#Mod manager

2843 messages · Page 3 of 3 (latest)

errant geyser
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Hmm strange let me try again.

errant geyser
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Ignore. 😝 It's working fine now. I unsubscribed and subscribed again.

outer drift
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maybe it happens under specific conditions, but happy they are very specific so you dont have it happen again HappyIT

lean jolt
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@outer drift , after I close the ingame Mod browser, I got ... what' on the picture ❓

outer drift
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DID I FORGET THAT

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omg

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its not a breaking change i guess

lean jolt
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Not at all, but is so funny 🤣

outer drift
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unless something more severe is found, i will focus on other mdos

valid orchid
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You never pushed ir?

outer drift
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I didnt PR it

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i did push

valid orchid
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Nice

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Inhave my mac with me btw

solid dragon
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btw, i saw filters being ignored too -- it only happens with the first search, after that it behaves correctly

solid dragon
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(or at least I think that's the difference)

vernal kindle
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uhhh. obviously I'm doing something wrong. what is it?

valid orchid
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You need to manually select the latest version after clicking on the mod in experimental

vernal kindle
simple ridge
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so sort on official pipeline those can be installed with modmanager

solid dragon
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Mod manager 3.0.2 on update 6: It looks like it's not deleting old files when updating mods.

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eg: staircase 2.0.3 --> 2.0.4 ends up with duplicate specs, because they were moved,

outer drift
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Suggestion to change Name to Mod Broweser

outer drift
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will try to remember

solid dragon
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I'm not sure if how much mod.io likes being in the limelight.

unreal cave
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They pretty much like being in the limelight. Scroll down to "Share Our Brand" here.
https://mod.io/about

mod.io

Support mods on PC, console and mobile with mod.io, a platform which makes it easy to grow, manage and integrate UGC in-game, using our API, SDK and plugins for Unity, Unreal Engine and more.

solid dragon
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woo, I've reproduced the SocketException: Connection refused. crash (unintentionally)

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unexpected because the mod.io cli (modiom) seems to work fine,

solid dragon
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odd, strace tells me it's trying to connect to port 0, that can't be right can it,

solid dragon
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ohhh, it's a difference between 0.6.1.0 and 0.6.3.1, eh? is something corrupt with my install.

solid dragon
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Maybe Unity 6000.0.4f1 vs 6000.0.7f1?

solid dragon
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and affects more than just Mod Manager, all socket connections seem to be bust (Unity does some at start-up -- or fails to)

solid dragon
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okay, I found a weird setup in my environment that triggers it, and found a workaround,

outer drift
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oooh

solid dragon
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Random thought: How hard would it be to get Mod manager to support installing Tails? I assume there would need to be a new tag on mod.io.

solid dragon
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(I added a comment to the applicable line on the github commit that changed it)

smoky fox
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Harmony mod must be excluded from automatic download if there are dependencies

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currently it downloads too so people have it 2x... they already have one to run ModManager at all

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like this

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harmony with the number was downloaded within another mod (cuz dependency).. would like to make mods that are required by ModManager themselves not download

simple ridge
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Hmm or that it finds and update existing one just like modmanger does for itself

smoky fox
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however, if Manager requires Harmony, it doesn't make sense to download Harmony again because another mod requires it
if it finds a mod in the dependencies that has a Harmony ID, it should skip that dependency and not download it

mint forum
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Yes, but Knatte was saying that it could also update it

simple ridge
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Exactly what i meant.

smoky fox
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the probability that a newer one will be needed is almost zero, however, even if Manager finds a newer one, what will do with the current one? you can't have 2 identical dlls loaded.. and I don't know how it will be preserved if each one has a different version - it is possible that the game will load the first one it encounters, which will be the one with which the Manager was launched (older versions of Harmony)

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therefore updating the "mod" that Manager needs doesn't make sense... it makes sense if Manager didn't use Harmony, but that won't happen

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however, I just wanted to say that we will again have the same situation as before with BepInEx. The manager downloaded this mod multiple times, which he shouldn't do, it's the same with Harmony now

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everyone has to download Harmony themselves and manually, so it makes no sense to update it or download it at all via the Manager 🙂
the exception is now using Steam, where there is a workshop and there is no need for Manager, it makes sense there, but in the case of Manager, mods that are needed to run Manager should be excluded

simple ridge
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True true

smoky fox
outer drift
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I disagree with the sentiment of making an exception for the sake of making an exception

smoky fox
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well, but it duplicates harmony unnecessarily, and from the logic of the matter, downloading a mod that ModManager needs for its launch is nonsense

outer drift
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i removed harmony as a dependency now

simple ridge
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Does it not use any patches? 🤔

outer drift
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Nope, not anymore

simple ridge
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Then thats even better only one thing to install👍

outer drift
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yea, that is exactly what i was thinking, is possible with minimal changes because of the addition by Emka

outer drift
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Also properly fixed the issue related to not updating correctly or removing the older version

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not sure if it works in 100% of the cases, but atleast a lot more of them

smoky fox
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so the Manager no longer has any dependencies? 🤔

outer drift
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I believe so yea, independend mod

smoky fox
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That's how it should be, I just thought some things require patches

outer drift
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You should stop writing things in a way that seams like you are saying facts while actually saying opinions

smoky fox
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I won't talk about that with you, but if Manager doesn't have a dependency on Harmony, then it's OK that it downloads all mod dependencies 👍

solid dragon
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Does Mod Manager 3.0.2 work with TimberBorn 0.6.4.0? issue #63 looks weird.

solid dragon
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It would nice to fix issue #24 (crash when no network is available), but not super high priority I know.

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On a completly diferent topic -- I had a crazy idea today -- which is to swap out the mod.io backed of ModManger with a Steam workshop backend.

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It would completely unnecessary and gratuitous 🙂

formal hawk
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And how well would that work for those of us who do not have the game on steam?

solid dragon
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It would only work when the game is used though Steam.

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I think Mod Manager would still have to provide mod.io support

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but maybe it could do both, or have an option to switch between the two

formal hawk
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Yeah. I don't know how many of us have the game through a different store for one reason or another.

solid dragon
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I don't have it through Steam, so it would be completly useless to me too

formal hawk
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Now if there was a way to make it so those of us with the game from a different platform could use the mod manager to get the mods from steam that would be cool. No idea if that's even doable though, and if it is no idea how much work it would take.

solid dragon
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at the moment, I think that's completely impossible -- once Update 6 is released, maaaybe

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I've tried to figure out if I could download the mods from Steam, and totally failed so far.

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I didn't try downloading mods for another game though, which would be the sensible way to test

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SteamCMD is a ~mostly official tool which can be used to download mods from Steam,

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it doesn't work (yet) for Timberborn mods

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Unless you login with a Steam account that is subscribed to the "Timberborn Workshop EXPERIMENTAL ONLY" group.

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ohhh, which now seems to be available for anyone, not only accounts that have purchased the game,

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that's new

simple ridge
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i have no gotten a few reports where mod manager has not done a clean uninstall of an old version and start crashing the game becasue some old files exist could it ether check if any old files exist and remove them or always do a clean uninstall then install?

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or a warning message? x old files still exist in mod folder want to remove them? ThinkingIT but think its cleaner it always replace full folder and not keep the old one ThinkingIT

solid dragon
smoky fox
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I would probably fix it if I had time, but I don't want to create a fork and wait for a merge, on the other hand, I'm not in that much of a hurry

solid dragon
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Let me create a new issue for it, so that it can be tracked properly

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Created issue #64

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Ideally it should only delete files that were in the previous version of the mod -- i.e. if the user added their own content (like a config file), then that should be preserved.

simple ridge
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or maybe skip .cfg ending? or what other ending is there for config ThinkingIT and not used by normal files?

solid dragon
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doesn't have to be only config files, could be other assets,

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eg: if a mod added something like tails, where a user adds their own custom images, or sounds (eg: for custom speaker)

simple ridge
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hmm i do feel like it should not be default as more problem can come from it not replacing and more job to check what is in old version to then only remove those

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if anything maybe a hidden config or a setting per mod to be able to set it with changelog info per version to allow old files to be kept ThinkingIT

solid dragon
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or maybe mod_manager_manifest.json could store a list of files that it installed,

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then it would know what to delete,

simple ridge
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ThinkingIT ya that is more valid ya

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just an array with files to remove

solid dragon
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it just means that user editable config files would need to be shipped as user-example.cfg and require the user to make a copy as user.cfg before editing it

simple ridge
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or by code create user.cfg from user-example

solid dragon
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yea, that would work too

simple ridge
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just a note Moregroup contains 321 files totaling to 279kb 😛

solid dragon
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yea, but the list of files is only ~26kb

outer drift
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Oke, so any issues the need fixing for release?

valid orchid
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TimberPrint mans_sad

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Also the update issue?

outer drift
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Related to modmanager*

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oooh, wait, isnt that..

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i believe i fixed, but never pushed

valid orchid
outer drift
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had to do with mod folder name

smoky fox
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it causes a lot of problems that after updating the mod it leaves some old files and then the mods crashes

outer drift
smoky fox
desert agate
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any idea why the game crashes after installing mods??

simple ridge
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More info it happens when using latest experimental

lean jolt
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The only mod that I don't use is 4Wdistrictcenter 🤔

simple ridge
desert agate
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just to back track, i deleted all the mods in the mods folder and started to download timberborn again via steam, i subscribed to mod manager via steam. so when i installed it was already there at the latest version.

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now i wanted to redownload the mods i had via mod manager, but it keeps giving like an error on top before showing the mods. when i downloaded the mod from mod manager, it immediately crashed and will not download pre-requisite mods

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if you are on experimental, try and access the mod manager and it will say something like bool at the end

lean jolt
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Well, if you select Installed from InstalledOption you got the message above, but (no crash) , if you select enabled or notenabled option, crash . Sorry, @outer drift 😭

desert agate
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that is the error i was talking about

lean jolt
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YA, but I want to give to Tobbert a hint where to look.

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Also, when select to show U6 mods, the same message #1096743527368622182 message, crash on downloading mods, but, updating mods is working ...

solid dragon
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I think Timberborn.Modding.ModDirectory..ctor changed between 0.6.8.4 and 0.6.9.0 -- I'd guess it got a new version argument?

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(purely based on the release announcement, I haven't looked at the code yet)

long perch
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was about to report this but judging by the comments above it's already known?

lean jolt
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Sure I know about it, and, a few more .... 🤣

outer drift
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@simple ridge what was it exactly crashing on?

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today i mean

simple ridge
outer drift
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ooh but ofcrouse

simple ridge
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So something has changed because of the multi version support

outer drift
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fix is live

simple ridge
solid dragon
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oh nice, it looks like it might have a fix for the version upgrade too?

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and no more Harmony requirement, very nice

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when you have time, please upload the fixes to github

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nit: the steam workshop description needs some tweaks, it mentions manually install the mod. Also references to Thunderstore can probably be removed.

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also change notes are currently empty 😕

outer drift
solid dragon
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did you leave You left some debugging for InstalledAddonRepository.Instance.TryGet compiled in

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in ModManagerRegisterer.Load

solid dragon
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Side efffect of now having the mod version in the directory is that upgrading will auto-enable a mod

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not sure if that's a desired behaviour or not

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probably would be nice to preserve the current status

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Timberborn.Modding.ModPlayerPrefsHelper can be used to get the current IsModEnabled before the upgrade and then ToggleMod with the new version

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it would be nice to delete obsolete values, but that means having to access private methods or copy internal implementation in order to do so.

mint forum
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Is there anyway to have the Mod Manager in game show the update notes/changelog for a particular version? I know a few mods keep a changelog in the description but not all of them do

solid dragon
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almost certainly yes, it's "just a matter of coding" because the information is (I think) already downloaded and available.

solid dragon
solid dragon
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Version 3.0.3 doesn't seem to handle multi-version mods correctly, results in empty installs. ref: #🚀mod-users message

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Maybe because ModExtractor.ExtractContent tries to look for which directory manifest.json is in?

solid dragon
simple ridge
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is it not the manifest.json as im doing? ThinkingIT

solid dragon
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yes, that's what I was trying to write, maybe "root directory" isn't the right way to put it,

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I meant to write manifest.json, (fixed)

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I guess longer description would be "include a manifest.json in the base directory like it used to be" (because root might be confusing)

simple ridge
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ya or together with the thumbnail 😛

errant geyser
simple ridge
solid dragon
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the code for ProvideFilterIds case UpdateAvailable has: pair.Value.get_ModId(). I suspect pair.Value was null

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The only issue with that is that UpdateableModRegistry.IndexUpdatableMods doesn't put null files into the dictionary

cobalt mica
vernal kindle
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Excuse me, im sorry if im posting this in the wrong channel, but, even after reading the install guide on google, I dont know how to install the mod manager... can anyone help?

brazen flax
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Are you playing on Steam?

vernal kindle
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yes, and I am trying to install the Mod.IO mod manager

brazen flax
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No need, the mod manager should be available to install via steam, then you can use the mod manager in-game to install mod.io mods.

vernal kindle
lethal quartz
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i curently tryed installing mod manager again for playing the new maps and every time i start thr game with mod manager, the game imidiatly crashes. does someone else has that problem and maybe knows a fix? or maybe did i just forgot to install another mod needed to run mod manager?

brazen flax
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A couple questions:

  • How are you installing Mod Manager?
  • Do you have an internet connection when launching the game?
lethal quartz
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i installed it over steam
yes

brazen flax
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Installing it via steam should prompt you if there are any requirements you ahven't subscribed to yet, so that shouldn't be the issue.

Try verifying the game files through steam and then launch the game again.

lethal quartz
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sorry if thats stupid now, but how do i verify them?

brazen flax
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Go to your steam library, right click timberborn, click properties, go to the installed files tab, then click on the button that says verify integrity of game files.

lethal quartz
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looks like its all fine. atleast i didnt got any notification

brazen flax
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I was just about to ping you too.

brazen flax
lethal quartz
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no its still crashing

brazen flax
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Did you run the Mod Manager in a previous version, using BepinEx?

lethal quartz
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yes

brazen flax
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Please make sure you have completely deleted BepinEx and the old version of Mod Manager.

lethal quartz
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okay that was the problem. thank you very much its working now

outer drift
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Oke, fixed the issue regarding most usecases for the incorrect download and extracting of the zipfiles

solid dragon
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Fixes only for the U7 version. It looks like the U6 version is untouched

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also there's no manifest.json in the root, so it'll need to updated manually, i.e. it can't update itself

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huh, it update perfectly,

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ohhhh, because the logic is entry.FullName.EndsWith("manifest.json"), so "mod_manager_manifest.json" matches hehehe

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very first attempt with new mod crashed with NullReference in ModCodeStarter.StartMod, btu retrying worked fine

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so not sure if it was transient or left over cruft,

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but it seems to be working fine now

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any chance you could update the source code on github?

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the latest is still U5

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but I have a backup of 3.0.2 in my fork

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oh, and mod.io mod needs Update 7 tag added

agile lynx
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where can i get mod manager for update 4

agile lynx
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ok, thanks, but where do i put it? im assuming it dosnt go in the 'mods' folder like in update 6

agile lynx
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ok, i'll try that. thank you

lean jolt
flint parcel
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Mod support wasn't added until update 6. Anything older than that basically needs to be "Hacked" to load mods. 3rd party tools like BepInEx patch the game to add mods to it.

simple ridge
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Meaning there is alot of work and not plug and play
Its plug and pray

agile lynx
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i got update 4 to work but the reason im asking is because i want to get rid of mods i no longer use, specifically maps. so my cloud isnt all being used up. the 200 MB limit is annoying. it seems i need specific updates for specific mods, what do you guys recommend?

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any suggestion is greatly appreciated

simple ridge
agile lynx
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cool, i never thought that

mint forum
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Would still really like if updating mods in mod.io mod manager didn't install things I already have from steam, like Harmony and TimberAPI

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And the mod loading screen doesn't really help call out duplicates so this happened:

Modded: true, official
- Harmony (v2.3.3)
- Harmony (v2.3.3)
- Mod Settings (v0.7.0.1)
- More Mod Logs (v0.0.6)
- Iron Teeth Hazard Awareness Tails (v1.3)
- Mod Manager (v3.0.4)
- Minimap (v0.7.0.0)
- Goods Statistics (v0.7.0.1)
- Pipette Tool (v2.0.5)
- TimberApi (v0.7.9.1)
- TimberApi (v0.7.9.1)
- Plank Texture Swap (v1.0.1)
- Steam Update Buttons (v0.1.2)
- Tool Finder (v0.0.4)
NullReferenceException: Object reference not set to an instance of an object
  at Timberborn.BlueprintSystem.SpecService.GetSingleSpec[T] () [0x00016] in <d34fdfa6468347c7aec71f2cb98cb400>:0
  at Timberborn.SoundSystem.AudioMixerGroupRetriever.Load () [0x00000] in <acfd85d52072434badfeab909ce0796d>:0
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch4(Timberborn.SingletonSystem.SingletonLifecycleService)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch2(Timberborn.SingletonSystem.SingletonLifecycleService)
  at Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () [0x00000] in <863e0c5fcf534f72a44d9a8d67fd1712>:0

Though, looking at the pure error text, it's not clear that's actually the issue

solid dragon
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that error is throw when there are zero blueprint of a type,

mint forum
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Weird, because the mods work fine when I remove the duplicate Harmony and TimberAPI

solid dragon
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unclear why there wouldn't be any AudioMixerGroupRetriever

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I can only assume things get weird when things are loaded twice,

mint forum
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Yeah, but is there no good way for the manager to not install things I already have (and are active, but not sure if that matters)

solid dragon
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loading Harmony twice, I'm unsure if that's safe,

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but loading TimerAPI twice is almost certainly not

mint forum
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Yeah, I kind of figured double loads is a bad thing for most code-based mods

solid dragon
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for mods that include materials too, hence why AppendVanillaResources

mint forum
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makes sense

solid dragon
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Web UI can be loaded twice, but it tries to use the same port for both instances, so the 2nd fails (gracefully)

mint forum
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Reminds me of so much code I worked with at various jobs :/ Or older C code with includes that made a mess of things

solid dragon
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Did Mod Manager get fixed to no longer require a file ending with manifest.json in the root? I don't remember

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Answer: yes

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Reminder to upload the 3.0.4 code to github please,

mint forum
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No manifest file found in /Users/<USERNAME>/Documents/Timberborn/Mods/goods-tracing_4753349_1.1.0
Seems to still complain in the version I have

  • Mod Manager (v3.0.4)
mint forum
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Does anyone who has worked on this know what's up here?

simple ridge
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U6 mod manager has a bug that root need an manifest to know that its a mod

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But is fixed in u7

brazen flax
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@long perch
Was it a deliberate decision to make the bots in Greedy Builders require both fuels?

long perch
brazen flax
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Oops, I thought I was in #🚀mod-users, my bad. That's what I get when I stop reading a channel title after one word.

I forgot there was thread for Greedy Builders, also.

long perch
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The only thing not deliberate is the treatment of the biofuel. The biofuel is supposed to act like a booster just like the catalyst so I need to get round to trying to fix that, but otherwise yes, it is deliberate that the bots take both energy and fuel

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I'm off to bed now, gn

outer drift
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wondering what the stances are on reworking the mod manager in mod.io to using the subscribe button now that the zip files support that kind of usage?

brazen flax
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As in...subscribing on mod.io will get mod manager to install the mod?

solid dragon
outer drift
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I typed this during the converstation in #🚀mod-users without knowing that that conversation was going on, but I thought it might be a good idea to do it

brazen flax
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As long as I can continue to use the Mod Manager in-game rather than needing to go to mod.io, then I suppose it doesn't matter much to me.

outer drift
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What it would entail is requiring a mod.io mod whcih just manages the account handleing. Either local or using a account. Then just hook into that for the modmanager

mint forum
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Why would you need a separate mod for that?

outer drift
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Well, the idea is that i would also create a mod.io mod uploader

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Ehich would hook into the mod.io account mod

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And the auto-update feature would be part of that, so no ui mod. Then there is the mod "manager" which is the ui part for not having to use the website

mint forum
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Ah that makes sense, thanks 🙂

mint forum
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For some reason, the Mod Manager refuses to search for me. I'll type something and it seems to think for a moment then reloads with the same list of mods as if I hadn't searched.
game version 0.7.8.3, mod manager 3.0.4

full remnant
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Hi everyone! I got a little problem with ModManager. I just updated from TB U6 to U7 and had numerous mods fail. So ist just wiped the mods-folder and started over. I downloaded the ModManager, went into the game, installed all the Mods that i like and restarted the game. Not really unexpected the game crashed on me. So I wanted to start searching for the broken mod. Turns out, I can not even start the game with only MM active. The game crashes on me with following exception:

ArgumentException: An item with the same key has already been added. Key: 3390034
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <314938d17f3848e8ac683e11b27f62ee>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <314938d17f3848e8ac683e11b27f62ee>:0)
System.Linq.Enumerable.ToDictionary[TSource,TKey] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] keySelector, System.Collections.Generic.IEqualityComparer`1[T] comparer) (at <5aebfe1c65ec4623a20c903ee295186d>:0)
System.Linq.Enumerable.ToDictionary[TSource,TKey] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] keySelector) (at <5aebfe1c65ec4623a20c903ee295186d>:0)
ModManager.AddonSystem.InstalledAddonRepository.Load () (at <4bfcad8523844afb8e2e007256467094>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons () (at <c8e0fcfac4bd466ea3d8b5a972c6f304>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <c8e0fcfac4bd466ea3d8b5a972c6f304>:0)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <c8e0fcfac4bd466ea3d8b5a972c6f304>:0)```
mint forum
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Can you share the file that's like 2 Player Log ?

full remnant
mint forum
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Hmm, that's one I haven't seen before. Do you get the same crash if you have no mods enabled?

full remnant
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No. Without any mods enabled it starts just fine.

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But I think I start understanding the output message: The "Key: 3390034" is also the ResourceId of the mod "FloodSeason". But that one is not enabled

simple ridge
full remnant
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Do you mean in ...\TB\Mods? Or are you talking about the folders in e.g. "...\TB\Mods\flood1_3390034_1.0.0"?

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Anyways I tried both. There are no instances whrere there are 2 folders for the same mod in \TB\Mods. And I deleted the folders "version-6" as the game is updated to U7.
Neither of those did anything.

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Wild. I deleted the folder flood1_3390034_1.0.0 and the game works with MM enabled. I now start activating the mods and see how far I will come. Lastly I will install FloodSeason again and see whats happening. I will give feedback!

mint forum
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Glad to see it working more, do feel free to let us know how it does 🙂

full remnant
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Every single mod works like a charm! 36 in total. As soon, as I install FloodSeason (not activating!) the game crashes. I can not think of how the mod makes the game crash without being acitvated. Any guesses? omw to work now, will respond in a few hours.

mint forum
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So that's very strange. (At least to me)
I downloaded the mod manually from mod.io and unzipped it into Documents/Timberborn/Mods/FloodSeason (I had to create this folder) and the game works fine.
But if I install it from ModManager mod it causes the same crash you saw.

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But the files are identical so I'm really not sure what's going on here.

outer drift
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Manually it doesnt generate a mod manager manifest probably, so that makes it crash i imagen

mint forum
#

the mod manager manifest in question:

% cat ~/Documents/Timberborn/Mods/flood1_3390034_1.0.0/mod_manager_manifest.json
{
  "ResourceId": 3390034,
  "ModName": null,
  "Version": "1.0.0"
}

-# Edited to remove silly terminal junk

#

The only thing that's different from Flood Season mod and the other mods I tried installing with mod manager was that Flood Season zip doesn't have a root folder?

unzip -t floodseason-2fk3.zip
Archive:  floodseason-2fk3.zip
    testing: version-0.7/             OK
    testing: version-0.7/LICENSE      OK
    testing: version-0.7/Localizations/   OK
    testing: version-0.7/Localizations/enUS.csv   OK
    testing: version-0.7/manifest.json   OK
    testing: version-0.7/mod_manager_manifest.json   OK
    testing: version-0.7/Timberborn.FloodSeason.dll   OK
    testing: Sprites/                 OK
    testing: Sprites/hazardous-weather-notification__background--flood.png   OK
    testing: Sprites/weather-panel--flood.png   OK
    testing: version-0.6/             OK
    testing: version-0.6/LICENSE      OK
    testing: version-0.6/manifest.json   OK
    testing: version-0.6/Timberborn-Flood.dll   OK
No errors detected in compressed data of floodseason-2fk3.zip.

But even that doesn't really make sense why it would crash

#

oh wait, that's not even true. ThinkingIT

solid dragon
#

ModManager looks at all installed mods (not only enabled mods), so even having one twice may have caused this.

simple ridge
#

And this is why only manual install modmanager rest install with it

solid dragon
#

yea, also manual install of a mod without a manifest in parent folder will definitely confuse Mod Manager

#

because it doesn't understand the version-0.6 version-0.7 folders

simple ridge
#

also the risk of it installing it by dependency and now you have 2 mods thats the same

solid dragon
#

Yea

#

I think the issue is that it only understands the version folders at install time, so it doesn't expect them to exist on disk

#

(actually I'm not sure about that)

mint forum
solid dragon
#

hmm, interesting

solid dragon
#

Did you install Flood Season with Mod Manager v3.0.3 (U6) or v3.0.4 (U7)?

mint forum
#

3.0.4

solid dragon
#

or manually?

mint forum
#

the ModManager mod was installed with Steam.
When I manually installed the FloodSeason mod it works fine.
When I install it with ModManager mod it breaks

#

It appears to be the same contents but I can try again and see what the logs say if that would help. ? Because I truely do not understand why one would break while the other doesn't if the only difference is the presence of the mod_manager_manifest.json with the contents listed above

#

(Contents, which, are identical other than the ResourceId and Version number when I did the same process to install TimberLapse with the mod manager mod)

solid dragon
#

yea, and there's already a mod_manager_manifest.json in the version-0.7 directory in the zip file

mint forum
#

OH

#

Hmm

#

I didn't see that

solid dragon
#

which might be enough to confuse it

#

I'm not 100% sure

mint forum
#

fascinating but honestly that would make sense

#

nice catch

solid dragon
#

btw, wouldn't Sprites also need to be inside of version-0.6 and version-0.7? I don't believe it'll be found if it's outside.

mint forum
#

Yeah, I think you're right, but I didn't try loading the mod in a game, I just saw that it didn't crash the same way when I started the game.

solid dragon
#

gotcha

mint forum
#

Note that if any version-x folder is found, then rest of the content in the root folder will be ignored.
So, if the mod /needs/ those files, they're going to be ignored

solid dragon
#

I can confirm that installing the mod with Mod Manager causes Mod Manager to crash on start up

#

and that removing the extra version-0.7/mod_manager_manifest.json fixes the crash

mint forum
#

@ximsa is the author, and they're on here so maybe worth letting them know this is an issue.

solid dragon
mint forum
#

Oh, there's a thread. Okay. will forward there.

mint forum
#

I've seen this myself as well. Is there nothing the Mod Manager mod can do about it?

solid dragon
#

manifest.json is "new" in comparison to mod_manager_manifest.json. It could use the former (maybe, having duplicates because of mutliple versions might be weird), it would "just be a matter of coding" and no one is giving Mod manager care right at this moment.

#

of course the "simple" answer is only manually install Mod manager, and then use it to install everything else, don't manually install other mods

mint forum
solid dragon
#

yep, totally agree there

#

and they look identical

#

i.e. they don't get the folder name prefix

outer drift
#

Im on mobile now

outer drift
#

Sorry, thanks

#

Ohyea, doesnt have resource id

#

So i cannot check if the mod from mod.io is already installed

#

As there is no other info from the api

mint forum
#

So you'd have to download it anyway?
How does the API give you the dependencies to fetch?

outer drift
#

Downloading happens after i know the user wants to download

#

But depending on the kod, downloading to see the manifest and therefore the id is unreasonable

mint forum
#

Like Emberpelts which is 1gb?

outer drift
#

I guess i can keep a local database that once something was downloaded, i decide based on wheter it already exists from steam that it will add it and just delete the zip

#

But then i cannot show it upon opening it

#

Which is now not the case anyways

mint forum
#

I have faith in you to make the right call on how this should work. If the answer is that I have to just double check that I'm not loading the same mod twice when I start the game, so be it

outer drift
#

I can probably add a package validator after download to see if it should be removed

mint forum
#

So you said that the API handles the dependencies for you, you don't get a list then have to fetch them separately?

outer drift
#

Yea, its just 1 request to get all dependencies

mint forum
#

sadness. We just need a service that is an abstraction layer between Mod.io and Steam 😛

simple ridge
#

or is there some other info that would be needed?

#

example:

"ModIOID":"4399324",
outer drift
#

could just be optional

#

but if someone doesnt do that?

#

then its not on modio and no issue

#

but if it is on modio and doesnt use it

simple ridge
#

hmm what would happen if its(the key) not added but is on Modio?

#

could you in modmanager add it /check it after download?

#

Mod x should be 123
is the parameter 123?
if yes nothing happens
if no set it to 123

#

but would not then help for manual installed mods ThinkingIT

outer drift
simple ridge
#

if mod X is download manualy you can not know what id it has on mod.io if the field is not set

therefor my suggestion was set it as a requirement even if its for update 8

outer drift
#

oke, so that is solved by what i was talking about before, once a mod is downloaded, loop over all other mods and check for the ModId and see if it is the same, then you have the modio id as you just downloaded that and just attach that to the already existing install

#

in case you find the mod is already downloaded just remove the just downloaded zip

simple ridge
#

ya true as a safeguard

outer drift
#

but that depends on the mod being official pipeline, so i was thinking disabling download for nonofficial pipeline mods

simple ridge
#

ya we should not support bepinex format anymore i think
as we have not seen alot of usecase where its needed

solid dragon
#

It's always been unclear to me what official vs nonofficial pipeline meant.

#

One way to interpret it is "using Update 6+ integrated loading" vs "pre-update BepInEx loading"

#

Another is "derived from the devs example Unity project and built by Unity" vs "built from scratch in Rider/Visual Studio"

simple ridge
#

to tell at u6 if it used bepinex or official routing

solid dragon
#

Yea. This is how the game startup code means it Modded: true, official vs Modded: true, unofficial

#

As far as I know all available mods for update 6 and above use the official pipeline

#

There was only ever the one mod that used doorstop (not even BepInEx)

outer drift
next gale
#

FWIW, twice today the game has crashed after installing a new mod, while still in Mod Manager. I don't recall which mod the first one happened on, so I am not certain whether it was new or an update, the latter was updating Mixed Beavers. The mod successfully downloaded before it crashed, though, because when I relaunched, the mod was updated to the new version.

#

After I relaucnhed, I went to update other mods and it worked fine without crashing.

mint forum
next gale
#

I've never installed it to the best of my knowledge, but let me see if something pulled it in as a dependency

#

Yep

#

Either I clicked on it by acedient or it was pulled in by something else

#

Bepinex was obsolete by the time I started using mods, so I have literally never installed it intentionally

lean jolt
#

Guess was an accidental click during download, or, maybe, an unwanted doubleclick (maybe dirty mouse ?)

next gale
#

Nah, more likely a stay brain cell firing

#

I just reinstalled all my mods when I switched to the Experimental, so I must have just clicked it on accident

mint forum
#
NullReferenceException: Object reference not set to an instance of an object
  at ModManagerUI.UIComponents.ModCard.DownloadButton.<TextGetter>b__9_0 (Modio.Models.File file) [0x00000] in <7100e007436640588641ab3c2350092b>:0
  at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <31dd8ab76a134eafb76d53ee48c13f57>:0
  at ModManagerUI.UIComponents.ModCard.DownloadButton.TextGetter () [0x00029] in <7100e007436640588641ab3c2350092b>:0
  at ModManagerUI.UIComponents.ModCard.DownloadButton.Refresh () [0x00001] in <7100e007436640588641ab3c2350092b>:0
  at ModManagerUI.ModCard.Refresh () [0x0005d] in <7100e007436640588641ab3c2350092b>:0
  at ModManagerUI.ModCard.ModActionStopped () [0x0000d] in <7100e007436640588641ab3c2350092b>:0
  at ModManagerUI.InstallController.DownloadAndExtract (Modio.Models.Mod mod, Modio.Models.File file) [0x0016a] in <7100e007436640588641ab3c2350092b>:0
  at ModManagerUI.InstallController.DownloadAndExtractWithDependencies (Modio.Models.Mod mod) [0x00128] in <7100e007436640588641ab3c2350092b>:0
  at ModManagerUI.UIComponents.ModCard.DownloadButton.OnClick () [0x0007a] in <7100e007436640588641ab3c2350092b>:0
  at System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) [0x00000] in <71119615d44348f087b10ce3c1671c84>:0
  at UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () [0x00002] in <3e54558bb387463bb01df4c6bc96f53a>:0
  at UnityEngine.UnitySynchronizationContext.Exec () [0x0005d] in <3e54558bb387463bb01df4c6bc96f53a>:0
  at UnityEngine.UnitySynchronizationContext.ExecuteTasks () [0x00014] in <3e54558bb387463bb01df4c6bc96f53a>:0

For those who don't want to (or can't) download the who error log:
-# (Discord refuses to show the full thing for me without downloading it)

next gale
mint forum
#

Yeah, not sure. Someone who knows more about the mod manager code will have to look at this.
I was just asking about it since it stood out to me as a "smell".

next gale
#

Yeah

#

Definitely worth removing

solid dragon
#

One of the other mods installs it as a dependency (I didn't figure out which).

solid dragon
#

I found a crash: I run Timberborn with the thread limiter, and the call to ModManagerUI.SteamChecker.IsRestartCompatible when exiting the Mod Manager after installing/updating a mod fails (because the parent process is gone).

outer drift
#

So how to still check that?

solid dragon
#

bascialy it crashes if the parent process (the process that launched timberborn) is no longer running,

#

eg: using something [like this](#🤖mod-creators message) as the command line in the game options in steam

solid dragon
#

It looks like the 1.0.6.0 update has broken Mod Manager. Probably just needs a recompile (as that's how eMka fixed their mods for 1.0.6.0), but I don't know if the source code for version 3.0.4 is available anywhere.

simple ridge
#

@outer drift could it be that you have source code for version 3.0.4 and can upload it so someone can rebuild it?

outer drift
#

bc i dont know how git works, i can try to share the zip here

solid dragon
#

any chance you have a backup of version 3.0.3 as well? Then I could add them to git in two separate steps instead of jumping from 3.0.2 directly to 3.0.4.

outer drift
#

no, i just edited everything without keeping updates

solid dragon
#

hmm, it looks like Tobbert was the last one to compile the unity asset bundle (and the sources are not in the zip file or github project 😕)

#

unless (and this is quite possible), I'm missing how the assetbundle gets compiled

#

There are some uxml files in ModManagerUI/assets/resources/ui/views/mods which might be the ones that get compiled into the assetbundle?

solid dragon
#

It doesn't look like the assets/resources have changed in a while, so they probably "just" need to be re-assetbundled

#

I noticed that the .zip has the commits for 3.0.3 and 3.0.4 separated so that's nice.

solid dragon
#

I've now uploaded them to my github repo (with the update 6 commit silently amended to remove the apiKey, because I assume you didn't mean to commit it)

outer drift
#

damn, norman smart

#

this is the stuff which is in the assetbundle i believe

#

if you need anything else, lemme know

#

im just not up for updating

lapis mantle
#

Hello, everyone. After a break of few months of Timberborn, I've come back as there is lot of stuff added to the game. I have a problem though. It seems that mod manager is crashing my game and so i am wondering if anyone had this ? Maybe i'm missing something ? I have, as always after big updates, flattened my modpack to just one, modmanager and still there is a crash.

brazen flax
lapis mantle
#

that is real sad but thanks for the answer

#

As i try to not rely too much on steam, i have the game on gog and modmanager was a real blessing for modding

#

i guess i'll be doing manual updates from mod.io

#

thanks for the help

brazen flax
#

You and me both. You're welcome. Maybe someone will someday revive the mod.

formal hawk
#

If trying to code didn't give me a headache I'd consider doing it myself.

solid dragon
#

If anyone has a working Unity set up I think it's just the resources (from [this message](#1096743527368622182 message)) that need to be compiled into an assetbundle.

#

(or at least that's the part that I haven't got set up yet)

#

any code changes I could take a look at if needed

lapis mantle
solid dragon
lofty acorn
solid dragon
#

I did practically no testing, I just rebuilt the UI bits.

#

When I got it wrong it looked horrible, so I'm pretty sure I got the UI stuff correct.

lofty acorn
#

thanks for your efforts

solid dragon
lapis mantle
simple ridge
#

wonder if the min and max version is not as needed now that we have tags and one file has multiple game versions so the tags should be the version supported in latest download?ThinkingIT

solid dragon
#

but the manifests/version-dirs can't be read before download, so it's not possible to check which versions are supported before download 🙁

simple ridge
#

so if your on 1.xxx and show a mod that do not have "update 1.0" tag it shows red
if update tag is update 1.0 it shows green

not sure when it would be orange tho

#

feels like the markings was more for when we could not have U6,U7,V1 in the same download

solid dragon
#

update tag doesn't handle minor versions though

#

a given versison could work with 1.0.0.0 --> 1.0.5.1, but not 1.0.6.0 upwards

simple ridge
#

ya but how often is that updated anyway in the meta data/change log?

solid dragon
#

orange is info is missing

#

I often go back and update the min/max versions

simple ridge
#

still, think its something to think about as more and more modders join do they even know how to set that info but they know how to set tags ThinkingIT
i can see Orange is if there is no update tag set ThinkingIT

solid dragon
#

If we managed to add upload in the game, then I think we could automatically populate the version info,

#

Min version could just be the oldest, and Max could be current version of the game,

#

(of course there's still the choice of reading manifest MinimumGameVersion vs version- dir suffix)

simple ridge
solid dragon
#

yea, but I'd auto-populate the bottom of the changelog meta when uploading

#

I have a concern that people might try and reupload the same files to bump the max supported version and mod.io will reject the upload because it's identical, but that could maybe be worked around too.

simple ridge
#

well just a thought nothing need to be done atm

solid dragon
#

right

#

The game provides a plugin interface for uploading/download mods, I was thinking it shouldn't be too hard to support upload.

#

all depends on round-tuits

simple ridge
#

and if you redo download try to do it so its a que you add to 😛

solid dragon
#

yea, I think it would be nice to just use the full mod.io Unity package to handle all of that, I'm not sure how well it would work.

#

Supporting subscriptions would be nice

#

but that pretty much requires having an account and being able to log in

simple ridge
#

ya and next question how do you handle login to google for example ThinkingIT

solid dragon
#

where-as I think for uploading we could get away with an initial setup of manually creating an oauth token and adding it using mod settings

#

yea, I think Steam login could be seamless,

simple ridge
#

had one for an old unity mod.io upload (thunderkit addon by tobbert)

solid dragon
#

but I think most Mod Manager users are going to be outside Steam

#

although uploaders are likely to be on both

#

(and you'll already need a mod.io account)

simple ridge
solid dragon
#

so if your steam account is linked then login could be seamless, otherwise you need to manually configure an oauth token

simple ridge
#

like mimic was

solid dragon
#

yea

#

As an initial proof of concept an uploader wouldn't even need to support creating new mods, just uploading a new file would be nice

simple ridge
#

ya im fine with creating the page and setup dep first and just define a modioID in the manifest and it can read that ThinkingIT

#

even have prepared it on some manifests 😛

solid dragon
#

I'd be lazy and just read it from mod_manager_manifest.json

simple ridge
#

but that do not exist on manualy built mods ThinkingIT

solid dragon
#

yea, but it'll need to be in the root anyways, and manifest is not

#

it should be next to workshop_data.json

#

maybe just make a new modio_data.json ¯_(ツ)_/¯

simple ridge
#

wonder how soon after you release anything devs release it as game feature 😛

solid dragon
#

I asked and they basically said they plan to do it eventually, but nothing is scheduled.

lapis mantle
#

And, by the way, mods are such a killer feature in game, and timberborn seems to be so modable that there is everything from moddable weather to new skin on beavers, QoL to suplementary factions with new mechanics, building and all ... From a pure player point of view, that's and absolute delight, it skyrocket the lifetime of the game.

lapis mantle
#

And, i have to say, the community is so nice ! Like, thank you, modders, for your amazing job. You made a tweak in a day when i asked for help, the guy from moddable weather made lots of tweaks and stuff when i gave him feedback. I feel really supported even if it's completely based on goodwill. You guys rocks !

solid dragon
#

@outer drift I don't supposed you remember why you added code to remove spaces from version strings in ModManager's VersionComparer.cs (ref #1, ref #2). Was it to handle whitespace at the start/end, or was it to remove spaces mid-string?

#

Context: I'm trying to make it understand how to parse versions like 0.2.11 [1.0] 0.1.12 [U7] because it doesn't right now.

solid dragon
#

I'm thinking to change version.Split('.') to Regex.Matches(version, "\\d+").Select(m => m.Value).ToList(), which wouldn't care about leading/trailing spaces (or punctuation mid-string).

#

so for IsVersionHigher the replace could be removed, and for IsSameVersion it could either be removed, or replaced with .Trim() instead.

simple ridge
#

Note! But there could be cases where you need to go to an older version, does it first check if its live?

solid dragon
#

I think this is just the logic used to determine which the "best" version to auto-choose (and notify for updates available).

#

If you choose an explicit version then it doesn't come into effect.

simple ridge
#

Ya but if latest version crash mod io has so you set an other as latest version🤔

Why not compare it to the latest?
If the mod uses the devs version system u6-v1 can use the same download 🤔 its not some old stuff from before the version system?

solid dragon
#

Maybe this is only used in experimental builds? I seem to remember some logic that it uses live for stable builds.

simple ridge
#

Ya from before version folders was a thing 🤔

outer drift
simple ridge
#

also this is it needed now? or does it complicate the code more than needed ThinkingIT

#

and not sure why it show Choo choo when i filter on update 1.0 ThinkingIT

#

and tapi

outer drift
#

i made exceptions in the code to promote my own mods

#

/s to be clear

solid dragon
#

So it only makes a difference if there are no compatible versions available.

#

really it now means "allow unknown version if no compatible versions are found"

formal hawk
#

If I download a new copy from mod.io will it work on the latest experimental?

solid dragon
formal hawk
#

Thanks

outer drift
#

Or what might be good?

solid dragon
#

Yea, that would work

#

I'm working on another update that fixes some small issues that have been bugging me for a while too

solid dragon
#

Version 3.0.6 [for version-0.7 and version-1.0.6]:

  • Preserve the enabled state and mod priority (load order) when upgrading/changing version
  • Make version comparison more permissive when punctuation is present
  • Fix ability to toggle enable state by using version specific mod directory to get the manifest
  • Fix clearing radio button groups by clicking on the active choice
  • Fix crash when parent process has already exited
simple ridge
#

Link in pinned message #🚀mod-users updated for now

solid dragon
#

Lin Pin?

simple ridge
solid dragon
#

🙂

solid dragon
#

Uploaded 3.0.5 and then 3.0.6 to Steam

solid dragon
outer drift
sage obsidian
#

Okay how do I make scan for Workshop mods?

solid dragon
#

Could you explain in more detail what you mean

sage obsidian
#

Like when I open up the Manager it doesn't show me the mods I have installed from the workshop

#

Steam Workshop

brazen flax
#

The Mod Manager mod? It can't detect what you have installed via steam workshop.

sage obsidian
#

Ah

#

SHould I be using the Mod Manager or Workshop then?

brazen flax
#

Up to you. The benefit of using mod.io (whether through the mod manager mod or manually) is that you are in control of your mod files. They won't be randomly updated on you. A pulled mod won't delete your mod files.

The benefit of using Workshop is how seamless it is for user experience. You just subscribe to the mod, and that's it. Usually.

You can do both. I have a couple mods installed via the Workshop, but most of them from mod.io.

solid dragon
#

Note that Steam doesn't always update mods immediately, you can use the Steam Update Buttons mod to notice when mods need updating and to trigger the update.

#

Also some mods are only published on Steam or on mod.io

sage obsidian
#

Interesting

lapis mantle
solid dragon
#

Not a huge set of changes, but they've been sitting unreleased for 2 weeks, so I released them.

brazen flax
#

Yeah! Let those changes free!

outer drift
#

Ayo, amazing works, man thanks

lapis mantle
#

Thank you my lord

solid dragon
#

Hey everyone. Please check out the 3.0.8 release on mod.io (it's not set live, and it's not on Steam), and let me know how it works for you. Please test things related the new features.

#

There's one issue related to trying to download a mod at the same time as when one of it's dependancies is busy downloading (it'll cancel the pending download instead of queuing the new one). It's a known issue, and will take quite a bit of work to fix, so I'm not including that in this release.

#

(The workaround is to wait for the pending download to complete first. Alternatively you can start the download from the full details window, which won't trigger dependancy checking and the issue -- but then you have to check dependencies yourself)

solid dragon
solid dragon
solid dragon
#

Mod details/full info view is broken in 1.0.11

solid dragon
ornate kelp
#

sorry I kept getting an error from discord of 'file cannot be empty' so I had to re-unzip it

solid dragon
#

This only affects if you go into the details window right?

#

It's fixed in 3.0.9

#

you should? be able to upgrade from the main window

ornate kelp
#

If I load timberborn, go to the mod browser button, click it, I can see a list of mods. If I click a mod, any mod, game crashes

#

There is no 'update' button or anything

#

This is what I see in .7 version

solid dragon
ornate kelp
#

this is in 1.0

solid dragon
#

huh

ornate kelp
#

yeah lol

#

and I click any of the mods, insta-crash

solid dragon
#

yea

#

Can you download Mod Manager (using the Download button)?

#

you may end up with two copies, you just need to remove the old one

ornate kelp
#

like from this thread? or in .7

#

or in 1.0

solid dragon
#

I think either should be fine

#

If you're still in 0.7 make sure to download 3.0.9 specifically,

ornate kelp
#

Also just tested the other buttons in 1.0, all the filters work fine, same with the filters at the top of the screen. This time I tried to click a map and it still crashed

solid dragon
#

if you in 1.0, then just download whatever it will

ornate kelp
#

cant download anythign in 1.0 lol

solid dragon
#

doesn't the download button work?

#

you don't need to open the details window to download

ornate kelp
#

does this answer that question lol

#

also it did do a progress bar that got to 100%/greyed out, but then it froze and crashed

#

ArgumentException: The key already existed in the dictionary.
System.Collections.Concurrent.ConcurrentDictionary`2[TKey,TValue].System.Collections.Generic.IDictionary<TKey,TValue>.Add (TKey key, TValue value) (at <1eb9db207454431c84a47bcd81e79c37>:0)
ModManagerUI.UpdateableModRegistry.IndexUpdatableMods () (at C:/Users/Norman/Documents/src/ModManager/ModManagerUI/Scripts/UpdateableModRegistry.cs:78)
ModManagerUI.UIComponents.ModCard.DownloadButton.OnClick () (at C:/Users/Norman/Documents/src/ModManager/ModManagerUI/Scripts/UIComponents/ModCard/DownloadButton.cs:77)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <1eb9db207454431c84a47bcd81e79c37>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <4a34e92ea25e4043a947f7ae39562b49>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <4a34e92ea25e4043a947f7ae39562b49>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <4a34e92ea25e4043a947f7ae39562b49>:0)

#

heres the yellow box text

solid dragon
#

interesting, so it did see itself already installed,

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(it wouldn't have crashed otherwise)

ornate kelp
#

i thought that was the 'key already exists' message, which is why i pasted it

#

i can try updating it in .7

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*if youd like

solid dragon
#

so now do you have mod-manager_2541476_3.0.8 and mod-manager_2541476_3.0.9?

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in the Mods directory

ornate kelp
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just the latter

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contents of the folder

solid dragon
#

did you used to have a mod-manager_2541476_3.0.8?

ornate kelp
#

i wouldnt know sorry

solid dragon
#

k

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now does it work in 1.0?

ornate kelp
#

i had one that worked with .7 i can tell you that

solid dragon
#

yea, the 0.7 files are identical between 3.0.8 and 3.0.9

ornate kelp
#

seems to work

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i downloaded a few mods, updated some others

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odd, when i left the mod browser menu, it didnt reboot the game

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i was sure that it did that in .7 if you downloaded mods and then chose 'leave'

solid dragon
#

it should prompt to,

ornate kelp
#

it did, but then it just remained closed

#

how odd

solid dragon
#

I think it's only ever restarted when run through Steam

#

run directly (and I assume through GOG), it's only ever given a stay/leave option

ornate kelp
#

which is odd, no offence, cause the mod manager window has a quit-restart option

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I probs got them confused, and thought the mod browser had the same programming? if thats even what it is lol

solid dragon
#

I don't think the Mods window doesn't have a restart option

ornate kelp
#

btw, i do have a question, and if its stupid just tell me so, but would it be possible to add the 'load mod list' option in the first mod window prompt?

solid dragon
#

The restart button is added by one of the TImprove mods

ornate kelp
#

ah, my mistake

solid dragon
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same for the load/save list options

#

The problem with the first mod window prompt, is that it shows before mods are loaded,

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so mods can't affect it

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(technically it is possible, but it would require far more intrusive patching, and would make it hard to update automatically)

#

The "Sync Mods" mod makes it slightly easier,

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it allows you to sync mods & restart from the load game window

ornate kelp
#

interesting

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I'm just waiting for the map editor mods to be updated, especially the quadruple bounds mod

#

but thank you for all your help

solid dragon
#

quadruple bounds won't be updated, try "Map Resizer [Works with Map Editor]"

ornate kelp
#

does a mod have to be enabled for it to be marked as positive for update?

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sorry if thats hialriously awful wording

solid dragon
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I don't think so

ornate kelp
#

I'm checking which mods are compatible with 1.0 and some of the mods have updates available, but I've already clicked the 'update all' button

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so like ? yknow

solid dragon
#

huh, that's weird

ornate kelp
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no update button

solid dragon
#

I wonder if the logic is slightly different between the two modes

ornate kelp
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download button is available

solid dragon
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ohhh, try enable "check for highest instead of live version"

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and maybe close the window, to go to the main menu, and go back in

ornate kelp
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update button is there

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the live version is the highest version in this case

solid dragon
#

The text doesn't match the actual logic

ornate kelp
#

?

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sorry you lost me lol

#

yeah, it looks like the mods with the available download button can all be updated

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also using the 'update available' filter gives me 0 results

solid dragon
#

it actually means "allow updating to orange versions"

ornate kelp
#

ahhh

solid dragon
#

with it unchecked, only green versions will be considered

ornate kelp
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ticking it did not change a thing

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i have closed the game and am now restarting it

solid dragon
#

might need to close and reopen the window (don't restart the game)

ornate kelp
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too late lol

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ayy

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so it didnt work on the first refresh

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but repeatedly going back and forth from the menu to browser while having the box ticked, i now have more updates

solid dragon
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yea, going out and back doesn't work

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but updating a mod does

ornate kelp
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except some of them dont have updates

solid dragon
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so tick, manually change one (up or down), and then it should then detect correctly

ornate kelp
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ignore the first two, those have updates, but the knattes base

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trying to get a pic of the drop down menu is a bit hard

solid dragon
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yea

ornate kelp
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got it lol

solid dragon
#

Here's the issue

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It think's it's not compatible

ornate kelp
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its more that i have 1.0.1.0 installed already

solid dragon
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but it's also because the game version is higher than 1.0.9.9

ornate kelp
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and its the latest available update, and i cant click download in the about page, and i cant click download on the browser results page, and yet its still saying there is an update available

solid dragon
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because the highest orange version is 1.0.2

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I didn't write the logic, I think it's weird,

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I want to rip it out and replace it with something better

ornate kelp
#

im sorry

solid dragon
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no worries,

ornate kelp
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i assumed since you were the one fixing it with me, you were the author

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was like 'may as well do some bugfinding'

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also i assumed that knatte was just shit at naming versions

solid dragon
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I may have seen it before and kicked it down the road because there were more interesting things to fix/add

ornate kelp
#

1.0.9 -> 2.0.0 -> 7.0 -> 10.0 -> 1.0.1.0

#

no offense to knatte, im the exact same

solid dragon
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I thought that making the UI not hang while downloading, and display download progress was more important 🙂

ornate kelp
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i mean its not critical, it works lol

#

no, it must be perfect, you must spend hours fixing a single line of code so a button displays correctly

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everyone knows that gui is the most important part of a program

solid dragon
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/afk rotflol

ornate kelp
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making it look pretty rather than actually usable or user friendly is the main goal - says microsoft

solid dragon
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download progress is GUI

ornate kelp
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eh

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if it were me in control, the download progress would just be a 'downloading...' which turns into a 'complete!' or 'ERROR'

solid dragon
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I did not like the lack of progress when downloading a large mod,

ornate kelp
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or just a fake progress bar, like the old windows ME or XP

solid dragon
#

The large factions are hundereds of megs

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if you're quick you'll notice it actually counts to 100% twice (once for the download, and once for extract)

ornate kelp
#

i would defs do a 'estimated time remaining 109 hours' which goes exponentially high, only for to actually be like 5 mins in total

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just to mess with people

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be like 'wow, this program is aces if it could make that huge download go so fast'

ornate kelp
solid dragon
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it's easier to see on the mods with lots of files

ornate kelp
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i do gotta ask, what is the order in which the browser picks mods to update

solid dragon
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otherwise it's over so quickly, it's impossible to spot

ornate kelp
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its never the search results order, it seems at random

solid dragon
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hrm, good question

ornate kelp
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im not bitching, im just curious

solid dragon
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maybe alphabetical?

ornate kelp
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nope

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i can tell you that one is out

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ive got a T mod down before an E mod

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and another E mod has been finished

solid dragon
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might be random, I think it's iterating a dictionary

ornate kelp
#

tubeway just finished

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emberpelts is just starting

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tho extra terrain tools has already finished

solid dragon
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it might also be in mod id order (the numeric id, not shown on the UI), but I don't think so

ornate kelp
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ooo, heres a fun gui thingy, if you alt tab, the download progress freezes, however it does keep downloading so when you go back into the game, it can skip from like 20% to 100

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have fun ignoring that one lol

solid dragon
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Do you have "Run in background" enabled in Settings?

ornate kelp
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ya

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it keeps downloading the mod

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otherwise the mod wouldnt be downloading i assume

solid dragon
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This one

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no, the download happens in a background thread

ornate kelp
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i cannot exit the browser atm

solid dragon
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where as UI updates have to happen on the UI thread

ornate kelp
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i am in the middle of emberpelts and i dont wanna fuck that one up

solid dragon
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you should be able to exit the browser while stuff is downloading

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(test it on a smaller mod)

ornate kelp
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i love your confidence

solid dragon
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I said "should"

ornate kelp
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ember is at 80%

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i'll fucking send it

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i did not have run in background on

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also the download continued

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and now the progress is actually updating

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how neat

solid dragon
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previously it was "don't touch a damn thing while anything is downloading, you might corrupt it"

ornate kelp
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thats usually how i treat mods with games

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pretty much with the same logic icp has towards magnets

solid dragon
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¯_(ツ)_/¯

ornate kelp
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aight

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well, im gunna hopefully see if my maps work on 1.0 with map resizer

solid dragon
#

So KnatteAnka updated their other mods, but not materials?

ornate kelp
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yeah

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im actually just watching my mods get like live updates

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its hilarious

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i was bout to message again and be like 'whelp it fucked' but then i watched another one change haha

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bobin is updating too hahah

solid dragon
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oh, you can also cancel a download by clicking the button again

next gale
solid dragon
#

Nice short message:Error occurred while fetching compatible files for 2831731: System.Net.Http.HttpRequestException: An error occurred while sending the request ---> System.Net.WebException: Error: ConnectFailure (A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond) ---> System.Net.Sockets.SocketException: A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond

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</sarcasm>

next gale
#

It has been going on for 24 hours now, so it is not that mod.io is not responding, unless it is down.

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When we last troubleshot it we made some changes at the Windows command line. I have reset everything that I know to reset to get my network working, but I am assuming there might be some deep setting that I might have missed.

solid dragon
#

possibly, does set | find "PROXY" show anything?

next gale
#
HTTP_PROXY=192.168.49.1:8228
UNITY_PROXYSERVER=192.168.49.1:8228```
solid dragon
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Is 192.168.49.1:8228 the expected / correct value?

next gale
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Nope, that is what it was for my hotspot. So I just need to unset that and let it automatically detect the settings.

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Works now, thanks @solid dragon

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I really appreciate your going above and beyond on that one, and helping with a Windows issue... I am operating on like 10 hours sleep in the last 4 days or so, so barely capable of clear thought.

solid dragon
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Yea, no worries. I'm glad that the changes I made got it all working correctly.

next gale
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Woowoo! Progress indicators on mod downlaods now! I love it!

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Wish you could do it on "update all", but I assume there is no easy way to know the size of the total pending download. Could you show the number of pending downloads, and the progress of the current mod?

solid dragon
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Yea, downloading more than one mod at a time needs some work

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The progress is shown on the individual mods, but would be nice to see the overall progress too

next gale
solid dragon
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heh

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If you change the InstalledOptions filter on the left to Update Available then the cards will disappear as their updates complete.

ornate kelp
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Im having issues with updates showing and recurring updates being installed yet still available

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no crashes, so i have no idea whats going on behind the scenes

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one example of recurring update, no matter what i do, its always available to update

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even tho its a map

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also my search function is borked.

solid dragon
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is it with that map specifically, or map, or all maps and mods?

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Which version of the game & mod manager are you using? and/or can you post your player.log (from %APPDATA%\..\LocalLow\Mechanistry\Timberborn\) for more info

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ahh, this seems to be a combination of an empty version, and the "check for highest instead of live version" checkbox not being checked (note: the description of the checkbox doesn't match what it actually does, it's badly written).

solid dragon
ornate kelp
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it doesnt matter what i type in, i click 'search' and there is no change

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screen refreshes and everything

ornate kelp
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its like the depository its searching is changing

solid dragon
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So there is a bug specifically when the version is not filled in (which is something that the New Gigapolis map has)

ornate kelp
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interesting

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but its compounded by the 'update available' button not working

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which might be related to the broken search

ornate kelp
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and then when hovered over, have the textbox explain 'recent =/= stable, if you are unsure, leave this unchecked'

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or checked, whichever leads to less crashes

ornate kelp
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finally got this to send

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for some reason i was getting a warning about 'inappropriate attachement' or whatever

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like 'some of the people in this thread will not be able to see this message'

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fucking discord

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bet it fucking ai age identified me for a hot minute and dropped me below the 18+ or whatever

solid dragon
#

No obvious clues in the log

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The errors for 5012065 are because Moddable Weather has been deleted

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MirrorBuildings (2567375) is also obsolete

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The checkbox basically means "allow orange versions" (without it only "green versions" are considered)

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Basically it looks for latest green version, then (only if the checkbox is selected) the latest orange version,

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and that logic seems a bit backwards to me

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I think better logic would be "take all the green (and maybe orange if the checkbox is checked) -- and just pick the first one"

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errr, that won't work either,

ornate kelp
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english is a bitch language

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orange is a stable release, yeah?

solid dragon
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no, green is the mod author declared that this version is compatible with the game version you're running

ornate kelp
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why doesnt the game check?

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like its a simple check for compatablitiy

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i mean

solid dragon
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red is that is it incompatible,

ornate kelp
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im shit at understanding code, but im real good at english

solid dragon
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and orange is that the author didn't provide any version comptability information

ornate kelp
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like really, really good cause im an author

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can the game run a check?

solid dragon
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If there's enough data for a check, it does that, and gives green (okay), or red (not). If there's no data, then orange

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but at the moment the "can upgrade" logic feels wrong when the checkbox isn't checked

lean jolt
# ornate kelp why doesnt the game check?

It check, but only for steam mods that has the versioning system. ModIO it isn't integrated into the game and ModManager can only install a single version of a mod. Still, It's a better solution than steam, It allow to select the mod version you want.

solid dragon
#

(or at least incomplete, if the mod authors don't provide any version compatiblity information)

solid dragon
lean jolt
#

YA, but it install the one you choose, not like steam

solid dragon
#

yes, that's much nicer

ornate kelp
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sorry for slow reply, life happened

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but, is there like a version specific line of code that each mod has to rely on? not version numbers etc, im talking, without this line, shit dont work

ornate kelp
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like, im not calling you a liar

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but like, when i download a mod, i get all the versions of the mod

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like ive never had 0.6 version of beaver

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ive only ever played 0.7 and 1.0

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and i only downloaded this mod for 1.0 version of the game

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wait nvm

#

i totally got you wrong

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mod.io has multiple versions, steam doesnt

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i got it backwards, sorry

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i wont delete my messages but dont bother responding to them

solid dragon
#

Steam has multiple versions too, but only the latest is available to download.

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(The mod author can download older copies of their mods, but no one else can)

solid dragon
ornate kelp
#

would it be hard to impliment? like, i dont know what it is called, but to upload custom levels in most games that allow you create them, you have to complete the level yourself before the upload starts to authentic that the level is completable

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you can get round it as its just a single check, so i know itd be on an honor system

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but like, just the opposite of a crash report, if that makes sense, of the latest version of timberborn that the mod was run on

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if you dont wanna do any of this, feel free to tell me to shut up, im just having fun teasing out this problem in my head

next gale
solid dragon
solid dragon