#archived-modding-development
1 messages ยท Page 122 of 1
okay, it probably wasn't with minimal effort
but it just made a mess for us when it could have been SOOOO cool
yeah
omg imagine a mod showcase, showing mods from back when KZ's boss rush was a thing
and how the mods are now
that would be cool
that would be sick
I should make an updated "how to install mods" video honestly
include all the different methods
showing Lightbringer and how it's grown since back when it was first released
i would love that mickely. cuz i'm still having difficulty and about to give up in favor of dinner.
using an installer?
could just do it manually
I think that was with crossroads, 56
shouldn't get an error doing that
I think there's an error in your math gradow, bc there's no fucking way increasing your crit% by 5% should multiply your damage a kajillionfold
I dunno when I'd make that video though tbh
I have no time for like the next 3 weeks
maybe there is, I didn't check it thoroughly
i just tried crossroads, loaded up HK, and it crashed almost immediately
nice
looks like you're putting the crit% as a whole number instead of hundredths of a number? if that makes any sense
ie 5% is put in as 5 and not 0.05 like it should be
the modinstaller was the one w the weird "device is not ready" error
did you install all the dependencies for what you want?
crossroads doesn't auto install like Gradow's does
if you're doing anything on the current patch, you'll need ModCommon and the API
and then whatever mod you want
yeah, that was it, Leakzillas
yeah, i installed those both.
precisely that
been lurking the server since the original release of the game and just want to say thanks for the work you guys have done for the mods. They've added a lot of fun hours on to the game for me.
actually, those were the only two i installed..
none of em yet. i plan to w randomizer, but i figured i'd throw the API and modcommon first just to make sure it worked up to that point.
I mean.... it should
2 modders who cant math
those two alone shouldn't just crash the game
I'd almost just do it manually at this point. verify steam file integrity
download what you want
then drag and drop
ah yeah i'm on beta. good call.
aand now steam seems to think i have no internet connection. what a day.
thanks, i'll try it again once i get this sorted out
๐
i assume it's cool to pop in for help if things get all fucky again?
cool beans, thanks guys~
also, modinstaller complaining about driver not ready is somewhat "expected"
but you should be able to use it even after that message
on that one, i hit continue, and then it threw another error "this path is not a legal form"
it checks each device letter for the game's default install path
oh
hm...
I need to add a check for that then
aren't you using double backslashes anyways
i keep my windows on a separate partition to where i install pretty much anything else, could that have something to do with it?
so like, C is windows, D is FL/cubase and whatever music/art i make, E is everything else.
giggity
yo im havein fun wit des mods XD
what's happening is it's finding a device letter which is somehow "not ready"
dunno what that even means
if you want, i can copypaste the details of both errors over to you, if that'll help.
u
u
v
i'm having fun with these mods there u happy
not sure if it'll help, but sure
yes
hi having fun with these mods there u happy
(:
oh what a weird place i have joined
heh
i think there's smth wrong with the dex calculation as well but idk what it is
yeah
now that I think of it, it's definitely wrong
brb
ok
that was the quickest brb ever
new formula:
(Bonfire Nail Damage)/(Vanilla Nail Damage) * (1 + (Crit%) * (Crit Damage))
k, that works better
will update the link, brb
try the other one
how do i get the boss rush mod in the 1.3.3.7?
you dont
you feel depressed and/or downpatch
i can't?
it's not updated
gotta wait until gng early 2018
is x my level
ehh
looks much more reasonable to me
the nail growth you get from upgrades is supposed to be slower than vanilla right
ok so my actual level is not given by the point
the idea is to counter-balance the crits, Leakzillas
the point is just so you can play around with your current STR/DEX/LCK and see where it lands you
bc in that case more upgrades making it go down on the graph is kind of unintuitive even tho it's correct
yeah, I had the same reaction
but it makes sense
it's not that more upgrades reduces nail damage
bc you're comparing your damage to enemy hp but orange is the graph of your damage as a % of vanilla
why is dex so jumpy
play bonfire with redwing and level up all ur stats in the worst way possible
I can remove all of the "floor" functions if you'd like to see
how to make redwing difficult ez
yeah well im making redwing scale off nail upgrades so yeah that'd probably work
it's not impacted by str
yeah
I'd add bonfire integration to it but idk I'm lazy and don't think the two fit too well together
does the "crossroads" mod installer still work?
u bothered me?
@buoyant obsidian did you do the MoP yellow thing by just changing the MoP asset
also is this bloodlust
ok, got a WAY better curve for bonfire
Bloodlust is just spriteflash or whatever I use for like mana regen
and I change Mark of Pride's color through texture sheet editing
@compact sedge @exotic dune https://ggbm.at/YQYS6nrp
this makes way more sense
X axis is only Strength levels now
the orange curve is "Bonfire Nail Damage/Bonfire Enemy HP" normalized by Vanilla Nail Damage
Does anyone know if there's a modding api version compatible with 1.3.3.7 or do I have to back date to get it working?
ach, that's better, ty
1337 isn't live yet yeah?
the horizontal line at 1 is "Vanilla Nail Damage/Bonfire Enemy HP" normalized by Vanilla Nail Damage
so you want to stay above that line
might be b/c I have beta enabled ๐
yeah. so disable that
porting mods for beta builds is a waste of time until they're live
so get off beta.... profit
so this graph gives me ideas to make bonfire more balanced
I had to adjust the functions
because they were always underneath the line

and the places where your damage snaps down are when enemy hp increases? i thought that was gradual
yeah, I still have to "fix" those gaps
but the idea is that it's happening because of rounding
I'll remove all floors and see what happens
yeah you might be rounding to 1 (nearest 100%) instead of 0.01 (nearest 1%)
idk how you'd fix that in this
it feels like dex should be smoother than it is too since rounding attack speed seems kinda silly too
like ofc crit dmg will round but only to the nearest int I assume
yeah, it's cause of the flooring issues
working like a charm now ๐ thanks forgot I even had beta on 
btw with bonfire + enemy HP bar, the hp bars stay after the enemy is killed
https://i.imgur.com/1AGbDq5.png
that's weird, Leakzillas
can you send me your modlog.txt?
oh, yeah, that doesn't account for attack speed
i don't seem to have one of those, unless it's in a weird place
ach, it's in a weird place
saves
1m
k
it's 55 thousand lines long..
jesus gradow are you logging every frame
removed all the spam
[INFO]:[BonfireMod] - Checking inventory open
[INFO]:Inventory object Inventory (UnityEngine.GameObject)
[INFO]:Inventory control fsm Inventory (PlayMakerFSM)
[INFO]:Inventory open False
oops
slightly large amount of those
[INFO]:Disabling enemy Crawler Fixed
[INFO]:Disabled enemy Crawler Fixed
[INFO]:Destroying enemy Crawler Fixed
[INFO]:Destroyed enemy Crawler Fixed```
the important part is preserved
huh
only some bars got destroyed
[INFO]:Disabled enemy Buzzer 1
[INFO]:Destroying enemy New Game Object
[INFO]:Destroyed enemy New Game Object```
that's quitting the game stuff, i think, it disables them all then destroys them all in the same order
it's got something to do with how bonfire changes HP
nah, that happens whenever you kill an enemy
it gets disabled, then destroyed, then it spawns an empty object as placeholder for the bar to finish draining, then destroys that as well
but for some reason, it's not destroying the placeholders
i only killed the one enemy tho
so why does it destroy two placeholders when i quit the game ๐ค
turned on a fresh save file i already had, killed the first crawlid, and quit the game
maybe the buzzer got squished by a falling rock
also, if you only killed one enemy, how come did you have multiple HP bars lingering?
oh, that's a different run
i had randomizer going so i turned it off so there's no randomizer junk in the log
in that screenie i killed both of them yeah
afaik yes, all the trash ones at least
false knight's does as well but that probably has nothing to do with bonfire
have you tried it without bonfire?
i've been using it in my normal run and it's been working fine
that's good
(also, one of False Knight's health bars linger, but that's probably bc he has two of them)
yeah, that's because of how weirdly he behaves tbh
you can see that the body already has full HP as soon as you hit the head
it's so weird
lol
I found the issue
he has effectively infinite HP if you quickslash his ass
^
good thing you don't fight more than two of false knight lol
if (hm.hp <= 5)
{
hm.hp = 1;
}```
bonfire has this line
because even with hp scaling I don't want one-shot enemies (such as vengeflies spawn) to scale as well
or bees
but every time you kill an enemy with EnemyHPBars, the mod creates an empty game object with 0 HP and lets it's hpbar drain up to its HP value
but
bonfire says that these empty objects now have 1 HP
so the bar never fully drains
kek
never go full sisyphus lol
also, since I'm fixing this
I'll also add the fixes I made to make that graph look nicer
ty for the help lol
there's no up to date version of glass soul right? D:
but there are the gimmicks with mask shards and stuff
you sir are a saint 
how do you toggle the debug mod menu?
f1
is there any version of boss rush that still works?
how
is that the wrong command
that only works in sr channels
darn
sadly despite of the few people that came here from the vid, we didn't get any new modding friends

this is a dumb question but is there anyway to start a couroutine from Class1 extended by Mod once you use AddComponent in it to add the Class2 extended by Monobehaviour, whereas Class2 contains the coroutine?
no but you can start the coroutine from class2
I guess if the coroutine is static, idk if that's possible but it probably shoudn't be
hmm, alrighty then thanks
I still don't know what you're trying to do
why not just put the function that starts the coroutine inside class2?
well i need the FocusCostHook to check if the player has started focusing
yeah, you can put that in the monobehavior
just add the hook in the Start() function of that monobehavior
ohhh so i could just do that
example:
public void Start()
{
StartCoroutine(memeRoutine());
ModHooks.Instance.FocusCostHook += memeFunction;
}
or whatever else you want
tyvm
Non coding question: how do I modify Mask Shards in the debug mod? Also, how would I clone enemies? Tysm
hey person who makes video on top 5 mods. stop making up BS about what the debug mod can do.
also uh idk there's like a bunch of options
anyway just look in the top right for all the stuff you can config and also the controls menu
you cannot clone enemies
thx
AA did you see the response video?
dunno who linked it here
sorry
wasn't Mys or Mick
Ax2u
Surely I couldn't have gotten that much wrong, I mean.... Right?
oh shit he posted a picture from the discord so he's here reading all the crap I'm saying
yup
burn
can I sub
wtf I have 21 subs why
ok this is why i was confused
why is the creator studio in light theme reeeee
yeah
i couldnt find a lot of those features weirdly
why do you use light theme reeeee
They're all top right or have hotkeys you can set
even the "clone or delete any enemy" one? i couldnt find that anywhere
"kill all enemies" is a thing
@hollow pier
Cloning enemies could refer to boss respawns
wait why are there non-existent features in the readme
is it because nobody reads it anyway
I'm too busy playing gacha games to be useful
you can't clone enemies, sorry
directly, editing the assembly
I'd say not easily but there's a lot of tools that exist that make it fairly doable if you know coding.
or indirectly, using a modified assembly which lets us do things during runtime
so probably not a great way to learn to code huh
(that's why it sucks)
i was about to check that one out
would recommend
what's the program you guys use to edit the dll?
dnspy
what way do you guys use now?
dnspy is how you can edit it and how you can dump it to learn about how the game works
Mostly visual studio
VS/Rider
are those free or paid?
$$$
ahhh
free
microsoft programs
well
do i just get the community version of it then?
ok
Rider's free if you have a student email and way too much otherwise
VS is "free" but you do need a MS account
if i can even figure out how to change an enemy's hp i'll be happy with myself lol
that's actually pretty easy after lifeblood
it wasn't too hard before
well, yeah
but only thanks to all the awesome FSM tools we have
but it was more "obscure"
you had to know where to look
now it's just a component
what's FSM?
fuckin shit m8
yeah you probably cannot figure out how to do it without stealing code.
for a second i read "SFM" like the tf2 animations lol
flying spaghetticode meme
it's... Something
don't worry about it for now
I'm serious, if you start worrying about FSMs now... Oh boy...
^
"what are FSMs?" the bane of my existence
and be able to look at a chunk of code and know what it applies to
oof
i'll wait on that then
so to start would i just make a copy of the vanilla API and open it with VS?
*vanilla DLL
how do I do that?
well, when running the installer it should let you select which packs to install
I think that's what they're called, I'm not sure
ok
I guess so...?
ok
did u guys see the forge took down his mod video?
Surely I couldn't have gotten that much wrong, I mean.... Right?
ye
in his defense wtf is up with the readme for debugmod?
ye
I don't even remember what I put in the debug readme
@tardy raft if u didnt already find it it's pinned in this channel
how do i open the games assembly with VS?
It looks fine wtf
oh nvm
Is there a way to "summon" enemies/bosses with the debug mod?
I saw it in yours
oops
Hex editor lmao
i have no idea so im just kind of doing my best
if you want to look at the game's assembly, use dnspy
please help me
it's in the pins
VS is for making mods
oh ok
we don't mess with the assembly anymore
we use VS to make our own code
and we use our own assembly to load that code into the game
we don't
basically we replace the game's assembly with another assembly that's like "I'm gonna load whatever dlls are in this folder"
and so we put our mods in a specific folder
so they get loaded
ahh makes sense
so then the mod API
has like the normal games code
- it tells it to open the mod code?
hmm ok
fwiw that's what like every mod api does
yeah
gotcha
forge mod loader and obse for example literally just scan a folder for dlls and load them all
wait so if the mod has no original code
how do you change/reference things in the original code?
for example if i wanted to change the false knights hp from value X to Y how would i do that in my own dll?
for one you have hooks
for two you can access game objects used in game
and these game objects have values like health
is there a simple mod example we can show them?
i'd appreciate that
i'll also try downloading a mod that changes enemies stats and look at that
there's some example mods but they all are dealing with the knight and not enemies
well, for me I found it easier to start just opening the assembly and staring at the code for some time
I need to go through and comment my code so I can make it more useful to people.
trying to figure out how it all wove together
even dealing with the knight is fine
ok
i'll check out the debug one
and open it in VS
debug is the hardest one
can i just select its DLL?
don't
i'll try the randomizer then
I know
i have that one too
so in VS you wanna make a NEW library, and choose .net 3.5 for it
I don't think I ever pushed it
ok
56 makes fun of me for publishing mods on github/lab before they're done but the joke's on him because I haven't lost any code when I do tha
it was a mod I made fore a friend
is a new library similar to a new project?
literally of no general use for most people
or is there a different way to do that
it was a mod that set the Knight's HP to 1 and enabled fotf, if it was equipped
that's it
because if you set the knight's HP to 1, it won't activate fury
because of fsms
can you activate fury without setting the knight to 1 hp
it was a simple enough mod
then
it should be a WPF app right
no
.net class library
which one then
.net class library. .net version 3.5
ok
Does anyone know if it is possible to "summon" enemies or bosses with the Debug Mod?
just select that, Lock
kk
you can change the .net version later
no
uhh
hm...
what's a simple example?
oh
please do check the example mods above
yeah but how do i open them?
you can download these and open them on visual studio
so what example mod 1 does is make it so every four hits the knight's nail damage doubles?
and then reverts?
if i read it right
ok
so with the " _tempNailDamage = PlayerData.instance.nailDamage"
Does PlayerData.instance.nailDamage refer to an actual statistic in the base game's code?
careful unzipping dnspy btw it will explode into whatever dir you extract it to
^
not yet i'll get on that now
so if visual studio makes the mods what do you use dnspy for?
to know that PlayerData.instance.nailDamage is a thing, for instance
how would you know that variable exists in the first place? And if you did, how would you know where to find it?
dnSpy is a useless tool for FSMs and gameobjects but a great tool for variables like that. For example just earlier today I used it to find the audio volume variable.
At first it will help you learn how the game works, but eventually it will become just another tool in your modder toolbox.
ok
yeah
at first, I recommend you getting used to at least the basic classes for the game
and their methods
I'd say PlayerData, GameManager and HeroController
also the new HealthManager class is pretty important
yup
bingo
Does anyone know if it is possible to "summon" enemies or bosses with the Debug Mod?
It's not
copy KDT's build of mop, longnail, dashmaster?
idk
you have the second best score on it right now
Grubsong unn quick focus deep focus
what could go wrong
wait you beat my 800?
no kdt did
ah
not by much though
Oh
ok
yeah, I have a strategy
works most of the time
until I start getting stupid spike formations
like, spikes right below me (while's I'm double jumping), but then spikes diverge to the left and right. So, dodging them killed me
honestly if spikes were just straight up this would have been much clearer and easier
so, how do I make the ModLog appear on screen?
ยฏ_(ใ)_/ยฏ
woah there's global settings for Modding API
Yeah
It's a bit of an oversight in how default values work
It doesn't actually save the default value, it just returns it every time you ask for it
Also gotta say that return line is awful
Being succinct isn't always better
why? I'm cool with my shit out in the public. I don't have shame when y'all tell me my code is shit and in fact I use that to improve my code. Besides 99% of people don't even care about my code so whatever.
Wow 1% that's still 76 million people who care
1% of people who know about my code which is more like 1 person
wtf 58
56 refactor all my code pls
i really wanna commit this to see how many lines i've deleted
but i also need to finish it first
every single instance of grubberflybeam = can be turned into a spawnbeam
public repo imo
after i finish the refactoring i will
ok well I'm going to sleep so ping me tomorrow when Lightbringer is out on API and I'm gonna try it (and see how much it breaks with blackmoth and redwing)
Big lore
@vagrant leaf did ur message die
What
there was a message above big lore
o
how do i actually use dnspy?
i clicked on its .sln and opened it with VS
but i'm kinda confused
You just drag the dll into it
You don't open dlls with vs
should i not have opened dnspy with VS either then?
completely new if that wasn't obv
Oh you downloaded the source
You can select more stuff in the sidebar
ok
this is kind of a basic question, but how does the "void" thing work?
does it just null out what's written on that line?
If I'm understanding you right, you mean the void return type on functions?
It means the function returns no value
yes that's what I mean
so not returning a value means that nothing comes as a result of that line?
No not at all, it just means the function returns nothing back to the caller after execution
And it's not just that line, the function body is the entire thing after the line enclosed in curly brackets
so the caller is the function before the void function then?
OH
Then used by
damn like everything uses this
so then
when you make a void function
you're basically setting up a sequence of things that will happen wheneve the void function is triggered somewhere else?
and you name the voids to separate them?
That's just describing functions in general
shit
i guess i'm struggling to understand how voids differ then
is it just that voids can be used elsewhere?
Every function has a return type like void, bool, int, etc
void just means nothing
bool is true/false
int is an integer
ok i'm following so far
how do you get vengeful spirit in randomizer?
it's random
Well you go to wherever it is and pick it up
you'll find it eventually but it's different each time
if you go to where normal VS is youll either get a charm or spell
it most likely wont be VS
Randomizer Helper for the game Hollow Knight.
Hollow Knight - Randomizer Speedrunning Guide - by RainingChain
ok thanks
you might find these helpful
so what does the integer being returned actually do?
it's different from, for example, right being pressed and moving right correct
the "moving right" isn't being returned
Here's a small example:
int func()
{
return 5;
}
void main()
{
int num = func(); //num now equals 5
}```
so the void function here only works because you already set up the int function right?
In a way I suppose, but not really
It uses the integer function is all
To get the number 5
ok
int func()
{
return 7;
}
void main()
{
int num = func();
}
so if you did it like that
num would equal 7 now
just so i get the logic of it
Yes
ok
so then when the number is returned to the caller function, what actually results from that?
It really depends on what other code is there
But generally something like this would either be returning information about what the function did or the result of some calculation
ok
how do private and public voids differ?
public: Can be accessed from outside the class
private: Can only be accessed from within the class
protected: Can be accessed both from in the class and from classes that inherit from the class
internal: Public only within this class library
classes that inherit are subclasses right?
Yes
The dll you compile to
Oh my god
I don't know why but Sean your nickname finally registered with me and it made me laugh very hard
ok so you can't reference other DLLs with internal then?
Nope internals are purely Class Library specific
Maybe you can get them with reflection
ok cool
Haven't tried
as a broad example, how would you change the knight's location? for example, have him move right? regardless of animation or anything, just changing his x coord
like what would that involve
That's more of a Unity question
You need to change the position on the object's transform
so when it says "unity" it's referencing unity script then?
Which is accessed (in this case) via HeroController.instance.gameObject.transform
No there's no unityscript here
That's essentially javascript and it's garbage
Visual studio can do a lot
Yes Visual Studio is C#
But only C# is relevant here
And im back again for more tech support. Im trying to set up randomiser on another pc; install api, then modcommon, then randomiser. Booting the game, everything is fine, its loaded the mod and everything according to the corner, but when i select a save slot, the randomiser screen doesnt come up, it just goes straight into the game. Any idea what Iโm forgetting?
Yeah it can do quite a lot of things but C# is the one used here
Kill hollow knight
You don't have the mode select unlocked
Need that for randomizer
If you don't have a save for that I can send one
Thatd be awesome, thanks
This one should be good
Im on discord on my phone though
do you have any recommended C# tutorials? want to get some basic education before i ask any more questions
No sorry I never really used any
Yeah pretty much but not starting with C#
oh ok
I've been programming for a long time
what'd you start with?
Ok sounds good
Poor superforge
hey the enemy randomizer thing isnt owrking for me, its saying Failed to load check modlog. the regular randomizer is working fine, is there some stupid minor thing im missing?
According to 56 using var over variable is gay but why so?
Do you have ModCommon ryo?
well that was easy
Replace the preexisting Assembly-CSharp
thanks daddy
ok
And when you add the new one make sure it is purely Assembly-CSharp.dll and not like Assembly-CSharp (1).dll
you got it boss. i thought i already replaced that when i used the charm randomizer mod
i just replaced the assembly csharp with the file you gave me and made my game explode. the other file works fine with the other mod so idk if im just retarded or unlucky
https://i.gyazo.com/a518eb00fb1cdc90fc9e33aa03502d4d.jpg
this is what im seeing
i even tried using the auto installer program in the pinned messages
as well as the manual install
thats the cutest looking radiance ive ever seen btw
is this persons work on deviant art or anything like that?
id like to se emore
also that appears to have wokred perfectly
No but he posted them most in a server
you are a saint
No problem
To be honest any other person here would shred you for asking how to install the mods
Doesn't tell you that it requires ModCommon w h i c h i t s h o u l d so it's a common mistake
i read the readme and it said it required that modcommon thing
Oh then I'm stupid
but i didnt know where to find it
And or have not used the current version
In pinned
The 3rd pin is a list of all the mods on the server including ModCommon
Also
The creator of my pfp doesn't have a Deviantart (as far as I know) but he dumped all of his and they were pinned in another server
I'll DM the invite for you
But first
Have you finished the game?
Okay good
which is why i wanted to play with the mods
I have a question for all you epik k modders
Do you guys hate when people use var rather than variable?
56 says that everyone does here and I do not understand why
imo var x = 10; makes me want to die
int x = 10; does not
and it's nearly 7am so gn
hey, i have the lightbringer mod... but when i get to take the glass soul charm at the beginnign my game crashes and i cant play anyomere. does anyone know ho to resolve this?
woah fuck
i just ruined this guy's day 
also @old fog, what version of the game are you on?
lightbringer only works on 1.2.2.1
so you downpatched?
like, you used a tool to get the clean 1.2.2.1 right?
did you check if that worked?
so you checked if the game worked on vanilla 1.2.2.1?
oh wait a sec then
๐ค
you were using the 1.3.1.5 patch i think
if you didn't use a tool to downpatch
lightbringer doesn't work on 1.3.1.5
https://www.speedrun.com/hollowknight/guide/yl0m6 here is a guide on how to downpatch your game
Hollow Knight - Downpatching the game using the Steam console - by seanpr
oh ok, thanks
if you did do it successfully then you should've seen this
there is an update for lightbringer coming maybe soonish but you gotta work around the version to make it work 
so you get the 1.2.2.1 patch
check if that works
then you install lightbringer
and tell me how you did! 
ok, but can you please tell me how to patch down the game pls? 
because i didn't really get it ๐
Please?
uh
did you read the guide
open up the run menu with the windows key + r
type in steam://nav/console
and then type in 1.2.2.1: download_depot 367520 367521 648876203478229944
or just download_depot 367520 367521 648876203478229944
because you don't need the 1.2.2.1
attached to it 
you then go to the directory the steam client gives you
make a copy of your current hollow knight folder
I wanna know how to down patch to
and paste the rest in there
https://www.speedrun.com/hollowknight/guide/yl0m6 if you read carefully enough this guide is all you need
Hollow Knight - Downpatching the game using the Steam console - by seanpr
is the a down patch to play multyplayer?
like a mod
well is there even a pultiplayer?
no
do you even know what you are doing
yeah i'm not gonna help you with that
current patch is 1.3.1.5
uuh okie thx
made a comment to the video including hk discord plug because haha yes
Holy shit so many questions over night
Same
Do we make a separate channel for modding help?
Cuz this one has like 2 purposes now. And the actual modding part is getting drowned out in "help me"
modding-troubleshooting and modding
modding and modding-2-electric-boogaloo
modding and pins
modding and modding-for-dummies
I'm half tempted, but I don't know how feasable it would be, to start maintaining a public build of the modding API for the beta branch. So long as the beta branch continues to be on the same primary patch level (AKA lifeblood) as the main one. Would y'all mind if I did this?
Is there any instructions ANYWHERE on how to use the debug mod? I really cant believe its so hard to find.
yes in the mod itself
there's a thing that shows you all your keybindings and what they do
wow im an idiot idk how i didnt see the file. lmao
Where can I find the bonfire mod?
pins
i got the teacher only one i missed one xD
afaik building the api is just a script you run so it shouldn't be that hard to keep maintained for beta patch
unless something actually changes
although harmony/monomod hooks may not work good
I want to see a mod that takes all the charms.charm notches and shop mask/soul upgrades and puts them into the world
cool
be the change you want to see in the world
I COULD do it myself but then I dont get the sense of discovery
well nobody else is going to make it
could you?
adding item drops is a pretty complicated mod



