#Mod manager
2843 messages · Page 3 of 3 (latest)
Ignore. 😝 It's working fine now. I unsubscribed and subscribed again.

maybe it happens under specific conditions, but happy they are very specific so you dont have it happen again 
@outer drift , after I close the ingame Mod browser, I got ... what' on the picture ❓
Not at all, but is so funny 🤣
unless something more severe is found, i will focus on other mdos
You never pushed ir?
btw, i saw filters being ignored too -- it only happens with the first search, after that it behaves correctly
and if I wait for the initial load to complete, then it doesn't happen
(or at least I think that's the difference)
uhhh. obviously I'm doing something wrong. what is it?
Downloading update 5 mods while in update 6
You need to manually select the latest version after clicking on the mod in experimental
i figured that was it 😂 wasnt sure though
so sort on official pipeline those can be installed with modmanager
Mod manager 3.0.2 on update 6: It looks like it's not deleting old files when updating mods.
eg: staircase 2.0.3 --> 2.0.4 ends up with duplicate specs, because they were moved,
Suggestion to change Name to Mod Broweser
i checked, seems that is the case and is related to something stupid
will try to remember
or Mod.io Browser maybe?
I'm not sure if how much mod.io likes being in the limelight.
They pretty much like being in the limelight. Scroll down to "Share Our Brand" here.
https://mod.io/about
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.
woo, I've reproduced the SocketException: Connection refused. crash (unintentionally)
unexpected because the mod.io cli (modiom) seems to work fine,
odd, strace tells me it's trying to connect to port 0, that can't be right can it,
ohhh, it's a difference between 0.6.1.0 and 0.6.3.1, eh? is something corrupt with my install.
Maybe Unity 6000.0.4f1 vs 6000.0.7f1?
and affects more than just Mod Manager, all socket connections seem to be bust (Unity does some at start-up -- or fails to)
okay, I found a weird setup in my environment that triggers it, and found a workaround,
oooh
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.
re: not upgrading cleanly -- it's because ModExtractor only deletes the old files if the name of the directory is different -- in update 5 the directory included the version number, in update 6 it doesn't, so the directory doesn't get cleared out when the version changes.
(I added a comment to the applicable line on the github commit that changed it)
Harmony mod must be excluded from automatic download if there are dependencies
currently it downloads too so people have it 2x... they already have one to run ModManager at all
like this
harmony with the number was downloaded within another mod (cuz dependency).. would like to make mods that are required by ModManager themselves not download
Hmm or that it finds and update existing one just like modmanger does for itself
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
Yes, but Knatte was saying that it could also update it
Exactly what i meant.
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)
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
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
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
True true
No
why?
I disagree with the sentiment of making an exception for the sake of making an exception
well, but it duplicates harmony unnecessarily, and from the logic of the matter, downloading a mod that ModManager needs for its launch is nonsense
i removed harmony as a dependency now
Does it not use any patches? 🤔
Nope, not anymore
Then thats even better only one thing to install👍
yea, that is exactly what i was thinking, is possible with minimal changes because of the addition by Emka
Also properly fixed the issue related to not updating correctly or removing the older version
not sure if it works in 100% of the cases, but atleast a lot more of them
so the Manager no longer has any dependencies? 🤔
I believe so yea, independend mod
That's how it should be, I just thought some things require patches
wierd statement
You should stop writing things in a way that seams like you are saying facts while actually saying opinions
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 👍
yes it does, both posters had an old version of the mod installed, and the issue can probably be closed.
It would nice to fix issue #24 (crash when no network is available), but not super high priority I know.
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.
It would completely unnecessary and gratuitous 🙂
And how well would that work for those of us who do not have the game on steam?
It would only work when the game is used though Steam.
I think Mod Manager would still have to provide mod.io support
but maybe it could do both, or have an option to switch between the two
Yeah. I don't know how many of us have the game through a different store for one reason or another.
I don't have it through Steam, so it would be completly useless to me too
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.
at the moment, I think that's completely impossible -- once Update 6 is released, maaaybe
I've tried to figure out if I could download the mods from Steam, and totally failed so far.
I didn't try downloading mods for another game though, which would be the sensible way to test
SteamCMD is a ~mostly official tool which can be used to download mods from Steam,
it doesn't work (yet) for Timberborn mods
Unless you login with a Steam account that is subscribed to the "Timberborn Workshop EXPERIMENTAL ONLY" group.
ohhh, which now seems to be available for anyone, not only accounts that have purchased the game,
that's new
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?
or a warning message? x old files still exist in mod folder want to remove them?
but think its cleaner it always replace full folder and not keep the old one 
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
Let me create a new issue for it, so that it can be tracked properly
Created issue #64
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.
or maybe skip .cfg ending? or what other ending is there for config
and not used by normal files?
doesn't have to be only config files, could be other assets,
eg: if a mod added something like tails, where a user adds their own custom images, or sounds (eg: for custom speaker)
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
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 
or maybe mod_manager_manifest.json could store a list of files that it installed,
then it would know what to delete,
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
or by code create user.cfg from user-example
yea, that would work too
just a note Moregroup contains 321 files totaling to 279kb 😛
yea, but the list of files is only ~26kb
Oke, so any issues the need fixing for release?
Related to modmanager*
oooh, wait, isnt that..
i believe i fixed, but never pushed

had to do with mod folder name
When upgrade a mod, if files have been renamed or deleted, then the old version of the file is not removed. When the code in ModManager/ModSystem/ModExtractor.cs was changed to support update 6 the...
it causes a lot of problems that after updating the mod it leaves some old files and then the mods crashes
You by any chance have a mod where i can test this reliably on?
it happened to me with water extension when i downloaded the older version and then the latest version
here is an example of what happened to me
#1064976877170741328 message
More info it happens when using latest experimental
The only mod that I don't use is 4Wdistrictcenter 🤔
Happens when trying to download mod correct?
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.
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
if you are on experimental, try and access the mod manager and it will say something like bool at the end
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 😭
that is the error i was talking about
YA, but I want to give to Tobbert a hint where to look.
Also, when select to show U6 mods, the same message #1096743527368622182 message, crash on downloading mods, but, updating mods is working ...
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?
(purely based on the release announcement, I haven't looked at the code yet)
was about to report this but judging by the comments above it's already known?
Sure I know about it, and, a few more .... 🤣
This is the message
#1096743527368622182 message
As experimental and stable now is the same
ooh but ofcrouse
So something has changed because of the multi version support
fix is live
thanks for the work
oh nice, it looks like it might have a fix for the version upgrade too?
and no more Harmony requirement, very nice
when you have time, please upload the fixes to github
nit: the steam workshop description needs some tweaks, it mentions manually install the mod. Also references to Thunderstore can probably be removed.
also change notes are currently empty 😕
Of yea, forgot to add anything, but those cannot bw changed i believe
did you leave You left some debugging for InstalledAddonRepository.Instance.TryGet compiled in
in ModManagerRegisterer.Load
Side efffect of now having the mod version in the directory is that upgrading will auto-enable a mod
not sure if that's a desired behaviour or not
probably would be nice to preserve the current status
Timberborn.Modding.ModPlayerPrefsHelper can be used to get the current IsModEnabled before the upgrade and then ToggleMod with the new version
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.
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
almost certainly yes, it's "just a matter of coding" because the information is (I think) already downloaded and available.
A friendly reminder that when you have a moment could you upload the Mod Manger fixes to GitHub.
Version 3.0.3 doesn't seem to handle multi-version mods correctly, results in empty installs. ref: #🚀mod-users message
Maybe because ModExtractor.ExtractContent tries to look for which directory manifest.json is in?
a work-around is for the mod author to include a metadata.json manifest.json in the root directory,
is it not the manifest.json as im doing? 
yes, that's what I was trying to write, maybe "root directory" isn't the right way to put it,
I meant to write manifest.json, (fixed)
I guess longer description would be "include a manifest.json in the base directory like it used to be" (because root might be confusing)
ya or together with the thumbnail 😛
@outer drift ModManager seems to be broken?
latest experimental? got a full logfile?
Yes.
the code for ProvideFilterIds case UpdateAvailable has: pair.Value.get_ModId(). I suspect pair.Value was null
The only issue with that is that UpdateableModRegistry.IndexUpdatableMods doesn't put null files into the dictionary
@outer drift would you be able to provide a fix for this? I'm finding a lot of mods unable to install because their manifest is nested in /version-0.6/
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?
Are you playing on Steam?
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.
I got it, thank you so much!
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?
A couple questions:
- How are you installing Mod Manager?
- Do you have an internet connection when launching the game?
i installed it over steam
yes
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.
sorry if thats stupid now, but how do i verify them?
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.
looks like its all fine. atleast i didnt got any notification
I was just about to ping you too.
Wait, does that mean the mod is working now, or just that the verification went alright?
no its still crashing
Did you run the Mod Manager in a previous version, using BepinEx?
yes
Please make sure you have completely deleted BepinEx and the old version of Mod Manager.
okay that was the problem. thank you very much its working now
Oke, fixed the issue regarding most usecases for the incorrect download and extracting of the zipfiles
Fixes only for the U7 version. It looks like the U6 version is untouched
also there's no manifest.json in the root, so it'll need to updated manually, i.e. it can't update itself
huh, it update perfectly,
ohhhh, because the logic is entry.FullName.EndsWith("manifest.json"), so "mod_manager_manifest.json" matches hehehe
very first attempt with new mod crashed with NullReference in ModCodeStarter.StartMod, btu retrying worked fine
so not sure if it was transient or left over cruft,
but it seems to be working fine now
any chance you could update the source code on github?
the latest is still U5
but I have a backup of 3.0.2 in my fork
oh, and mod.io mod needs Update 7 tag added
where can i get mod manager for update 4
ok, thanks, but where do i put it? im assuming it dosnt go in the 'mods' folder like in update 6
It's with bepinex
ok, i'll try that. thank you
See this : #🚀mod-users message
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.
And you need to check each mods changelog description and hope there is a update 4 version or try each version until it works and if it crashes at boot you need yo manualy remove it and try next
Meaning there is alot of work and not plug and play
Its plug and pray
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?
any suggestion is greatly appreciated
If its just remove maps:
Just start the game click on edit map and a open folder should show
Or open my doc and timberborn and maps folder
In there you may then remove any unwanted maps
Note the req of having the game started!
cool, i never thought that
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
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
that error is throw when there are zero blueprint of a type,
Weird, because the mods work fine when I remove the duplicate Harmony and TimberAPI
unclear why there wouldn't be any AudioMixerGroupRetriever
I can only assume things get weird when things are loaded twice,
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)
loading Harmony twice, I'm unsure if that's safe,
but loading TimerAPI twice is almost certainly not
Yeah, I kind of figured double loads is a bad thing for most code-based mods
for mods that include materials too, hence why AppendVanillaResources
makes sense
Web UI can be loaded twice, but it tries to use the same port for both instances, so the 2nd fails (gracefully)
Reminds me of so much code I worked with at various jobs :/ Or older C code with includes that made a mess of things
Did Mod Manager get fixed to no longer require a file ending with manifest.json in the root? I don't remember
Answer: yes
Reminder to upload the 3.0.4 code to github please,
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)
U6 mod manager has a bug that root need an manifest to know that its a mod
But is fixed in u7
@long perch
Was it a deliberate decision to make the bots in Greedy Builders require both fuels?
Yes and why this thread? Why not my dedicated #1283726435730591798 thread?
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.
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
I'm off to bed now, gn
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?
It has been thought of a long time ago: https://github.com/Timberborn-Modding-Central/ModManager/issues/7, so I think it just needs someone to get around to it.
yup!
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
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.
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
Why would you need a separate mod for that?
Well, the idea is that i would also create a mod.io mod uploader
Ehich would hook into the mod.io account mod
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
Ah that makes sense, thanks 🙂
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
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)```
Can you share the file that's like 2 Player Log ?
What a fast reply! Sure, here you go:
Hmm, that's one I haven't seen before. Do you get the same crash if you have no mods enabled?
No. Without any mods enabled it starts just fine.
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
Verify that there is only one folder for each mod in the mods folder
If there is 2 delete both and reinstall them if needed
Do you mean in ...\TB\Mods? Or are you talking about the folders in e.g. "...\TB\Mods\flood1_3390034_1.0.0"?
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.
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!
Glad to see it working more, do feel free to let us know how it does 🙂
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.
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.
But the files are identical so I'm really not sure what's going on here.
Manually it doesnt generate a mod manager manifest probably, so that makes it crash i imagen
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. 
ModManager looks at all installed mods (not only enabled mods), so even having one twice may have caused this.
And this is why only manual install modmanager rest install with it
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
also the risk of it installing it by dependency and now you have 2 mods thats the same
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)
Thing is, the flood season mod was causing the crash when the mod manager installed it. Manually installing it didn’t crash and I know I didn’t have it installed twice, I checked. Cc: @solid dragon
hmm, interesting
Did you install Flood Season with Mod Manager v3.0.3 (U6) or v3.0.4 (U7)?
3.0.4
or manually?
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)
yea, and there's already a mod_manager_manifest.json in the version-0.7 directory in the zip file
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.
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.
gotcha
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
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
@ximsa is the author, and they're on here so maybe worth letting them know this is an issue.
Oh, there's a thread. Okay. will forward there.
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
This is a fair point, however the same behavior exists when installing things from Steam AND from Mod.io
There are some mods that only exist on one or the other, but both might require TimberAPI or Harmony and I end up with two versions.
yep, totally agree there
and they look identical
i.e. they don't get the folder name prefix
What does mod_manager_manifest have?
Im on mobile now
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
So you'd have to download it anyway?
How does the API give you the dependencies to fetch?
Is also just part of mod.io api
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
Like Emberpelts which is 1gb?
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
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
I can probably add a package validator after download to see if it should be removed
So you said that the API handles the dependencies for you, you don't get a list then have to fetch them separately?
Yea, its just 1 request to get all dependencies
sadness. We just need a service that is an abstraction layer between Mod.io and Steam 😛
so if we tell emka that the manifest should have a required field ModIOID (0 if no modio)
it would fix alot? also be able to see if already installed from steam?
or is there some other info that would be needed?
example:
"ModIOID":"4399324",
I was about to type no, but thinking about it, yes, that fixes it all.
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
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 
why? i cannot follow that though
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
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
ya true as a safeguard
but that depends on the mod being official pipeline, so i was thinking disabling download for nonofficial pipeline mods
ya we should not support bepinex format anymore i think
as we have not seen alot of usecase where its needed
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"
this is the one i have heard it was to tell if bepinex or not
to tell at u6 if it used bepinex or official routing
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)
Just refers to using intended ways to load assets and code and therefore having the manifest.json for example so it can correctly be enabled disabled by the ingame modmanager.
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.
Hmm, do you still have BepInEx installed?
No manifest file found in C:\Users\mikep\Documents\Timberborn\Mods\bepinexpack_2462172_5.4.22.1
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
Guess was an accidental click during download, or, maybe, an unwanted doubleclick (maybe dirty mouse ?)
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
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)
So you don't think that was the actual cause? FWIW, bepinex was installed since the 28th of may, and I have installed several mods since then without issue before today
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".
One of the other mods installs it as a dependency (I didn't figure out which).
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).
Solution, dont die wierd stuff 
So how to still check that?
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
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.
looks like its broken, yeah.
@outer drift could it be that you have source code for version 3.0.4 and can upload it so someone can rebuild it?
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.
no, i just edited everything without keeping updates
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?
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.
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)
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
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.
Mod manager has broken in a recent update, sadly, and the author isn't around to fix it. =(
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
You and me both. You're welcome. Maybe someone will someday revive the mod.
If trying to code didn't give me a headache I'd consider doing it myself.
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
I like to code but ... not in Unity ^^' Never understood how coding games worked (i quitted working in the industry after a few weeks in)
Please test this and report back if it works or not
seems to work as far as i can tell
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.
thanks for your efforts
I've posted an [update](#1096743527368622182 message), please let me know if it works for you.
Are you santa ? because that view at that date sure fell like a christmas gift !
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?
but the manifests/version-dirs can't be read before download, so it's not possible to check which versions are supported before download 🙁
tags set on mod.io as seen in the image selected "Update 1.0"
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
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
ya but how often is that updated anyway in the meta data/change log?
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 
i can see Orange is if there is no update tag set 
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)
not so great as said before it need to download to know that info 
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.
well just a thought nothing need to be done atm
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
and if you redo download try to do it so its a que you add to 😛
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
ya and next question how do you handle login to google for example 
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,
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)
so if your steam account is linked then login could be seamless, otherwise you need to manually configure an oauth token
like mimic was
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
ya im fine with creating the page and setup dep first and just define a modioID in the manifest and it can read that 
even have prepared it on some manifests 😛
I'd be lazy and just read it from mod_manager_manifest.json
but that do not exist on manualy built mods 
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)_/¯
wonder how soon after you release anything devs release it as game feature 😛
I asked and they basically said they plan to do it eventually, but nothing is scheduled.
well, do them good, they have testers and feedback on features before even coding anything !
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.
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 !
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.
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.
Note! But there could be cases where you need to go to an older version, does it first check if its live?
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.
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?
Maybe this is only used in experimental builds? I seem to remember some logic that it uses live for stable builds.
Ya from before version folders was a thing 🤔
Ooof, no the regex was made by TheBloodEyes, but i dont remember why it was like that no. I think because it looks clean and less differences to create errors?
also this is it needed now? or does it complicate the code more than needed 
and not sure why it show Choo choo when i filter on update 1.0 
and tapi
Normally TryGetCompatibleVersion returns the highest compatible (green) version, with that checkbox ticked if it can't find any compatible versions then it will try and return the highest unknown version (orange).
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"
no, you need the one from #1096743527368622182 message
Thanks
This one works, wanna be added to the group so you can upload?
Or what might be good?
Yea, that would work
I'm working on another update that fixes some small issues that have been bugging me for a while too
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
Link in pinned message #🚀mod-users updated for now
Lin Pin?
- Link in pin
🙂
Uploaded 3.0.5 and then 3.0.6 to Steam
Ayoo
Okay how do I make scan for Workshop mods?
Could you explain in more detail what you mean
Like when I open up the Manager it doesn't show me the mods I have installed from the workshop
Steam Workshop
The Mod Manager mod? It can't detect what you have installed via steam workshop.
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.
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
Tahnk you so much 😄
Not a huge set of changes, but they've been sitting unreleased for 2 weeks, so I released them.
Yeah! Let those changes free!
Ayo, amazing works, man thanks
Thank you my lord
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)
Mod details/full info view is broken in 1.0.11
sorry I kept getting an error from discord of 'file cannot be empty' so I had to re-unzip it
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
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
?
huh
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
I think either should be fine
If you're still in 0.7 make sure to download 3.0.9 specifically,
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
if you in 1.0, then just download whatever it will
cant download anythign in 1.0 lol
doesn't the download button work?
you don't need to open the details window to download
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
interesting, so it did see itself already installed,
(it wouldn't have crashed otherwise)
i thought that was the 'key already exists' message, which is why i pasted it
i can try updating it in .7
*if youd like
so now do you have mod-manager_2541476_3.0.8 and mod-manager_2541476_3.0.9?
in the Mods directory
did you used to have a mod-manager_2541476_3.0.8?
i wouldnt know sorry
i had one that worked with .7 i can tell you that
yea, the 0.7 files are identical between 3.0.8 and 3.0.9
seems to work
i downloaded a few mods, updated some others
odd, when i left the mod browser menu, it didnt reboot the game
i was sure that it did that in .7 if you downloaded mods and then chose 'leave'
it should prompt to,
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
which is odd, no offence, cause the mod manager window has a quit-restart option
I probs got them confused, and thought the mod browser had the same programming? if thats even what it is lol
I don't think the Mods window doesn't have a restart option
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?
The restart button is added by one of the TImprove mods
ah, my mistake
same for the load/save list options
The problem with the first mod window prompt, is that it shows before mods are loaded,
so mods can't affect it
(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,
it allows you to sync mods & restart from the load game window
interesting
I'm just waiting for the map editor mods to be updated, especially the quadruple bounds mod
but thank you for all your help
quadruple bounds won't be updated, try "Map Resizer [Works with Map Editor]"
does a mod have to be enabled for it to be marked as positive for update?
sorry if thats hialriously awful wording
I don't think so
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
so like ? yknow
huh, that's weird
I wonder if the logic is slightly different between the two modes
ohhh, try enable "check for highest instead of live version"
and maybe close the window, to go to the main menu, and go back in
The text doesn't match the actual logic
?
sorry you lost me lol
yeah, it looks like the mods with the available download button can all be updated
also using the 'update available' filter gives me 0 results
it actually means "allow updating to orange versions"
ahhh
with it unchecked, only green versions will be considered
might need to close and reopen the window (don't restart the game)
too late lol
ayy
so it didnt work on the first refresh
but repeatedly going back and forth from the menu to browser while having the box ticked, i now have more updates
except some of them dont have updates
so tick, manually change one (up or down), and then it should then detect correctly
ignore the first two, those have updates, but the knattes base
trying to get a pic of the drop down menu is a bit hard
yea
its more that i have 1.0.1.0 installed already
but it's also because the game version is higher than 1.0.9.9
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
because the highest orange version is 1.0.2
I didn't write the logic, I think it's weird,
I want to rip it out and replace it with something better
im sorry
no worries,
i assumed since you were the one fixing it with me, you were the author
was like 'may as well do some bugfinding'
also i assumed that knatte was just shit at naming versions
I may have seen it before and kicked it down the road because there were more interesting things to fix/add
hell yeah
I thought that making the UI not hang while downloading, and display download progress was more important 🙂
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
everyone knows that gui is the most important part of a program
/afk rotflol
making it look pretty rather than actually usable or user friendly is the main goal - says microsoft
download progress is GUI
eh
if it were me in control, the download progress would just be a 'downloading...' which turns into a 'complete!' or 'ERROR'
I did not like the lack of progress when downloading a large mod,
or just a fake progress bar, like the old windows ME or XP
The large factions are hundereds of megs
if you're quick you'll notice it actually counts to 100% twice (once for the download, and once for extract)
i would defs do a 'estimated time remaining 109 hours' which goes exponentially high, only for to actually be like 5 mins in total
just to mess with people
be like 'wow, this program is aces if it could make that huge download go so fast'
thats really impressive, sadly i do not lol
it's easier to see on the mods with lots of files
i do gotta ask, what is the order in which the browser picks mods to update
otherwise it's over so quickly, it's impossible to spot
its never the search results order, it seems at random
hrm, good question
im not bitching, im just curious
maybe alphabetical?
nope
i can tell you that one is out
ive got a T mod down before an E mod
and another E mod has been finished
might be random, I think it's iterating a dictionary
tubeway just finished
emberpelts is just starting
tho extra terrain tools has already finished
it might also be in mod id order (the numeric id, not shown on the UI), but I don't think so
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
have fun ignoring that one lol
Do you have "Run in background" enabled in Settings?
i cannot exit the browser atm
where as UI updates have to happen on the UI thread
i am in the middle of emberpelts and i dont wanna fuck that one up
you should be able to exit the browser while stuff is downloading
(test it on a smaller mod)
i love your confidence
I said "should"
ember is at 80%
i'll fucking send it
i did not have run in background on
also the download continued
and now the progress is actually updating
how neat
previously it was "don't touch a damn thing while anything is downloading, you might corrupt it"
thats usually how i treat mods with games
pretty much with the same logic icp has towards magnets
¯_(ツ)_/¯
So KnatteAnka updated their other mods, but not materials?
yeah
im actually just watching my mods get like live updates
its hilarious
i was bout to message again and be like 'whelp it fucked' but then i watched another one change haha
bobin is updating too hahah
oh, you can also cancel a download by clicking the button again
Here you go @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
</sarcasm>
It has been going on for 24 hours now, so it is not that mod.io is not responding, unless it is down.
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.
possibly, does set | find "PROXY" show anything?
HTTP_PROXY=192.168.49.1:8228
UNITY_PROXYSERVER=192.168.49.1:8228```
Is 192.168.49.1:8228 the expected / correct value?
Nope, that is what it was for my hotspot. So I just need to unset that and let it automatically detect the settings.
Works now, thanks @solid dragon
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.
Yea, no worries. I'm glad that the changes I made got it all working correctly.
Woowoo! Progress indicators on mod downlaods now! I love it!
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?
Yea, downloading more than one mod at a time needs some work
The progress is shown on the individual mods, but would be nice to see the overall progress too
Yep. But definitely a "would be nice", not a huge issue... It only really matters if you haven't played for a long time and have to update 43 mods like I just did.
heh
If you change the InstalledOptions filter on the left to Update Available then the cards will disappear as their updates complete.
Im having issues with updates showing and recurring updates being installed yet still available
no crashes, so i have no idea whats going on behind the scenes
one example of recurring update, no matter what i do, its always available to update
even tho its a map
also my search function is borked.
is it with that map specifically, or map, or all maps and mods?
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
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).
How is search borked?
it doesnt matter what i type in, i click 'search' and there is no change
screen refreshes and everything
its like, at random, and it changes
its like the depository its searching is changing
So there is a bug specifically when the version is not filled in (which is something that the New Gigapolis map has)
interesting
but its compounded by the 'update available' button not working
which might be related to the broken search
i was thinking bout this btw, why not change it so it says 'check for more recent release'
and then when hovered over, have the textbox explain 'recent =/= stable, if you are unsure, leave this unchecked'
or checked, whichever leads to less crashes
most recent release, etc
finally got this to send
for some reason i was getting a warning about 'inappropriate attachement' or whatever
like 'some of the people in this thread will not be able to see this message'
fucking discord
bet it fucking ai age identified me for a hot minute and dropped me below the 18+ or whatever
No obvious clues in the log
The errors for 5012065 are because Moddable Weather has been deleted
MirrorBuildings (2567375) is also obsolete
The checkbox basically means "allow orange versions" (without it only "green versions" are considered)
Basically it looks for latest green version, then (only if the checkbox is selected) the latest orange version,
and that logic seems a bit backwards to me
I think better logic would be "take all the green (and maybe orange if the checkbox is checked) -- and just pick the first one"
errr, that won't work either,
no, green is the mod author declared that this version is compatible with the game version you're running
red is that is it incompatible,
im shit at understanding code, but im real good at english
and orange is that the author didn't provide any version comptability information
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
but at the moment the "can upgrade" logic feels wrong when the checkbox isn't checked
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.
(or at least incomplete, if the mod authors don't provide any version compatiblity information)
mod.io mods can also have multiple versions inside, it's 100% supported
YA, but it install the one you choose, not like steam
yes, that's much nicer
sorry for slow reply, life happened
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
are you sure?
like, im not calling you a liar
but like, when i download a mod, i get all the versions of the mod
like ive never had 0.6 version of beaver
ive only ever played 0.7 and 1.0
and i only downloaded this mod for 1.0 version of the game
wait nvm
i totally got you wrong
mod.io has multiple versions, steam doesnt
i got it backwards, sorry
i wont delete my messages but dont bother responding to them
Steam has multiple versions too, but only the latest is available to download.
(The mod author can download older copies of their mods, but no one else can)
To be downloadable by Mod Manager? There's no requirement no.
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
you can get round it as its just a single check, so i know itd be on an honor system
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
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
Nice, I hadn't even seen that option, never scrolled that panel down far enough.


