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kyxino-LethalModManager-0.0.2 icon

LethalModManager

Currently released as a mod lister until Beta within a week or two. Still helpful as is.

Date uploaded 5 months ago
Version 0.0.2
Download link kyxino-LethalModManager-0.0.2.zip
Downloads 172461
Dependency string kyxino-LethalModManager-0.0.2

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

LethalModManager Roadmap

1.0.0 RELEASE (Mod Manager) - Within the month. An entire mod manager within the game.
  • Pending Join Requests
  • Final touches to UIs.
  • More security checks.
  • Thunderstore mod listings in-game.
  • A lot more settings to change in-game.
  • Save-slot mod listings so you know what mods to play with per save.
0.1.0 BETA (Mod Syncer) - Within a week or two. Syncs up your mods with the host (if they have the mod) of their lobby.
  • Indicator for lobbies that have a host with the mod.
  • Some sort of basic lobby compatibility list, but will only work for hosts that also have the mod, it will show the missing mods and extra mods you have. Will allow preventing people with missing/outdated/extra mods with in-game options, if I can get them done in time, if not, it will have to stay in the config.
  • Show a more advanced mod list when joining the game, it will display likes, downloads, version, logo, description, and have an expanded section option for showing other things like READMEs/CHANGELOGs/Source. You will also be able to select which ones are downloaded and which ones should permanently save or just save to "cache" (which would delete after closing the game), or just not download at all.
  • As the host, you will also have the ability to set mandatory/preferred/optional mods and/or configs to download when joining the lobby.
  • Basic checks for malware, it won't be perfect, but we have the cleanup crew to help us.
  • Allow profile codes with multiple settings for it as it is actually a security risk, funnily enough. (If you set it to download really anything, this allows for your friends' custom mods that isn't published, but either way, I wouldn't recommend it.)
  • Allow quick reboots if you want to make sure everything is working completely fine. (This would honestly be heavily preferred, and I may touch up on it a lot more at full release to make it as smooth/seamless as possible.)
0.0.1 ALPHA (Mod List) - OUT NOW. A simple mod list for now.

0.0.2

  • 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.

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.