#DawnLib [V80]
1 messages Β· Page 11 of 1
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
Sorry mb
Screenshot the entirety of your folder setup, alongside how you've placed each thing into an assetbundle
And also screenshot what files are inside the definition bundle
How's this
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
It does matter, .duskmod is only meant for the content container and mod info!!
So remove the .duskmod bit from the definition bundle
well there you are, never ended up doing it myself so i did nto know
You have quite a few things wrong with your setup lol
@oak linden
Okay so it worked!
But now the file size is a problem still
And this weird White outline
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
Idk if you're using unity terrain you should ask in #dev-moons
Not a DawnLib thing
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
Exactly
But like... Im just using asset labels like what most people do
:shrug
is there a way to find how they're overlapping
@oak linden I assume 110 mb is way too much for a moon
Which is so weird because I'm just using vanilla assets
Atm
I haven't even done trees or like
ANY DETAIL
Which is why I'm panicking
110 with no deco is ridiculous
You may want to read this: #dev-moons message
Dude
Lemme take a look
Does it say anything about duplicate textures...
No it doesn't
Awe
did you use blank references
Like for what
I did it to an old video of LLL map making
Ididnt copy every single texture
π
so uh you didnt do the blank assets right then
the unity package in dawnlib's release page has all the blanks you'll need for moon making
feel free to use it
just import only the GameRips folder
Oh
Wow
Alr
fixed the issue with the scaling of the holograms
Do I have to manually change each one
change wut
be more specific, what files
your problem is that you're not using the proper blanks for stuff like scrap spawns, enemy spawns
so you're including stuff like the entire hoarding bug into your moon
Okay...
so you need to replace, in your SelectableLevel
the enemy ScriptableObject's with the blank ones
thats it?
yes
do that with scraps too, and whatever else is in there, idr what other blanks exist in selectablelevels
fixed the hologram scaling issue and replaced the latest editor dll in the github releases with the updated version
i didnt upload a dawnlib update cuz there is nothign new in dawnlib itself and im now working on the terminal commands update
???????????
Is it upscaling it??
What the heck
no, the assetbundlebrowser shows you the raw file size of it
Weird
So is it actually 5 mb
its like 50kb when inside the assetbundle
but unity wont tell you that
unless you dig pretty deep
Also
Split the seperate duplicate files into its own file
So now no more dupes
?? wdym split the duplicate files into its own file
So if you right click
You can take all the duplicate files into its own assetbundle
no i get it, i get literally doing it, where exactly are you referencing duplicate files?
you have one moon, where are you getting duplicates
It was from duplicate
Fluffy Duplicate
I checked and it was from uh
Removed it from the asset bundle
Then readded and fixed the file
Finally
im so confused here
i still don't really get where you were getting duplicates from since you've only made one moon
I HAVE NO IDEA
AND NOW ITS
26 and 32
SO 50
THATS NOT BAD
THis is why Ive been ripping out MY HAIR
your fluffydefinition really shouldnt have any size to it
everything of substance in there should be getting replaced by blanks
WHERE IS IT GETTING THIS FROM
wdym where, the enemies list???
Maybe im stupid
are you sure? because according to the bundle builder, you've got a lot that you havent replaced with blanks
could you like
Send a list of the blanks
I swear knwoing me
I downloaded the wrong thing
π what did you even use for blanks
@oak linden here's an idea : scrap spawner and hazard spawner visualizers
because it's straight up pain to know if you f'd up or not the spawns until it's too late
I kind of wonder how that'd work since those are ranged things. Would there be a button you click and it just rerolls the generation?
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"));
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?
Is there another way to get the purchase predicate for a vehicle since there is no GetDawnInfo() for BuyableVehicles?
there is a TryGetDuskDefinition for itm which has .DawnVehicleInfo in it
this comes from the DuskMod part of DawnLib though
I won't be able to update for a bit, but try this
oh, though i guess default cruiser wouldnt have that, nvm
ill probably rework that to not have the dusk definition thingie
i dont remember why it was done like this
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
it do be necessary
99% of mods using MonoMod require either the "Auto" one or normal HookGenPatcher
Good to know π
actually crafty, this build wont work, ill send another tomorrow
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
Oh hey I have been meaning to ask, why is the non-experimental branch of AdditionalNetworking deprecated? Should I switch to the experimental branch?
"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
It looks like it originally had an extension to BuyableVehicle the same way moons and items do, but got changed shortly after
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
Everything else works correctly besides the override name
Cool beans
Hmm okie I'll take a look
are you able to turn on internal debugging, Unlockables and send me your log on opening the store for the terminal? it should say Overriding name of blah blah blah if it's working
this be the code
This is with all internal debugging options turned on
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)");
}
}```
This one just has Unlockable logging turned on
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)
v0.7.0
- Added DuskTerminalCommandDefinition, allowing you to define commands for the terminal.
- Commands can either be one off commands, i.e.
versionto 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.
- Commands can either be one off commands, i.e.
- Non-DawnLib registered UnlockableShopItem price can now be affected by stuff like LunarConfig.
also i believe i fixed this issue for ya
a large portion of this update would not have been possible without darmuh's help
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
Not again...
Negativity when stuff is updated
Negativity when its not
Lose-lose 
i'll give this a test to see if it fixes the Lunar issue with unlockables i was having
Still doesnt work on my end, i will send a mininal profile + log to replicate it when i can
Inverse is still 425
Via the config it should be 200
019bdb52-0a7d-45f4-91dc-2ca596dcc10e
@oak linden
Question!
Two things.
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
But since im uysing dawnlib where is the foggy override
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
Dying on said moon
And everyone living on said moon. No deaths
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.
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):
That's weird, problem is though, I did actually test this lol
I think I know why it's not working for you specifically, I'll see what I can do about it
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
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
And by configurable tag I do mean "dawn_lib:lunar_config"
I'll probably add a bunch of overrides next update
I just gotta think of a good way to do it
Okay...
Cause my fog is currently fully broken atm
Only foggy tho
potentially more to come π
@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?
if its across saves, use your plugins' persistentdatacontainer
ohhh okay LOL im glad i asked thank yoy
just do dis (the second line is me saving the currently used version of coderebirth on there incase i wanna do version shenanigans)
this is in my plugin's awake
Okay wait nevermind, i just meant per save, sorry my bad wording
oh lol
per save is also super easy
sec
i use it in coderebirth to save the amount of money stored in a counter for next update
ss
this is me grabbing the value out of the save and putting it into a network variable (saves are host based remember)
and this is me setting something into the save
this is what _moneyKey is
Oooo okay awesome thanks for this, this i can work with, fortunately i only have to save an int anyway
ye
there are two different types of saves though
Contract and normal
Contract doesn't get reset on getting fired
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
sorry, got it the wrong way around lol
wait so items need the "dawn_lib:lunar_config" tag to be configureable for price??
[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.
Wut, that's weird, can you send a modpack code? This shouldnt happen or didn't before
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
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
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?
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)
Hmm okay I'll mess around with it and see, if I manage to reproduce I'll try to fix it tonight too
yeah, lunar config is the config mod i approved for DawnLib
Could you send me a screenshot of how you did it in the configs? Didnt work for me (most likely did it wrong)
if you have any questions on how lunar config works, im not the person for em, i dont use it either, i just allow compatibility to give the dev a much easier time to edit anything they'd like to in the game, should go here if you have any questions #1390479837025538048
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 (Dawn
VanillaWeatherNameOverride). - 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.
finished implementing it, let me know if it works to your liking :p
The moon day speed patch doesnβt conflict with the current one weβve got, right? I assume not but just want to make sure
...i might've forgot to make it so nothing happens when that mod is installed, lol
lemme check though cuz it could just do nothing
worst case scenario, ill just update to add teh condition
Oh thanks Xu!
LMAOOO i just landed
haha ill post an update
Nah, that seems completely fine. You just gotta go fast
[12:00 AM π]
loool
v0.7.2
- Added compatibility with MoonDaySpeedMultiplierPatcher lol, almost forgot immediately.
- Prettied finding the components for the Dawn
VanillaWeatherNameOverrides.
This is what gaming means
Thanks!
Wait how do I add this script
I apologize I'm a bitttt stupid
update to latest dawnlib in your editor
go to the thunderstore page https://thunderstore.io/c/lethal-company/p/TeamXiaolan/DawnLib/
manual download
copy all 5 of these files/folders
open up your unity project
find where you got dawnlib
and just paste the copied stuff
No I mean will it be found where the uh... I forgot what it's called the moon information section will be like LLL?
Or do I need to apply the script somewhere ya know
oh just put the script somewhere in your moon, anywhere
make sure its not a gameobject that enables and disables itself randomly
well that was fast. it's already on Gale
hopefully 0.7.2 is on gale soon too, cuz 0.7.1 is incompatible moondayspeedpatcher
Ohhh alr!
Meow
π± Meow!
how do the weather overrides work in Dawn?
is that only for foggy (so on par with LLL) or something else?
@oak linden got mineshaft stinger after updating dawnlib on a moon its set as the "rare" one
i do not have revisitstingers either
yeah, it'll happen once, that should be it though
yeah i use my own save filing for it so basically it ignores vanilla and stores my own
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
i would rather be able to set what interior is "rare"
so stingers dont play, for example, if you make manor more common on adamance, and its no longer the rarest interior
that's definitely an interesting way of doing stingers
i believe i heard buttery doing that with their mod or you mentioning it before
i could probably add a pre-requisite addition to the stinger playing to be anything coded in, including that
i suggested it to her multiple times, mostly in DMs
but probably not happening
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
πͺ
potential IProvider moment?
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)
oh alrighty, thanks!
FuncProvider<Bool> 
but yeah a regular func<bool> would work too lmao
right, i forgot you also used that at some point
ill probably need you to explain it to me i really dont get iprovider π
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
icic
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)
yeah I mean there's examples for it in dawnlib already so shouldnt be too hard to implement
lets see how many onion i can type before being sent to orion
so it has native terminalconflictfix now, darmuhs terminal stuff does too, should i turn off the one in darmuhs and use this one?
i believe so
alright
I wrote the keyword matching stuff for dawnlib, it's a less complicated version of the one I wrote for terminalstuff. I don't see a world where they conflict with eachother but yeah it'd prob be a good idea to only have one of the 3 enabled
you're saying, you see no world i just screw up all your commits and decide to make a conflict just for the funnies?
π
me when bepinex.incompatibledependency

oh i guess different question, there hasnt been any reports in this thread abt game killing itself on rehost right?
that sounds worrying
not afaik, and i feel like i do rehosts everytime im testing smthn new
yeah
@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)
@pine dirge also pinging you but iirc you don't reference the spawn weights preset class
aight
Oh also update pushed
I go sleep now, will fix any issues when I wake up if there are any, but I think it's fine
Yeah, pretty sure I only reference WeightTableBuilder 
π that one changed to add a type argument lol
WeightTableBuilder<DawnMoonInfo> into
WeightTableBuilder<DawnMoonInfo, SpawnWeightContext>
Should be it
Goddammit, the new version isn't yet available on Nuget.
What takes you so long? /j
Truly π
Oh well, it'll be there whenever nuget decides to update it's cache probably lol
Update pushed 
Nothing broke in the project which is good 
Noice
Ah here're the errors.
Welp, time to re-setup the scrap in my Unity project because I accidentally corrupted my old one lol
F
hey, when typing weather into the terminal i'm getting this error
i'm guessing it's trying to call preview weather
Lmao morv tweaking the weathers so hard it breaks DawnLib
that was not me
Hehe I know
Tis funny though
But yeah I think normally when you just type weather it changes the filtering setting right?
Does with Terminal Formatter idk about the Vanilla terminal nodes
lol

that's where it breaks
it's not my fault which is surprising
but it breaks my commands lmao
lmao
since it's a prefix patch
Tbf you should be giving yourself more credit you have greatly improved at the way you code and how stable your things are since we first met lol
I don't remember the last time anything broke catastrophically cus of you
π
i've just stopped testing in prod π /s
Weather Tweaks funnies were truly a different era, I think the last major explosion is still the time zooming on Artifice lol
But that was just
a toggle you left on
XD
ngl lame /j
Hi fumo /s /j /s
hi sleeprigo
i think i'm guessing wrong
but at the same time the preview changes to weather, even tho the node is not actually loaded
welp
this update forces me to swap to lunar
absolute cinema
i mean im not upset, this was imbound
just H
idk how to feel about this, you didnt specify the tone /x
get offended /y
okay so it might be because i'm registering weather verb, but no keywords
Yeah I see the issue. Need to add a check for if the verb keyword has 0 compatible nouns
My fault
How could you darmuh you were the chosen one π
/j lol
This kind of oversight is easy to do
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
hehe π€
I also thought I tested enough with lunxaras profile to catch any issues 
But I didn't know about the weather command by itself π
Haha I am surprised you didn't run into anything cus I have the Moons list as Terminal Formatter
But oh well
yeah, it's new
I mean I did find and fix some things before pushing the PR to xu
All things considered, Lacy goes hard on prioritizing stability with our pack nowadays hehe
so the 1000QuotaStare is funny but I also can understand it given the time it takes to install
Wesley's
XD
Def takes a minute to keep relaunching lol
Yeahhhh
Idk what takes the longest on boot nowadays
Could be neat to have someone profile the pack again sometime
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
Ofc we should still fix what causes the null error on dawnlib as well
Ah fair enough
I wish Terminal Formatter's nodes were actually nodes for proper compat with the Terminal Stuff syncing
lol
It do be funny to see someone pop up Moons and it's the Vanilla Moons list when they are using it
lmao
i wish i could redo it without working on it
I am sure lol
cause that's the one project i avoid touching
@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
What did Terminal Formatter do to you?
I have a solution for that for the next iteration of networked terminal stuff
it's just SO BAD
You said you're planning to split up the mod right?
Also is Ship Colors still slated to update soon?
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
it's only in experimental for now
Yes. It would be its own standalone mod
and i've done my own patches to run before dawnlib prefix
Im still thinking about how I want to rework it where it's still got the same functionality
Once xu gets around to updating that singular line I don't think it'll be an issue, just saying for the short term
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
I ended up swapping to just letting SBT handle it cus we swapped out ship mods a few times
π
oh yeah, I guess so
We did use Bigger Ship for a while, then Vanilla + Ship Windows, then now 2 Story on it's own with Ship Windows
so yeah not having Ship Colors do that was necessary
lol
morv still needs to fix Bigger Ship breaking some stuff on eject
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)
Yeah
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
Maybe a bit on launch, idk lol
lol
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 
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
I can look into it, but wouldn't be till I make it into its own standalone mod. Which I still have more stuff to contribute to dawnlib before I can do that 
I don't plan on updating terminal stuff as it is now any further
Fair, fair. I do look forward to the TerminalPlus mod that has the Moon and Store stuff lol
Does this mean that since I have Lunar in my pack, I can get rid of MoonDaySpeedPatcher since it is redundant?
Yeah you can just disable it if it's a dependency
Nice
was having issues with multiplayer involving dawnlib, here's the log file if you need to look into it
Sure, I'll do it when I'm on in a bit
For now, disable unusual scrap, I'll let the dev know I've updated smthn they need to update
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
all good, is it every dawnlib item mod or just ones registered through code?
Just code, any mod that uses spawnweightspreset
ahh okay, improved lethal things and abandoned company assets
will do when i get on pc soon
Lemme know if you need any help
@oak linden Just some from my log. I assume disabling these specific mods will fix MP until they're updated for compat.
yeah thats what it says above
Shockwave drone broken again π₯
like, what hat and xu are talking bout hehe
π }
Lol my bad, I didn't even look, just snapped and posted, my house is a zoo rn
Hahahaahahahahaahahah
I'll let solid know that's hilarious
what does the command do btw?
i fixed it but i dont get anything from typing in weather or preview weather into the terminal
logs indicate they found the node
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.
nothing (for now)
preview weather is a LLL thing
oh interesting lol
okay yeah that matches up to what i got from testing, fair enough
Yeah preview weather changes the moon catalog output iirc
ooooh
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?
i need the rest of your logs
im not sure, can you send a modpack code?
Which options or mods should I turn off about saving? Like General Improvements saving rotation, etc.
matty fixes and dawnlib should cover everything you need
is SmartItemSaving/SaveItemRotation not needed anymore with Dawnlib?
correct
Were you able to figure it out? Toss me your modpack code so I can compare our lib dependants
Hello hello! Here's my modpack code
019bfa7c-4e9e-c7fb-a496-5155eba54bfe
Issue only happens with multiplayer
Had the same issue yesterday, haven't tried it with the new update yet, but it'd keep saying "An error occurred while spawning into the game" every time we tried to join each other. Did you get the same error?
Send a modpack code
019bfa96-3d03-8c65-40b5-8d7cf546bb41
Here you go
Here's mine too (large one, fair warning) if it helps to compare and contrast: 019bfa99-2d59-a65e-4d7e-61695bc9ec75
Ty, I'll look into it tonight with the other codes hopefully
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
I should really get around to fixing surfaced
@pine dirge Your time has come
No way moonswept and surfaced are making a comeback
I volunteer mu as tribute to fix every mod
I do feel like he would be interested in helping maintain Surfaced jokes aside
Surfaced is kill π¦ π¦ π¦
Thereβs 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
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
V80 will not do anything crazy to mod devs, just as the previous updates have not
It is just copium
Yeah probably
Id rather remake the best parts of surfaced into code rebirth than keep maintaining it
Waiting for v80 to drop it also update is kinda weird
I like this idea tbh
Diversity kept waiting
And waiting
And see how that turned out
Yeah
thank you
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)
Iβve seen Chaos around too but he doesnβt talk in the thread I get the feeling he doesnβt have much interest in Diversity anymore
Which is valid if itβs the case
Yeah lol
My time to absorb more mods? 
Your time to be a maintainer yes lol
Can I have a look at the code?
Maybe I can fix a thing or two 
I was hungry π
i want to help but i don't know how, i don't write code
Go for it, honestly I could probably fix the issues, they're pretty minor
Just been lazy about it
Rodrigo would probably not want a new maintainer though so take what I say with a grain of salt
hmmmmmmm
Hmmmmmmmmmmmm
MMMM grain of salt
Idc go for it
Idk if you have the perms though to add to the github
Has anyone found out why the mod just breaks multiplayer?
WHAT
Too lazy about Surfaced, but not lazy enough to push breaking DawnLib changes 



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
did 0.7.4 just come out or am I late
0.7.4 came out roughly 17 hours ago
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)
Yes revert
Lunar also updated so it wont work if you revert
Either have both updated, or both reverted
Crafty says this issue with Lunar is more a DawnLib thing
https://github.com/CraftyC7/LunarConfig/issues/17
Items from another save
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.
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
Send a mod code, seems to be an incompat
It's the same mod I've been using to test the system all along. I just put this in a profile with UnityExplorer and DawnLib (plus dependencies)
can i see your code?
cuz for me when i change the purchaseinfo of the unlockable, it seems to work just fine
{
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);
}```
whaaa im getting this now but i didnt before?? π, ill take a deeper look
i also got an LLL error, so thats nice
v0.7.5
- Fixed multiplayer connection issues.
- Fixed renaming terminal entries causing duplicates.
- Allowed NamespacedKeys to convert digits like
1into the matching wordsone, this is technically a breaking change in some logic but I doubt anyone will have to adjust anything currently, except maybe me in coderebirth.
Turn on dawn item saving (its disabled by default)
the config being off is it being on by default, i've seen this problem occur very rarely, not too sure what causes it
the config is confusing, i know, it's a little late to remake it
oh
well disabling it fixed the issue for me
where items from another save loads in new saves
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
wydm fixed multiplayer connection issues π
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

v0.7.6
- Fixed a rare issue where a save's items would be seen in another save.
that was pretty simple
Hooray !
Just updated to the newest Dawnlib as it was pushed to me
Every roundstart fails now
can you post your game log and profile code?
i think i fixed that last update
yeah unfortunately we don't have full logs so idk what version was loaded π€·
import code says 0.7.5 tho?
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
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
guys, guys, I'm gonna send a bug report. Let's see how it goes for me π
that's weird, alright ill just make it null check more safely?? idk why that's not liking it
idk much about this system but it seems like the WeatherKeys.None (lethal_company:none) is not present in the dict when they get this error
that's how I'm reading it anyway
yeah, which is weird cuz the registry being frozen should mean its there π, ig not
the mod profile also has weather registry so idk what kinda compat there is with that
there shouldnt be any issues there... but ill take a look at it rq
sorry I can't help out more π
thats alright, it's a weird one lol
yeah def a weird one lol
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
weathers breaking the game once again π₯
Alex: And not your fault for a change too π₯
oh but it checks if the registry is frozen, then pulls the none key
which is null??
that's weird
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
the error is saying the none key doesn't exist in the dictionary if I'm reading it right
which is even more odd imo
yeah not sure how that happens
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
Quote from the original person who reported this - I managed to load in 1 day and after that even in new save this:
maybe a simple TryGet will work just fine for that
oh please don't be a registry thing
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
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
ye I would assume so
the problem is that the none weather doesnt exist
i forgot about that
pretty sure base game treats none weather as just null weather
inb4
I think that NamespacedKeys change completely borked my Lunar Config files, as it is generating new entries rather than converting my existing ones. Tomorrow I am either gonna have to paste all the correct configs back in from a backup, or open the config files in a text editor and manually adjust the format
Ah, that would make some slight sense
I'll point the finger to zeta
Anyway @wind mist good luck
Is it all the configs? I think it'd reset only the moon ones
Or anything else that has any numbers in it
Previously stuff would be just oxyde
But now it's sevenfourfive_oxyde or smthn similar
Some custom items and objects have numbers
MP3 Player for Ganimedes for instance
@patent citrus
Hey dont blame me i just submitted a bug report π
though, in all fairness, i would always backup the code before any lunar/dawnlib updates
I did
It doesnβt 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
The backup wouldnβt help you while the problem is still unresolvedβ¦
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
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
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
Thank you Xu, MP works now 
@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
his greed sickens me
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
it does
I forwarded the message here to this thread: #help-and-troubleshooting message
But I can see forwarding an image link triggering it

I think I recall seeing the goofy Mr. Beast giveaway images be forwarded sometimes
Wha
dunno, you tried to send that message
I guess that's how forwarding formats it?
three images is the minimum before automod will snipe u for a week
raa
Plink my beloved

















evil has triumphed
that is NOT a win

the Leubes villain arc has begun

"Mods, alchemically transmute this guy's hat to be red"
Mods, yield my flesh to claim his bones
Mods, I'll give you a cookie, if you remove this guy's bones
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 
I have no idea how to use lunar so 

kinda bars
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

you could use someone's modpack to test stuff π₯²
300 mod modpacks take so long π, 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
Could probably make you a dummy one that has Lunar, Dawn, a few little mods and have everything be configured slightly (Like a moon price overrided, scrap spawns set etc.)
And then use that to test changes
literally the opposite of what i said but ok
i know
I feel indirectly attacked π
It's okay, Xu said 300 mod modpacks are a problem, 500 is probably fine
yeah if we have 299 or 301 mods its okay
Anything but 300, that's when the issues arise honestly.
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 Purpleβs 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
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.
there's no such thing as "too many mods"
I guess that check out, adding mods over time and not caring too much for bloat
Honestly I shock myself sometimes, like "Really, I'm at this much already?" A lot of it is bug fixing and dependencies, tbf.
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
LC doesn't have the unofficial Skyrim patch unfortunately lmao.
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
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.
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
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.
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
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.
Indeed
@oak linden Do you know how you did the oxyde like... If everyone is alive you get the achievement
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 ?
I know I mentioned this earlier, but if possible, working on a public (or semi-public) API in DawnLib for Lunar Config to use would probably be a good idea
Currently unused but putting the description of how to finish the achievement is what i do, just incase it's ever used for smthn later
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
Different ways to complete achievements, the one with unique string IDs is triggered by having collected every unique string id
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
@Grok is this real?
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
I'll take a look when I'm home, that's definitely odd
is this dawnlib ?
grabbing the steamprofile pic thingy
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
any way you can try/catch and eat that error?
I probably can, it's just weird that it comes from calling a vanilla function, still proceeds to work for both me and zeekerss and also still proceeds to error lol
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
Yeah it all depends on me not forgetting tbh π, I'll try to remember to try catch it, even if it feels a lil ugly
Do decimal numbers work in the dusk item definition? Trying to figure this out as I might wanna add something that's very rare similar to the zed dog
It doesn't give an error or anything and scrap still spawns, but maybe it's just rounding that's why I'm asking
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
Is there any particular reason for using <TargetFramework>netstandard2.0</TargetFramework> instead of 2.1 in DawnLib.SourceGen?
So if you have a tag with +10.5 and one with -9.4, it is actually meaningful because the end will be rounding 1.1 to nearest integer
awwww alr ty
yea
i wanted to do like a 0.5 tho
I wish I knew but I have no idea, I didn't write the sourcegen and the person who did is away for a long time
I was never good at understanding the csproj much lol, I've gotten better but framework stuff is still a bit beyond me
Sadly zeekerss stuff only supports int weights
yea I thought so it's not ur fault
I don't particularly trust commit messages like "bwaabwaabwaa"...
do the vanilla items even use weights? cause there's no way zed dog is weight 1 it has to be lower
commit 6d0bddfcdcda69fa6a820c014f9b5e699f6d627b added SourceGen, there are no explanations on the framework version choice
those are the kinds of commit messages that should be flattened into a feature commit, lul

:shrug I don't think I'd have included exact details of the csproj setup in the commit, not that I'd write something meaningless, though I sometimes do if I'm literally editing one line in a change log and it's making me go insane
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
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
Idek what a feature commit is tbh
Uh but is there any reason?
only one way to find out
Id presume it was intentional unless it's causing problems
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
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
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
I've gotten used to ignoring a lot of the warnings because there'll be like 90 nullable related ones that don't matter π, unity will also cause the project warnings on unity life cycle methods, etc
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
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)
No idea honestly
Can you please put Thunderstore link into the repository description?
https://thunderstore.io/c/lethal-company/p/TeamXiaolan/DawnLib/
sure
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
I tried :/ but couldn't figure it iut
Or it didn't work, was one of those
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
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
Try this: https://github.com/TeamXiaolan/DawnLib/pull/53
and then this: https://github.com/TeamXiaolan/DawnLib/pull/54
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...
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...
yea, ns21 added a bunch of string extensions that are real nice
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?
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
I would never use main branch for PR. I have some fucking standards
I only mention it because somebody did it to me recently 3:<
I'll do it to all of you, eventually
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
meanwhile, my fucking standards:
Funny enough, DawnLib does not use LobbyCompatibility
Why would it use that? Sorry im dumbs with code idk if there is a joke i missed
LobbyCompatibility? It tells clients which mods are incompatible when they are trying to join. DawnLib is clearly pretty incompatible
m-muh crupto miner 8===D ip loggr
"funny" part because there literally DawnLib.Compatibility package in the repo
i have a feeling that typo of mine prevented a very long timeout for me
Creepto
sha256
Playing with fire
Hmm oki! Either way its not good practice to use that mod
Does more bad than good sometimes :0
It can be made optional. It can be misused like any other tech, but it does a good job at preventing blatant incompatibilities where netcode otherwise wouldn't
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
skill issue on devs' part
And since its not maintained anymore
Best to remove, wont be getting fixed any time soon
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
Famously used to be super broken, dunno about now
It's a soft compat package to have stuff like inherited classes from packages to soft compat with like soundapi
To be fair, they should be reading that it says server on the thunderstore tags
Its not only that, it literally can do false positives even if you have the exact same mods and configs (gale sync profile for example)
Respectfully, no one's reading packages' descriptions
If people donβt read the description of a mod and are surprised when something breaks thatβs on them ngl
People dont read
I canβt read Iβm a thunderstore fan
Exactly
It's not even a description it's the tag on the mod on thunderstore
And yeah that's on them imo
not much "on them" either, when a mod which claims to sync confs might as well silently fail to do so. or when compatibility guardrails fail to accept same modpack (as you claim).
Besides, it's not a content mod so idk why they'd randomly install it
Xu wait rq do you know how to fix the uh
What's the problem?
Foggy weather thing
those tags were never properly defined anywhere. I couldn't find a single line of description of what "server side" means: only server should have it? everyone? wouldn't work if you are a client? who knows!
THE WALL DIDNT EVEN CHANGE
and I'm a mod developer btw. what do you want from normal people?
3rd image is like what the fog looks like so I made sure it was the right distance
Why are you being so hostile
:shrug that's on thunderstore at that point that there's no proper tag descriptions anywhere
I'm not adding lobby compat soft compat because it's likely to cause more problems for people who can spend 5 seconds reading
Nah it's not hostile
Just be like "oh okay."
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
to be fair, it would help somewhat if there would be at least a hover/popup with tag descriptions
Can you test your profile without LLL? There's a chance it's overriding me
Shouldnt you ask like...
Cant. Itolib needs LLL
I do agree, and I doubt it's anything hard to implement but this is thunderstore, famously known as 007
0 updates, 0 payment to modders
7 different ways to fuck up using it
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
It's not famously known as 007 anything but I thought it was funny
So like...
Are you able to test without LLL just for the foggy test?
I'm not asking to not use it ever, just need to see if that's what's doing it
My scripts are intertwined
But ill try.
It should still load the moon
There'll be errors when loading in but it's stable enough to view the fog
Did you not disable itolib?
OOPS
OopsoLib
@white finch 
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*
Alr!
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).
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
My honest opinion is that you're too good for thunderstore
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
They're basically the first things the user would see
When looking for mods to install
I know that but like
fair enough
Confusing...
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
Fair enough but why would people ever play vanilla lmao
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
God
The amount of like
Whats that one mod where you can become enemies
Nightmare fuel
whenever I see a lobby named "CHECK OUT MY MODS" it's 100% guaranteed some kid with client-side Imperium, lmao
Control company
Hate that mod
Worst vanilla match ever
Also I wanna use this with other moon mods and like my moon it he first dawn lib that I can think of




