HolographicWings / LethalExpansion

LethalExpansion Mod
MIT License
13 stars 11 forks source link

Mod does more than it sets out to do #37

Open johatho opened 9 months ago

johatho commented 9 months ago

I dont know if this is the right place to write this but this is an issue ive had while using this mod so i believe this is fair.

I installed this mod as a required mod for another mod and was impressed by the library type features it adds. But when i got ingame i was suprised to notice that it for some reason also added a new moon and scrap itself. The moon and scrap are good but it seems more reasonable to have those be in a seperate mod as many users will be installing this mod just to use its features as an SDK. Additional features like that dont belong in an SDK and Settings mod no matter how well made they are tough id love to see them in a seperate mod to give me and other users more control over what they install.

HolographicWings commented 9 months ago

I dont know if this is the right place to write this but this is an issue ive had while using this mod so i believe this is fair.

I installed this mod as a required mod for another mod and was impressed by the library type features it adds. But when i got ingame i was suprised to notice that it for some reason also added a new moon and scrap itself. The moon and scrap are good but it seems more reasonable to have those be in a seperate mod as many users will be installing this mod just to use its features as an SDK. Additional features like that dont belong in an SDK and Settings mod no matter how well made they are tough id love to see them in a seperate mod to give me and other users more control over what they install.

The issue is separate theses two features will require for me to do a core mod to put all the code used by both And a lot of more work to make them compatible but optional together I would need to rewrite a lot of things and at it's actual state i can't do it yet

In the settings you have a check to disable modules, just disable the modules and you'll not have any new scrap or any new moon.

BeastnodeG commented 9 months ago

IMO any features and modules should be disabled by default (minus the SDK) until the library can be separated. (also there should be a way to "hard disable" any configuration options since the mod conflicts with other mods even with vanilla values set. mikes tweaks has a feature like this if i recall correctly)

If people are installing this mod directly they probably would not mind going through and configuring everything how they want. It's a bit annoying to have to configure a mod that you don't really want to configure - it makes me a little bit concerned for people who are installing my mod since the library is required to make my mod work.

HolographicWings commented 9 months ago

IMO any features and modules should be disabled by default (minus the SDK) until the library can be separated. (also there should be a way to "hard disable" any configuration options since the mod conflicts with other mods even with vanilla values set. mikes tweaks has a feature like this if i recall correctly)

If people are installing this mod directly they probably would not mind going through and configuring everything how they want. It's a bit annoying to have to configure a mod that you don't really want to configure - it makes me a little bit concerned for people who are installing my mod since the library is required to make my mod work.

all settings of the mod are vanilla by default, if you don't want to configure anything, just don't then, half of people installs the mods for the template scraps and moon, other half for the configs if i disable the modules by defaults, a lot of them will just don't see how to enable it, and i don't have the time to make a proper documentation or tutorial, i still have 1001 things to do for the SDK and pass my entire days on it and on support for SDK usage it's for that reason the template scraps are vanilla friendly, to don't bother peoples

the mod is still hightly wip and i can't make it at the tastes of everyone

BananaPuncher714 commented 9 months ago

Even if the settings are vanilla by default, there are many other mods that change certain settings, which this mod interferes with. It would be great if this mod doesn't do anything by default. It's because of this reason that I am unable to install any other mods that depend on this, since I have carefully fine-tuned many settings for a good experience but this mod overwrites some of them forcefully, while being less customizable.

subzerohurley commented 9 months ago

IMO any features and modules should be disabled by default (minus the SDK) until the library can be separated. (also there should be a way to "hard disable" any configuration options since the mod conflicts with other mods even with vanilla values set. mikes tweaks has a feature like this if i recall correctly)

If people are installing this mod directly they probably would not mind going through and configuring everything how they want. It's a bit annoying to have to configure a mod that you don't really want to configure - it makes me a little bit concerned for people who are installing my mod since the library is required to make my mod work.

I STRONGLY disagree, I cant speak for holographic but first and far most, this mod is seemingly made for the sake of the modules and being able to load the custom maps and scrap. I think it's insanely silly to see someone complain about that. As Holographic said, it's configurable, you can disable the loading of modules if for whatever reason you want to, as silly as that is.

phecdaDia commented 9 months ago

Personally, I saw this mod as a dependency for some scrap items we wanted to add to our friend group modpack, but I don't see us actually adding it since there does not seem to be a way to disable the custom moons from this mod itself, which we don't want, as well as several config options which we already had mods for before and configured. I would also love to see this mod just be a library, with an additional mod that adds all the current moons and stuff that's in this mod, for the people that want those.

subzerohurley commented 9 months ago

Personally, I saw this mod as a dependency for some scrap items we wanted to add to our friend group modpack, but I don't see us actually adding it since there does not seem to be a way to disable the custom moons from this mod itself, which we don't want, as well as several config options which we already had mods for before and configured. I would also love to see this mod just be a library, with an additional mod that adds all the current moons and stuff that's in this mod, for the people that want those.

You can just..remove the other modules? what?

phecdaDia commented 9 months ago

You can just..remove the other modules? what?

I don't see a way to disable the MapSizeMultiplier, ScrapMultiplier, Quota changes, the 102 Wateridge and Christmas moons, the GlobalTimeSpeedMultiplier. I want custom scrap and custom moons, I just don't want the ones that come bundled with this mod.

xamionex commented 9 months ago

I believe that this should be added as toggles in the compatibility tab of the settings, and as for the custom moons, it should be done like additions to the config at the end (You've already added quota compat so good job) Example:

[Compatibility]

## Leave Brutal Company Plus control the Quota settings
## Network synchronization: Yes
## Mod required by clients: Yes
# Setting type: Boolean
# Default value: false
BrutalCompanyPlusCompatibility = false

## Disable the time changes
## Network synchronization: Yes
## Mod required by clients: Yes
# Setting type: Boolean
# Default value: false
TimeSpeedCompatibility = false

## Disable the map size changes
## Network synchronization: Yes
## Mod required by clients: Yes
# Setting type: Boolean
# Default value: false
MapSizeCompatibility = false

and at the end:

[Moons]

# Setting type: Boolean
# Default value: false
oldseaport = true

# Setting type: Boolean
# Default value: false
christmasvillage = true

# Setting type: Boolean
# Default value: false
orion = true

etc..

xamionex commented 9 months ago

Very rough sketch but should help you visualize how you want it Also if you need some help adding the moons to config, I know HullBreaker Company has this for it's custom events

HolographicWings commented 9 months ago

I believe that this should be added as toggles in the compatibility tab of the settings, and as for the custom moons, it should be done like additions to the config at the end (You've already added quota compat so good job) Example:

[Compatibility]

## Leave Brutal Company Plus control the Quota settings
## Network synchronization: Yes
## Mod required by clients: Yes
# Setting type: Boolean
# Default value: false
BrutalCompanyPlusCompatibility = false

## Disable the time changes
## Network synchronization: Yes
## Mod required by clients: Yes
# Setting type: Boolean
# Default value: false
TimeSpeedCompatibility = false

## Disable the map size changes
## Network synchronization: Yes
## Mod required by clients: Yes
# Setting type: Boolean
# Default value: false
MapSizeCompatibility = false

and at the end:

[Moons]

# Setting type: Boolean
# Default value: false
oldseaport = true

# Setting type: Boolean
# Default value: false
christmasvillage = true

# Setting type: Boolean
# Default value: false
orion = true

etc..

the moons embed in LE will be moved when LE will be really stable for now i want to keep them for potential bug reports

kojowamau commented 9 months ago

the moons embed in LE will be moved when LE will be really stable for now i want to keep them for potential bug reports

i feel like this is a bad reason, there are many mods with high amounts of downloads that depend on lethal expansion that can also be used as examples at this point.

just implement a config that toggles the built-in scraps and moons that is enabled by default so we can turn it off. the scrap is insanely unbalanced and the moons are mostly not wanted by people using the mod as a dependency for other mods. the current config for turning off modules turn off ALL modules when we just want the built-in maps and scrap turned off, not the modded ones.

xamionex commented 9 months ago

the moons embed in LE will be moved when LE will be really stable for now i want to keep them for potential bug reports

Kind of vague what you mean by this, and I think the person above me misunderstood

Will moons from LE be separated from the mod OR will you separate the moon loading feature from LE into LESDK?

(Just my 2 cents but I think both of the above are good)

HolographicWings commented 9 months ago

@kojowamau @xamionex I dunno what I'll do You guys don't understand this is my last priority There's too much issues to fix before thinking about moving features I need report, I need debug The moons themselves are still bugged in several aspects so I don't change, nerf or move anything yet

xamionex commented 9 months ago

@kojowamau @xamionex I dunno what I'll do You guys don't understand this is my last priority There's too much issues to fix before thinking about moving features I need report, I need debug The moons themselves are still bugged in several aspects so I don't change, nerf or move anything yet

No worries, I'm not rushing you, just ironing out if we're thinking of the same things for when you're ready

(Also sorry if i sounded like that)

HolographicWings commented 9 months ago

@kojowamau @xamionex I dunno what I'll do You guys don't understand this is my last priority There's too much issues to fix before thinking about moving features I need report, I need debug The moons themselves are still bugged in several aspects so I don't change, nerf or move anything yet

No worries, I'm not rushing you, just ironing out if we're thinking of the same things for when you're ready

(Also sorry if i sounded like that)

No worries Sorry if I sounded rude I just passed my Christmas to do support as everyday I was a bit exhausted yesterday, nothing against you x3

xamionex commented 9 months ago

No worries Sorry if I sounded rude I just passed my Christmas to do support as everyday I was a bit tired and upset yesterday, nothing against you x3

:D

So right now we're standing at the conclusion that

Issue checkmarks ( if you would be so kind to add them :) ):

Correct me if I'm wrong

Darkmega18 commented 9 months ago

IMO any features and modules should be disabled by default (minus the SDK) until the library can be separated. (also there should be a way to "hard disable" any configuration options since the mod conflicts with other mods even with vanilla values set. mikes tweaks has a feature like this if i recall correctly)

If people are installing this mod directly they probably would not mind going through and configuring everything how they want. It's a bit annoying to have to configure a mod that you don't really want to configure - it makes me a little bit concerned for people who are installing my mod since the library is required to make my mod work.

PLEASE, I pretty closely echo this. this is my big issue also, when it comes to wanting to install some new moons or something, people use this mod as a library a lot of the time I notice, but I can't install it because your settings will hard override anything that I configure specifically myself out in the launcher as the games defaults that I want always cause you have an ingame configuration menu that sets them after the fact.

Please if at all possible, keep your library a library, and set your ingame config stuff to default off. Thats what the config txt files are for so I don't have to pull a bunch of sliders around everytime I start to rebalance my game among other additional mechanics it could may well break at the same time...

If the library should contain moons and scrap as like examples of your power, sure, thats probably alright in the scope? but don't override my other mods.

FrostGuardian0 commented 9 months ago

Hello, there. As for now, there is a way to remove the moons completely from the game. Although, if you intend to play with friends I don't know if they will have to do the same procedure to get them out of their game, or if passing your R2MM profile as a file will have this changes made to them. I have not yet tested. For now, any help that I can give to remove this moons for now hopefully serves all who find this comment. First of all, make a copy of your R2MM/TSM profile. This is just in case something else that didn't happen to me, happens to you (not that anything could happen if all goes right). Or perhaps you deleted the wrong thing, etc. Having an emergency backup is always the right thing. First step now, of course, would be to open the Settings tab on your mod manager.

Screenshot 2023-12-27 183402 From this point, go into the "Browse Profile Folder" option, this will take you in the File Explorer where you'll be able to see all of the installed mods in the selected profile. I know this part doesn't need a lot of explaining, but some might be too hesitant of altering their files. Which I can understand. I attempt to provide the clearest instructions here to avoid any mistakes. Even if I have do some rounds over the same things.

image Following the directory, go into BepInEx>Plugins, and then find the "HolographicWings-LethalSDK" folder, as this is the one that contains all the moons. Even the TestMap which was just hidden. It's there. Taking sweet storage.

image Once there, go into said folder. There you'll find a .Zip file named "LethalSDK_Project". You can just click you way inside.

image Follow the carpets: LethalSDK_Project>LethalSDK_Project>Assets>Mods... and Congratulations! You've found them. Now, exterminate as you please. In case you need some clarification: the OldSeaPort is Wateridge, while the ChristmasVillage is, of course, the limited time event. Also, as you delete the large folders, it's possible that your OS warns you about some problems deleting certain files. This is no problem, at least for Windows. Check the "Apply to all" checkmark and hit "Try Again". Nothing else will happen.

image Keep only those remaining files, as they are the ones that get your other, better, moons running (I actually deleted the "LethalExpansion.Meta" file, but everything still worked fine. I even took all the in-game pictures you'll see. Still, don't delete it just in case). Hold up! There's still more of these files running around.

image Follow the directory a bit more. ...>Mods>TemplateMod>Moons. That last folder, "Moons", has only files for the OldSeaPort and the TestMoon which isn't even accessible. You can delete that "Moons" folder, entirely, with safety.

image As you can see, both versions of the Xmas Village & Wateridge are gone. Easy as that... What's that you say? What about the other modded moons? Don't worry about that.

image Here I am, starting a new file on the new Super (Lethal) Mario 65. Ain't that lovely.

image There's me! Visiting the scorching sands on the Orion Exomoon. Which, by the way, was just updated today. It features a church now!

image And what better way than to end the week with a nice, beautiful day at the beach.

With all honesty now, removing the moons is such a none problem. As of now, I haven't found a way to remove the configuration menu that comes installed that overrides some other mods. I know about it, I use many mods too. And if it's such a non-existent problem, why make one out of it? This goes both ways, players and creator alike. Although it's more understandable to not want to mess with the files from a player perspective. The modder also kinda baffled me when he responded to my report with "didn't read even half of it" and then privated the post so he didn't had to reply... but it happens, I guess. In his own words: He cares not for the moons, as they are just test grounds for his tools. His priority is deadset in making the tools as best as they can be, which is fine and respectable. His attitude, however, is not. For now, let's let this mod progress as usual, as it should do and enjoy the best others make with this tools.

By the way, anytime the mod updates, it will most likely restore all files to its previous state. So, unfortunately, it's either repeat the process every time or... live with it. To anyone who wandered into this random report... I. Am. Bitter. That's the only damn reason I went out of my way to do this. I hope it helps you and I wish everyone Merry Christmas and Happy New Year.

21Joakim commented 9 months ago

As a stop-gap until there's an official solution I made a heavily de-bloated fork https://github.com/LethalMods/LethalExpansionCore which removes almost everything except the LethalSDK module loading, hopefully it serves you well!

Darkmega18 commented 9 months ago

As a stop-gap until there's an official solution I made a heavily de-bloated fork https://github.com/LethalMods/LethalExpansionCore which removes almost everything except the LethalSDK module loading, hopefully it serves you well!

oh-ho, I'll check it out. Thank you for your work. although won't mods set as requiring one or the other automatically download the full version...? I guess just turn it off and switch to this moduled version and tell thunder to stop fretting?

mayaman2 commented 9 months ago

As a stop-gap until there's an official solution I made a heavily de-bloated fork https://github.com/LethalMods/LethalExpansionCore which removes almost everything except the LethalSDK module loading, hopefully it serves you well!

I'm confused, how am I supposed to run (on Thunderstore) LExCore and modded moons when they're depenedent on LEx? If I disable LEx, the moons get disabled. If I enable the moons, LEx becomes enabled, and LExCore can't run with LEx. Thanks in advance for your help (I made an account just to ask this lol)

xamionex commented 9 months ago

I'm confused, how am I supposed to run (on Thunderstore) LExCore and modded moons when they're depenedent on LEx? If I disable LEx, the moons get disabled. If I enable the moons, LEx becomes enabled, and LExCore can't run with LEx. Thanks in advance for your help (I made an account just to ask this lol)

Just do it manually lol (Either remove LE or rename everything in LE to filename.old when you enable everything in r2modman) Settings > Browse profile data > BepInEx > Plugins

mayaman2 commented 9 months ago

Okay, thank you for the immediate help lol If I do this, do you know if it will also do the same to my friend's PCs when I share the Thunderstore profile with them? I'm trying to do all the hard stuff on my end so it's plug-and-play for them, too much fiddling with config files or changing to .old and we'll just have to cut extra moons for the time being

xamionex commented 9 months ago

Okay, thank you for the immediate help lol If I do this, do you know if it will also do the same to my friend's PCs when I share the Thunderstore profile with them? I'm trying to do all the hard stuff on my end so it's plug-and-play for them, too much fiddling with config files or changing to .old and we'll just have to cut extra moons for the time being

If you do via code, no, I'm not sure about file though Just check after they've imported it (via rustdesk or parsec if they're incapable (like most of my friends))

mayaman2 commented 9 months ago

Just do it manually lol (Either remove LE or rename everything in LE to filename.old when you enable everything in r2modman) Settings > Browse profile data > BepInEx > Plugins

I tried both of these and was still having issues with the content I didn't want coming up, I really appreciate the help but I think I'll just put extra moons on the back burner for now

edit: nvm LExCore updated just a few moments later with a compatibility patch and now it's perfect! thank you @21Joakim!