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Klei Bug Tracker

Game Updates

Hot Lava Bug Reporter

Everything posted by Fidooop

  1. Best update EVER to be introduced SPECIFICALLY for the 64 bit. No update will ever compete with this one.
  2. Crash caused with last game update has been fixed!
  3. What Hornet said... I think I've got a texture file somewhere though let me check. Yep! Found it! Not the best however... I put this together a *long* time ago and you can tell the little errors in it but it still does work. ...Also I like your profile pic... DINGODILE FTW!!!!!!!!
  4. Oh by the way! New mod icon! Reason it changed to gold is because the upcoming Modded Skins API will use the blue color as it just fit better.
  5. Hey, everyone! If the last game's update is causing your mods to crash through MiM, Cunning Fox already uploaded a temporary patch to fix the problem. And before you ask, yes, it works with MiM to become a client-mod and help out with any MiM mods crashing in the menu. As far as I am aware, Klei should be pushing a fix for this on Monday so this is only temporary.
  6. Aaaand yet another bug... HOPEFULLY the last for a while. Just updated the mod to fix an issue causing MiM-enabled mods to not be able to access their mod configuration data.
  7. The bug ADM reported is now fixed! Thanks again for your help, ADM!
  8. I think I have an idea of how to fix this.. Could you contact me over Discord? It'll be easier for me to fix it if we can communicate back and forth.
  9. Bug fixed and mod updated! For everyone else wondering about the second bug Stormish found, I've been communicating with them about it to try and sleuth out what's going on because every other mod is functioning as expected. Will update MiM again if it ends up being found that it's MiM's fault!
  10. What the heck?! That was working before I uploaded! Gaaahhh. Well, I'm working on a bare bones character atm and will be able to use it to hunt and fix these bugs. So maybe later today I can push an update? Not sure yet, we'll see how tricky these bugs end up being lol
  11. I'll be looking into that shortly! Thanks for your feedback, I really appreciate it
  12. I added a new collection to help users find MiM-compatible mods! If you'd like to do your best to help users find your mod through MiM there's 2 thing you can do. 1: Comment on the collection I made with a link to your mod, I'll add it 2: Put "Mods in Menu compatible" in your mods' description
  13. Just pushed an update fixing that problem!
  14. 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.
  15. 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 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 it 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

  17. 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!
  18. 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
  19. 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!
  20. 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!
  21. 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

  22. 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: