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LethalModManager

[BETA] An in-game mod manager with the ability to sync mods between hosts and clients.

CHANGELOG

0.1.6 (Fifth Patch)

  • Every previous version of LethalModManager was broken because of one mod: FunnyRacoonVideo by TeamRacoon.
  • It was my fault for having the file size be limited to 32 bits (~4GBs), so the parser BROKE because of 5GBs OF RACOON VIDEOS. (I legit debated on switching it to 64 bit numbers because of the possibility on the night of beta release, but didn't because I didn't know if it would end up using too much more memory- p.s.: it didn't, testing does miracles, I should do it more.
  • LethalModManager can now handle mods up to 8 exabytes using signed longs. (I'm pretty sure Thunderstore's servers aren't even this big.)

0.1.5 (Fourth Patch)

  • Fixed the bottom left version to change every time I update LMM.
  • Fixed empty mod folders after deleting a mod.
  • Changed it to disable the delete/disable button if it fails. (This usually happens for APIs that have dependents.)
  • Fixed it where if you click Disable Mod, it will change to Enable Mod.
  • Fixed "improper" manual installs breaking LMM and quite possibly LMM's mod sync.
  • Set priority for the hosting menu to show up last if another mod happens to use the host button as well. (cough AC cough)
  • Fixed an issue when rehosting a lobby wouldn't show the mods before confirming, which would mean no mods are required. (This also shows your last chosen RPO settings, but only if you didn't close out the game, a future update will cache it per mod later on.)
  • Profile switching no longer has offsets left from previously selected profiles.
  • Fixed issues with the mod list profile switching.

0.1.4 (New Setting)

  • There is a new setting for those that already have similar profiles, if you share the same required mods, then it will instantly load you into the lobby with no prompts, if you don't, it will prompt you. (This is more suspectible to human error until I add more UI that makes things more clear.)

0.1.3 (Third Patch)

  • Lobby creation should be properly working now, it seemed to bug out if certain mods were registered as "duplicates", which was more common when more mods were added, but it's all good now.

0.1.2 (Second Patch)

  • Fixed doubled versions when refreshing API data, this also solved the last bit of a memory leak left. Yay!!!
  • Fixed broken (or modified format) JSON files from breaking LMM's mod sync with configs.
  • Allowed people to immediately join if they have ALL of the required mods. (not doing this yet because of the likelihood of human error)
  • Lobby creation should be working? (Idk if I broke it in v0.1.1 and accidentally fixed it already, but I'm not having the problem at all.)
  • Probably a few other things I forgot about.

0.1.1 (First Patch)

  • Fixed mods showing on the profiles immediately after downloading them.
  • Discovered more bugs.
  • Fixed some other random stuff I already forgot because I'm on the verge of passing out.
  • Fixed README's markdown.

0.1.0 (Mod Manager Beta)

  • Almost an entire mod manager, but in-game with extra features like mod syncing for when you join public lobbies with a host using LMM.

0.0.2 (Modlist)

  • Made it place the Mods button relative to the Host button and added a new setting in the config to help with its positional relativity to it.

0.0.1 (Modlist - Alpha Release)

  • It is just a simple mod lister until Beta release, which should be within the week.