#Mod manager
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you break it, you buy it
and then you get to keep both pieces ๐
What if you break it, buy it, then go back becaues it's broken 
lol
btw, I'm pretty sure that the API url is not secret. Almost certainly it'll be https://g-3659.modapi.io/v1/
i think it will be /v2/
let the betting begin ๐
no, v2 will only be used for incompatible changes
where the object schema changes,
wow, for mod.io's request of "Keep your keys private" there are several visible via https://github.com/search?q=modapi.io%2Fv1&type=code
it's also pretty much impossible to do anyway
and even more on the old url: https://github.com/search?q=api.mod.io%2Fv1&type=code
publish game with the mod manager, and it's in public
yea, because it's compiled into the dll
hmm maybe someone would like to let their creativty go lose and add some visual helpers for the images?
?
green for good, red for bad?
would need to add
red green color weakness is common!
These will indicate wheter the mod is compatible and will work on the current version you are running
Green means, it works, go play! orange means, i dont know, maybe, maybe not. red means, we KNOW it will not work
good
still recommend changing the colors though
cause I AM RED GREEN COLOR WEAK! and those colors are a pain for me to differentiate
so in addition id make a checkmark (green) for good to go, Orange/Yellow Crossed Checkmark or a questionmark for uncertain and a red cross for not compatible
ooh thats what you mean, i didnt understand
yea, that is what im asking, for someone to make it more clear for people like you
also
Do i need to update the mod manager? game crashes currently when trying to manage mods
you might do yes, make sure you have the latest
shapes always help people like me
im bad at ui though 
what file format and pixelsize are the icons supposed to be? I have a decent enough skill at pixelart for this to quickly make something
same size, i believe they are 64 by 64
file format doesnt matter really
jpg png work, but can be converted if need be
also @simple ridge i saw you were testing extended floodgates? ๐
works like a charm 
quick "Doodle" of a checkmark
dunno if it fits the style that well
I can plop it on there later and see how it looks
Red X for not working
Orange ? For unknown maybe? Then we have color and different icons๐
yea, im not that creative, so i was wondering if someone else did
Can look at it later
Do tell how above image work in the drop down list
๐ฎ also after a time we will be able to remove the update tags ๐
thats done in code, you can specify what images to use
full set done
not my best work but its good enough
Ya but would be good to see how it looks๐
oooh i like the idea for the yellow one
really creative!
After i finished some more coding, i will try them out
im pretty sure i just copied some checkmark designs from memory, cant remember from where though
Just thought so it do not look to busy in the list(to much different info)
ooh, sorry i misunderstood your message, yea for sure will do ๐
Will do my own thought of image to๐ always good with alternatives
bloody hell!
tried reinstalling the mod manager, did all the steps
now there is no mod menue in the main menue
@simple ridge nvm, you didnt, it was a bug of mine 
Thought you loaded it to test๐(is fine with that)
@outer drift do you receive all versions when fetching the mods or does this require a new requests
how you mean?
ooh i see
i believe 2 seperated calls
i cache them both
Yes, i do need to optimise calls
Though currrent the same call is made multiple times
So it should already be better
The problem is that i now call when displaying (as i need to show the status) when previously that didnt happen
but you do not need to check more if first is working right?
check if a newer one exists
so it can be updated
๐ฎ ya true
to bad normal api call for get all mods do not also give all mod files
There we go fixed (nr 2) of images, Different shapes for each type of message:
I like this
ya clean is what i was looking for
Everyone in the US knows what an octagon means lol
ya even EU ๐
The orange one should just be "ยฏ_(ใ)_/ยฏ"
I was thinking of just adding symbles in, but i like that aswell
๐
Orange should have question mark maybe?
can you really see that if its this small?
https://discordapp.com/channels/558398674389172225/1096743527368622182/1197990323469701230
Yes. It's actually easier to see than shapes.
We have a similar icon on one of our UI's at work
can always try ๐
Yea
I'm looking at an image search for "yield sign" for ideas too
Some countries have diamond
Some triangles are red, some yellow
ya but yellow will not work great with the border
I see this package is not part of the modmanager itself, only the UI part:
<PackageReference Include="System.Linq.Async" Version="6.0.1" />
@valid orchid would it be bad if i used that?
Our work UI uses โ for good, ! for warning, and ? for unknown
and โ for fail
and green/yellow/red circles -- but it's against a white background
For what and is it already in timberborn?
its in modmanagerui, but not in modmanager, but i might not need it
Is there a downside to just caching everything at the start?
Depending of the users RAM size, can be ๐ค
as our mod community is pretty small, its gonna be 1 mb max
caching when you open modmanager?
So, no issue at all
I can run it on startup, so it is possibly finished before pressing the open modmanager button
hmm fine if you have a failsafe if not internet connection

This is the current build, Most things i would like to see added are now added i believe
gonna do some perfomance improvements, but this looks pretty good to me
Click on Mod Manager button and ... nothing ๐ฎ
I mean, that Mod Manager window do not show up, nothing in ehe BeepinEX log, will check in user data
Nothing in the player.log when I click on Mod Manager button
oke, very wierd
I had 2 BeepineEX folder in the plugins folder, deleted them , still not working
i will test to
@lean jolt thanks for trying, but sadly i wouldnt know what is the issues ๐ฆ
I do not find any clue, sorry ...
hmm, do you have any of the mimic mods ?
Is winter ๐ฌ๏ธ
it is its -24,81 C outside but i do not think thats it ๐
thats not good at all ๐ฆ
Not at all, but at least, we know where to look
Where is the green/red circle used in-game?
no clue, it was called differently in combination with others
At least, I find why has not working ๐คฏ
Example mod?
what you mean?
โ๏ธ
(from #๐mod-users message) does there need to be a different icon if the connection to mod.io fails and modfiles can't be downloaded when scrolling the list of mods?
although in that case it could just be omitted, or dark grey,
are you using your personal user api key when testing?
I'm pretty sure 60 requests per minute should be easy to reach
what was the asset name?
shouldn't async prevent blocking UI when making a API call 
I think it depends on if the click handler is waiting forthe async call or not,
eg the TryInstall method is not async
downloadButton.clicked += async () => await DoDownloadAndExtract
DoDownloadAndExtract is async
and the Download call is async
but TryInstall is not
so (I'm guessing here) maybe it's the Install that makes the UI block, not the download?
btw, I notice that DownloadLatest names the temporary file {mod.Id}_{mod.Modfile.Id}.zip
but DownloadFile names the temporary file {mod.Id}_{file.Version}.zip
it shouldn't matter, just an interetsing difference
if TryInstall(...) will block, then maybe it should be wrapped in await Task.Run(() => { TryInstall(...);})
blegh, you can't because TryInstall interacts with the UI
but then TryInstall could put the version-check & addonService calls into a Task
To be clear, nearly all of that is reworked
nice
still DownloadAndExtract is async,
and TryInstall is not,
but the ModActionStarted and ModActionStopped calls must happen on the UI thread,
it should?
yea, all interations with the UI have to happen on the UI thread
which async methods run on by default
but the try/catch with TryGet/compare version/ChangeVersion/Install doesn't touch the UI right?
and should therefore run on a separate thread
I'm not sure if the catches should be inside the Task thread or not,
I think it doesn't matter because await will propgate the exception correctly
this all assumes that the UI blocking is caused by the zip extract, etc and not during the download phase
but the Modio.NET client seems to be fully async
so that shouldn't be an issue
fyi: summary of conversation with mod.io support:
- Please don't do a ton of API calls if you can avoid it
- Use IDs instead of names (for the "currently installed filter")
Is this a known issue?
Yes, is fixed in comming update
ah, wasn't sure if that was what you were showing off in the screenshot above
Yea it was xD
deDE translation for tobberts pre-release version
Is it possible to include an option to search for all mods/maps from one author?
click on a user when at a mod should show his/her mods ( ๐ฎ thought you talked about mod.io)
yeaaaaa. i would like to show author on the modcard aswell.
Thanks. Works on the website.
Would be nice if this functionality is in InGame-ModManager.
My usecase for this is to check the translation updates per author.
@stone niche I am probably going to get an M3 mac, so if we would revive the external in the future we could look into cross
Ooo nice! We gonna write it in Xcode?
Is that the crossplatform lf avonia thong ?
But so much things to do though
Need to fix TimberApi foe you and all
I thought that was apples dev platform, but not sure on that one!
as Todor has found, @smoky fox it might seem that Linker is preveting Mod manager from showing. I tried looking at your github, but didnt see something that could cause it. this is where the button is being added. Maybe you know?
https://github.com/Timberborn-Modding-Central/ModManager/blob/main/ModManagerUI/Patches.cs
@lean jolt you are sure it is not the case for live version?
this link: https://github.com/TobbyTheBobby/ModManager/blob/main/ModManagerUI/Patches.cs
The other one is the official one.
like the whole button or the text without the button background?
I have both Linker and Manager and it works for me, only the background on the button is missing, but this problem started with some game update
Nono, im talking about my update ive been working on for 2 weeks now
This: #๐คmod-creators message
do you mean the newly broken button? And how is it possible that it worked before? ๐
Absolutly no clue

I do wanna fix it ofcourse
No clue where to start, so i was just asking if you know
I don't know how it was done in the functional version of the Manager. Maybe the way it was done was for a reason. It is better to ask the author of Manager directly. But otherwise, yes, if I add the Linker, the button stops working with your version... I have no idea how, I would have to look closer, but the Linker does not modify the Menu, it just detects that it is fully loaded
just from the principle that the other buttons work, you will have an bug somewhere ๐ค but I can look also out of curiosity, why it doesn't work because of Linker
but I haven't seen the manager code, I can't help in this direction
after loading the menu, have you tried clicking on Credits and then on Manager? This combo works when I have Linker there
so some state of the window will be in a different state and when another window is closed it will reset and it will start working
Rechecked now. Linker is preventing Mod Manager to show-up.
It works ! But, exit game menu item now is not working ๐ฎ
Even if I comment all the patches in Linker, it behaves the same... I would probably recommend looking in the functional version of the Manager to see what is different there, because everything worked for me before
I guess already...
I don't know what Tobbert did there, are you grabbing the Welcome box or something?
by default, I remove the Welcome window (it can be re-enabled in the configuration), if I leave it, the Manager button works. But this used to work with that Manager 1.3.6 or so.. otherwise I have to click on something else before the button starts working
to be precise, I call this RemoveAndShowMainMenu method which is called after the button is clicked, so I leave the behavior as if the user closes the window manually
// Start button in game code
visualElement.Q("Start", null).RegisterCallback<ClickEvent>(delegate(ClickEvent _)
{
this.RemoveAndShowMainMenu();
}, TrickleDown.NoTrickleDown);
// go to MainMenu event - this is what Linker calls
private void RemoveAndShowMainMenu()
{
WelcomeScreenBox.showedAlready = true;
this._panelStack.Pop(this);
this.ShowMainMenu();
}
PanelStack
public void Push(IPanelController panelController)
{
this.Push(panelController, false, false, false, true);
// your Postfix patch
if (panelController is MainMenuPanel)
{
// view or add events to Manager button
}
}
you should do something more like this and then show or add click events... but i guess i don't have a Manager
I know what i changed now, so i depend on the ILoadableSingleton now, as that is more of a base game approach. Does your way by any chance prevent this Load function in some way?
I found a more elegant way to disable the welcome window, but even then the Manager button does not work on the first try. You really have to fix this, I can't seem to do anything with it even in the linker
I do everything (if possible) as Postfix, so as not to hinder anyone's work
i dont need to fix anything, it works perfectly without your mod 
I probably wouldn't argue like that if it was working before you touched it ๐
i will try searching more for what the exact reason is ofcourse, as i am currently basing this of of github
but it does work without your mod
here I will remind you of your words - why touch it when it works ๐
you dont have to change it, but this approach is better.
its better readable, which is the whole point of most things i rewrote
this is not about the Linker, but whoever makes a mod that will skip the Welcome window, the Manager will not work... so the problem is not in the Linker, but in the fact that I skip the Welcome window, the Manager button stops working
I have no idea how the manager did it before and what you did there, so I can't advise more now, but I recommend fixing it in Manager, because from my point of view you broke it ๐ I would advise more, but I don't know Manager nor the new way you do it ๐คทโโ๏ธ
I can of course disable the default welcome skip so that everyone can manually enable it, but that doesn't solve the problem that the welcome skip is blocking the button
Also, Dynamic specifications works without U5 ๐คฃ
I know. Was just a joke ๐คซ
@smoky fox, i checked and im fairly certain this issue is caused by linker indeed.
I will therefore not change my current solution
I say again.. skipping the Welcome window is responsible for this problem and it doesn't matter if it is included in Linker or someone else makes a mod to skip Wekcome
you know what.. make a mod that skips the welcome window and use your manager.. when you come up with a solution to skip the welcome to make the manager work, I'll be happy to edit it in the linker
i will not think of a solution for your mod

I won't change anything either - I have no way, I only have 2 options to skip the Welcome and neither of them is to the liking of the new Manager
The previous version worked.. just do a rollback, add only add the icons about which there was a debate and it's solved
no, i will not rollback, the previous implementation was bad from a readable aspect
you do have a way, make it differntly 
or dont, and i will send people to you
i don't understand your logic... you touch the code, break it and blame it on other mods to fix their own code? Seriously? We both know the solution, but you don't want to do it... hard advice and help afterwards
if you know of another way to skip the Welcome window, write to me... I'll do it that way
i dont understand your thinking, you are breaking my mod solution to the problem 
I know only 2 ways and neither of them works for you on the new button
no, you figure it our youself, i will not create a mod for u
I will say what i changed, i remove ALL logic from the constructor, as NO logic should be inside the constructor. If you do, it is probably wrong and can be fixed in a nother way.
Instead i use ILoadableSingleton to initiate the logic of the mod manager.
This is what the devs use, which im currently rewriting to base the mod on aswell
as much as possible ofcourse, i dont have access to change original code.
by the way, this mod will break your Manager 99.9% of the time too
https://mod.io/g/timberborn/m/hide-welcome-window
yes, as both that implementation and your implementation are wrong
so go figure out how to hide the Welcome window and we'll all be happy... but as soon as I call the same event as when I click, there's no "cleaner" way, but if you can think of another, I'm all ears
ye, it's wrong in the mod I sent, it also includes a footer, but it's the principle of the first solution
i dont know if it is "cleaner" or whatever, probably not, but your current implementation is wrong
generally the impl. bad in game when Welcome chains and inside welcome is Menu instead of the other way around
this statement is also wrong, using a postfix doesnt mean you dont hinder other peoples work
like in this case for example ๐
check.. InitialLanguageChooser and StartShowingMainMenu
this is the second method, which is called even earlier (as the first one)... hiding the Welcome is OK, but even here on the first click of the Manager it doesn't work... there's not much to do
in what I sent, even if you completely skip Welcome and get to the menu, the Manager still doesn't work for you... so I see the problem really somewhere in the Manager and the way you add it button... don't you want to ask @tight wigeon why it worked before?
i know why it worked before and why it doesnt now
I do not claim the mod as i have rewritten it is better or anything, I do know that it is more in line with the logic on which the game is based
logic which you are breaking
At this point i dont mind wheter you fix it or not, as it doesnt matter for the modmanager, but it is your problem now.
this can be done if there is official support and api, but not in our case... sometimes this way is not suitable and this is the case
hm... I trying to understand but I'm missing sth, probably it is due to my lack of knowledge in harmony and patching ๐
since mimic in his mod is using the same metod that is used when the button is clicked
I have one question
why does it break the manager? 
since the manager is postfixing MainMenuPanel.GetPanel? 
and that happens (should happen) after both
so what is happening its a loading order issue
@night sundial
(Welcome window)
when is called the Show() method and RemoveAndShowMainMenu() at the end, why does the main menu behave differently than when it is closed by clicking Start?
visualElement.Q("Start", null).RegisterCallback<ClickEvent>(delegate(ClickEvent _)
{
this.RemoveAndShowMainMenu();
}, TrickleDown.NoTrickleDown);
the problem is that when I call it manually (like if the player clicks on it), the click event of the Manager button doesn't work
Im pretty sure the popup is it's own class, which could be ommited in his whole as if it never existed
ah, so the problem is not, that MainMenuPanelPostfix is not called, but that this doesn't work? button.clicked += ModsBox.OpenOptionsDelegate;
WelcomeScreenBox.Show() is called during the Load(). As it is called by InitialLanguageChooser. He immediatly calls RemoveAndShowMainMenu, which then calls GetPanel of the main menu and call this: https://github.com/TobbyTheBobby/ModManager/blob/8f02f2f419fbff11daed4a5ad96eb08e26ccfb86/ModManagerUI/Patches.cs#L20
as in my current implementation OpenOptionsDelegate gets set during load (after InitialLanguageChooser) the logic of the patch is called before.
How mimics implementation is breaking my new implementation, is by calling logic during load.
no idea
maybe it is a problem that its called in the same frame?
The way he could do a correct implementation is making sure he doesnt call logic during Load().
the way to keep your car clean is to always leave it in the garage
but i need to go, so will read when im back
@outer drift but in the link you provided, OpenOptionsDelegate is set in MainMenuPanelPostfix fro GetPanel, not in Load as you say?
I'm lost ๐
@smoky fox do you have your code on github? cam I have a look?
sorry, if you go to the field inside mdos box: https://github.com/TobbyTheBobby/ModManager/blob/8f02f2f419fbff11daed4a5ad96eb08e26ccfb86/ModManagerUI/ModsBox.cs#L31 it is empty. During load i initialize it: https://github.com/TobbyTheBobby/ModManager/blob/8f02f2f419fbff11daed4a5ad96eb08e26ccfb86/ModManagerUI/ModsBox.cs#L147
I also have a new way, but it doesn't work for Manager either
private static MethodInfo TargetMethod()
{
return RefTools.FindMethodByType("InitialLanguageChooser", "Load");
}
private static void Postfix(object ____welcomeScreenBox)
{
if (EP.Config.SkipWelcomeWindow)
{
____welcomeScreenBox._InvokeMethod("OnUIConfirmed");
}
}
it calls the same method ๐คทโโ๏ธ
public bool OnUIConfirmed() { RemoveAndShowMainMenu(); return true; }
I know.. everything works... we are dealing with the fact that the new version of the Manager does not work (specifically the click event on the button)... but as soon as you click on another window, for example Credits and close it, the Manager event works
from my point of view everything is correct in skipping Welcome and the problem is in the Manager... I don't know how else to skip Welcome to Menu
if I don't do this logic around skipping the Welcome, the Click event on the Manager button works.. no idea why
well... tbh Tobbert I think mimic has a point here - following our guidelines in your context is not always possible
What if you just patch StartShowingMainMenu in a postfix and close the _welcomeScreenBox?
assigning static OpenOptionsDelegate in Load is strange for me - but I understand it is needed, because you don't have access to instance in harmony patch?
if yes, then in my opinion it should be done in a way, that mandates working in any circumstances
You have access to the instance it's patching
no matter, if this is in constructor or anywhere else
but he is accessing ModsBox in patch for MainMenuPanel?
that doesn't help.. i do it to the parent method before this is called and neither works
Yes and no, really. Mods can break other mods specially if patches come in to play.
But will check later
skipping the Welcome window works, but if someone comes up with a solution to make the Manager work as well, so that Tobbert doesn't have to touch anything, I'll do it that way, but as I wrote, I don't know a "cleaner" solution than calling the UI method, which is called manually with a button
but if you can change your own mod to make sure it always work, then sticking to principles designed for other situation is questionable for me
You are talking about mimic?
Im not 100% sure if I understand, but I think I agree
about you
hm... adding a new class with PostLoad and calling it in PostLoad might fix the issue
This is the correct way to do it yes
but tbh Tobbert - your code is also wrong
And how i would do it
even the game logic can break your code, if we decide to skip welcome screen box
if for example we add a setting to omit welcome screen
by the way, why is the Main Menu buried in the Welcome window? Shouldn't it be the other way around? Show a modal Welcome window above the main menu?
then InitialLanguageChooser in load will call MainMenu to show - and your code will be broken because that will happen in Load
dunno, it is one of the first things done after migration to UI Toolkit
so we were experimenting
it is more about - show it and forget
This means the current code is wrong? I do know i make mistakes ofcourse.
I think assigning that static delegate in Load is wrong
since you don't have any guarantee that it will be code before you use that delegate
as mimic and the other mod case shows
and as I said - also game logic can break it if we decide to add option to skip welcome screen box
That might be true yea! Dont know how i would fix that, but will try to think about a potebtially other solution regarding that. Not sure how yet though. Though i do know the vallue will not be used untill it is set. As the load order does make sense.
I cannot think about future changes as anything can break in that case
Those mods are flawed by changing code during load. My assumptions are not wrong i feel like, do you think they are?
well, nothing, from my point of view from Linker it is solved.. I would help more, but I don't know the manager ๐
btw just out of curiosity I tried to rewrite the entire StartShowingMainMenu method in InitialLanguageChooser so that it doesn't do Show Welcome but immediately ShowMainMenu. The problem with the Manager button persists.. so there is no other way to skip Welcome
I don't think they are flawed in that way
InitialLanguegeChooser is doing exactly the same in Load
just calling another window
I see 3 solutions, but I will write them later, since I'm on mobile rn
- Assign OpenOptionsDelegate in constructor
- In postfix use lambda, so the delegate will be evaluated during execution time
button.clicked += () => ModsBox.OpenOptionsDelegate?.Invoke();
- Make OpenOptionsPanel a static method that will use Instance since this field is assigned in constructor and then use it in postfix
public static void OpenOptionsPanel()
{
ManifestValidatorService.Instance.ValidateManifests();
PanelStack.HideAndPush(Instance);
}
not sure if they will work for sure - but those are my ideas on how to fix it
1 and 2 looks good to me
The current implementation works fine though, why does it need to change?
Are my assumptions wrong?
What is wrong with it?
Where is the download link of the new mod manager 
you are assignig a static field in non static context - thats is in my opinion wrong
But why do none of your solutions include a option for changing the code of mimic?
because he assumes that Load is called only once, which is not true
because my solution is correct (to the extent possible)... I don't know how else to tell you
yeah
Oki, will try to look for a fix ๐
Oke, tried looking for a fix, but it seems you need a way to get or set a static field in non static context no? I wouldnt know a way to not do that.
Does the game do that somewhere, where i can take example?
first one is not possible, logic in constructor, second is a fix based on the current implementation, The instance is also not allowed as that is also setting static in instance context
but you are already doing it in load
so whats the problem of doing it in other places?
now you are getting to the root problem, at this point i dont know a better way and therefore this is the "correct" way? At that point i dont see a reason to change it.
for me it is because your mod is dependent on how other mods (and game itself) is programmed
you can avoid that pitfall by a simple change
either change the evaluation of delegate to click time
or assign it in constructor
I can ofcourse and i 100% dont mind doing it, but why do i always have to provide a solution?
my way is just as valid, im just saying
you are not providing a solution - you are making your own solution more robust
more independent
better
i dont feel like it is better if it comes with more unclear structure and rules.
it depends how you define better
go check WaterSimulation class - it is bloated as hell
you can split it in smaller classes, extract methods
it will have more clear and better structure
will be more readable
but will it be better?
I don't think so - this class is better only in one way - performance
so it does a lot of things that are unsound
to be better
for me making a mod that is not dependent on how other mods works sounds better
then just "not doing logic" in constructor
tbh assigning a field is not much of a logic
you are doing it already by assigning all other fields
so why not assigning that one field?
the thing is just, in this instance, with that logic, his mod is activly breaking my mod, as he could patch something else. A mod will always able to break another mod. The only question being, who gets to need to change something?
if he were to do logic after Load, it would also be fine
oh man, I'm done here
you have a clean way (as clean as you are already doing) of fixing this problem
and yet you are pointing the other way saying - its your fault
well, you changed sth and it broke
so it is your fault
i will go with option 2 to be clear, i will be the one doing the fixing, again
So creating a mod, that will prevent conventions set by the game, i will upload it first, this means others will break my mod? They changed something, mine was first
just curious, how to fix the mod manager not showing up on the main menu after install?
SocketException: No connection could be made because the target machine actively refused it.
how to fix this?
Do you have any non abc character in your computer name?
i have the same issue and no i dont
i could probably wait for the next mod manager update considering a lot of other people reported this issue but im not sure if a fix to this will be included
also i checked updated and/or disabled the firewall; and bepinex and modmanager are the only 2 mods i have installed
also this is happening when you click the mod manager button on main screen
Hmm we dont know, we might have a hunch, which could be solved in that update
Can you gove full log?
And does is always happen or just sometimes
Maybe the connection to api.mod.io is just flaky sometimes?
What i have been thinking about, is poeple making a lot of calls?
oke, that is not possible for the person in #๐mod-users
why? just because it's happening when they try and enter the Mod Manager UI?
i was basing my thought on having tons of mods installed, but that dude sure didnt
yea,
as having mods installed does a call for every mod
does it?
2 actually
I suspect that it's just "regular" maintenance at cloudflare or mod.io that causes the connection to fail
does happen at random times, so i cannot find a logic in it
Does it happen more at certain times of day?
Tadaลกis report was at 12:00 my time and the guy in #๐mod-users was around 23:00
so i would say no
other reports were also at random times
yea, it's weird that it's "target machine actively refused it", and not "failed to connect"
which means it's a TCP reset packet,
oh, you know we should be aksing what IP addresses the name resolves to too,
it should be cloudflare IPs
it might also be ISP related, although I doubt all reporters are using the same ISP
but really Mod Manager should be resilient to it
(which maybe the dev version is already fixed, I haven't checked)
i tried it a dozen times and it havent worked once
ive tried this like atleast once a day for the past like 7 days so no
if it was a temporary issue it would have worked once
i also tried this on win10 and that didnt fix anything so me being on win7 isnt the problem
I dont know, i dont have the issue
weird,
Can you access https://api.mod.io/v1/games/3659 in your browser?
It should say something about a missing api_key
yea, that error message is "good enough" to prove the connection works though,
Are you running Timberborn from Steam, Gog, Epic or Humble?
and do you have any firewall software instlled?
steam
no firewall just the basic one
and i already said i tried disabling it entirely and nothing changed
k, here's a weird idea to try: what happens if you go and view the credits, and then open the Mod Manager?
does that make any difference?
what like fully view them
if not fully then no it didnt help
im glad this game loads so damn quickly lol
i mean i have some small servers installed for development but i think theyre disabled rn
plus they wouldnt be active on my win10 instance either way because none of my development software is there
but no i definitely don't remember installing any proxies
this is just a normal home router
But you are consitently getting the error, how wierd
is there someone out there only getting it sometimes
mmm, I don't think so
just because they only complain about it occasionally doesn't mean it sometimes works :y
I believe most are getting it consitently
yea, but 3 people in the last few days?
Tadaลกis had the same issue
Exactly, this is a big issue
and so did WolfBoy
is that from a different game
oh
the earliest report of this i could find was on 21st
Tadaลกis reported it about ~20 hours ago
There were more before the update iirc
This has come up decently recently, after new years
which update?
Update 5
5.7.0 or 5.7.1?
5.7.0 to stable
mmmm,
anyways i know its a bit of a loaded question but when's the next mod manager update gonna be out, approximately
No clue, as there are still some issues regarding the amount of calls being made to mod.io which im trying to solve
Depends on how much time i have this week, hopefully soon ๐
cool
Frame'z Play'z Game'z had the issue last week too
its funny I could just download the mods manually but for the past week since 22nth I've had the notion like "oh yeah i mean i could just play something else what if it gets fixed in just like a day or something"
๐
and prior to that Discord only finds a report from June 2023
This issue i dont know how to fix, as when its consitent i cannot just throw retry every minute in there or something
(and one in Jan 2023 before that)
Many times poeple are like "i have issue" and we ask for logs and it has socket exceptio
yea, Discord search is definitely missing results
it would be nice to even confirm which address it was trying to connect to,
the base game doesn't do any network io does it? not even to check for an update?
Nope nothing
Its the game managers that do that i believe
yea
The links in the main menu are just opening a page in browser
hmmm, looking at the code for WebConnection.Connect I think it can throw this type of connection failure if there are zero in the address list.
mmm, it's supposed to raise NameResolutionFailure though,
and the stack trace shows that it's getting to BeginConnect
but elsewhere where I see this error being reported it shows as machine actively refused it $ip:$port.
and that's missing in these errors,
Another report with connection issue #๐mod-users message
Thebloodeyes asked in mod.io chat and i asked if they could add me aswell. maybe i can ask someone with the problem to play guinea pig xD
Sorry, cannot be that pig since I do not have any problems ๐ญ
would be nice if we could get network traffic dump to see where the connection is trying to connect
can packettracer do that or what
Windows server has pktmon, but https://www.winpcap.org/windump/ would probably be the easiest
how do i set it up
i have it running but its just one line it did at the start
doesnt show anything when i do the usual crashing thing
or anything else for that matter
I created the pull request with the changes up till now: https://github.com/Timberborn-Modding-Central/ModManager/pull/52
oke, thats a example of why you shouldnt let me do pull requests
i dont know what im doing
myself
as i am stupid
i added files to the gitignore
but for some reason they are then removed
wtf
ya have happened for me to if you sync and have stuff in gitignore it may remove them from local (how i have broken my mod setup once)
no, not remove from local
it removed them from git
๐ค
btw, you don't have to remove the PR and create a new one, if you re-push to the same place it'll just update the already open PR
i updated the game and mod manager works now
which is kind of weird because when this issue started happening it was definetly up to date
oh well
@stone niche No idea where the external thread gone to but, I believe avalonia is still quite updating their docs
I don't remember it to have this much
Oh 100% those docs are fresh and new!
It seems like after 1 year, I finally have some energy again to program after work. So maybe in the summer (If TimberApi is finished) ill get back to it.
Hopefully it's even more matured by then
Could you send the main menu button style fix as a separate PR so that it can be merged sooner? That way there could be a minor release to fix the cosmetic issue while the new features are reviewed.
Dont ask me about things about git 
Would cost me more time than its worth
link to the corrected file/ lines?
I think the critical part is classList = {"menu-button", "menu-button--stretched" },
but that's a total guess
I don't know if Button --> LocalizableButton has any effect on the style
(I assume not)
Probably will take as long as the other pr
It does, requires both
it also requires using Timberborn.CoreUI;
It does and does not, not sure if tobbert removed it
LocalizableButton is from Timberborn.CoreUI, and the current Patches.cs doesn't reference it,
so when changing Button to LocalizableButton the uisng must be added
Oh Timberborn corn. though you said timberApi
I'm trying to see if I can extract just the style fix and send a PR for that
I will check tobberts PR tomorrow soo...
ahh actually LocalizableButton (and the required using) is the only fix required to style the button.
I don't see any effect from adding or removing the menu-button--stretched class
but the other main menu buttons have it, so good to match
I've created PR #55 with the required changes,
May not show combo in some cases.. (maybe it's a bug, other maps have a version)
What you mean?
that the map author did not write a version of the map, in which case the combo might not be displayed
What is the issue in that instance?
that it is not possible to select anything in the combo (dropdown) = it might not be there
the same Live Version, if it is not, then there is a missing dash
Just looked at this, orange is correct, as it cannot determine whether its compatible
but I'm not talking about the color of the icon, but about the whole drowdown - why display when there is no version.. I thought the version was mandatory in modio, but it seems it's not.. (it's not a bug, it's a QoL)
You mean because generally Maps work for most versions?
ohh, I see what you mean,
does the drop down only show other versions?
i.e. the currently live version is missing from the drop down?
That wouldn't make sense,
oh, I think I see what the issue is,
the author of Micro map didn't give a name for the version
so it's "blank"
the drop down isn't empty, it has one blank item,
so it can be selected, it just doesn't show any text
Yea exactly
its because of the briliant idea of making versions a string
absolutely best idea ever
is the cache of mod information only stored in memory? So if I update changelog, I need to restart to see the change?
yes
we found that the usecase is not worth the increas in calls
yea
heh, so if I filter by Installed -- it doesn't show Mod Manager, even though it's Installed checkbox is checked,
always been the case yes
but BepInPack shows up
bepinex is an exception aswell
and I used Mod Manager (1.3.6) to download the new version (2.0.0)
I did delete the old folder manually though
(I didn't bother to try running it with both present)
I saw someone report not being able to, so hmm, happy it sometimes works i gues
but we cannot change existing mod manager
This is running under wine on Linux (where "delete open files" is allowed)
hmm, it doesn't detect TimberAPI as installed (it's in the plugins dir)
(and emits log messages)
but doesn't have a manifest.json
manual and mod manager do not mix
manual doesnt generate manifest.json
therefore doesnt know it is installed
it didnt, its just custom logic to generate the json
i havent looked at that yet, as i didnt care about that really
ohh, confusing -- when you download from the details page, the Download button doesn't re-enable after the download is complete.
i also didnt understand how the system works aswell, part of why i didnt bother
correct, that version is now installed, you shouldnt need to click download again
yea, but all the docs say "wait until download button goes back to usable until you do anything else
wut, where?
maybe only used to
I mever removed any mention about that
I don't remember where I saw it ๐ฆ
okay, found a bug
I installed TimberAPI 0.6.3.1 (intentionally),
and now when I'm on the details page, it won't let me update to 0.6.5.0
how did you install 0.6.3.1?
I chose 0.6.3.1 in the drop-down and clicked Install
If I choose a different version, then Update is enabled,
bu tit goes back to disabled when I select 0.6.5.0
(The Update button on the mod list view is enabled)
i have been debating to remove that line, i dont know why its there, but its the reason for that bug
but I didn't do any download yet
what is wrong there then?
ohh,
CurrentFile = mod.Modfile;
so it's comparing the drop down version with the live version,
instead of the currently installed version
i remember having a reason why that didnt make sense, but cannot think right now why 
I assume QoL being shown as Qo L (and UI and U I) is because somewhere the code adds spaces before capital letters
yea, already fixed that
oh? nice
yep, it was just an extra space in the code or localization (I don't know where it is).
exactly, the version is not mandatory, so the dropdown is unnecessarily empty - it didn't have to be displayed, and the Live version value lacks a dash when the version is missing
Maybe the format should be part of RadioButtonTagOption instead
and not CustomRadioButtonGroup
oooh i like yea
thanks, will do, you know how to make issues, would you mind pasting that in
then i can try to learn how to resolve issues 
yea, but I'd have to do it in the Timberborn-Modding-Central repo, because your fork doesn't have issues enabled
there we go, i didnt know you had to enable them 
forks don't have them enabled (by default), because generally projects want centralized issue tracking
oooh, might be better then to do it there yes
if you maybe see other stupid things, tell me, the code can be improved by a lot still
btw, did you do anything for when the modio call fails? it used to crash the game, I didn't check what it does now
depends on where the call fails i believe
right now, will probably crash it
you mean regarding the vpn thing
or the socket thing?
I think the socket thing, I'm not sure what the vpn thing you mean is,
thats an older issue, has todo with korean people crashing while using vpns or something
cannot remember correctly
I "accidentally" managed to reproduce it locally when I did a local build with an invalid api key ๐

btw git doesn't handle the fact that github changes the commit slightly when merging them,
so if you want the commit graph to look pretty then you could use rebase instead of merge,
I struggle to get it right most of the time (it takes me a couple of tries to get it right),
so it's probably not worth bothering about
it probably easier to wait until all the changes are accepted, and then switch, because there are no pending changes to lose
Hello, I have a question. After I followed all the steps for instalation of mods I get this error in the bepindex console:
[Error : Unity Log] TypeLoadException: Could not load type of field 'ModManagerUI.ModManagerUIPlugin+<>c:<>9__1_0' (1) due to: Could not load file or assembly 'ModManager, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()
I tried already to look this error up, but I couldn't find any hits. Did I forgot to install a dependency?
Have you updated the game to u5 with that version of mod manager?
I have a suggestion to fix the occasional crash upon attempting to update mods. Instead of trying to delete the old mods straight away you could instead store the new mod inside a dedicate folder in the mod managers directories and then use the OnDestroy event to delete the old versions and move the new versions to the plugins folder
btw I was looking at this doc when I found that OnDestroy event: https://luascripting.readthedocs.io/en/latest/scripting/getting_started.html
Crash?
Yeah, some mods just don't take well to trying to update while already loaded into the game. Sometimes I can somehow get around it by clicking remove mod before telling it to re-download the mod but there are still cases well that fails and it leaves an empty directory where the mod should be
next time it happens, please share crash report
kk, assuming I remember anyways
Uh, didn't get a crash on this one but took me by surprise on a reboot. I "updated" the flywheels mod via the manager and when I rebooted and tried to start a new game TB crashed, the log revealed a missing flywheel prefix so I though they'd changed and I had to go change my custom mod for including them in GB faction, turned out the entire mod's folder had been wiped with nothing left
I opened another PR for all the fixes and changes: https://github.com/Timberborn-Modding-Central/ModManager/pull/58
it includes a Config that enables or disables the CrashGuardSystem as suggested by Todor
and interestingly for @simple ridge maybe. I added the option of doing the following in the blob:
CompatibleGameVersions: ["0.5.9.1"]```
but its good to have a range of versions
this is for the usecase:
So we have this mod and tested it on stable. Does it work? yes, then add it to that list. Otherwise empty list.
well do we really test each version or do we allow it until we get a crash or bug report? ๐
thats why i use
---
MinimumGameVersion: 0.5.0.0
MaximumGameVersion: 0.5.99.0
---
So the code is just, if we say in the blob that its compatible, make it green, otherwise we dont influence it
The problem with taht is people gonna complain they crash bc of your mod
well that i can live with but to much maintenence and it will end with not updateing mods or set them as working
this is also for when it is not your own mod
I was more talking about us as admins to be able to influence the color, while still allowing the creator to indicate what they want
@valid orchid what is your opinion on that?
I feel like indicating an version higher than the current game version should indicate orange, as at that point we dont know if it will work on a newer version 100% of the time. Indicating green would be lying i feel like.
well for my mods each main version all version will probobly work only at experimental stage it may break on each update and then i can set min and max to the same
Never mind, TheBloodEyes made me realize that what I'm trying to do is prevent the chance of a plane crashing into my house with a complicated system to eliminate planes that are about to crash into my house using any means necessary.
Which is, regarding the chance of it happening, unreasonable.
It might be a bit unintuitive, but tobbert is adding a TestedCompibility or some similiar named prop.
So you can set only a minimum and it will be green on all those versions instead of orange.
The unintuitive part: would it be handy to be ["0.4.0.0", "0.5.9.1-0.5.99.0"] That you can add a range as well instead of specific versions. Just so you can set the who 0.5 branch green, without making it red for whenever 0.6 is released
Maybe a bit neater to make it ["0.4.0.0", "0.5.*"]
@simple ridge when experimental will be released, is it your plan to ad a min of 0.6.0.0 and a max of 0.6.99
can see a low use case compared to current system but will that then be replaced or whats the thought?
0.5.* is neat ya but could also be that it works on 5 until one point so could be 0.5.9.1 that is the last working version for some mod file and next starts from 0.5.9.2 so in that case it can realy be 0.5.99.0
Experimental if it works i will change it to have max 0.6.99 until noted that its broken ๐ and if broken repair it 1-2 months later or when experimental is more stable
Using it on such way will give users a unclear view over the status of the mod, the indicaters are there to help them understand what is broken, what works, and what is not tested yet.
Always making it green until someone in discord pings it is broken will give unclear view when it's most important
There is what the orange is for
but then how to tell its broken?
with the maximum
to come back to your first question btw, no it is not a replacement it's an addon
just think of not doing the system 2 complicated
hmm
so 2 different system that does nearly the same?
i thought it was:
no minimum/maximum version set = Orange
min/max within current game version = Green
min/max outside of current game version = Red
So you have:
MinimumGameVersion -> indicated which version it started to work (green when exact, orange above, red under)
MaximumGameVersion -> indicated which version it last worked on (all versions between min/max green, orange does not exist, red anything below min, above max)
TestedVersions(not settled on name) -> indicated which versions are working
ether way keep it all in one place is the best and not separate it to different places to keep it easy to maintain and understand
This is correct, but very strict. and gives not much help if you set it to always green with something like 0.5.0 to 0.5.99
What you mean
works until proven otherwise
Already said how it does not work 
tobbert talked about adding info to blob and some info keep in the file changelog
info blob is just for moderators
what i mean is i assume it will work until i get an report that is stops working because its not likely to stop working on one version example U5 (stable branch)
if on experimental branch example U6 i would not set it to a range because there is a much higher risk of stop working there
The stable branch I agree on, that's seems fine. That's why I asked if you planned to do the same thing in experimental, and you said you would 
but even if i do im one of the most active helpers in modding basics ๐ so would note the crash report pretty fast and can change the max range even on mobile
That would create almost the same scenario, and since you are the most active you probably test it yourself anyway. So you could make it green instead of red
Else the users are more likely to ignore the green icons, since it breaks anyway
okey that is a valid point
People see green, but it has less meaning since it could break anyway
Oh it was not a
as you didn't understand my bad
i get your point for experimental i keep max at version known to work
so to be able to give an orange to mods that may work maybe just:
---
MinimumGameVersion: 0.5.0.0
MaximumGameVersion: 0.5.9.9
Untested: 0.6.0.0
---
if untested is set that and higher versions show as orange?
and when i have tested it i can do:
---
MinimumGameVersion: 0.5.0.0
MaximumGameVersion: 0.6.0.0
Untested: 0.6.0.1
---
Hmm there we had chosen
---
MinimumGameVersion: 0.5.0.0
TestedVersions: ["0.5.1"]
---
Only if it breaks you just add the max and youre done
Otherways its a min and max, and a untested but you don't know what the next version numbering will be
works good that 2 so:
no maximum at current and add the confirmed versions to show those versions as green
and if it breaks add maximum one as last testedversion ๐
Yep
And then my question of today was to maybe add something like a TestedVersions: ["0.5.*"] for stable releases, since there is a very small chance they break
or would not be needed
?
ya and/or range of versions
nit: info blob can now also be changed by mod author
Oh i forgot
Not just when uploading, editing as well?
Correct, it was fixed
If you want the signals to be more clear, then maybe just remove orange? Then it's green for compatible, red for incompatibile, and nothing for unknown.
(although I do sort of like differentiating "tested good" vs "probably good")
Ya me to like the probobly good indicator
There is never a probably good one though, since it's known or it's not ๐
eeeh, probably compatible with a stable patch update, unlikely with an experimental update.
so I downloaded the water beaver mod and the mod manager wont mark it installed (did it manually) nor will it allow me to enable it
Mod manager does not work with manuall isntalls
well it's not working with a MM install either
like it's just not installing using MM
Gtg sleep now, but got any crash logs or something ?
no cause it doesn't crash I just click the download button and it wont do anything
like I click it then wait like 10 minutes and nothin happens
ok well I tried again and now it's installed, great
and it doesn't work, alright time to hop channels
Check all the dependencies the mod lists are actually installed, sometimes the MM fails to actually install them (or maybe it doesn't even try as yet, never actually checked if it does). Anyways I'm also going to get some shut eye so l8rs
Try upload the logoutput.log
https://mod.io/g/timberborn/r/troubleshooting-mod-setup#heading-8
When you have tried to download it
Nah cause I tried downloading it right after I said that and it worked so I guess I did something to stop the download or something
if you click on anything while it is downloading it will abort the download (atleast lower version than 2.0.0)
ahh
Nope, mod author can't do this. At least not in web page.
No one can do it in the web page. It's only changeable via the API.
moderators can do it
I doubt it
It wasn't a question, it was a statement ๐
They can do it
Do you have a screenshot?
ohh, interesting.
Then I'd say that's still a bug, because the API was fixed to allow the author to edit the metadata.
Pretty sure they didn't want to add it to the web, believe they said something like that.
because it's something in the game needs to happen
Which I still find half reasonable, when they allow management outside of the game.
Yea, but it doesn't make sense to me to allow moderators to change it, but not authors.
Especially if it's mutable via the API
It's not security at that point, only inconvenience.
I didn't think it was already available on the web UI, so I didn't think asking to add it to the web UI was worth it.
but if it's already on the web UI with just different ACLs, then totally worth asking to get the ACLs fixed (in the same way the API was)
or maybe is thought to be able to do from a custom integration of a game
not by the user directly
This is the case I believe, but they support doing things on the web. So why would they have this option fixed. If they game developers could open it would be fine as well.
I suddenly can't load the mod manager anymore. Yesterday I clicked "update all mods" and since then (or at least I suppose since then) the mod manager tab isn't available in the menu anymore. Where do I post the log?
You can share here if you want
I created an issue refering to your log. https://github.com/Timberborn-Modding-Central/ModManager/issues/60
I see that the mod has been updated to v2.0.0. I have no clue when though. I'm running v1.3.6. Is there any reason I should update when it seems to be working just fine? I couldn't find a changelog that listed out the specific changes.
v2 has better support for update 5
it also has support for "compatible version metadata in the changelog" so it'll try and show if a given version will work with the currently installed game version
Alright, thank you.
I would not say this, but yes mostly alot or QoL and update 2.1 which comes soonโข๏ธ even better
I'll try to merg the new update before I go on holiday. Been a busy time
New translation
Just installed the newest mod manager and found out out it now insists on restarting if you try to quit after installing mod updates or simply downloading them. Could you re-add the option to simply quit, there are cases where I prefer to flat out quit, such as when I suspect the mod manager managed to screw up an update (like it did just now with modular roofs) and I want to remove the skeletal folder left behind by the screw up
you have fullscreen probably, yes?
probably, didnt think of that
but you can alt f4 or close the application
Yes it's fullscreen and yes there's alt+f4 but that's besides the point. To start with alt+f4 is a rather harsh way to shut down an app/game. It can lead to corruption in unexpected places so should always be treated as last resort, not a default choice.
secondly there should always be a "quit" option even if the "reboot" option is not available, in this case both can be done and since you've already done the work for both both should be available.
there is no difference though
but its good to have the option, i agreed. Thats what this message was meant to say indirectly
was unclear, i agree
But i believe currently solution is just as factorio has it
hmm add a config for close behavior? "quit" vs "restart"?
But the bigger question i think is why did it fail to update the mod, do you have any logs from when it happens?
Would be better to just have both in the dialog, no need for a clunky config option that have to change every time you want the other
Morning. Sorry for noob question, just got Timberborn a week ago and just started trying some mods.
The install process involves setting up Bepinex first then popping the mod manager into the plugin folders - all fine there works great and have been enjoying some qol mods.
However my question is related to the Bepinex visible within mod manager. Is Bepinex updated through the mod manager or is it something different?
Just confused as it seems a bit of a mod-inception if the mod manager, which is a plugin, is able to update the mod loader.
Am I crazy or is it something else lol?
Mod Manager run under BeepinEX (is just a mod like others). So, BeepinEX cannot be updated thru Mod Manager.
Ok thanks, that's what I thought - just was confused that there is an option to download it in the mod manager, but I guess the mod manager is just scraping mod.io and includes Bepinex in that list. I shall ignore it and update manually if I see a new version ๐
Some mods may download BeepinEX, but, is under plugins folder, so, don't be tricked by that ...
Understood
you can click on it, but will not do anything. Its just that its convient for people to see when they have to download it the first time.
which isnt necessairy for Timberborn for 99% certainty
Is the "update available" function bugged or scratched in version 2? Should show the 2-tall small storage mod.
It actually might be possible, if the dlls is not locked.
But not implemented, with an external one it can be downloaded and installed 
i thought this was working as intended, but i looked at it now and seems wierd i guess.
did you downgrade in that instance?
or was it updated while having the game open?
does restarting fix it?
No to all 3 questions.
I have the same issue updating Timber-commons. It keeps installing an old version. Had to delete it (from Manager without restarting, install again the old version and , only then, I manage to upgrade, all in the same session)....
manually installling didnt work, or what you mean?
"manually"refering to selecting the specific version using the full mod page
i need to rework that and all instances where modfile is directly updated at runtime
In V1 was although a line that showed the number of update available mods/maps and an update all button. There is now the enable/disable all buttons.
still exists
only shows when more than 0 mods are updateable
Auto update didn't work and cannot select latest version to install on fresh Timber-commons install (but the 3 steps above worked)
Didn't show for me in this case with the 2-tall small storage mod.
thanks, created the issue: https://github.com/Timberborn-Modding-Central/ModManager/issues/61
you also have the option (topright) disabled?
No, since I'm on experimental
For the ChooChoo mod it showed the update available button.
Recognized ChooChoo is marked green, 2-tall small storage is marked orange.
Could this be the problem with the update available button?
Can anyone test if game crashes if using modmanager 2.0.1 without internet access (before main menu)
Nope. I turned off my router, and, game crashes ONLY if I open Mod Manager, with the following error:
Ok weird 2 persons have had critical crashes with 2.0.1 ๐ค
Wut, where? 2?
1:
https://discordapp.com/channels/558398674389172225/1064824959697944666/1218971373196804206
https://cdn.discordapp.com/attachments/1064824959697944666/1218971372999676015/image.png?ex=66099a8e&is=65f7258e&hm=ff317f70d96a0182f006e92c6b778d9d9e2c7a2610027ea62f6c5e9cd197b311&
2:
https://discordapp.com/channels/558398674389172225/1064824959697944666/1218839730532126740
its an error from not being able to load the type for some reason. and to me they both feel like user error
๐ค or corrupt download maybe
Is there the plan to upload the manager to steam?
That does makes sense right, for poeple/mods that are not on both?
Judt make sure they know the mods come from mod.io and if you implement a steam addition ad well like a toggle
Will modmanager bee needed with steam or is it an either/or situation
I will update the modmanager to work with it atleast. So steam users will be able to see both when using the manager
Hope that will unique ID, or, some users may have duplicate mod(s) ๐ฎ ๐ค
Just prefix it with the platform
That's for those downloaded thru game. But, the one's manually downloaded ? The same ?
Hmmm i guess at that point its the responsabiluty of the mod creator to prefix it?
and, to maintain 2 version of the same mod.... Most modders may stay on ModIO ๐ค
Just dont do it manually
. We now also cant do anything if its done manually
Im thinking about making something in unity or something to manage that at the same time
Ideally, on both platform, same mod should have the same ID. And, the integrated mod manager and the actual one should check the specific file for the platform (steam version should check manifest.json for mod downloaded from ModIO and version. txt in the other case). In case that in such a file a version of a mod is founded, the corresponding subscribe or download button should be disabled. Sure, nothing to do with manual download ๐ญ
Did something change with Mod Manager in the last few months? I noticed that lately it will show no updates but when I look at a specific mod I know updated I can see it. Is it because that orange dot?
Hmmm is installed then i understand, but now showing it 
also searching isn't working. Typed in "Automation" and it just shows all the mods
Yeah Iโm not sure but I am on a mac if that helps at all. I can try checking the version later maybe I have an older one somehow
orange/green dots are based on version information in the changelog for each version of the mod. Not all mods have version information and if it's missing then the orange dot is shown. If version information is present and compatible then green dot is shown, if present and incompatible then red dot is shown.
Okay, so thatโs not the issue here. Just have no idea why searching in mod manager is not working as expected.
in terms of versions offered to be updated, it's based on the currently "live version" of the mod, which is also manually chosen by the mod author,
so some mods could have newer versions but they won't be offered for "auto" update
Yeah, in that case the live version was newer than my current installed version.
(All of that info is in the screenshot)
hmm, interesting
I don't think version information is required to offer to update, but it may
Well, let me know if there's anything else I can provide to help debug this. I did check and my Mod Manager is up to date
"2.1.0"```
But the live version was newer than what I had installed .
so if @mint creek added version metadata into the changelog, then it should appear as green and be offered as an update
Does it need to be in the changelog? the metadata.json file has the version information
I guess you could try adding it manually, that should be picked up by the code
uh, no -- that doesn't help
because the version that needs to be downloaded isn't cached locally,
(that file is also already updated to 2.0.3 right?)
Yeah, I was able to tell the mod manager to install the live version just fine, so I guess the changelog is the solution here?
yes
yea,
Okay thanks
The changelog shown at https://mod.io/g/timberborn/m/toolshortcuts needs to be updated,
Maybe it was updated after I took that screenshot?
But it seems to have the version information in there
Ah I see, thanks ๐
CompatibleGameVersions is also supported, I'm not sure if any mods use it though
some mods have [Game Version 0.5.9], which is not supported
Thats me before this was out, havent bothered to change 
Can someone please point me to the ModManager documentation or alternatively relevant source code for this changelog Metadata section, so that I could add that to my mod file changelog sections?
It should be sufficient if I use versions 4.0.0.0 and 5.0.0.0 to describe general updates.
Pretty sure its on the mod page itself on mod.io
But replace 4.0.0.0 and 5.0.0.0 with 0.4.0.0 and 0.5.0.0 ?
Does the game have a page with all versions and changelog?
Not that im aware of, maybe the wiki?
needs update. Use hyperlink to this thread btw
No idea sorry
What is wrong with ModManager? Why is it sniffing in that folder?
And no, I will not rename or change my folders. It is not supposed to do anything in there.
(Yes the folder name is literally mods_?, a name which is probably illegal on Windows - thus it fails on Wine. But ModManager has no reason to look at that folder.)
you were so close to including the line, but i probably found the issue regardless. The reason its looking there is for possible files it needs to delete. I agree it should look in the mods root folder yes
Haha, that first sentence is so confusing, what are you trying to say there? :P
It would be amazing if it restricts itself to BepInEx/plugins (not sure if it needs other locations). I hope that gets "fixed" in future.
I hope it only deletes files with the users consent. As else it would be potential unintentional data loss. Which I don't really want to support.
Also I am having multiple BepInEx/plugins folders. Just only one is rooted and used by the game.
Even more a reason to restrict ModManager to the correct folder.
Well it do need a folder to download to before replacing the old mod and it cant be inside plugins folder because then it may try to load 2 of the same mod at launch if downloaded but not installed
The user will have indicated wanting to use the file, but the modmanager failed
Therefore retrying on load to see if the file is released
First line meant that you sent the error, just not showing where it was crashing, whcih would mkae it easier for me to find
I'm pretty sure that the ---'s (shown in the screenshot) are entirely optional, they're just used as a separator between the text and metadata.
Thank you very much for this. This really helps to know exactly what to put there. Nice, then I can format it in a nice way.
Not exactly sure what metadata is. But I will use the Changelog text anyway.
The actual MetadataBlob can only be changed with the mod.io REST API, not from the regular html interface.
Ahh, now I understand. That was not clear to me. I could have sent it to you real quick in that case. I will send a full stacktrace for the next issue immediately then. Shame on me for that. Please next time such thing happens, write: "Send the full stacktrace please". I would jump and run to get it then :)
Hi @valid orchid, seems like you are creator on the ModManager Mod.io page. Can you update the modding channel reference to something up to date? (See replied to message).
Makes sense, then we got two folders it has to access instead of all of them :P
I still wonder, if ModManager deletes anything, if so why and how.
Does anyone know the details? It is difficult to find it in the source code, as there is so much of it :P
Are you going to support update 6?
I haven't been following the convo closely, but there were plans for it before.
not mod development have offen taken time with each new experimental but in some or full capacity it should exist at launch to stable
Yup, though sadly this and next week extremely busy with study and work, hopefully i can get some things done over the weekend
Take your time. There aren't enough mods updated yet anyway to need a mod manager!
Yeah that's true. Very few mods supported till now.
may also take a week or 2 for me to get a few mods updated
Also take your time. Experimental was just released. There's no rush. People have sluice gates to play around with.
But i want stairs ๐ (Crying๐ถ )
You mean ladders?
Or the curved stairs?
same ๐ข
Same the ladder one. It should be default in game by now.๐
I can understand why it's not.
how do they carry stuff in there hand and clime the ladder ๐ and its to efficient you lose some complexity
Yeah. I stack storage and put just the ladder to access all the upper ones. It feels like cheating. ๐
We are ingame again
How will we separete mods that go in mods folder and plugins folder๐ค add bepinex to changelog?
By just not support bepinex 
Well, cannot react with another S ๐คฃ
Mod manager almost updated
it now uses some of the basegame systems
should be nice
New translation
Now its also on steam!
So I grabbed ModManager from Steam workshop, tried to install a mod from mod.io with it and I'm seeing this error in Player.log.
The manager was able to fetch the dependencies correctly and can find them in Documents/Timberborn/Mods/ but the Game Speed Config mod isn't installing.
could you share the player?
oh
xD
yeah, sorry, was censoring my username ๐
aah, no manifest found, i see, yea shouldnt break yea
Could be because of how the mod packages itself? I noticed their zip file doesnโt contain a folder just mod files
did you manually install that one?>
I had previously but I removed it before trying to get modmanager to install it
should be fixed now ๐
Thanks ๐ Will test in a bit, not at my computer at the moment
Also, would be nice if the ModManager could see that I have mods installed from Steam Workshop and use those as dependencies for things and not redownload them
Otherwise I get this:
But no worries if that's impossible, just sharing my experience
Didnt think of that, but should be doable
It is 
:0, what you could do
...
Is check for the name of the dependency and see if that matches the mod.io's dependency name.
Then check if that mod exists in the ModRepository then not download it.
Still fiddly though.. because the general name must match.
Other weird thing you could do is check if it has any missing dependency based on manifest then just download all ๐
Just some random ideas
Hmm, with version 3.0.1 of ModManager, looks like I get this crash when I hit "Exit to Main Menu" from the in-game menu
v0.6.1.2-760fc97-xsm
AddonInstallerException: Addon installer with id: `Map` is already added to the list
ModManager.AddonInstallerSystem.AddonInstallerRegistry.Add (System.String installerId, ModManager.AddonInstallerSystem.IAddonInstaller addonInstaller) (at <16718fb2160d4df8a137093c38990aaa>:0)
ModManager.MapSystem.MapRegisterer.Load () (at <16718fb2160d4df8a137093c38990aaa>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons () (at <87bd47c33df940b08880ed0a5853f2bb>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <87bd47c33df940b08880ed0a5853f2bb>:0)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <87bd47c33df940b08880ed0a5853f2bb>:0)
@outer drift , can I dare to ask if it is possible to add ModIO downloaded mods to the ingame Load order mods startup window (with the same possibility to disable mods, of course) โ ๐ค
They should show up when restarted as local mods๐ค
Nope, none of the mimic's mods (installed from ModIO with ModManager, are not in the startup window ....
Because those are bepinex mods
mimic never updated them to an actual mod
I know, that's I asked if is possible to add those mods to the ingame start-up lod order window ....
Not without him updating them to mods from plugins
is they even installed in plugins folder where they need to go to work
To be clear, it's not about mimic's mods (was only an example). It's about ModIO mods that works only with BeepinEX ...
I would say its up to mod author to update it to mods not modmanager to do a hotfix
No it is not possible, because they are bepinex mods. And they are not compatible with the new system
Found a new bug:
looks like some part of bepinex is helping when you launch but without it and only mod manager and harmony this person get a crash
i have no time to verify the crash
#๐mod-users message
bepinex mods are all loaded before the ingame mods load order window even shows,
(I assume)
btw, I got Harmony (2.3.3) and Mod Manager (3.0.1 ) to work fine.
(with game version 0.6.1.0)
It's possible that 0.6.2.0 has broken mods again
It would be nice if Harmony reported which patch failed,
It does that if the patch fails, if the code inside the patch fails it does not
oh its this?
yeah
I just dont understand the code
Oke, probably fixed it
Will test.
someone on steam said it was fixed for him
Yeah that is fixed.
One issue. If you select update 6 and mod filter and then scroll down to see the results.
Then the filters are ignored.
Wut, for me it works fine

