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About Fidooop

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  1. I intend to handle the first thing you mentioned at some point. Just still not sure how yet. Secondly, I'll try to look into what's going on with the server screen and figure it out. It's supposed to be a separate UI and not be affected by MiM at all.
  2. MODS IN MENU IS BACK, BABY! And this time, it's here to stay! No more hand-holding No more spammy tables in the modinfo No more crashing with every Klei update Now fully open with limitless capabilities Fully loads server mods on the clientside Able to access a mod's configuration Allows for Postinits, Prefabs, and Assets to be added Put characters in the main menu Insanely easy and user-friendly How does it work? I'll tell you! A brand new tab will appear in your mods menu. Click it and you'll be able to view mods that are compatible with Mods in Menu! And that's it! Click apply and you will be able to see changes that mod wants to make to the main menu! Ok, but how can I make my mod compatible? Simply add a modclientmain.lua file to your mod. Treat this modclientmain as if it were a second modmain that only loads clientside. (because it is) And that's it! Your mod is ready to access the clientside! Okay but in all seriousness though, there's a few important things I need to note and go over. Firstly, an explanation of what exactly is going on here to help those newer to code understand. Your modmain.lua file is essentially the starting point of your mod when it is loaded. It brings in assets, prefabs, and game changes, all starting from that single file. The new modclientmain.lua is essentially the SAME EXACT THING with all the SAME EXACT CAPABILITIES. However, it is loaded on the clientside via Mods in Menu! "Okay but why would I need that? I could just set my mod to be clientside!", I hear you audibly questioning from your brain. And I have an answer! Making your mod clientside will prevent it from being enabled serverside! This is bad for a modded character for example. This feature is mainly there for server-only mods to reach their characters and items into the main menu for users to enjoy more features! Now I've gotta cover some basic restrictions and changes that everyone should pay attention to. First, your mod's priority. It is very important that you do not reach this priority number (-2147483647) with your server mod as Mods in Menu MUST load after all server mods to prevent major issues. If you need your server mod to load on the backend then do -2147483646 instead. For those interested, all mods loaded by MiM will then load AFTER MiM using the normal priority rules. Next thing to note, is that when working with your modclientmain your goal is to use the absolute minimum code/strings/assets possible! The entire reason Klei originally moved server mods to not enable on the clientside is because they wanted to cut down on load times. Keep this in mind when working with your modclientmain and only require assets/code that is absolutely necessary for your character or changes to appear in the main menu as intended! Depending on your programming experience, there's a multitude of ways that you can use your modclientmain! Handle your modmain and modclientmain files completely separately. This is the easiest for those not too familiar with code but takes more time and effort to upkeep. Have both your modmain and modclientmain require a common file that will register all assets/prefabs/strings/etc that would otherwise be shared between both files. This will generally be my go-to for mods as it makes upkeep nice and easy and it cuts out all repeating code. DO NOT DO THIS UNLESS YOU ABSOLUTELY KNOW WHAT YOU ARE DOING. Calling modimport("modmain") will load your modmain file, leaving the modclientmain practically untouched and load your full mod as intended serverside. This will be the optimally efficient way to handle your mod but things can go south quickly if you don't do it right, it can be dangerous. There are a couple IF checks to help out with the 2nd and 3rd methods to ensure you don't load serverside things on the client! --This variable gets added to your modding environment by Mods in Menu --Use this check to see if your file is being run on a server or by Mods in Menu if is_mim_enabled then --This is a check I found while building this API actually and it can prove to be quite helpful for mods enabled on both client and server --The gamemode will always return an empty string if you're in the main menu and not in-game if TheNet:GetServerGameMode() == "" then And that's all anyone needs to know really! Attached to this post will be a modclientmain file I whipped up as an example using the Whemy The Witch mod under the first handling method. IF THERE ARE ANY QUESTIONS, PLEASE FEEL FREE TO ASK HERE! SPECIAL THANKS TO: Erik for drawing the mod icon image (isn't is awesome looking?) Hornet for encouraging me and letting me use Hamlet characters as guineapigs Von for letting me use Whemy as a guineapig Get the API on Steam: modclientmain.lua

  4. Hey, quick status update on the streams. Due to the events of yesterday, I regret to inform you all that there will be no stream this week. I apologize for this to anyone that was expecting a stream today. But I now have some setting up to do on my personal Twitch account as a result. And that will take me some time. Thanks for understanding! I'll see you guys next week!
  5. Ahh, stream over! Thanks to everyone who tuned in! It was a blast! PROGRESS: Snowmen now accept any hats Fixed multi-symbol generation issues caused by faulty autocompiler Snowballs can now be rolled Rolling snowballs makes them bigger Fixed some onsave/onload issues with the snowman PLANS: Update snowball mod with the ability to craft snowballs if it is snowy on the ground Make snowballs only grow bigger when rolling if snow is on the ground, smaller otherwise Make rolling snowballs turn them into big snowballs, bigger snowballs, and biggest snowballs Make Big/er/est snowballs equippable as heavy objects (like chess pieces) Make bigger snowballs stack on biggest snowballs and big snowballs stack on stacked snowballs, making a snowman Make snowman talk when completed Make snowman namable? Make snowman hammerable for hat back Make snowman melt Make snowman give sanity aura Make buttons trinket count for the belly instead of more charcoal
  6. Hey, all! Quick status update. Won't be streaming today. Just don't feel up to it. It was my dad's birthday today and I went out to eat with him to celebrate. Family holds a higher priority than live streams. As it currently stands, stream is pushed back to tomorrow. We'll see how it all goes and if things are good I hope to see you there!
  7. I am looking into Restream so that I can stream to both YouTube and Twitch at the same time! I have been working with Mulk to stream to the DS/T Twitch from now on which can be found here!
  8. I'm freshly back to the forums! Made a new post and completely edited my profile! What do you guys think?

    1. Show previous comments  1 more
    2. Fidooop


      The globe is from the outro I've been working on for my videos!


    3. Mobbstar


      Not sure what the context of the globe in the outro is but nice

    4. Fidooop


      Because it looks cool lmao

  9. Hey, everybody. I'm finally back to the modding scene, and with me, I'm bringing modding live streams! Every single Saturday I will be live streaming myself modding new things into the game. Sometimes useful, sometimes vanity, and sometimes just downright silliness! I'll also be posting each new stream here from now on! Playlist of all streams done up to this point Collection of all mods done on live stream Specific streams:
  10. Hallo, you can help with the mod. I get an error variable "WEEGISKINS is not declared"

  11. Fidoop, you had a wonderful mod idea a while back, "Unnatural Selection" of which there has been no news about for a long while now.  You seem to have come back to the game after a while, so if you don't mind me asking, what's the status on the mod, and do you think it will get done?  While I'm totally fine either way, but would just like to hear about it one way or another.

    1. Fidooop


      I never left the game just sort of stopped looking at the forums is all. The problem with Unnatural Selection was that we were building up hype for it all the time and at the same time coming up with more and more ideas to push and getting hype for those ideas too! Buuuuut eventually we realized we had a project on our hands that would take even Klei a year or 2 to put together. And we had more hype built up than we could even deliver on which lead to some serious impatience in some people and made working conditions incredibly stressful for us. Not to mention we'd have to be doing all that work for free... And even if we set up a Patreon or something for it we'd end up having to split the money 20 ways because of how big our dev team was.

      In short, as much as I hate saying it Unnatural Selection is just too big of a feat to tackle. So we've recently decided it was time to put it out of its misery. Unnatural Selection is no longer going to happen. HOWEVER, we are keeping the characters, some of the assets, a lot of the code we had, and some of our ideas. They'll come out in my other mods in time!

      There is a new project in the works that I'm working on with a small team... It was originally just going to be named Unnatural Selection but we decided with how different of an approach we were taking people would get mad if we released it under the Unnatural Selection name. There's not much I can say about the project other than it's being worked on. We really don't want to build hype before we're ready for it and cause yet another mod to die because of it.

    2. Lbphero


      rev up those fryers!

  12. Hi Fidoop!

    I'm a programmer interested in helping out. For example of my work, I've got a creature from scratch:

    I see it's been months since your last post - never a good sign - but if you could use a hand, feel free to reach out.


    1. ayrock_


      Same, full time developer here. Looking to contribute! Happy to contact or message you

  13. Crafting might stop when the event stops though... O_o
  14. You don't even get sanity in The Forge! O__O