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[Suggestion] New Mod that follow this guideline #1
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My idea was to add a utility in Reactor for this. void PingTrackerManager.RegisterMod(string modName, string version, bool isDevelopmentVersion, Func<bool> shouldBeVisible); |
I think Reactor is fine, but I think it would be better to provide a new, smaller mod that isn't tied to Reactor. If the mod can wait that long, then it should be fine, but it is up to the mod developer to decide if it can wait or not. |
Lately, I've been thinking that the AmongUs mod should be implemented thinner and smaller (even Reactor is big), and that it should be possible to combine various mods without being tied to a mod (and I'm preparing for that). |
The game has major updates only 2 or 3 times per year, and usually reactor doesn't even need to be updated. For this version it is true that it did take one month but the main developer was unavailable to update it, that's why it took so long. I think this was a very rare occurrence and I have faith that it won't happen in the future. |
It's true that Reactor updates only once a year or so. I feel it's a slow release cycle for an API... I also thought there is a way to develop it as a SourceGenerator and distribute it as Nuget (fast CI/CD, easy to provide beta versions, and integrated into the mod at build time, so it should be less likely to have dependencies) |
That problem could be solved by having more mod developers on board to update Reactor. If I'm not mistaken reactor has CD both for nuget and for github releases, so updating it would be as easy as pushing the code to main. In truth, 6pak contacted me before AU 2024.6.18 was released and asked if I could update Reactor whenever Among Us updated, however I declined because I did not want to take the responsibility of maintainer as I had other things going on at the time, and I also have a reputation for slow mod updates. However, maybe I made a mistake. I was here and could have updated it if I had access, I've asked 6pak to add me to the repo and at least the next time it happens, there will be one more person there that can update it. |
Thank you, this solved the problem with the update. Another reason is that Reactor is too big to adopt. Here is my proposed module split for Reactor
If they were separated as modules like these, I would definitely adopt Reactor(Reactor.Core) (and there would be less updates to the core modules). |
Splitting Reactor into multiple modules does not solve the adoption problem because they would still all need to be updated at the same time. The reason why Submerged doesn't use reactor rpcs is because we already had rpcs implemented before adding reactor as a dependency, so we didn't bother changing. About the localization system, can you show me how you integrated with Among Us? |
As is the case with this update, I have the impression that the recent updates of AmongUs have been refactoring the internal structure as well.
The data of the AmongUs translation is stored in a dictionary in The body data of the translation is managed by resx and embedded directly into the mod at compile time using SourceGenerator. |
Reactor is indeed too bulky, and I personally don't think it's a good proposal to bind this functionality to Reactor |
As a developer of ExR, ExS, and EvE, I agree with this guidelines
So how about creating a small premise mod that follows these guidelines? (I will help in the development).
By making it a small mod, it reduces the possibility of it not working due to updates to AmongUs, and makes it easier to apply it to each mod.
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