#archived-modding-development
1 messages · Page 44 of 1
convert?
Like... port it for mac
Yeah
the api files themselves wouldn't need to be converted
just api would need to ported
new HellMod with nerfed healing added
What's HellMode?
@keen mesa
-1/3 max SOUL
-1/2 soul gain
-1/2 nail damage
-2x incoming damage
-healing is deep focus speed by default
-(TO BE ADDED) nerfed flukenest
That just sounds rude
agreed
What's the Save Manager do?
edit saves
you can give charms and abilities and nail upgrades and heath
and take it away
Ohh cool, so I could just give myself 106% basically with a brand new save? lol
SOunds like it might not play nice at times.
you can also use debug mod to do stuff like that which is fun
you can also clones enemies and make enemies have 9999 health
I don't even know what use cloning enemies has other than fucking around
So... fucking around?
except I've heard that doesn't work
double empress muzznik when
And nah you can clone bosses
double nkg???
yeah cloning bosses is easy, dream bosses will boot you from the fight though when one dies
Where do I save this API d/l and more saves thing?
if you clone a boss like hornet and beat one the other one becomes invincible
oof
yea
maybe that's just hornet? Because she becomes invincible after defeating her for real
maybe
You just put mods in your game folder @keen mesa
^
it's in the steam/steamapps/common/Hollow Knight folder if I remember the path right
Is there any possiblity that someone will port the API files so that they will become mac compatible
what if you beat both bosses at once
ty!
Porting to mac is in theory pretty simple
problem is mostly that the modders don't own a mac that can run HK afaik.
learn .net? 😃
Ship the Mac to a modder ;)
We could probably port it to mac by just compiling against the vanilla mac dll instead of windows, honestly
ty
I doubt any of the changes in it are relevant to the bits we're changing
i'd have to look at how monomod does relinking
Thanks
to see if it screws with stuff that is platform specific
something i'll look at this evening after dinner
we'd definitely need all the managed dlls though
Okay
It's weird to me that the mac version is even using dlls
Why is that?
I might be able to just download them from my humble bundle install
Because that's not a mac thing
you have to do specific stuff to fight two bosses without it breaking
cause traditionally dlls are windows files, but unity+mono does dlls on macs, which is just...weird
ala ngg
Are there any mods I should be aware of? Ones that may bork my game, completely game the change or require new saves?
Lightbringer will mess with your damage on your save files, so back them up.
Think that was the case with Glass Soul and Lightbringer, afaik boss rush removes the normal game, and trhen randomizer I guess generates new random games every play?
As a general rule you should be backing up both your saves and game files
^
Yeah fer sure
If you have Steam backing up your game files isn't really necessary
except debug mod probably
but always back up saves, even in vanilla tbh
Yeah
So, I want to have that Mods folder in the games folder right? For the MoreSaves do I leave that in the Mods folder or move it? Trying both but it doesn't seem like it's working to add pages.
I'll try compiling the API against the Mac files
in a bit
cause I've got a Hackintosh set up
Thank you
just watch the video in pins @keen mesa
I watched the mod video for boss rush
it's how you install all API mods
Already added the API and it showes it in the top
But the MoreSaves mod is not working for me.
more saves is not an API mod
wut
Isn't it?
yes it is
was thinking the save editor
@keen mesa put the mods in Mods
mods
Just put it in your documents folder tbh
the folder structure should put everything in the spot it needs to go
Okay so remove it from Managed, leave it in mods.
Once again, thanks 56.
it won't run unless it's in Mods
Okay, how do I get it to work ingame?
even a sub folder in mods, won't run it
just open the game and it should be active
Wasn't for me
yeah
show a screenshot of the Mods folder
also relaunch the game if you haven't already
^
did you relaunch the game
do you know where your saves folder is at? (if so, go grab ModLog.txt)
also try another mod to see if it's just more saves
HellMod 
eh, just go grab ModLog.txt
^
someone with the path handy post it por favor 😉
I know where the saves are, what am I getting?
ModLog.txt
%localappdata%\Team Cherry\Hollow Knight
that was painful to type on mobile
[INFO]:[API] - Adding GitHub SSL Cert to Allow for Checking of Mod Versions
[INFO]:CN=*.github.com, O="GitHub, Inc.", L=San Francisco, S=California, C=US
[INFO]:GameLoading
[INFO]:[API] - Trying to load mods
[ERROR]:[API] - Error: System.MissingMethodException: Method not found: 'Modding.ModHooks.get_Logger'.
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
[INFO]:Saving Global Settings
you're using the release version of the api
that moresaves is on a bleeding edge version
couldn't you also use the old version of more saves
also what did you change
cause I haven't updated since ever
Bleeding edge?
I wouldn't know how to do that
you could ask KDT for it maybe
ask wyza
Well, atleast I have the current API for other things right? Idk what I would need to change or do but the more saves isn't necessary atm just yet
look for from:wyza has:file
in search
here
the most recent API version is there
Now that the races are over, I'll post the most up to date one i have tonight
and update gdrive
same for rando too yeah?
yeah
logically, i don't think much, if anything, changed. @rain cedar would have to say. I know mostly it was internal changes to make it cleaner
clean code
absolutelynotme_irl
I changed a few things but I couldn't say what
Also "cleaner", not clean
Can;t get the from:wyza thing to work
@keen mesa from:[LW] Wyza#1018 has:file
looks like it was sent on 12/02
The from: thing doesn't work for me for some reason but has: does
1.2.2.1-24
Gotcha, ty
its a bit of an odd rule
For some reason I have to have it hard-off, the automatic thing isn't working
Either way, ty
Now it shows nothing in the top left corner.
When I put it into Managed.
Yeah
*replacing
Mod API not showing in top left and moresaves not working anymore than it was ahah.
I guess besides figuring this out, is it possible to my my controller for the game when the app window is not selected?
maybe with borderless gaming
idk tho, can't test because no controller and not at home
Borderless is same as full
use native input
Okay, ty
@serene spindle going to try compiling it on mac now
wait
do I need to compile with mono or can i just take the assembly-csharp and stuff
should I use
.NET Core or Mono
Everything is already set up for the visual studio project at https://github.com/seanpr96/HollowKnight.Modding
ik
but
do I need to compile it with Mono on Mac
or can I move the files to windows
or should I compile with .NET Core on Mac
I would just move the files to windows
Don't really have a technical reasoning for that, though
Wyza might
that version should be current enough
How so?
they're in different spots
hollow_knight.app --> Resources --> Data --> stuff
not that weird but kinda weird
I know what you mean
Windows can't access HFS+ nor ext4, ext3, btrfs, etc
macOS can access linux filesystems if you get FUSE and has built in NTFS support
Linux can access HFS+ and NTFS
in addition
you can change GTK keybindings completely
you can change mac keybindings in ~/Library/KeyBindings/DefaultKeyBinding.dict
but I don't think you can change global windows bindings without AutoHotKey or something of the sort
I have changed them before
the global windows hotkeys?
GTK keybindings
ik
I have all keybindings set as Emacs
GTK bindings are Emacs
Mac global bindings are emacs
My keyboard firmware has a layer that is emacs bindings now
but I haven't made a script in AutoHotKey for windows yet
leaving this here for a sec (Mac's Managed folder): https://send.firefox.com/download/f22569bc13/#QbMTAmaJOcPPPFJ3aKWP9g
wait no
you don't need to do anything those are already the Mac files
I just left them on this discord because I didn't wanna email myself it or anything
@buoyant wasp do I need dotnet 3.5 or is 4 alright
3.5 only, technically it's not even 3.5 it's Mono's 3.5
but compiling against 3.5 should work
monomod relinks it after the build
so should I get mono 3.5
or "change the target to .NET framework 4.6.1"
or download the targeting pack
you shouldn't need to change anything
you should be able to just clone the API repo
and build
what program is that?
VS Community edition
interesting, not familiar with that theme
dunno, the window title just looks weird 😃
¯_(ツ)_/¯
I've been using emacs for everything else so I don't know much about customizing VS
other than adding a Vim extension because vim is life
you shouldn't need to install mono at all
should I get the targeting pack?
or should I just compile from the command line w/ mono
eh, you could, but it'd be a pain cause you'd have to go manually do a bunch of postbuild tasks
for the former or the latter?
apparently it should have downloaded the targeting pack w/ VS
but
it didn't cause it hates me
got the pack I think
nope
and VS is unable to open links because it still hates me

I checked all the boxes
and found another targeting pack download
if this doesn't work
is this windows?
it doesn't let me open the thing tho
just trying to open the solution causes
so I found the targeting pack I think
and am installing all the other ones just in case
you may have to just install the .net 3.5 framework entirely
lol
yeah, no surprises there
i wish we could target 4.5
but we can't cause the game is compiled against 3.5
that'd be amazing
we tried
idk, cause sean was able to download and build with no issues, so i know it works outside of my environment 😦
vs just hates me
tfw it says reapply the multi Targeting pack
me if this doesn't work
ASDHAKLJSDHAKLJSD HILUAWHEIOULQWHILUQW HJELIAJSIDOJNASD
I changed it to 4.6.1
and am going to try changing it back
.NET 3.5 is not in targeting frameworks ree
AHA
it's time
apparently windows update was needed
and I turned off windows update
:/
turned it on and now it's installing
time for life
I quit life
lol
might want to get bigger disks 😉
C: is actually 128
and D: is 1TB
and I've got another 1TB sitting on my desk that I need to install
but also
lazy
LIFE IS GREAT
don't think you've partitioned it enough
24 more GB
no
one partition is EFI (needed for booting)
one partition is Linux
another is other linux which I need to remove
another is hackintosh
and one is windows
wait wtf
there's an extra partition that shouldn't exist
monkaS
twitch emote, basically frightened face lol
lol
@rain cedar I don't think your version check is working for 1.5.1
Project->Properties->Build
it's all good
I just copy paste the managed folder in and rename it to Vanilla, right?
yup
Build started
yeah
HollowKnight.Modding-master\HollowKnight.Modding-master\OutputFinal\hollow_knight_Data\Managed
yup
now to zip and test on Mac
https://send.firefox.com/download/505f7aa72e/#a-jZglCwjh4jJvx3wSTLxg ignore this, just leaving it here
So now the game crashes when I do quit to menu after adding that file earlier
rip
i just uploaded 1.2.2.1-26, you can try and grab that.
the mac hollow knight logo is nice
did they switch the controller image?
it's a PS4 controller on mac
dunno, on mine it switches based on the controller i use
yeah
the output should only be an Assembly-CSharp.dll and a folder called Mods, right?
and an .xml Assembly-Csharp thingy
pretty much, yes
Where do I find the file? Was it added to the API list..?
it's just the same place as the existing API
we just update the most recent game version,
moment of truth
so if you go download [1.2.2.1] Modding API.zip, it'll be v26
nothing in the corner 
yeah
K, PlayerDataDump updated, overlay updated, Modding api updated.
nice
@buoyant wasp Yeah it's not, didn't bother to test it and haven't gotten around to fixing it either
How goes the mac port?
#patience
@keen mesa - I'd just use steam to verify the game cache
@serene spindle I compiled and ran it but it doesn't work
hollow knight just boots normally
ok so if u shoot vengful spirit just as u kill them, u gain control
you can do it by dashing too
not that getting storage does anything for you 🤔
o
double hits?
yes
it's really if they go far enough in the same direction as the fireball long enough that they run out of iframes from it
i mean, you use it on bosses all the time
knight might've lunged backwards
moss knights need to backdash to double hit
dunno
there you go, still totally do able
I think fireballs get kinda weird offscreen though
but since you can kill them with 3 level 1 fireballs and a nail hit, level 2 only needs to hit twice
*with shamman
i'm not sure when they dissipate, and when the hitbox gets disabled / their velocity gets set to 0
set camera mod when
you can already do it with debug
test vs when
but its like schrodinger's cat
can I zoom all the way out and play with a tiny mc
yes
there is a scale mod by @buoyant obsidian for the giants
why does every dream boss in boss rush have an eye brow EXCEPT white defender????
doesn't GPZ also have no eyebrows
it's because the sprites for the dream version and the standard boss fights are indistinguishable from each other so KDT added some A N G E R Y eyebrows to the dream bosses so you can tell them apart

;-;
not kidding, you just softlocked, so unless you can kill him and radiance blindfolded, you're stuck
someday @leaden hedge will figure out how to fix it
why does this happen?
¯_(ツ)_/¯
Okay
something about the transition for the dream bosses
sometimes leaves you stuck in the white screen
yeah, but that doesn't necessarily mean it will fix it
cause it isn't just the dream boss->him
it's dream boss->any boss
yep, and I don't even run any code there
until after the transition out of dream boss arena
we just need to figure out what that white screen is
is it a scene?
is it an overlay?
then you can just check for it's existence
after the teleport
and remove it if it exists
lol
also btw is it normal that all the saves have been reset?
i mean, they arent ACTUALLY reset over on the saves file
yes
F1
didnt work
And you haven't rebound the 'toggle all' key off f1?
not sure
debug mod was broken for me
i havent touched the menus at all
but i might've done it accidentally
wel, i did touch them just to give myself fireball and cloak
whenever I closed and reopen it (with f1), it stops responding but showed left pane and console
but thats on none released api
"Partially showing but not responsive" is pretty different from "Not showing" btw
ModLog.txt in your save folder
if you have more saves installed
should i just take it to paste.bin?
it breaks debug mod
Just drag the file onto discord
okay
because more saves renders it's button canvas on top of debug mod's canvas
and prevents clickthroughs
That wouldn't affect keybinds
ah, true
Alright, I see the problem
But I'm also not sure how to fix it
The GameManager reference is somehow becoming null
internal static GameManager GM => _gm ?? (_gm = GameManager.instance);
That should never be null
Unless I'm misunderstanding the ?? syntax
no, you have it right
How does the code know what GM means?
thats the variable name
That code I posted is how it knows
If it isn't showing the text @serene spindle, then it isn't working at all. You're gonna have to be patient considering that 56 isn't even one of the developers of the API. Especially considering it's around the holidays and folks are generally pretty busy this time of year
gamemanger is the class?
That's basically equivalent to:
internal static GameManager GM
{
get
{
if (_gm == null) _gm = GameManager.instance;
return _gm;
}
}```
Yeah
And yeah GameManager is a class
yea
Maybe I should save up and get a pc.
Using bootcamp I know
or buy some patience
the API took months to develop by several developers. you can wait a few days
I guess if _gm is still null after setting it to GameManager.instance I could try something like
_gm = GameObject.FindObjectOfType<GameManager>();
As a failsafe
yeah, though it's weird that it wouldn't find it
I'll have to look into what GameManager.instance actually is internally
@wyza, they don't call me the fullpatient Atheist now do they 🙂
I tried Using bootcamp for h1z1, and it ran at 15 fps
also how unoptimized the game itself is
yes, but that doesn't mean that GM is necessarily null, GM.GetSceneNameString could be returning null or blank
I suppose so
Yes, I could use bootcamp, but I could also play blindfolded. The point is, at least I have enough patience to not use bootcamp 🙂
cause honestly a null GameManager instance just doesn't make sense
not saying it isn't happening, just that it's weird, even for this game
I'm really sorry for my severe lack of patience. I'll stop bothering everyone about it.
@serene spindle what are your current specs?
MacBook Pro (Retina, 13-inch, Early 2015)
2.7 GHz Intel Core i5
8 GB 1867 MHz DDR3
Integrated graphics really aren't meant for gaming
nah
I thought they were like 2k
I know someone who works at apple
Is this like "My dad works at nintendo" or do you actually know someone and got a discount from it?
Neato
What would be better in terms of performance for its price? A gaming desktop or a gaming computer?
what would be better is building your own
but desktops are generally more worth it than laptops
Could you recommend something that I can build on my own?
most pc parts fit the same
so the building part won't be different on the parts
though i'd ask a friend who has put one together to help with the CPU. it's not rocket science, but if you screw it up, you generally don't get a do-over 😉
or just be careful
Yeah, trying to push that in wrong and bending the pins would be an expensive mistake
I'm going to walk away now and pretend i never saw that
lol
i ahve intel 2 duo
xd
not sure
My pc sucks so dont count on it
Or I should say, what would you recommend?
I recommend u look up 500$ builds
$50000 builds imo
I know
And 8gb ram
k
intel integrated graphics best gpu
Since this is modding
With the way trends are looking I wouldn't recommend making a budget build
since in the past budget meant playable at low quality
nowadays it means you can't run some games at all
Well
if you're into games that require twitch reflexes at least
Not really
the pins generally break if you try to bend them back
they are too thin now
it's partially why intel started moving away from the pins being on the cpu
i think
is there a way to update the modding api
it says theres a new version available
not sure if i need it
should just be on the GDrive
so i just download it again?
okay cool, thanks
huzzah, always nice to see something new work right out of the box 😃
(new version notifications)
depends on what version you were on before
the github page has releases that talk about mostly what's in each release. In general, the API doesn't do anything for players. so changes in it only really affect modders in most cases
okay cool
in the case of -26, it was mostly just some fixes for some bugs found in a few places with newer code. oh and i guess sean added some text handling hooks for the localization mod
sweet, the modding works great so you guys are obviously doing things right 
hehe. Yeah, it's been nice to let it be stable for a bit. Haven't really touched it much this month because mostly, it's just working as intended, which is always nice.
during a speedrun, is it fine to leave debug mod in
not if you are submitting no
you can't run modded at all
even the API is disallowed
thought so because of cheating, was just making sure
and it changes game functions
well, the API, in general, doesn't change gameplay, but it does slightly alter how the mouse works, which can affect runs
so it's just disallowed
has to be vanilla game in every aspect. unaltered
@leaden hedge - where did you come up with the logic to determine how to draw the FSMs? did you just math it out and solve it or did you have some external resource that pointed at out to automagically make diagram of connected items that isn't known until runtime?
each state has a position object
that determines x,y,w,h
and transitions which determines the lines to draw
oh, so the FSM itself describes how to draw it
well, that's handy
was thinking about rewriting it out of the web and into pure .net. the UWP app works pretty well, but it's not as responsive as i'd like when dragging bigger fsm's around
if I was going to rewrite I'd write an ingame editor
so you could add / remove state actions and states to loaded fsm
mainly has the benefit of being able to real time testing
but would also have correct links to other prefabs / objects
yeah.....that'd be a pain
mostly just want to get it to a point where it's buttery smooth. Not saying that an editor wouldn't be slick in game, but don't really want to deal with the game's UI engine 😉
or solving the prefab issue
since I still never was able to figure out how to get the prefabs themselves
@serene spindle https://send.firefox.com/download/505f7aa72e/#a-jZglCwjh4jJvx3wSTLxg I didn't actually changed anything, just compiled with Mac assembly
also the athlon you were looking at would be better replaced by anything else
and the 480/580 are also very affordable and iirc have significant performance gains over the 380
yw
also getting an SSD is a huge performance difference
No fps gain but everything from loading to launching is so much faster
The code won't work on mac, will it?
Thanks
I'll try to figure it out with my gaming mac🙂
it seems to not be fully compatible at the very least
"gaming mac"
because it still launches, but no API stuff shows up
nice contradiction
@young walrus H A C K I N T O S H
@copper nacelle - do you get anything in the ModLog.txt or output.txt when you run with this mac version?
I'll check
@buoyant wasp there is a modlog.txt
unity.Team Cherry.Hollow Knight\ModLog.txt
has
[INFO]:[API] - Adding GitHub SSL Cert to Allow for Checking of Mod Versions
[INFO]:CN=*.github.com, O="GitHub, Inc.", L=San Francisco, S=California, C=US
That's it?
yeah
wait
shit
no
hollow knight turned on when the computer turned on so it didn't finish starting
@buoyant wasp after loading into a game
[INFO]:[API] - Adding GitHub SSL Cert to Allow for Checking of Mod Versions
[INFO]:CN=*.github.com, O="GitHub, Inc.", L=San Francisco, S=California, C=US
[INFO]:GameLoading
[INFO]:[API] - Trying to load mods
that's the modlog
checking output
output is next to all the assets, right?
can't find any output
~/Library/Logs/Unity/Player.log
debug.log?
According to google
yeah that's a log
Apparently they can't be bothered to be consistent in unity
lol
Yeah
a lot of FSM not preprocessed
Mac uses mono develop
and could not find FSM: alert_range
Just drop the whole file here
And I'll look at it when I get to my desk
I think the biggest issue that I can see at a glance
is
Directory 'hollow_knight_data\Managed\Mods' not found
I'll try symlinking the mods dir to that dir
can i ask question plz?
yes
sooo
i installed boss rush mod
really cool and all
firstly, my other save files are not erased i hope? :/
they are not erased
but backing them up before doing mods stuff is a good idea
the mouse cursor on mac stays the HK cursor even when alt-tabbed :/
oh yeah. should've though of that.
secondly
why is this mod so different than the one on the youtubez?
...
KDT made a new boss rush
Oh... Yeah the directory thing is a problem. But fixable
only be able to choose 1 of 3 mediocre options is really frustrating
do you know what it considers the root dir?
because a quick symlink should solve that
got to second wave of bosses without spells or dash, now it's just a lost cause 😦
Are you able to customize your level for your nail?
@stiff notch - The old boss rush was removed because the author issued a DMCA for all his mods
oof
@serene spindle debug mod can do that
as far as the root folder, no i don't know offhand. I agree a symlink will work
cool
but that's not a good long term solution 😃
yeah
@Wyza googling DMCA
isn't it the point of mods to make them public?
one would think so
very
which is why most of what we've done since then is all been specifically under the MIT license
why MIT over GPLv2?
but not being able to choose upgrades to a certain extent is really punishing for newbs 😦
3 choices actually
uh huh 😛
not taking damage and you get all 3?
no damage = 2
...
death = 0
so
no
it's already way too easy
yeah
what wyza said
well
I suck at the game and I got elegy + nail upgrades and fucking shredded the bosses
just keep practicing, you'll get to the point where you can no-damage 4-5 of the first 9 bosses without trying
by the time you get to the 2nd tile you'll be broken OP in most cases
wtf
it doesn't create new logs on startup on mac
it just appends
at least for Player.log
lol, epic
well, balancing idea: only give players 1 upgrade each boss, but time threshold or no damage gives more (than 3) choices?
but it's already easy if you get lucky at all
if you don't get lucky then it can be hard, but most of the time it's easy
eh, more choices means i'm just going to get better much earlier
lol
heh
keeping in mind that we already have to recycle the choices
is this bonfire
because there aren't enough upgrades/items to fill 3 slots for all the bosses
DirectoryNotFoundException: Directory 'hollow_knight_Data\Managed\Mods' not found. :/

after like 5 symlinks
does it care about caps because I forgot to make the D caps
i was really disappointed in lvl1 grimmchild tho lol 😄
unix does, so unity probably does
linux does, but iirc HFS+ doesn't give two shits
I could give you no items
i mean
alright, I'll try again with caps
if i miss out on cloak once, i'll never get it later? :p
the first 22 bosses will always only drop 1 of each unique upgrade
you'll have what, 4 chances at repeats at the end
because there are 66 upgrades
if you didn't do it that way, then you could end up where wings or claw never spawn
which you need at least wings or claw to beat the game
(so never pass those up)
well, if you keep in mind my first suggestion, you could limit out some "useless" charms and occasionally recycle unpicked options... and give priority to essential upgrades, like vengeful soul and cloak
but... they're not essential
my first suggestion giving 5 choices instead of 2 picks
DirectoryNotFoundException: Directory 'hollow_knight_Data\Managed\Mods' not found. 
after more symlinks
there are literally only 2 essential upgrades
either wings, or claw
and only because you need them to do the platforms for radiance
the .exe is next to the hollow_knight_data folder on Windows, right?
so you can effectively dodge all dream bosses without dash?
yes
yes
some people are not godlike babyrage
lol you don't even have to be godlike
i'll have to look when i get home after i cook dinner and see if i can't figure out how to get the right path correctly
hehehe
sounds very fun :p
wait but is the .exe next to the data folder
I'll try another symlink next to "hollow_knight" the executable
but still, aren't my suggestions worth considering?
instead of the .app
my guess is that it's a combination between the fact that unix expects "/" paths
nothing is worth considering
everything in life is garbage
it's all just random

it's not that they aren't worth it, it's just that we don't want to make it easier
more choices = easier
even if you can pickup less items
added two more symlinks just in case the issue wasn't the "/" paths
just do a few randos and you'll have some game knowledge and become godlike 
randomizer is fun
no need to test anything
they are really good practice for testing your skills and getting better at the game
the fight you get a lv2 spell
I now am fifty times better at pogoing after crystal peak without claw
just do 30 106% playthroughs and you'll have some game knowledge
the game becomes insanely easy
isn't abyss shriek useless for the grounded bosses?
no
shriek shreds bosses
you just dash into it's face and take it like a man
lol
haha, that's not hard, just mind numbingly tedious

what now?
it's a nail
nail 0 collector, now that's evil
what i say then?
nail 0 collector on patch with no adds
spam post 600 of my screenshots here
edit
that'll be nice
lol
thatwas the worse
eww yeah
i was editing, you guys just beat me to it