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LethalEditor

LethalEditor changes it ALL. (WIP Mod)

By kyxino
Date uploaded 11 months ago
Version 1.0.0
Download link kyxino-LethalEditor-1.0.0.zip
Downloads 571
Dependency string kyxino-LethalEditor-1.0.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

LethalEditor

I decided that I didn't have enough settings with LethalUtilities, SO NOW I MADE ANOTHER MOD THAT WILL BE ABLE TO CHANGE FAR MORE.

Overview

Everything is disabled by default.

Manual Installation

  1. Setup BepInEx (If not done already, video by TheViperian provided.)
  2. Download and extract the latest version.
  3. Place the folder kyxino-LethalEditor in the BepInEx/plugins directory.
  4. From the kyxino-LethalEditor folder, take the folder named LethalEditor out and place it in the BepInEx directory.
  5. In the config files, you can edit many different parameters of the game, but for them to apply/execute, you will have to enable each one using the ConfigEnabled value.
  6. You can now launch the game. (Note: If playing with friends, they will need to install this mod and have the same settings as you for most of it to work properly.)

Notice

NOTHING IS CHANGED FROM THE BASE GAME, YOU MUST DO THE CHANGES IN THE CONFIGS YOURSELF, ANY CHANGES MAY INTERFERE WITH OTHER MODS. I will be adding many new features and allowing syncing between the host and players very soon.

Features

All are base game defaults, enable/change in configs. (THESE ARE DISABLED BY DEFAULT, SET ConfigEnabled TO APPLY CHANGES FOR EACH FILE.)

  • MapSettings (You can modify each map individually for almost all of their settings, more settings for maps to come soon.)
  • ItemSettings (You can modify each item individually for almost all of their settings, more settings for items to come soon.)

Upcoming Features

  • Server Host and Player Config Syncing
  • In-game Customization Menu (Can save changes from in-game.)

Known Issues

  • Mod gets pretty funky if other players do not have the mod.

CHANGELOG

1.2.x (LATEST)

v1.2.2 - Most Stable

  • Accidentally set the filter wrong to fix the occasional crashing, sorry, but this should be it.

v1.2.1 (Non-working)

  • Forgot to change the version number previously.
  • Set the wrong variable for settings.
  • I MAY of fixed the occasional crashing. (I don't get it at all, so this is a shot in the dark, but due to v1.1.11 and v1.2.0 being messed up in certain ways lead me to believe that my solution may work.

v1.2.0 (Non-working)

  • Reduced code down a lot more, the main code is only like ~150 lines, now it is harder for me to make a mistake, but now it is very easy for an issue to impact the stability of the entire thing.
  • I fixed an issue with v1.1.11 where settings literally did not apply at all, apologies for such, I wished I had caught it sooner, but it is hard when you have it tell you things applied, but there is so much stuff to actually check. I'm just glad that it didn't break people's game this time.
  • This should've been a v1.2.x release since v1.1.7 because I did a pretty big rewrite (LethalEditor used to be like 500+ lines of code.), so I'm doing it now with v1.2.0 being properly fixed and simplified even more.
  • I have new plans that add onto my old ones to make things easier for users of LethalEditor, so stay tuned.
1.1.x (UNSTABLE) (Do not use any versions here if you want to make sure everything works properly.)

v1.1.11 - Most Stable (I don't know when, but I accidentally made it where LethalEditor no longer applied settings, it just showed the settings.)

  • Improved custom content mod compatibility.
  • Improved LethalEditor's reliability with applying changes.
  • Performance improvements.
  • Faster load times after each time it loads new stuff.
  • Final version before I turn this into a proper API where it can easily replace models, sounds, images, etc. (Though I may add more classes to configure as well.)
  • I didn't rush this, I did everything I wanted to do, so now it should work completely as intended, but now I will be redirecting my focus to LethalModManager, but please notify me of any additional issues that may pop up. My code has been simplified a lot, so it reduces the amount of failing points for me to examine.

v1.1.10 (Stable, but didn't work the greatest with specific custom content mods.)

  • Did some other stuff, but the main change was me just making everything not ignore settings. (Had it on for debugging, completely forgot since I'm trying to get LethalEditor over with to work on LethalModManager, I apologize, I didn't have any issues when testing, the bugs became more apparent when other mods were added on.)

v1.1.9 (Unstable with mods, accidentally had everything run regardless of settings.)

  • Locked number regions for AnimationCurve's save type to en-US. (ex: 1000.32 will no longer be 1000,32 in other regions.)
  • Fixed missing mods causing a slim chance of things not spawning. (Also made it just not show the missing mods in the list anymore.)

v1.1.8 (All Issues Seemingly Fixed)

  • Fixed a certain filter in the previous update, which caused all settings to be hidden.
  • Crashing should be even less likely now.
  • Added a new setting called IgnoreOverlap, which (when set to true) will be more likely to apply changes no matter what, but at the cost of screwing up your DefaultValue, and maybe a little performance. (This is just an option if mods want to try to overwrite something that LethalEditor is supposed to change.)
  • I readded my basic error prevention because some mods like to be annoying.
  • Made it completely ignore empty names of things.

v1.1.7 (Messed up.)

  • Crashing should be completely fixed regardless of how good your CPU is!
  • Simplified the code DRASTICALLY.

v1.1.6 (Further optimizations when applying settings.)

  • Things should be more stable in general, but weirdly nothing is faster(?), but at least applying settings is definitely better.
  • To note: Idk why, but the game reloads resources multiple times as new objects, so my checks to make sure it doesn't reapply to the same objects for optimization reasons doesn't work as much as I intended, but at least it mostly works?
  • The last update didn't seem to be the most stable, but this version I didn't have any crashing occur, so it might be fine?

v1.1.5 (Do not use any other versions of v1.1.x other than this one or newer.)

  • This now runs after each scene is loaded, meaning it is more likely to get everything including mods.
  • Properly updated the BepInEx mod version. (It was 1.1.1 for a while.)

v1.1.4 (This seemed to have stopped working after v47.)

  • Undid a stupid change, and did it better. (If you join a server, it will not create configs, only load existing regardless of settings unless set to DoNotRun.)

v1.1.3 (Performance Update)

  • Did some performance improvements.
  • Made the None option more properly skip configs. (Now also called DoNotRun.)
  • Changed LoadSettings.cfg to EditorSettings.cfg to help with confusion due to each config having a property named LoadSettings.
  • Changed value names for config behavior to help with confusion.

v1.1.2 (Fixed Unwanted TerminalNodes Loading)

  • Fixed the logic with TerminalNodes so that it doesn't create files regardless.

v1.1.1 (Mod Compatibility Fix)

  • Fixed a few things for compatibility with mods.
  • Also fixed ConfigEnabled being set to true by default.

v1.1.0 (Massive Update)

  • A lot... like a lot, a lot...
1.0.x (RELEASE)

v1.0.1 (Fixed Unwanted ItemSettings Applying)

  • Fixed all ItemSettings be enabled by default, I accidentally left that on from testing. You can delete all of the Items files that you have not changed to quickly have everything set back to false. (Items are set to defaults, but also set before any mods typically intervene anyway.)

v1.0.0 (Release)

  • Adding a whole lot more soon, just wanted to quickly get the framework out.