#archived-modding-development

1 messages ยท Page 88 of 1

solemn rivet
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but that's redundant

delicate ether
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well if enemies have like doubnle or triple health

solemn rivet
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why up enemy HP if you're just gonna also up damage dealt?

delicate ether
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it will be staggered

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you still have to collect 6 pale ore lol

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thats most of the game

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i mean if you are not speed running it

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i didnt hit level 4 on my nail until dan near end game

copper nacelle
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if you know where it is

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it isn't hard to get

delicate ether
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you have to hit every area with a caterpilar

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two the second arena battle

solid wagon
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Nosk

copper nacelle
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nosk from mantis lords ez

delicate ether
#

you could also ove the pale ores

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put one behind the blue heart door

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๐Ÿคท

solemn rivet
#

that's actually when I first found him on my first playthrough, 56

copper nacelle
#

nice

solemn rivet
#

Fungal -> Deepnest

copper nacelle
#

i just went to CoT after trying mantis lords once

solemn rivet
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didn't even stop at CoT to upgrade

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that's how badass I was (nah, just stubborn)

solid wagon
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I would love to see pale ore, mask shards, and vessel fragments worked into the item randomizer pool

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Somehow

river tiger
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A newgame+ for HK would be nice

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With harder difficulty.

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Oh well..

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Hopefully GoG have that

delicate ether
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maybe a future update will have it

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given how the first ending goes, it clearly indicates soe kind of cyclical arc

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you turn into the hollow knight then another guy coes along, the process repeats

solemn rivet
#

Hornet as a Dreamer DLC when

delicate ether
#

i want to see the ability to add in new environments, i wouldn't mind putting my limited artistic abilities to use

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too bad my skills as a coder are -200

river tiger
#

^

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I suck at code

copper nacelle
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git gud

solemn rivet
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spend some ability points

delicate ether
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ive tried, i find it too boring lol

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i did like a week of python

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granted, my whole experience was working on stuff i made, not stuff that was already established

copper nacelle
delicate ether
#

i imagine coding for hollow knight doesnt require me beuilding a game engine from scratch ๐Ÿ˜„

solemn rivet
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nope

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it's actually quite easy

delicate ether
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i was stuck on trying to get images to display on the screen in python, got bored, move on

copper nacelle
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tkinter imo

delicate ether
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a big problem for me is the length of time between doing something and seeing the result, its much greater than say, most of the arts i have done, or even level design in unreal and doom which i love doing

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i can make changes and see them immediately in a very visual way

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i didnt get that experience with coding

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you can spend ten hours coding with 0 to show for it

rain cedar
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Why were you even making a game in python?

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It would run like ass

delicate ether
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because python is considered the EZ mode coding language

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and everyone recommended it

rain cedar
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It's easy, yeah

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But really so are most languages

delicate ether
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i was following along a book i have about game creation in python

rain cedar
#

Just stuff like c/c++ with manual memory management is tricky

copper nacelle
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if you're making a game then use an engine imo

rain cedar
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C# is honestly easier than python because of visual studio

copper nacelle
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unless you're in some class where you can't

delicate ether
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lol, i was trying to do it from srcatch

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i will admit it was a stupid way to start coding

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if i ever get into it again i want to start with a game thats already there that i can make simple edits to, and build fro that

copper nacelle
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imo hk modding is fun

solemn rivet
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^

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just grab dnspy, vs and have fun

delicate ether
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is there documentation on stuff? thats also typically a big thing that miffs me

solemn rivet
#

ehhh

copper nacelle
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uhhhhhhhhh

delicate ether
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what does this do, idk, what about that? idk, this? who knows

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try it and find out

solemn rivet
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well the thing is

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we're decompiling the game's code

copper nacelle
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so comments die

solemn rivet
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so... There's no much to be had in terms of documentation

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on the other hand

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when you're entering your own code, then you have plenty of options

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unity and msdn online

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stackoverflow

delicate ether
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yeah

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its not exactly coding, but i did a bunch of scripting in zdoom, having a wiki was very helpful

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but i also attempted stuff where nobody knew anything and that was a chore

rain cedar
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Just ask in here about game stuff

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Chances are someone knows or at least knows how to figure it out

delicate ether
#

i wonder what i would do first ๐Ÿค”

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like what change i mean

solemn rivet
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aside from people saying "do this mod" and people asking how to install mods, that's what this channel is mostly about tbh

delicate ether
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"hey, hey you people with green names, do this mod for me, do it now"

solemn rivet
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basically

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or

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"how install mod"
"can't watch vid, plz install 4 me"

delicate ether
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installing mods for hollow knight is super easy, you just drag and drop files

solemn rivet
#

yupyup

delicate ether
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isnt there even an installer thingy now?

rain cedar
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Two of them

solemn rivet
#

but... You should have seen the struggles we've had to deal with

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there were a couple of occasions where multiple modders tried to help the same person for like an hour

rain cedar
#

It's not uncommon for people to download the source files from github and paste them into the game

solemn rivet
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sean surely remembers at least one of those times

rain cedar
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How they even get there instead of the drive, no idea

delicate ether
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eh, i was in the irc chanel when minecraft modloader was born, i also remember people asking how to install stuff before that was a thing

copper nacelle
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google op

delicate ether
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ive seen the inanity

rain cedar
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Minecraft modding has gotten so much easier, though

delicate ether
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yes

rain cedar
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Used to be you had to edit the jar manually and shit, now you just click a button in twitch/curse/whatever it is now

solemn rivet
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I remember when minecraft modding involved deleting stuff from the jar

delicate ether
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yeah i remember droping files into the minecraft jar in a specific order

solemn rivet
#

yeah

rain cedar
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And deleting meta-inf

delicate ether
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lol

solemn rivet
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yup!

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meta-inf it was

delicate ether
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"make sure you delete the meta-ing" was step #1 on every install page

copper nacelle
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i remember that

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actual pain

delicate ether
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is there any kind of code deobfiscation you have to do when hollow knight updates?

solemn rivet
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nope

copper nacelle
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just open it in dnspy

delicate ether
solemn rivet
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just plug it in dnspy

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magic

delicate ether
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that is a pain for minecraft

wind mesa
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so uhh any mods that adds a scorpion race i mean the out of all the bugs that one would be cool to see in game

delicate ether
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it means mdoes are always multiple patches behind

solemn rivet
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see what I mean, Mecha?

delicate ether
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lol

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to be fair, there isnt really a mod website, nobody searches moddb

rain cedar
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The mod website is google drive

solemn rivet
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and most of the mods aren't really there anyways

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but there's literally a description on the modding channel topic

delicate ether
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wait wait..you want people to read the motd?

solemn rivet
#

back in the IRC days...

rain cedar
#

But that description doesn't describe anything

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Check the pins on how to what?

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You expect me to click it to see the rest?

delicate ether
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thats too much work

solemn rivet
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you're right

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I'm a dungo

delicate ether
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๐Ÿ˜„

solemn rivet
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man, I miss mIRC

delicate ether
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the only issue i have with the mods for hollow knight is you have to download the mod to see whats its about

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and read the readme

solemn rivet
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I have a readme in the mods page tbh

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except for enemyhpbars, because that's pretty self descriptive

delicate ether
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"so like, does it give enemies health bars? what about bosses?"

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tbh the game is better without health bars, for bosses anyways

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i dont want to know how clsoe i was before i died

rain cedar
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Well then just don't die

solemn rivet
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new mod - remake the boop mod but instead of "boop" it's Hornet's "Git Gud" shout

rain cedar
#

Anybody know if unity can handle serializing structs?

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Seems basic but you never know

solemn rivet
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if anyone, I'd guess Kerr or KDT would know

rain cedar
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I'll just try it and if it breaks I can switch it to a class

#

This is pretty good

#
string text = Language.Get(this.priceConvo, "Prices");
try
{
    this.cost = int.Parse(text);
}
catch
{
    Debug.LogError("Input string \"" + text + "\"could not be parsed to int");
}```
delicate ether
#

"try" is a function?

rain cedar
#

Instead of just putting in a cost in editor, they put in a key for a language entry containing a price

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try/catch/finally is error handling

solid wagon
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hey Sean is there any way i can find out when randomizer updates come out besides lurking this channel

young walrus
#

you can subscribe to his newsletter for $5 per week

rain cedar
solid wagon
#

hidden channel?

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๐Ÿ‘€

copper nacelle
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?rank speedrunner

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imo

rain cedar
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Internet is dying, woo

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But I can try to remember to @ you here as well, since you can't see that channel

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That was odd, those messages I sent showed red like they failed then changed their mind

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Seems like they actually went through from checking on my phone

solid wagon
#

That would be awesome but i understand if you forget to lmao

#

I'll keep checking in

solemn rivet
#

Sean, that code is for item prices?

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and then they parse the text

rain cedar
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Yeah

solemn rivet
#

I mean...

copper nacelle
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why text

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wtf

rain cedar
#

Later they've got this

this.itemCost.GetComponent<TextMeshPro>().text = this.cost.ToString();
solemn rivet
#

makes it easier for you to edit them tho, right?

rain cedar
#

So they have a string that they parse to an int and then back to a string

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And they don't even store the string directly

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They just have a key for it that potentially is valid

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These are all GameObjects with ShopItemStats components

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And that's all they need

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Why they're referencing the object is beyond me

solemn rivet
#

no these are GameObject[], which is even worse

rain cedar
#

I just don't get why they don't have ShopItemStats arrays

solemn rivet
#

dunno

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or a dict

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as a component to each shop/vendor

rain cedar
solemn rivet
#

eh...

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I don't even

rain cedar
#

Same

copper nacelle
#

wtf

#

why

solemn rivet
#

y indeed

rain cedar
#

The key is the prefab, the value is the spawned object

solemn rivet
#

what does it mean by spawnedStock?

rain cedar
#

Well the shop items are prefabs for some reason

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So on scene load they spawn copies of them

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For actual use

solemn rivet
#

well, I'm not really one to speak, but wouldn't it be better for shop items to be simply sprites?

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or maybe make each item a gameobject with a sprite component, price component etc. and have the canvas iterate over their sprites

rain cedar
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Each item is a ShopItemStats component

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But they're all on their own object

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No doubt only there so they can use CallMethodProper FSM action

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I'm not even gonna try to decipher what that does

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All I know is it's horrifying to look at

copper nacelle
#

what the fuck

rain cedar
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It's too hard to save reference to a component

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Gotta get it 500 times xd

solemn rivet
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it does - something

solemn rivet
#

so

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monomod hook doesn't work for static classes/methods

copper nacelle
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wtf

solemn rivet
#

so I cannot ever call orig and self

copper nacelle
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definitely not intended

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there's a static method test in their unit tests

solemn rivet
#

hm

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wtfยฒ

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maybe I'm using the wrong file?

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hooks.dll

#
  • API for 1.3.1.5
copper nacelle
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that should be right

solemn rivet
#

can you try hooking to that method if you have the time?

#

On.HitTaker.Hit

copper nacelle
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VS is being weird af about it

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won't auto make a method

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only a field

solemn rivet
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yup

river tiger
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modding HK seems easier now

copper nacelle
#

yeah i looked in dnspy at the hook

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it has no params

solemn rivet
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what do you mean?

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which hook?

copper nacelle
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the hook for hit

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like

solemn rivet
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yup

copper nacelle
#

it species the right values in the add too

solemn rivet
#

yeah

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weird

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nvm, I can work around it

copper nacelle
#

?

solemn rivet
#

On.HutongGames.PlayMaker.Actions.TakeDamage.OnEnter += TakeDamage_OnEnter;

copper nacelle
#

o

solemn rivet
#
public override void OnEnter()
{
    HitInstance hitInstance = new HitInstance
    {
        Source = base.Owner,
        AttackType = (AttackTypes)this.AttackType.Value,
        CircleDirection = this.CircleDirection.Value,
        DamageDealt = this.DamageDealt.Value,
        Direction = this.Direction.Value,
        IgnoreInvulnerable = this.IgnoreInvulnerable.Value,
        MagnitudeMultiplier = this.MagnitudeMultiplier.Value,
        MoveAngle = this.MoveAngle.Value,
        MoveDirection = this.MoveDirection.Value,
        Multiplier = ((!this.Multiplier.IsNone) ? this.Multiplier.Value : 1f),
        SpecialType = (SpecialTypes)this.SpecialType.Value,
        IsExtraDamage = false
    };
    hitInstance = ModHooks.Instance.OnHitInstanceBeforeHit(base.Fsm, hitInstance);
    HitTaker.Hit(this.Target.Value, hitInstance, 3);
    base.Finish();
}```
#

I need to get the Target... So I wanted to just hijack HitTaker.Hit

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but this should work if I just do self.Target

copper nacelle
#

cool

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should i ping 0x0ade

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wtf

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it works on other static classes and methods

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e.g FSMUtility

solemn rivet
#

maybe there's something wrong with that class/method?

copper nacelle
#

yeah probably

#

WTF

#

it works properly in the old sharper.dll

solemn rivet
#

ok, first test of new mod

copper nacelle
solemn rivet
#

wtf

copper nacelle
#

the merging is breaking it

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for some weird reason

solemn rivet
#

prolly breaking more stuff too

copper nacelle
#

i could try switching to il-repack

#

i was using that and it wasn't working but that was because of weird naming shit

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and 0x0ade said it should work because it uses mono.cecil

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sharper.dll was merged too tho

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it just didn't have playmaker

delicate ether
#

Is it possible to impliment action queues in HK? So for example you dash, then press jump before the dash finishes, and it automatically jumps when the dash is done.

#

Or other actions like queuing attacks.

copper nacelle
#

uhhh

#

il repack worked

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no clue why ilmerge didn't

solemn rivet
#

yeah, there's a LookForQueueInput under HeroController, mechazawa

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dat work 56?

copper nacelle
#

yea

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or at least

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the hooks file had a working hook

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yeah it definitely seems to work now

wide crown
#

all those "that character" "that scene" etc. talk in the changes

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what did they actually change lol

solemn rivet
#

nice

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I've gotta go now

#

I started working on a simple mod that drains HP if you do not hit enemies

solid wagon
#

hey @rain cedar i noticed the gate that normally takes the City Crest was removed in Randomizer; I understand why you took it out since only being able to open it once probably had lock potential but

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is it ALWAYS gone

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or only if you collect the crest?

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basically just trying to figure out whether killing the False Knight is even that worth it

pearl sentinel
#

Worth it bc you get a pie of geo and shops are op

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Pile *

solid wagon
#

i figured it might be worth it for the geo but i'm still curious

pearl sentinel
#

Afaik the door is always gone

copper nacelle
young walrus
#

It's gone only if you have the crest

solid wagon
#

nice

#

good to know, thanks!

#

is that from a readme i'm unaware of?

copper nacelle
#

no

#

code comment right before the part where the wall is killed

rain cedar
#
{"sceneName":"Fungus2_26","objectName":"Shop Menu"}
System.NullReferenceException: Object reference not set to an instance of an object
  at RandomizerMod.Actions.ChangeShopContents.Process () [0x00000] in <filename unknown>:0 
  at RandomizerMod.RandomizerMod.EditShinies (Scene from, Scene to) [0x00000] in <filename unknown>:0 ```
#

Unity serializer strikes again

#

The ShopItemDef array is just dropped completely for no reason

rain cedar
#

Ok, arbitrarily many items in shops is working

flat forum
#

What mod is that?

rain cedar
#

I'm working on randomizer

#

Most of the base is there, I just need to figure out the randomization algorithm I want to use and I can have a decent working alpha out

#

It would still be missing a lot of items, though

#

Wings, crystal heart, isma's tear, dream nail, seer rewards, all spells, all nail arts

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All of those have custom FSMs I will have to look into before I can randomize them

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I think I will at the very least try to get wings/ch/isma/dn in before I release anything

#

Otherwise it would be very boring to play

bronze temple
#

I was going through the message history and for a second, I was worried that MonoMod was broken

#

great to hear that it was just an issue with ILMerge ๐Ÿ˜…

copper nacelle
fair rampart
#

so has anyone tried adding gamemodes?

#

There's some really great level shapes, and could potentially do some interesting things. I adore ROR for instance, would be neat to see how well something like that would work within this engine. Or hasn't modding gotten that far yet?

#

also i'm on mac, suggestions for modding applications?

solemn rivet
#

googles ROR

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Nope

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Not a chance

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What do you mean by adding gamemodes, anyway?

#

Rando and boss rush are gamemodes

copper nacelle
#

what the fuck

#

ROR seems

#

just no

solemn rivet
#

I don't think they meant that ROR

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but google doesn't know any better than that

lucid burrow
#

ror = risk of rain i think

solemn rivet
#

ooooh

#

much better

#

thank you Seeko

#

I feel so dirty now

copper nacelle
#

ohh

#

that makes a lot more sense

#

risk of rain is pretty fun

floral furnace
#

also getting a sequel right, but its 3d

buoyant obsidian
#

RoR also has a pretty neat modding community

delicate ether
#

damn, someone in teamcherry loves super meat boy

fair rampart
#

Well I mean it would be a standalone game mode as it would need to be wholly different from the core game. But Hollow Knight has enough enemy types. Might have to animate new frames for a few to make them work in that manner. but there's a bunch of items (in ROR) that could be changed to charms for a Vague Rogue-like game mode. Theres actually a few concepts I think would be neat, in place of clay men from Risk of Rain (would be a new creature for HK gamers) use a fungal altered bug (i've actually had this kind of thing in mind for a bit) There's a full tile set (I need to figure out a fast way to to do a mockup for each HK region)

#

the other idea (I play stickfight and it cracks me up. obviously HK lacks ranged weapons but something like a physics fighter would be a kick too.

#

so far though these may have to be standalone for which i'd need to peoples interest and Team Cherry's permissions. Since its their title.

young walrus
#

good luck with that

fair rampart
#

I'll play around with mockups for a while. Just call it fan art or something would be a lot of open spaces for the Rogue-like

compact sedge
copper nacelle
#

wtf

buoyant obsidian
#

that's how you impress tech illiterate people

compact sedge
#
buoyant obsidian
#

doesn't matter if it takes 3 ms to ping the database, if you make it do a 2 second pinging... animation they'll like it more

copper nacelle
#

that's a good story

compact sedge
#

oh and props if you can guess without reverse google searching which hollow knight related program does this.

copper nacelle
#

tfw already guessed it and searched for it by name

#

hk python save editor

buoyant obsidian
#

shitmodst 2

compact sedge
#

Now I'm tempted to check KDT's one to see if that has it too.

#

probably not because java takes 2 seconds to start anyway, no extra code needed

copper nacelle
buoyant obsidian
#

just add some sleeps at the beginning of nailslash

#

e z shitmodst 2

compact sedge
#

what server is that even from?

copper nacelle
#

no clue

#

I'm in like 30 global emote servers

compact sedge
#

dang

buoyant obsidian
#

feelspoorman

compact sedge
#

and here I thought you just had nitro or something

copper nacelle
fair rampart
#

ouch

compact sedge
#

Jeeze were you editing scene files?

#

Can you edit scene files?

#

like directly

copper nacelle
#

idk about scene file editing

#

but I just renamed the dir and didn't want to hit uninstall

compact sedge
#

scene editing would be the ultimate dream for me but it might not be possible.

#

imagine taking an existing scene X, modifying it in Y ways using the unity gui, and exporting a new scene Z.

#

That's what those bethesda modders can do.

rain cedar
#

It wouldn't be too hard to make a basic scene editor, honestly

compact sedge
#

Really? happygrub

#

that'd be great

rain cedar
#

Memory might be an issue

#

You'd probably have to store object names rather than actual objects

#

Preloading everything is way too much

compact sedge
#

Well IDK if I need a full editor for this, all I want to do is take an existing level, add an NPC that already exists in the game but isn't in that level to that level, and add custom dialog to the npc.

copper nacelle
#

i think they're switching damage stuff in the beta

#

also there's a SpellFluke monobehaviour

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and a consts file

compact sedge
#

cool

#

Did you modify a unity scene directly to do this? or was hornet there all along? Or did you place Hornet there purely with code?

#

Seanpr#9281

copper nacelle
#

It's really pretty easy to mess with NPCs on scene load
This is all I'm doing for hornet

GameObject hornet = GameObject.Find("Hornet Black Egg NPC");
hornet.SetActive(true);
FsmState activeCheck = FSMUtility.LocateFSM(hornet, "Conversation Control").GetState("Active?");
activeCheck.RemoveActionsOfType<IntCompare>();
activeCheck.RemoveActionsOfType<PlayerDataBoolTest>();```
young walrus
#

hornet is there if you have void heart

compact sedge
#

oh thanks 56

#

But does that code make her there regardless of if you have void heart or not

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like the: hornet.SetActive(true); part?

copper nacelle
#

I'd assume so

young walrus
#

i'm just saying in the base game, she does show there with that item. so either telling the game you have the item, or skipping that check would do the trick

compact sedge
#

that works for me.

young walrus
#

then just change her text and bippity boppity boop

rain cedar
#

Removing the check actions makes her appear

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Setting the object active is pointless since it already is

compact sedge
#

you can also modify the check actions to check for other stuff right?

rain cedar
#

Yeah

trim nimbus
#

uh so

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I downloaded 1221, modding api, randomizer and charm notch mod

#

and when I make a new save

#

black screen

#

i check the right version of modding API

copper nacelle
#

cause black screen is usually wrong api version iirc

trim nimbus
#

gonna try now

#

didn't fix

#

I got the intro screen thing, where there's some writing, when I tried to skip that, black screen

#

just like before

solemn rivet
#

which version you on?

trim nimbus
#

1221

#

here are my downloads too

#

that's what I used

solemn rivet
#

why not 1.3.1.5?

trim nimbus
#

rando works on 1315?

copper nacelle
#

no

trim nimbus
#

then here's why

solemn rivet
#

no? I thought it did, partially at least

#

huh

copper nacelle
#

did you merge the depot or just replace the folder w/ the depot

#

pretty sure it doesn't but i can double check

trim nimbus
#

i got rid of everything from the original folder and moved it somewhere else

#

then I put the depot in place of my HK folder

copper nacelle
#

is the folder structure still the same

#

wait if it's booting ofc it is nvm

#

try merging the depot and the original folder

#

also backup both copies because downloading takes forever

#

imo

trim nimbus
#

sure

young walrus
#

and did you test it running before installing mods?

trim nimbus
#

nope

#

thats prolly something I should've done tbh

young walrus
#

so your download depot may be the problem, not the mods

trim nimbus
#

maybe

#

I'll try what 56 told me then I'll redownload it

#

56's idea didn't work

copper nacelle
#

oof

trim nimbus
#

gonna download it again

#

ok so fresh install works

copper nacelle
trim nimbus
#

@copper nacelle should I try and install mods one by one and see if theres a specific one that causes an issue?

#

if so which one should I try first

copper nacelle
#

just install the API first

trim nimbus
#

yeah I thought so

#

ok testing

#

API works

copper nacelle
#

everything else should work then

#

also hard mode for randomizer or ban imo

trim nimbus
#

ofc hard mode lol

#

who do you think I am

#

im banning you from my server cause that was a great insult to me

copper nacelle
trim nimbus
#

rando works

#

now charm notch

#

works all fine

unborn badger
#

is the api update for 1.3.2.7 yet

copper nacelle
#

why are you on the beta tho

unborn badger
#

because i am

oblique shuttle
#

bonfire doesnt wqork?

copper nacelle
#

are you using the API version

unborn badger
#

maybe

#

i dunno

#

@copper nacelle it worked

copper nacelle
#

neat

#

@oblique shuttle are you using the latest version

#

it's the [API] one

#

and are you using an installer and if you're not, have you installed the api

solemn rivet
#

bonfire is 1.3.1.5 compatible

delicate ether
#

isnt bonefire itself kinda..broke? thats what i heard

#

aside from being updated

solemn rivet
#

it's broken in the sense that it's very easy to become op

copper nacelle
#

tbf so is vanilla

delicate ether
#

i mean if you never get hit then everything is op

#

i wanted to try bonefire but i read somewhere none of it effects spells, and i want to use spells in my next play through

#

i want to do enemy randomizer, randomizer, and perhaps bonfire next

#

im just waiting on randomizer

solemn rivet
#

it does affect spells tho

delicate ether
#

"Currently, the Vengeful Spirit and Shade Soul spells are unaffected by the Intelligence stat."
from the readme

#

well i guess the other spells work lol

#

google drive is doing that thing where all the files vanish again ๐Ÿ˜ฆ

#

go into a folder and then the files dissappear one by one

copper nacelle
#

incognito imo

delicate ether
#

i thought it was adblock before, but adblock is disabled for google drive now

#

so in the readme it says you can check out how each stat effects the game explicitly, and gives a link..but the link just goes to an XP table

#

wow im dumb, google sheets has tabs at the bottom

#

what is "delta X" for in some of the charts?

copper nacelle
#

reeeee

#

change in

delicate ether
#

meeeee

#

faaaaa soooo laaaa?

copper nacelle
#

delta x is change in x

delicate ether
#

oh

#

that makes sense

#

also, hollow knight needs mouse capture

copper nacelle
#

why

#

no

#

why

delicate ether
#

when playing with the mouse the mouse goes out of the game window

#

and you click rando shit

copper nacelle
#

but then you can't change windows as quickly

delicate ether
#

maybe mouse capture when not paused

copper nacelle
#

pausing is effort ree

delicate ether
#

or

#

if no mouse in game = mouse is captured to window

#

hmm hollow knight doesnt load with bonfire installed, just sits on a black screen

copper nacelle
#

tf

#

are you using the [API] version

#

does it work w/out bonfire

delicate ether
#

no, the 2.whatever

#

yes

copper nacelle
#

it's almost like you use the api version with the api

#

woke

delicate ether
#

1.2.1.4

#

D:

#

WOKE

copper nacelle
#

but it's not 1.2.1.4

#

๐Ÿค”

delicate ether
#

thats whats in the filename

copper nacelle
#

but

#

it's

#

almost

#

like

#

it's

#

1.3.1.5

delicate ether
#

??

vagrant leaf
#

1.2.1.4 is the old version

copper nacelle
#

also 56 reacts on 753

delicate ether
#

that number is for the game version not the mod version? oh boy

#

lets hope draging and dropping replaces the proper files

#

nope, i borked it

#

last time it asked me to replace an assembly .dll file

copper nacelle
#

have you tried

#

using

#

an

#

installer

delicate ether
unborn badger
delicate ether
#

chaos enemy randomizer and bonfire, lets see how it goes,

rain cedar
#

So if I'm adding a component at runtime is Awake called immediately like a constructor or can I set values on the component beforehand?

solemn rivet
#

from my experience with healthbars (which are a component), awake gets called before anything else

rain cedar
#

Yeah it's before everything else, but I'm not sure if it's actually immediate

#

My assumption is no

pearl sentinel
#

I think it depends on of the object is active or not

rain cedar
#

Yeah, I figured

#

By "not immediate" I just mean I think it happens on the next frame

#

Which is basically immediate but not quite

pearl sentinel
#

That answer seems to dictate the behavior I was worried about

#

In my serialization stuff I'm working on I set objects to inactive first before adding components bc I was worried about that

rain cedar
#

This seems like the better behaviour, doesn't it?

#

If it was the other way around you wouldn't have the option of disabling them

#

Actually no this answer shows that awake is called before you have a chance to disable

pearl sentinel
#

^

rain cedar
#

Well that's no big deal for me, I just have to change something slightly

pearl sentinel
#

Thus my woes

rain cedar
#

Can you add components to a disabled object?

#

That might work

solemn rivet
#

can't you just disable on awake?

pearl sentinel
#

You can add to disabled

rain cedar
#

Modifying awake is not always an option

solemn rivet
#

oh, gotcha

pearl sentinel
#

That's how my object serialization code is doing it

solemn rivet
#

I thought you were setting up your own component

pearl sentinel
#

I make a new game object, disable ir

rain cedar
#

I am, but my component relies on other base components

pearl sentinel
#

It*

#

Then add components

#

Because of dependencies

#

Yep

solemn rivet
#

yeah, kerr's solution seems the best then - check if it's enabled, disable if it is, then add component

rain cedar
#

Yeah, I will have to do that

pearl sentinel
#

He's so vicious

rain cedar
#

Feels weird that there is no constructor taking a screenspace coordinate based off the canvas reference resolution

rain cedar
#

Well, literally nothing I do makes anything appear

#

Never any errors, though

#

Guess that's that, then

#

Fuck CanvasUtil, I give up

delicate ether
#

"What is the order of execution, when calling an instantiation meth..."

#

wow, chat was so far behind

copper nacelle
#

have you tried pressing escape

#

also canvasutil confuses the fuck out of me

delicate ether
#

chat didnt scroll down so i didnt know there was text after i read

rain cedar
#

Create canvas, add image panel, give image panel position based on viewport

#

I might just take the canvas shit from debug and use that

#

As far as I understand I implemented it "wrong" but it works and it is easy

#

Just give screen coordinates and a sprite and bam

rain cedar
#

Alright I'm able to get canvas to work pretty easily by bypassing CanvasUtil for image creation completely

#
GameObject imageObj = new GameObject();
imageObj.AddComponent<CanvasRenderer>();
RectTransform rect = imageObj.AddComponent<RectTransform>();
rect.sizeDelta = new Vector2(imagePrompt.texture.width, imagePrompt.texture.height);
imageObj.AddComponent<Image>().sprite = imagePrompt;
imageObj.transform.SetParent(gameObject.transform, false);
rect.anchorMin = rect.anchorMax = new Vector2((0 + imagePrompt.texture.width / 2f) / 1920f, (1080f - (0 + imagePrompt.texture.height / 2f)) / 1080f);```
#

Still no idea what that CanvasUtil.RectData nonsense is about

#

gameObject in this context being a canvas

solemn rivet
#

Canvas coordinates is weird

#

I'm still not sure how they work

#

All I know is that the pos values are all relative, and not absolute

#

I had to take some time to make the bar follow not the enemies' actual pos, but their in-camera pos

#

So if it's not showing anything for you, Sean, maybe the pos is wrong?

#

Try setting it to 0,0 (which is the middle of the screen iirc)

rain cedar
#

Everything is fine when I use my own positioning code

leaden hedge
#

sizeDelta is the difference between the size of the rect and the actual content

#

RectData(new Vector2(100,100), new Vector2(0,0), new Vector2(0,0), new Vector2(0,0))
makes a 100 pixel large rect at the top left of the screen (relative to the canvas size)

#

RectData(new Vector2(100,100), new Vector2(0,0), new Vector2(0.5,0.5), new Vector2(0.5,0.5))
makes a 100 pixel large rect at the center of the screen (although the top left of the box will be in the center)

flat forum
#

can someone update NGG mod for Lifeblood?

compact sedge
#

no

copper nacelle
#

u

compact sedge
#

im kidding it's kdt's mod

leaden hedge
#

overall its pretty easy to understand

RectData(
    new Vector2(extraWidth, extraHeight),
    new Vector2(stuff, stuff),
    new Vector2(leftEdgeAsPercent, topEdgeAsPercent),
    new Vector2(rightEdgeAsPercent, bottomEdgeAsPercent)
)
#

not only that but its a 1:1 copy of unities rect, so you can just align shit in unity editor and c+p the values

rain cedar
#

That first example doesn't work

#

And I'm willing to bet the second won't either

flat forum
#

KDT, will you please? I don't think it should be a big change

#

please

leaden hedge
#

and if you want screenspace offsets you can use the 2nd one

#
new CanvasUtil.RectData(new Vector2(58, 58), new Vector2(0, 90), new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(0.5f, 0.5f))

I know for a fact this makes a 58x58 box, 90 pixels above the bottom of the center of the screen

compact sedge
#

have you tried just building it on lifeblood and seeing where the errors are? @flat forum

flat forum
#

I tried playing the last version on lifeblood

#

only problem is

rain cedar
#

Alright I see the issue, the default canvas position seems to be centered at the bottom left

flat forum
#

NKG's fight isn't changed at all

copper nacelle
#

imo you fix it

flat forum
#

but Grimm is still buffed

copper nacelle
#

if it's not a big change

flat forum
#

(I can't)

#

I'm completely lost there

#

sorry

rain cedar
#

health_manager_enemy FSM -> HealthManager component

#

Done

copper nacelle
#

i think some of the gameobjects are now children too

young walrus
#

#entitled

copper nacelle
#

but that's not a big change either

flat forum
#

the fireball/bullet hell attack was somewhat changed in how the fireballs are travelling, but I don't know if there's any change in how it functions

leaden hedge
#

why not just play on the old patch where it works ๐Ÿค”

rain cedar
#

Ok changing the base canvas transform does nothing

#

It's still centered on the bottom left corner instead of the center

flat forum
#

I'll do that later

leaden hedge
#
canvas = CanvasUtil.createCanvas(RenderMode.ScreenSpaceOverlay, new Vector2(1920, 1080));
CanvasUtil.createTextPanel(canvas, "Centered", 24, TextAnchor.MiddleCenter, new CanvasUtil.RectData(new Vector2(0, 50), new Vector2(0, 0), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f)), true);

try that

#

oh and run CreateFonts before making the textpanel

rain cedar
#

I think I get it

#

You said the origin is top left

#

But it must actually be bottom left for any of this to make sense

#

Otherwise that would render below the camera, but it works

leaden hedge
#
            /// <param name="min">Describes 1 corner of the rectangle
            /// 0,0 = bottom left
            /// 0,1 = top left
            /// 1,0 = bottom right
            /// 1,1 = top right
            /// </param>
            /// <param name="max">Describes 1 corner of the rectangle
            /// 0,0 = bottom left
            /// 0,1 = top left
            /// 1,0 = bottom right
/// 1,1 = top right
#

pretty sure i say its bottom left aligned in canvasutil docs

rain cedar
#

I meant in discord just now

leaden hedge
#

oh yeah I typo'd

#

the comments are correct

#

0,0 is bottom left
0,1 is top left

compact sedge
#

normally x and y are backwards in coding

leaden hedge
#

unity isn't even consistent tbh

rain cedar
#

If by that you mean the x axis is normal and the y is inverted then yes

compact sedge
#

like it's y,x not x,y

#

and starting from the top left at 0,0

copper nacelle
#

fuck y,x

compact sedge
#

ncurses does y,x and I always forget

rain cedar
#

That's a pretty shit convention tbh

compact sedge
#

because it's so weird

rain cedar
#

I don't know anything that does that

leaden hedge
#

unitys render is x, y top left in linux, and x, y bottom left in windows

copper nacelle
#

wtf

compact sedge
#

no

#

get out

#

wtf

#

that's actually disgusting

leaden hedge
#

you have to put a platform check in shaders

#

to flip your y in windows lol

copper nacelle
#

that's

#

no

#

why

copper nacelle
#

reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

pearl sentinel
#

Is it opengl related?

leaden hedge
#

yes

copper nacelle
#

i mean it says opengl-like and direct3d-like

leaden hedge
#

linux uses opengl which is bottom then goes up

copper nacelle
#

vulkan when tbh

leaden hedge
#

windows uses directX which goes top to bottom

#

however unity auto fixes this for you except in your shaders

#

and doesn't tell you about it

rain cedar
#

This first argument to RectData is definitely just absolute size

#

Not an additive thing that changes size

leaden hedge
#

shouldn't be, 0,0 0,0 0,0 1,1 should be fullscreen

rain cedar
#

Ok you say that, but putting 569,318 for the first one gets me a 569x318 image

leaden hedge
#

with 0,0 and 1,1 anchors?

rain cedar
#

Ok I think I get what you're saying

#

The anchors define position/size and the sizeDelta adds to that

#

But I can just as well use anchors as just position and sizeDelta as absolute size

leaden hedge
#

you can

#

which is what I do

#

although that works better for static elements

rain cedar
#

This should just make fullscreen black, right?

CanvasUtil.CreateImagePanel(gameObject, Sprite.Create(Texture2D.blackTexture, new Rect(0, 0, 1, 1), Vector2.zero), new CanvasUtil.RectData(Vector2.zero, Vector2.zero, Vector2.zero, Vector2.one));```
leaden hedge
#

yes

rain cedar
#

It does nothing, which doesn't make sense to me unless Texture2D.blackTexture isn't a black texture

leaden hedge
#

alpha is 0 too

#

so its trans

#

nullSprite takes a color iirc

#

in canvasUtil

#

yeah CanvasUtil.NullSprite(new byte[] {0x00, 0x00, 0x00, 0xFF});

#

should return a black sprite

rain cedar
#

But that's not a black texture, then

#

That's a clear texture

#

Fucking unity

leaden hedge
copper nacelle
#

wtf

compact sedge
#

generates a small invisible texture with all black pixels

leaden hedge
#

is it black or is it white

#

you can't tell if you can't see it

copper nacelle
#

woke

compact sedge
#

Schrรถdinger's pixels

rain cedar
#

I still can't get fullscreen black

#

It's just a bar down the middle

#

Every time I use canvas I'm just reminded that it's 300% not worth the effort

#

Then I do it anyway

copper nacelle
solid wagon
#

does Lightbringer work in Lifeblood?

leaden hedge
#

i wonder if preserveAspect messes with it

copper nacelle
#

no

rain cedar
#

It's literally impossible to not preserve the aspect

#

It's 1x1

#

Actually nah that doesn't make sense

leaden hedge
#

well image panel has preserveAspect set to true so, it should be equal width to height

#

but clearly not if its a single line in the middle

copper nacelle
#

if it's fullscreen isn't it 16:9

rain cedar
leaden hedge
#

looks close enough tbh

rain cedar
#

Maybe it is actually

leaden hedge
#

try getting the Image component

#

and doing preserveAspect = false

compact sedge
#

omg this made me realize the text isn't centered

#

the hollow knight text

rain cedar
#

It's basically centered

solid wagon
#

delete this

copper nacelle
#

i snipping tooled the box

#

and then measured the image

#

which is inaccurate but close enough

#

it was a square

#

or basically one at least

#

410x408

rain cedar
#

Yeah idk it looks a lot more like a square after I posted it here

#

It looked way taller when it was fullscreen

#

Yeah, preserveAspect false does it

pearl sentinel
rain cedar
#

Cheaper >>>>>> Easier

#

Why do you think I still play hollow knight instead of other games?

compact sedge
#

2 phones is cheaper than a tablet

rain cedar
#

Ok but in this imaginary scenario the guy already had the tablet

#

Also perpetua is packed with the game, right?

#

Not just trajan?

leaden hedge
#

i dunno might be

compact sedge
#

30 dollars of smartphones is way cheaper than 10 hours spent hacking together an app

rain cedar
#

But my time doesn't have value

copper nacelle
#

2meirl4meirl

compact sedge
#

mine clearly must not either because I spend a lot of time in the discord

leaden hedge
#

you gotta buy the glue too

copper nacelle
#

i can't find perpetua

#

it has arial tho

#

nvm

#

found it

#

[INFO]:[MantisGods] - Perpetua (UnityEngine.Font)

#

yeah it has it

rain cedar
#

Yeah, I think that's what's used for the "Taken the" text in big item popups

copper nacelle
#

Arial, TrajanPro(-Bold/-Regular), NotoSerifCJKsc-Regular

rain cedar
#

That last one looks like someone started typing a font name then stroked out halfway

pearl sentinel
#

It's clearly a keming issue

copper nacelle
pearl sentinel
#

I'm probably the oldest one around here, so I post elderbug

#

It's 10:30 and way past my bedtime

rain cedar
#

You can afford getting a puppy, so yeah probably

pearl sentinel
#

It's exhausting

#

I used to stay up late, now this thing has me in bed as soon as it sleeps around 9 or 10

rain cedar
#

Well, that's your life now for the next few years until it calms down very slightly

pearl sentinel
#

Well, having a baby in like 8 months. So.... will be a bit longer than that I think

rain cedar
#

Ah alright

#

Hopefully you won't have to disappear from here completely

pearl sentinel
#

Nah. I'm sneaking in time on lunch breaks rn. I'm sure I'll figure something out

rain cedar
#

My secret to getting time for modding is skipping classes

#

Too bad that can't be applied to work as well

pearl sentinel
#

It kinda can. Just gotta make sure the work is done for the deadline

rain cedar
#

Oh, sounds like a nice job

compact sedge
#

my secret is to procrastinate on my work by coding

copper nacelle
#

2meirl4meirl

#

except all of my homework

pearl sentinel
#

Corporate culture doesn't really reward work being done early, so might as well fill that time with something better than reddit

#

Office space was more truth than satire in many ways

buoyant obsidian
#

the real secret to coding

#

is failing all your exams

#

which are also coding

copper nacelle
#

๐Ÿค”

pearl sentinel
#

Oh hell yeah

leaden hedge
#

the secret to programming is implementing stacksort for all of your problems

compact sedge
#

isn't 2018.3 already out?

#

I was using it for the Crossroads thing

pearl sentinel
#

Hmm, afaik this just posted

#

Like within 24 hrs ago

leaden hedge
#

that came out a few hours ago

#

like 5 or so

compact sedge
#

that's why I'm wondering why I thought I was using 2018.3

leaden hedge
#

i wondering why you're using unity for crossroads

pearl sentinel
#

Cuz I like unity

buoyant obsidian
#

I've been liking Unity a lot lately as well

leaden hedge
#

unity is hella gay tbh

#

rpgmaker is the true engine

compact sedge
#

insert less after lot and that describes me too

buoyant obsidian
#

I haven't really experimented with IDEs or anything to execute my code so at the moment Unity is my best IDE lmao

compact sedge
#

it's version of .net is old and a lot of stuff on it is broken

#

Oh I was using 2018.2

#

not .3

leaden hedge
#

i'd actually use unity for HKSM# but it needs a 2 second splash screen

pearl sentinel
#

But 2018 has the new parallel stuff with c# jobs

compact sedge
#

oh so it'd be just like the python save dumper that makes you wait 2 seconds

leaden hedge
#

no

#

itd be like HKSM

#

with a 2second splash

compact sedge
#

and in unity because why not right

leaden hedge
#

because winforms sucks dick

pearl sentinel
#

I'm so hype to write procgen stuff that can run in c# jobs that would have been hell to try doing before

leaden hedge
#

and gtk doesn't compile on windows

copper nacelle
#

qt

leaden hedge
#

does qt# even work

compact sedge
#

I'm gonna make kHKSM++ before y'all get any bad ideas

copper nacelle
compact sedge
#

it's gonna be an official kde program in c++ 17 and by god it's just gonna work

leaden hedge
#

the only reason to port it to another language other than java

#

is because I can use vanilla code in c#

compact sedge
#

but that doesn't matter

#

because the save code is the same across 3 versions of HK

#

and even if it weren't it's like 2 lines

leaden hedge
#

its nothing to do with loading and saving

#

HKSM does that fine

compact sedge
#

what's it to do with then

leaden hedge
#

the fact I can load the save into the playerdata class

#

in vanilla

#

with all its functions

pearl sentinel
#

Seriously tho, this feature right here

leaden hedge
#

and edit that class

pearl sentinel
#

The C# Job System & Entity Component System (ECS)

Combined with a new programming model (Entity Component System), the new runtime system enables you to take full advantage of multicore processors without the programming headache. You can use that extra horsepower, for example, to add more effects and complexity to your games or to add AI that makes your creations richer and more immersive.

leaden hedge
#

instead of editting json with java

pearl sentinel
#

That right there is gonna change everything

compact sedge
#

ok just don't use windows forms like kerr

pearl sentinel
leaden hedge
#

why would I use winforms

#

winforms suck massive dick

rain cedar
#

Winforms is ok

compact sedge
#

windows forms is broken on windows in the unity version of mono

rain cedar
#

I used it to make a save manager for another game

compact sedge
#

and broken on Linux

#

and probably broken on mac

leaden hedge
#

it only works on windows

#

tbh to make it crossplatform and not have to require gtk which requires mono which requires contracting space aids from attempting to install it on windows
ill probably just write the entire gui in opengl

compact sedge
#

no winforms does not work on windows

copper nacelle
#

choco install gtksharp

compact sedge
#

I tried to use winforms to do a file picker and it segfaulted with the error happening in unity mono on windows

copper nacelle
#

imo

compact sedge
#

and on linux it works but never disappears until a new winforms window appears

leaden hedge
#

gtk# is installed, it won't compile in vs though afaik

#

only works with mono

#

which wont install

copper nacelle
#

like your solution won't install?

leaden hedge
#

and gives no helpful errors

copper nacelle
#

f

leaden hedge
#

trying to build mono just says NameSpace not found for a bunch off stuff

#

and googling the error gives unity errors

pearl sentinel
copper nacelle
#

can't you use a pre-built mono?

pearl sentinel
#

Just look at this thing

#

How can you not be hype about that

leaden hedge
#

you can only get really old versions of mono from sourceforge

copper nacelle
leaden hedge
#

why use that gay shit when you can just code everying in playmakerfsm

copper nacelle
#

tc_irl

#

chocolatey has mono 5.10.147

#

might work

pearl sentinel
#

I love the part in that demonstration when he talks about instantiating 10s of thousands of objects at runtime in the new system with zero performance impact

rain cedar
#

Wow that's perfect, hopefully TC starts using more FSMs now that it's ok

pearl sentinel
leaden hedge
#

implying they'd update to newest build of unity ๐Ÿค”

pearl sentinel
#

Playmaker would need to be totally re written to handle the new architecture

#

The other part I love about the new stuff is you have to develop in an ECS architecture to reap the benefits

#

Basically rip singletons everywhere and other bad practices

rain cedar
#

Good thing HK has no singletons anywhere

pearl sentinel
#

Another bonus, doing things the new way will make stuff testable

#

People rightfully bitch about unity a lot, but they're gonna drag everyone kicking and screaming into the future

rain cedar
#

I hate the Unity userbase much more than Unity itself

#

But they're both pretty shit

rain cedar
#

@leaden hedge Where's your sprite dump mod put shit?

leaden hedge
#

should put it in the save folder

rain cedar
#

Alright cool

leaden hedge
#

should be in /sprites

rain cedar
#

Do I have to make the folder myself?

#

It's not there after launching the game

leaden hedge
#

might have to

rain cedar
#

Lame

leaden hedge
#

also used to crash on my pc after like 20 sprites

#

but my gpu was also kinda broken

rain cedar
#

There's still nothing

#

After I made the folder

leaden hedge
#

you need to press a key to start it

rain cedar
#

Oh ok

#

See, these are the kinds of things that should be in readmes

#

Not "Tends to crash a lot atm, core functionality works until it runs out of memory"

#

I forgive you, though

leaden hedge
#

yeah well i didn't say the readme was good

#

you'll probably have to dnspy the keybind

#

its probably f12 or smth though

rain cedar
#

Seems to be F10

#

Well, you were right

#

It crashed

#

But I got the spritesheet I wanted first

leaden hedge
#

yeah I actually don't know why it crashes, I assume it runs out of VRAM and gives up

#

but unity has no GC for vram so

rain cedar
#

Eh

#

Doesn't matter too much

#
DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 89478488.
DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 89478488.
DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 89478488.
DynamicHeapAllocator out of memory - Could not get memory for large allocation 89478488!
Crash!!!```
leaden hedge
#

oh

#

locally assigned textures aren't derefenced

#

and aren't garbage collected

#

lovely

rain cedar
#

But why?

leaden hedge
#

apparently the engine keeps a reference so UnityEngine.Object.FindObjectsOfType<Texture2D>() will work

rain cedar
#

I guess that kinda makes sense

leaden hedge
#

ill fix it in like 9hrs or smth should only be aline hopefully

rain cedar
#

Yeah maybe

#

Does anybody know if

yield return StartCoroutine(SomeOtherCoroutine());

stops yielding when the other coroutine is done or when it yields for the first time instead?

leaden hedge
#

should be on yield break

rain cedar
#

Alright

#

So I can just insert one of those at the end and it'll continue the first one there?

#

I guess I will just have to test the behaviour because I can't modify the coroutine in question anyway

leaden hedge
#

it should wait until its either finished or yield break;

rain cedar
#

Alright

leaden hedge
#

other yields shouldn't make the upper level continue

rain cedar
#

That makes sense

#

It should behave that way, but Unity doesn't always behave how it should

leaden hedge
#

well I went a looked and thats apparently the case

#

except if theres no other yields other than yield break

#

in which case it gets confused

rain cedar
#

It should be fine, then

rain cedar
#

I remade the big item popup fsm as a component today

#

The timings need to be adjusted now is all

#

Very easy to create one now

BigItemPopup.Show("Prompts.Dash.png", "GET_ITEM_INTRO1", "INV_NAME_DASH", "BUTTON_DESC_PRESS", "GET_DASH_1", "GET_DASH_2");```
fair rampart
#

@rain cedar
Nice

vale zenith
#

Nice ping at 2AM for him

rain cedar
#

Hey you're not a modder anymore

#

Rekt

vale zenith
#

Well, it has the nice side effect that idiots don't ping or PM me randomly anymore

#

Why would I be a modder just for writing the modding core anyway ๐Ÿ˜›

glass umbra
#

go figure

vale zenith
#

What?

glass umbra
#

go figure as in ๐Ÿ‘

rain cedar
#

That's not what that means, but ok

glass umbra
#

close enough as there is no other emoji to represent it

fair rampart
#

Apologies for any 2AM pings, it's almost 7pm here in Aussieland.

rain cedar
#

The time is fine, I'm always up now anyway

#

It's just a really pointless ping still

fair rampart
#

I usually prefer being direct with messaging and stuff, but noted all the same.

thorn comet
#

Oh hey another aussie

glass umbra
#

and another right here

rain cedar
#

I know another one but he's not in this server