it, even if it feels a lil ugly

crude adder
#

It doesn't give an error or anything and scrap still spawns, but maybe it's just rounding that's why I'm asking

oak linden
#

I believe I round it to nearest integer but I'll check

#

It round to nearest integer at the very end of the weight calculation

fallow remnant
#

Is there any particular reason for using <TargetFramework>netstandard2.0</TargetFramework> instead of 2.1 in DawnLib.SourceGen?

oak linden
crude adder
#

yea

#

i wanted to do like a 0.5 tho

oak linden
#

I was never good at understanding the csproj much lol, I've gotten better but framework stuff is still a bit beyond me

oak linden
crude adder
#

yea I thought so it's not ur fault

fallow remnant
crude adder
#

do the vanilla items even use weights? cause there's no way zed dog is weight 1 it has to be lower

fallow remnant
#

commit 6d0bddfcdcda69fa6a820c014f9b5e699f6d627b added SourceGen, there are no explanations on the framework version choice

calm maple
#

those are the kinds of commit messages that should be flattened into a feature commit, lul

oak linden
#

I think the reason the commit message is like that, is that it's just the setup of the csproj, they might've just used a template

#

Nothing meaningful to say really

fallow remnant
#

then I'm going to presume it was accidental, and will propose a patch bumping it to 2.1 to match the rest of the project

oak linden
fallow remnant
oak linden
#

Id presume it was intentional unless it's causing problems

calm maple
#

ns2.1 provides a few extension methods and some other junk 2.0 doesn't, otherwise that's about it that I can think of

#

I only ran into a problem with something to do with strings when moving between the two and I forget what exactly I was doing

oak linden
#

I think I've ran into a few problems with string extensions existing in the project at compile time but not runtime, but not at that project

fallow remnant
#

we have duplicated but different string extensions ToCapitalized, and attempting to unify them... linter complains about either implementation one way or another, because in one version The Recommended Wayβ„’ has changed, and in another it is not available at all. Like, wat is dat, brotha

oak linden
#

I've gotten used to ignoring a lot of the warnings because there'll be like 90 nullable related ones that don't matter πŸ’€, unity will also cause the project warnings on unity life cycle methods, etc

fallow remnant
#

that's bad, you might miss important warnings among them

#

wasn't there some Unity tooling for .NET which teaches it to treat Unity lifecycle messages with due respect?

#

it surely works in a decompiled project-patcher folder

oak linden
#

There is a LOT of useless warnings that I don't think we can really control tbh, but it's usually pretty clear when the warning is a different line size that there's a problem, but I do usually skip looking at them (not that I do much csproj stuff to cause warnings like that anyway)

fallow remnant
oak linden
#

sure

calm maple
#

Oh, Xubert, you don't utilize SubtitlesAPI at all right?

#

I checked what mods depend on it before I merged all 3 of the subtitles package and deprecated the old ones and it was all modpacks so it would have to be a soft dependency

oak linden
#

Or it didn't work, was one of those

calm maple
#

Okey, well, its community maintained now so we can maybe work on making it easier or something

#

I put like 5 hours of work into just making a bespoke publishing workflow for the github yesterday

oak linden
#

Hmm if the readme has a usage example I could probably dig up the old code I had for it and bring it back
That's probably what I lacked back then

fallow remnant
#
GitHub

This makes TargetFramework consistent throughout the whole repository, which opens patch to unifying duplicated code of common extensions.
Newtonsoft.Json still needs to reference netstandard2.0 di...

GitHub

Thanks to target framework being netstandard2.1 now, the new syntax can
be used in SourceGen mirrored method too.
Setting Unicode concerns aside, Substring (the underlying method of
square brackets...

calm maple
#

yea, ns21 added a bunch of string extensions that are real nice

oak linden
#

I could give that a go when I'm home, though honestly idk how to test PRs before merging em, do i gotta clone your fork?

calm maple
#

You can do that or add the fork's .git as a remote and then switch to the feature branch. Unless ratijas used the main branch to make the PR in which case.. that is why you don't do that

#

its considered poor form to use the main branch for feature PRs specifically because of how it requires a maintainer to work around it

fallow remnant
calm maple
#

I only mention it because somebody did it to me recently 3:<

oak linden
#

I'll do it to all of you, eventually

fallow remnant
#

There are multiple ways to check out a PR. 1) One would be to git add remote, fetch and check out the branch which is used in PR. 2) Another way would be to google how to git pull a branch directly by PR #number, it should involve something like /refs/heads/... but I always forget it.

Personally, I use Sublime Merge git GUI, add a repo and check out with point & click. Basically, like 1), but with GUI.

#

git fetch origin pull/123/head:LOCAL_BRANCH_NAME where 123 is Pull Request #123, and LOCAL_BRANCH_NAME is whatever you want to name the branch locally. Then git switch LOCAL_BRANCH_NAME

fallow remnant
fallow remnant
#

Funny enough, DawnLib does not use LobbyCompatibility

sacred tulip
#

Why would it use that? Sorry im dumbs with code idk if there is a joke i missed

fallow remnant
urban plaza
#

m-muh crupto miner 8===D ip loggr

fallow remnant
#

"funny" part because there literally DawnLib.Compatibility package in the repo

urban plaza
#

i have a feeling that typo of mine prevented a very long timeout for me

sacred tulip
#

Creepto

fallow remnant
#

sha256

sacred tulip
#

Playing with fire

sacred tulip
#

Does more bad than good sometimes :0

fallow remnant
sacred tulip
#

It just, most of the time (at least for a good chunk of people) it throws false positives

#

Kinda ironic since thats its only use

#

It happened to me too many times, and for other people too

fallow remnant
#

skill issue on devs' part

sacred tulip
#

And since its not maintained anymore

#

Best to remove, wont be getting fixed any time soon

fallow remnant
#

people be like "Imma just add some client-side mods to your modpack", and then turns out they fucked everything up with +1 CSync reverse-dependency or something like that

oak linden
oak linden
oak linden
kindred charm
#

@oak linden

#

Uh...

#

In unity it shows

sacred tulip
fallow remnant
cloud flower
#

If people don’t read the description of a mod and are surprised when something breaks that’s on them ngl

sacred tulip
#

People dont read

cloud flower
#

I can’t read I’m a thunderstore fan

sacred tulip
#

Exactly

kindred charm
#

What's a read?

#

Is that a new moon or smth

calm maple
oak linden
#

And yeah that's on them imo

fallow remnant
oak linden
#

Besides, it's not a content mod so idk why they'd randomly install it

kindred charm
#

Xu wait rq do you know how to fix the uh

oak linden
kindred charm
#

Foggy weather thing

kindred charm
#

You can see the wall of fogh

oak linden
#

Can you describe what's going wrong specifically

#

Hmm

kindred charm
#

I put down the override

#

And like

fallow remnant
kindred charm
#

THE WALL DIDNT EVEN CHANGE

fallow remnant
#

and I'm a mod developer btw. what do you want from normal people?

kindred charm
# kindred charm

3rd image is like what the fog looks like so I made sure it was the right distance

kindred charm
oak linden
#

Nah it's not hostile

kindred charm
#

Just be like "oh okay."

oak linden
#

It's just devil's advocate

#

Which is fine

kindred charm
#

Yeah but fr I keep trying to fix the fog and it just REFUSES to work

oak linden
#

It's fruitless because theres a better reason for not having lobby compat than having it, but I do agree thunderstore sucks with a lot

fallow remnant
oak linden
# kindred charm

Can you test your profile without LLL? There's a chance it's overriding me

kindred charm
#

Shouldnt you ask like...

kindred charm
oak linden
fallow remnant
#

but then again, people don't read. guardrails are up to developers to implement. if Lobby Compat is broken, then indeed I won't push a PR to introduce it, sure

oak linden
#

It's not famously known as 007 anything but I thought it was funny

kindred charm
#

So like...

oak linden
#

I'm not asking to not use it ever, just need to see if that's what's doing it

kindred charm
#

But ill try.

oak linden
#

It should still load the moon

#

There'll be errors when loading in but it's stable enough to view the fog

oak linden
#

Did you not disable itolib?

kindred charm
#

OOPS

calm maple
#

OopsoLib

kindred charm
#

LLL

#

Its LLL

oak linden
#

@white finch greed

#

Either Paco will make it not modify non LLL moons or I'll have to patch LLL to stop doing it, we'll see what Paco thinks

#

For now assume it's working ig

#

Switching from using awake to using start might also just fix it and make it be useable in LLL moons too, idk I'll figure smthn kut

#

Out*

kindred charm
#

Alr!

fallow remnant
# oak linden It's not even a description it's the tag on the mod on thunderstore

btw I'm genuinely curious how would you define current Thunderstore tags for my mod MuzikaGromche, which is designed to be server-side synced with clients, but still works if server is modded with vanilla clients, and tries its best to stay compatible when server is vanilla but your client is modded? These are 2 operating modes across 3 use-cases (that results in a spaghetti of at least 6 code paths for music player).

kindred charm
#

Just use the server tag?

#

TBH tghis question should be asked in the thunderstore discord

#

Cause IMO What im looking at or reading ig? It's a server sided mod

oak linden
#

There is no right answer here, if using what we're given id apply tags on the most restrictive assumption, server + client (implying everyone needs it), and clarifying in the description the exact details

kindred charm
#

I don't understand why tags matter

oak linden
#

They're basically the first things the user would see

#

When looking for mods to install

kindred charm
#

I know that but like

fallow remnant
#

fair enough

kindred charm
#

Confusing...

oak linden
#

I.e. I see a cool mod, then check the tags to see if I can use it in a lobby that isn't my own, or a lobby I'm hosting but randoms can join, etc

#

It can be yeah

kindred charm
oak linden
#

A lot do, you'd be surpriser

#

Surprised*

#

But that's also not entirely the usecase

#

People play with randoms but with client side mods all the time

kindred charm
#

God

#

The amount of like

#

Whats that one mod where you can become enemies

#

Nightmare fuel

fallow remnant
#

whenever I see a lobby named "CHECK OUT MY MODS" it's 100% guaranteed some kid with client-side Imperium, lmao

oak linden
kindred charm
kindred charm