#archived-modding-development
1 messages · Page 223 of 1
Would it be possible to make the game run at 1.5x speed?
yes
Has anyone done it? It'd be nice to blast through the early game on steel soul in less time
graig did a full playthrough I think
Khan did 1.5x nkg no movement upgrades no charms
kurosh did 1.75x nkg hitless and 1.5x nkg no movement upgrades old nail
Making nkg faster, but not the knight?
1.5x also hitless
🅱oth
Oh okay
if youi wanty to make nkg faster play infinite grimm
and graig also did 2x nkg
I did a near full play through at 1.5x
you just do the timescale meme
yeha i did 2x so did dlk
i never actually beat it
i was going for the hitless and i made it to the last pufferfish
but i didnt kill him
ok well, dlk could do it if he cared to


fuck 2.25
yeah it makes my eyes bleed
it is possible i think
but... like right on the edge of possible
ig*
u
Can I mod the speed with something that's currently on modmanager?
Oh, because of the freeze frames
you are amazing and talented and loved and appreciated
no you @flat forum
Eh, I think I'll just savescum a steel soul save at the point where I get mantis claw
all of those are false cmm
it's art
i have a feeling this patch is a contender for a final patch for hollow knight.
until horney girl that is
ok so on a scale of 1 to 10 how stupid would it be to take damage intentionally against absrad
to trigger fotf
well you see
the thing is you get healed before the fight
so if you want to go back into fury you have to be at 1 health
i considered it.
you want to overcharm the panth
so you take two hits and into fury for her
oh btw
the lb mask bug is still a thing isnt it?
i didnt see anythign on the patch notes about that
looks like it :/
have someone kingsmould sprite?
new sprite?
i'm not quite sure what you mean
yeah it's new

My reminder didn't go unnoticed. 
We're waiting for patched icons for wiki (if they exists, of course)
I got them, no worries
has anyone tested if hollow knight works with vp9 video?
since they updated unity
also on a more serious note I need reflection help.
How do you get a private static var with reflection?
@rain cedar congrats for having Modder role as well?
thanks
you're welcome
haha yes
it was 8.7 MB
i feel enlightened
it has the correct mesh but the wrong texture for some reason
am I stroke
someone explain what I'm missing here
@compact sedge typeof(Mum).GetField("h", BindingFlags.Static | BindingFlags.NonPublic).SetValue(urMum, true);
or if you're an absolutely terrible person

arrays start at 1
TMP_Settings tms = typeof(TMP_Settings).GetField("m_instance", BindingFlags.Static | BindingFlags.NonPublic);
what am I doing wrong
besides that it should be s_instance
TMP_Settings tms =
typeof(TMP_Settings).GetField("s_instance", BindingFlags.Static | BindingFlags.NonPublic)?.GetValue(null) as TMP_Settings;
this right?
should work
yeah
566666666
what comic
é
Æ

papers why are you a tentacle ball with an eye
it's his inner self
you look like a very standard final boss
you do not
typeof(TMP_Settings).GetField("s_instance", BindingFlags.Static | BindingFlags.NonPublic)?.GetValue(null) as TMP_Settings;
reee why did this return null?
yw
because u
because it was null 
me telling you good night
gn papers!
it's uh ok so it's super zoomed in
and idk why
or how to fixit
also it doesn't apply to canvas stuff yet because that isn't using text mesh pro but I'll work on that later
figuring out what to set for all these vars I guess
am I gonna have to copy over each glyph manually like this?
actually is it possible to serialize an object from a literal binary array?
is there a new modding api for hk
yes
oof

i still cant give the player full soul at spawn or a new game
this is getting real annoying
it just won't work and i have no idea why
what's the the .instance for if your soul thing is broken after you die
PlayerData.instance.soulLimited ?
yes
it's not working wtf

{
if (PlayerData.instance.soulLimited == true)
{
GameManager.instance.StopCoroutine(REEEE());
}
else
{
HeroController.instance.StartCoroutine(REEEE());
}
if (PlayerData.instance.atBench == true)
{
PlayerData.instance.MPCharge = PlayerData.instance.GetInt("maxMP");
}
}```
should it be HeroController.instance.StopCoroutine(REEEE());
a washington thing
wtf i dont understand why it doesnt work
in playerupdatehook im checking if soulLimited == true, then stopping the coroutine if it is
that should stop the incessant dying but it doesnt
you do have to use HeroController.instance.StopCoroutine
I heard someone modded glorified charms?
yes, it's called Exaltation and it's in the modinstaller
The lastest version of the Installer pinned?
the installer auto updates and also yes
OH, ok thanx
https://clips.twitch.tv/BadCuteDonutRiPepperonis this is why you sub2skurry 
nou
I mean not to shoot it down
but we have 1 artist who mods
and here's a hint. It's not me
is rando2 up yet
is hero update hook a good hook for checking if a player picked up an item?
yyyyyyyess
nice shit answer
I'm thinking BeforeSavegameSaveHook actually
I don't need it running every frame
and I think
please correct me
the game saves after you pick up a mask shard, right?
how do i test if the player's soul thing is broken after they die
isn't it PlayerData.instance.soulLimited
cause i'm testing if PlayerData.instance.soulLimited == true in heroupdatehook and it's not working when the player dies
{
HeroController.instance.StopCoroutine(REEEE());
}```
isn't working
holy shit you can stop coroutines
yeah?
anyway if the corotine is in your monobehavior you need to just do StopCoroutine, not HeroController.instance
if you're trying to stop a coroutine that is in HeroController.instance then use that one
also consider a log
where is this if?
the coroutine is defined under the main body of the mod class
does it run every frame?
is the if statement inside the coroutine??
might make your code easier to read and understand if you put the if statement in the coroutine and just do yield break
StopCoroutine(REEEE()); brings up a bunch of errors
should it be GameManager.instance.StopCoroutine(REEEE());
no you should make your own monobehavior
and put coroutines in that
see https://gist.github.com/natis1/043d80259df05a3267556b24eac82d27 @summer badge
Yo nibbois, there a way I can hide the UI in the menu screen?
what item are you giving to the player btw?
@weak lodge the menu screen you mean main menu?
Yeppo
you can get the canvas and change its opacity if it has a canvas group
if it doesnt have a canvas group you can add it as a monobehaviour and change it
it affects all elements in the hierarchy
for that canvas
it doesnt affect the input tho
Excuse me but non c# translation xd, so you’re saying I can lower the opacity of the ‘layer’ the menu screen sprites are on
what do you mean with non c# translation? xD
yeah you can do that using a canvas group
All I really want is a short video of the menu screen that I can pop into wallpaper engine👀
oh, you are not a coder i guess
Nope, I just hang here when 56 and angle are making fun of reddit
wanted to get into programming tbh, but (insert excuse)
knight could be a modder if they wanted to
damn, maybe someone can make it for you, it shouldnt be too hard
How does a boio like me mod with no experience in unity except that one time I made a monkey head in blender and made it move 
if you have experience with c# unity is not that hard
No experience with programming except 1 hour in gms before giving up
am i able to leave the separate monobehaviour inside the mod project or should i start a new project to put it in

no you keep it in the same project but make a new cs file
so right click on your folder and do new class file
or new class
or whatever it says
gotcha
whats wrong with unity

nothing, you just don't use the editor to mod
Intimidated
well, unity has its engine and its ide
working with only the engine can be hard (modding)
thats why people like us that have experience with unity can mod easier
we're working with the engine although most of us are just working with hollow knight code. only redwing, the fennel mod, and a few others really use the engine a lot.
most barely touch most of what the engine does
well tbh yesterday i had to use unity to check the boundaries for the minimap's rect
true
using a unity camera in unity editor
Excuse me but what engine is this 
most of what the engine offers is transforms tbh
Unity
for most people
wait how am i supposed to define the class as a monobehavior without unity dafuq
use unity
and using UnityEngine.UI;
Funny had it installed on my Pc for almost a year now and nearly done anything
e
i started c# with xna
when i moved to unity it was like hard to understand
but once you get used to it its quite good
monobehaviours are not needed for everything and you can go further with scriptableobjects too
cool, stopcoroutine works now
but like we don't use the unity editor itself and you don't even need it installed @weak lodge . I am using it for nuke meme 2 but nuke meme 2 is going above and beyond what meme mods should be.
well, stopcoroutine doesn't flag anymore
Ah
and I'm only using it to build an asset bundle
so that's good
for a font
unity editor is better if you want to get started with unity things
like how the things work
meh just read the docs
transforms, monobehaviours, gameobjects and renderers
What is this unity editor
I uhh.. have visual studio installed tho
i never used asset bundles tbh, i need to get into them soon tho
howmst do i call the monobehavior in the mod class
you really dont know what is unity editor xD
visual studio is an ide to work with code
unity editor is an application that uses unity engine to make games
obviously both are the same thing
just that when you compile the game you only get the unity engine as a library
so the game can work
Oh shit and I’ve just been calling it just ‘unity’ the entire time, sorry for sounding so uninformed
@compact sedge how do i call the coroutine from the mod class
you don't. you don't call anything from the mod class except adding the monobehavior to the game manager
how'm'st'd've'ly
you move all your mod code to the monobehavior
there's a Start function
that functions like Initialize
you can even add hooks in it
and an OnDestroy
for removing the hooks
you should read the monobehaviour doc
also think about monobehaviours as modules you attach to gameobjects
you cant work with monobehaviours without a gameobject
GameManager is a singleton gameobject you can attach any mod monobehaviors to
also, dont = new Monobehaviour() or anything similar
yeah but its a gameobject aswell
public class REEE : MonoBehaviour
with a dont destroy behaviour
you work with the instance
once the gameobject is destroyed the static instance is destroyed aswell
well monobehaviours cant be static i think
that wouldn't make sense since they extend non-static functions
but yeah GameManager is a gameobject with a bunch of random behaviors that TC attached to it
that they want running at all times
xD
and you too can use it
it also uses fsms
i'm having issues with the minimap
its working but there are a few bugs that i dont find a way to solve
Randomizer kills all gamemanager coroutines on some loads to get rid of one that herocontroller makes
So if you put shit on there and use randomizer don't be surprised if it breaks
why does it use gamemanager to do so?
wtf why is sean green
also
ech
just get the component you want to stop the coroutine on
and stop it
he could create his own gameobject and put the coroutine on it
true
I cant wait to see the kdt's enemy example
Let me see if I have it
doing
GameObject go = new GameObject("ExampleGO", typeof(SpriteRenderer)) is just the same as
GameObject go;
go.AddComponent<SpriteRenderer>(); right?
@floral furnace yeah its fine
Aight
oh my there are pythong stuff inside
this is what KDT sent us
pythong 
python*****************
did he really use an unity project? lol
atlas0.psd is 39 mb
thats why you couldnt upload it
So I want to get into modding the game a bit. With the modloaders, will it affect my current save?
Yeah, I want to run the randomizer
I mean other than infinite notches can't think of any in the installer that could mess up your existing save at all
u
i opened my savefile with lightbringer and it didnt give any problem
depends on the mods, some are best to have a clean new save file tbh, otherwise you get notches semi-permanently being altered
@solemn rivet it doesnt have collision testing or damage or anything, its like the other one
i still have a 5 notch heavy blow
idk then
what's on purpose
what mod is bad
Oh wow
uhh i was screwing with the notches cuz i was trying to rebalance heavy blow into a different charm like what 5 months ago?
ended up forgetting about it

so he didnt upload the one with the colliders?
no
I mean they do have colliders
it should be /s
actually what
make every charm 5 notches
i just want to know how does he make it so it damages the character or hits ground / nail / hero / spells
are you talking about the fennel thing right
yes
also angle is there a way to just shrink the rendered high res image into a smaller one, otherwise whenever i try to give another sprite like a 64x32 something resolution the quality goes to shit
i cant find any method that tests collisions
i'm used to many different methods to test collisions and also the unity physics
try the dll
are you seriously giving the knight a fucking fbi hat?
ez proof
is this a meme mod now?
CIA hat, mind you
Yes?
also what you gotta do is there's a thing Sprite.Create for the 4th item which is pixels per unit
oh wait no thats just an after thought, i just want to NOT use the Rimworld gunsprites and instead make my own gunsprites
so just enter a large number there and it makes it smaller
where is the dll btw?
nice
PIXEL_PER_UNIT or something yeah
so if you make all your guns the same size you can just edit that
or alternatively
set it per gun
maybe in the ammo struct
as a int
somewhere tm
nah much easier if i just set it into everything, also im removing the ammo class anyway since im overhauling 60% of the mod at this point
check from kdt has file
lulok
idk how you intend to overhaul it that would obsolete a structure to store gun parameters.
I mean a structure to store gun parameters seems like a core foundational thing to your mod
i mean im no using the traditional ammo swap anymore, im just doing it like iconoclast instead
cuz theres really no point to make different ammo types since theyre, what, not really of much use in the long run?
just a typical heat meter that fills up as you shoot, imo im just gonna turn it into equip flukenest = you know fire 3 shots etc etc
wait it's from 2018. I swear it's older than that
i had to ask gradow how it worked because i cant find info about the game, the wiki is like 3 pages
make different ammo types accessed by putting on different charms
yeah that sounds better
than say, make 10 switch cases
ehem yandere simulator
ehem
depends on what type of ammo you want to use
you ever just realize you abuse game manager to start coroutines in two mods
consider this: some charms affect ammo types, most charms modify individual ammo params like firerate or accuracy.
if they do gameplay changes
what effort
so like maybe you have like 4-5 charms which can change the kind of gun you have and if you combine them you get new funner guns, and like 15 charms which affect certain stats without changing the gun outright.
yeah that system is ALOT better, but im gonna need to use Dictionaries if im gonna make a sprite for each, ie X charm gives a silencer for whatever reason, but i also want to add an actual silencer to the sprite, hence im asking for the sprite size
you just have to declare it in your mod class and make it dont destroy
yeah, shit like the one kdt/mys said where charged shots swapped the position of whatever enemy you hit
sh
most of them have actual behaviours so that's nice
just need to fix lightbringer
and probably rewrite bindings tbh
could just make a million sprites in photoshop real quickly with copying and pasting
@floral furnace if you are gonna add different guns and you dont need to animate them at all you should make a spritesheet for all of them btw, it reduces drawcalls
that's what I mean just make a spritesheet
with a bunch of guns in it with various attachments
and do it in photoshop or whatever
and just like turn on a grid
yep
also tbf angle this was originally supposed to be a semi serious semi joke mod, i dont mean joke as in everything is flying out of bounds as a meme, i mean joke as in "the lore is supposed to be the knight is a cia agent sent to take out ComRad while also stopping the drug soul cartel like soul master"
ok ok ill do the spritesheet thing then
bruh you should see my current project
private void OnTriggerEnter2D(Collider2D otherCollider)
{
bool flag = otherCollider.gameObject.name == "Knight";
if (flag)
{
HeroController.instance.TakeDamage(base.gameObject, CollisionSide.left, 2, 1);
}
}```
are you kidding
i found it
it was in hitboxrenderer
#459913946036436997 I posted a... video. in this channel. it's fuckn disgusting
why are you decompiling
dll
i havent seen much of the stuff since ive been really busy schoolwork wise so i probably missed it
but if this is that easy...
ill check it out
scroll up it's the most cursed shit ever
the only thing now is to test if hit by a spell
or nail
whats your current project btw?
nothing I've just been trying to beat ngg and sleeping
and homework
this week pain

That was beautiful ngl
I wanted to finish my minimap mod and merge it with charming (its merged but i cant find a fix for a few bugs) and then start with a few other mods
Also NCR ending good shit good taste
no. INDEPENDANCE ENDING
"Night" "rays" drove both the "Radiance" and "Dragons" from Hoover Dam
New Vegas requires the democracy it needs, at the end of a gunbarrel, and NCR is here to deliver it 😎
do you realize how sad i was when i realized how the inventory fsm is when i was writting the stuff to start with a charmAPI that allows you to add your own charms and charm slots in the inventory of the player?
pls no https://puu.sh/BBx4o.png
it would be better to rewrite the whole menu
so uh 56 how do you get the soul gauge on the canvas?
fuck i misheard, i was so used to the NCR ending tbh, like for 665 hours i havent done a single ending that isnt NCR
this week 3²x gay
@weary stream kdt already rewrote it

@compact sedge I think there's a field for its fsm on game cameras
it's like soul something nonsense
Biggest garbage
of course your mod will have bugs, its literally all over the entire game

sorry
there's hudcanvas but I want just the soul thing
anyway to explain that video it's a fully canonical (by my interpretation of her insanely long lore document) bastardization of half-rose's world for the return of what was the greatest meme mod of all time.
but hallownest is now called new vegas for some reason
The truth is, the game was bugged from the start
honestly I'm still not certain I won't have to copy paste each and every one of the glyph infos
unless you can find a way to extract them from the asset
with like idk python or something
reading the .asset file directly
waitasecond
no
wait
56
generate me a new .asset file
I have an idea
É
I'll extract them using the unity editor
É
and then copy paste them to a static readonly var
I'm in bed reee
wtf u don't sleep at a reasonable time
what exactly do you want to do
bs
you? nothing. I just need someone on windows to do something for me
good nap
I mean you are on windows
û
but you probably don't have unity editor downloaded
i use unity most of the time and i'm on windows aswell
but not sure what you want to do xD
basically text asset pro only generates assets on windows
it's a free asset in the asset store
and I need a text asset pro asset for my project
I could dm you more info if you would like to help
but dont you need unity editor and the plugin to use the asset anyway?
or are you doing it with only vs
I can download the plugin and the editor but it fails on non-windows
hey 56 i'm gonna go to bed now and get 9 hours of sleep
text mesh pro sorry
this is correcto right
GameObject bullet = new GameObject("BulletProjectile", typeof(SpriteRenderer), typeof(Rigidbody2D));
some method here
Instantiate(bullet);
or is there any other component that i should add
@ 753 is this u
is this a repost now
you need to give it a hitbox
oh yeah
aight nice thx
@floral furnace add a typeof(BulletControl) and have a BulletControl MonoBehavior
and make rigidbody kinematic
yes
i should probably just use the same gun sprite just to test if it work
ill add bulletcontrol later, i disabled your method thing first because i was afraid shit will break up when i rewrote half of the stuff
thats what i told him
oh sry I can't read
but if he doesnt give it kinematic mode
yup i already added collider
the bullet will bug with the physics
and might even push stuff
but not in the good way
do i need to use FixedUpdate for this?
use fixedupdate to check for physics
imo you could do typeof(BulletControl) or something and then in the Start function for BulletControl, set the rigidbody to kinematic
update is for visual and input
ok ok
i just dump everything in update anyway
/s
oh nvm
you can set up the velocity of the bullet directly
instead of using forces
so it never changes direction
okok
Yeah it was rewrite without the shitty fsms 
if its in the repo i cant find it
he used his own implementation of fsms tho
but where is it? i cant find it in the modcommon repository
can't find it tbh
y'all blind

oh wait do i have to add Transform into the bullet too?
Just to make sure im not being dumb here am i doing it correctly
oh i see you just sent the hornetbosshard
that looks right.png
uh no
why do you instantiate a prefab on a BULLETOBJECT?
and why you have to do it in fixed update
also
you cant initialize gameobjects in the base
you need to do it in start
trying to use some dumb tutorial so forgive me but this is the first time that ive created something like this
why can't you init GOs in base
it gives an error in unity editor
because the gameobject is not initialized yet
it loads awake, then start
before awake its not initializated
i'm not sure why does it give an error but i always had to set up the stuff with inspector or start
awake works too i think
ech
So, to make as simple as possible i just want to spawn a bullet object from the player's position
I dont really care what direction it goes since im just testing anyway
redwing fireball code does that
does what
@floral furnace
i tried checking your code actually a few weeks ago but i didnt know what section im supposed to check for the instantiation, also you use alot of physics stuff too
thx
it's hacky af tho actually
I mean not really
but you could scrap the first gameobject
fireball spawn point
I didn't so I could use localposition
because otherwise that would have been impossible
but anyway there's also these functions https://github.com/natis1/redwing/blob/master/redwing/redwing_game_objects.cs#L348 which probably don't need to be separate functions but they are called as such https://github.com/natis1/redwing/blob/master/redwing/redwing_game_objects.cs#L358
you could set those to just inline code
okay hang on let me a b s o r b all of these
i'm rewriting your thing so you see some stuff you can do to improve it
no don't
stop
I mean
do
but like
I don't even use github so don't send PRs there or they will be ignored
oh
huh
yeah I could do that
but I should probably push the new changes first
yeah I have a disgusting amount of uncommitted code

MergeConflictsAreFun . a v i
prs?
public class BulletManager
{
public static GameObject BulletPrefab;
public static Sprite BulletSprite;
public static GameObject Create(Vector3 origin, Vector3 Direction, float Speed)
{
if (BulletPrefab == null)
{
BulletPrefab = new GameObject("BulletObject", typeof(SpriteRenderer), typeof(Rigidbody2D), typeof(BoxCollider2D), typeof(Bullet));
BulletPrefab.SetActive(false);
Rigidbody2D rb2d = BulletPrefab.GetComponent<Rigidbody2D>();
rb2d.isKinematic = true;
rb2d.freezeRotation = true;
GameObject.DontDestroyOnLoad(BulletPrefab);
}
GameObject bullet = GameObject.Instantiate(BulletPrefab);
bullet.transform.position = origin;
bullet.GetComponent<Rigidbody2D>().velocity = Direction * Speed;
bullet.GetComponent<Bullet>().speed = Direction * Speed;
return bullet;
}
}
class Bullet : MonoBehaviour
{
public Vector3 speed;
Rigidbody2D rb2d;
public void Start()
{
rb2d = GetComponent<Rigidbody2D>();
}
public void OnCollisionEnter2D(Collision2D col)
{
}
public void FixedUpdate()
{
rb2d.velocity = speed;
}
}``` @floral furnace
jesus christ
i added a few stuff you need aswell
this should work with the exception of the sprite
you need to add the sprite to the bulletprefab
but you also need to load it
you might need an asset bundle for that
yeah i think i figured it how to do the sprite stuff
oh also
gonna update it
there you go
just load the sprite in the create method that checks for null
alright omega thanks but i feel bad not being able to do this myself
you should think more about how you can improve your code
i dont mind helping others 😉
if you want
you can check my spaghetti code
i'm doing a game
and most of the code looks like spaghetti for me <_<
i mean my entire mod for the past 4 weeks is spaghetti so cant blame you for that
also, you need to create the bullet from somewhere else, not the bullet code
hello this is supposed to make 1221 savestates possible or something i dont know krythom told me so
if its just trash blame krythom cause i know it probably is
dunno it still looks good
i'm pretty sure its spaghetti
imo at least
i have every ability and behaviour as a monobehaviour
kinda like fsms work but not as fsms
but sometimes i feel like i lose the control over what the game is doing
specially if you get hit when talking with an npc or using something
@weary oyster yes
oh ok
So I was messing around with debug mode
nou
I accidentally gave myself the Elegant key
Didn't want it so I removed it
But I went back to Sly and found that he is selling the key again
Any way to remove it and have sly not sell it
I dont know how gradow
is 1.2.2.1 tgt?
tgt?
the grimm troupe
ok
I'm only asking to know if there's a corresponding API version
that makes it easier, I think
Like I don't see why the savestates wouldn't work on any patch
I just dont know how to make a non direct assembly mod
All your shit runs in a MonoBehaviour disconnected from game code anyway
Just make it make one of those on scene load if it doesn't exist
Or just at init I guess, no reason it would ever be deleted
see I dont know at all what you're saying
what if I sent a pr to make randomizer not do that
but instead only stop the coroutines you're actually interested in stopping
or do you not know those
That's not even a feature in unity
You can only kill IEnumerator routines by passing in the one used to start it
Good luck with that
what if you added a monomod hook to the coroutine?
i use that to stop coroutines, but not sure if you can stop coroutines that are not variables
or hecc even the function that calls the coroutine, and then call your own custom version of that coroutine
I guess that would work
wait, so StopCoroutine doesn't work?
it does
Situationally
Green Seanpr? 
public IEnumerator scanCoroutine;
private void CancelCoroutine()
{
StopCoroutine(scanCoroutine);```
```c
public void StartScanner()
{
WaitForCancel = false;
Delay = 0.2f;
scanCoroutine = ScanMode();
CancelKey = false;
StartCoroutine(scanCoroutine);```
or alternatively alternatively and actually the bester solution imo is modding api should create its own gameobject that people can add their monobehaviors to
this worked so
and this gameobject should be created before any of the other mods are initalized
I think what you're not getting is the coroutine I need to stop is being started from game code
I don't have access to it
o
although I doubt anything's getting added to the modding api these days unless I add it.
why do you need a general gameobject?
you can create your own and add monobehaviours to it
and it would be mod exclusive
thats better than a general one
Mod exclusive is impossible
No, its not
There's nothing stopping one mod from finding another mod's object and messing with it
you can create your gameobject when the mod loads and make it dont destroy
and use it
reflect!
Yeah
oh you mean that
i meant one gameobject for each mod, not one for all
so each has its own components
easier to load and unload aswell
if (anyOtherModHasGameObjects)
destroyThem;```
that's the next mod I'm making
don't steal guize pls
a general gameobject could improve mod intercompatibility because one mod could get a monobehavior from another mod
you can already do that with mod instances..
and all gameobjects that are not prefabs are public so...
and i think prefabs aswell
static gameobjects
I've written... 7500 lines of code and never once provided a public static mod instance
am I doing this wrong
I have publically accessable vars for other mods to hook on and if you wanna integrate with my mod the best thing to do is TALK to me
or submit a pr you kno
or that
for 56 he needed one function from one of my mods to be public and static and it was a 10 minute fix
with an static instance you can just give access to what other people need
also, AA
aa?
triggered yet?
I've calmly accepted around about when I changed my name to advertise my website and a different discord that I would never get the role
now I trash talk the mods regularly so I definitely don't have any hope of it.
so that was... give or take a month or so ago that I changed my name

no maybe only 3 weeks
I think that if there's ever an opening tho you'd be the one guy to get the position
I should change my name to Dark Huntress - Demo Soon then?
not if mys or jonny have a say in it
:v
nah, Mys is our pal
Xhu?
he ded
he's just like nes
got here, did a bunch of great stuff and then
vanished
¯_(ツ)_/¯
Good thing modding-staff is so exclusive
If not everyone would know gradow thinks wario is waluigi
warette sounds like "guarrete" in spanish which is a dirty word :v
(Well just yesterday I made a joke that hal knew so little python that someone could sneak a virus into zote if they wanted)
and also I said honestly fuck mys
so basically don't expect it ever to happen.
o

basically after redwing cp1 didn't do it I just stopped giving a shit about being nice lul
shit u caught me

Krythom asked what he had to do to be category extensions mod
And I said run iconoclasts
And he actually did
It's not a very interesting story
oh no
rip
that's evil sean
well, at least Iconoclasts is a good game
if you had told him to run Death's Gambit that'd be like satan himself
Icono was a great surprise tho. It's not my kind of game, but damn is it a good game. Got me hooked from start to finish
But I just spent all my money on tuition so idk
I got it sean, haven't played it yet
(real talk I only started caring about the role when they added the staff channel so I could in my head join it and read through months of trash talking me and you guys would have so much egg on your face with all that trash talking)
don't have time rn
guys gotta sleep, interesting stories, sadly i cant tell much about my stories, still, have fun all ~
can I be mod if I play garfield kart
bai
Yeah but when am I getting extensions mod though
(now the egg's on me because you can trash talk me forever and I will literally never see it. but at least I get to advertise my website and a different discord)
I've been waiting for timespinners for quite some time now ngl
AA: we are bound to periodically share the modding-staff shitposts with everyone else
so maybe you'll get to see some of it
this looks legit af
garfield kart is game of the century
neat

