Closed IntegrityPerson closed 5 months ago
This is host-only. We don't expose host-only features. There's a PR in #317 that will introduce spawning enemies but since it is host-only, it'll never be exposed in the README or recommended for use, nor will there be dedicated maintainer support for it. When it is merged, I'll notify this thread. For now, I'll be closing this as not planned.
This is host-only. We don't expose host-only features. There's a PR in #317 that will introduce spawning enemies but since it is host-only, it'll never be exposed in the README or recommended for use, nor will there be dedicated maintainer support for it. When it is merged, I'll notify this thread. For now, I'll be closing this as not planned.
did you merge the more poweful trigger mod from astro boy?
Not yet, i dont know why he's not approving the host command and add in readme, i might split the fork and maintain it myself at this point adding a few host commands and make it run with bepinex itself which makes it more less-inject required one day, for now im focusing on enchancing and fixing this mod.
+1 for splitting into a fork. My semester has just begun and I am beginning to have less and less time to focus on this project. So I think it would be better to have a version of this project with features others might want but I am not willing to maintain. I’d be happy to link to it in the README.
i dont know why he's not approving the host command and add in readme
This project started out as a non-host mod and I want it to stay as a non-host mod. That’s really what sets this project apart from everything else. As a user, the moment you inject this mod, that everything is usable no matter the conditions. I believe that there is beauty in it. I can’t compete with ProjectApparatus or LethalMenu, and I don’t ever plan to. The goal of this project is to write code that contributors find easy to understand and maintain, such that it would last as long as Lethal Company exists. I hope this answers your question.
did you merge the more poweful trigger mod from astro boy?
I'll review and merge it after my submissions on Sunday. In the meantime, if you have the GitHub CLI installed, you can use his PR by doing the following.
gh pr checkout 317
+1 for splitting into a fork. My semester has just begun and I am beginning to have less and less time to focus on this project. So I think it would be better to have a version of this project with features others might want but I am not willing to maintain. I’d be happy to link to it in the README.
i dont know why he's not approving the host command and add in readme
This project started out as a non-host mod and I want it to stay as a non-host mod. That’s really what sets this project apart from everything else. As a user, the moment you inject this mod, that everything is usable no matter the conditions. I believe that there is beauty in it. I can’t compete with ProjectApparatus or LethalMenu, and I don’t ever plan to. The goal of this project is to write code that contributors find easy to understand and maintain, such that it would last as long as Lethal Company exists. I hope this answers your question.
Yes but as well both mods can have host functionality and non , is still a unique and handy mod.
Nothing unique about this mod anymore. Especially, ever since teleporting objects was patched. Everything in here can be done in Project Apparatus or Lethal Menu.
Nothing unique about this mod anymore. Especially, ever since teleporting objects was patched. Everything in here can be done in Project Apparatus or Lethal Menu.
the unique part of this mod is that is not intrusive at all.
I've been thinking about how I should implement host-only commands without them being debug commands and also maintaining consistency throughout the project, and I think I've come up with a great idea.
Introducing the su
command. Using su
will unlock su
commands which require host privileges to run.
The process will look something like this:
/su
-> "Superuser enabled."
/spawn
-> Spawns enemy
If the player is not in superuser
mode,
/spawn
-> "You must be in superuser to use this command".
This is good because it forces the user to consciously subscribe into using commands that require privilege. This ensures that the user is never surprised if something does not work.
Because is not merged yet, i dont know why is taking so long to merge, and i find the /su useless as well
We'll just wait patiently, he has other things to do than work on a mod.
We'll just wait patiently, he has other things to do than work on a mod.
Yeah i know, but the code is ready and im now working on porting a bit of controlcompany features onto the possession mod
cool
Yeah i know, but the code is ready and im now working on porting a bit of controlcompany features onto the possession mod
At this point, you should just branch off and create a new PR.
Maybe su
can be implicit instead. Since there’s a way to check if the player is host, we can probably remove su
.
I want the user to consciously subscribe to it but since I am already sectioning privilege commands out, they are already subscribing to it when they read the docs.
Maybe
su
can be implicit instead. Since there’s a way to check if the player is host, we can probably removesu
.
Yeah, and we dont need host control to take over a enemy AI , most RPCs used by control Company mod are owner based, which i think we can use a proper control over a existing enemy regardless, controlCompany allows only to control spawned enemies, which can be fun but that's all it does.
@xAstroBoy If your code quality was higher like @armorfid’s, it wouldn’t have taken this long. Learn to split features into smaller PRs and follow the codebase’s style.
Maybe
su
can be implicit instead. Since there’s a way to check if the player is host, we can probably removesu
.Yeah, and we dont need host control to take over a enemy AI , most RPCs used by control Company mod are owner based, which i think we can use a proper control over a existing enemy regardless, controlCompany allows only to control spawned enemies, which can be fun but that's all it does.
hey how do i use your edited mod version
xAstroBoy If your code quality was higher like armorfid’s, it wouldn’t have taken this long. Learn to split features into smaller PRs and follow the codebase’s style.
coding has been my job for 10+ years, don't set the bar too high lol, video game modding in general involves a lot of newbie coders
side note, I been hella busy with work, but I have more commits left in me once crunch time's over
Yeah, I have no problem closing an eye for newbie coders but I just can’t merge that kind of code into the codebase 😭😭
What happened?
I'm not really surprised if you can't be bothered by implementing this, because I might be asking for a lot of work, I just don't know it, but they seem like some really nice additions. I also understand if they are impossible to code also.
Feature 1: Spawning monsters in the map. It's pretty self-explanitory. Basically you add a command where it spawns an entity somewhere based on the command. For example, you could tell it to spawn on a player or just randomly.
Feature 2: Spawning items It's also pretty self-explanitory. Basically you add a command which allows you to spawn items such as scrap and other things like shotguns.
I think a lot of people really appreciate it if you considered adding these things, but as I mentioned before, don't feel the absolute need to do them if you don't want to.
Also, the dedication to fixing bugs and responding to comments from your side is genuinely impressive. I have never seen a creator so responsive as you are. You have my full respect. Have a good one.
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