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pzmod's Introduction

Hello, I'm Nikolai ๐Ÿ‘‹

Welcome to my GitHub! I'm a software developer dedicated to building tools that empower developers. Check out my projects, and let's build something great together!


staarter.dev

๐ŸŒŸ Introducing staarter.dev - Your NextJS SaaS Launchpad

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pzmod's People

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pzmod's Issues

feat: list mod used disk

Is your feature request related to a problem? Please describe.
Not really a problem, just a desired addon

Describe the solution you'd like
I'd like the mod to generate a list of each mod sorting it by disk size. I suppose you have to make user insert a correct folder if they're not using standard c:\steam\steamapps...

Describe alternatives you've considered
I don't think there's any. I'm using a free server which moves 10gb max hdd for my tests, I need it to fit in 10gb, even if I have to put out some high sized mods like true music, which is not need to be tested.
Maybe a "max hdd size" option that makes you aware of the size of the server, but I think the list would be okay

Additional context
I'm using the program "Treesize" to see what are huge mods, but the program lists all my mods, not only the server ones

image

.NET windows integration

I've been working with C# and other languages in .NET
As far as I know, it should be easy to integrate the code in a windows app to make it more user-friendly

Not an issue, more a proposal. I'd make the windows app leaving it "empty" for your code to be set in

Windows: Cannot paste Steam API key

For some reason it doesn't let me right click to paste in CMD
Last version actually paste it and makes it invisible, but this one just don't do anything when right click on API menu. In normal menu is working as usual...

I had to add it by hand typing and it worked. Appears * for each num/letter.
Would be nice to have it show ********************** when you paste using right click

Get/Set Server Info Improvements

It is kinda done by the "Update server info" while it let you change...
But it would be cool to have an option to just view the current server info as it will be shown in the ingame screen

feat: collection inside collection

Is your feature request related to a problem? Please describe.
When a collection contains another collection, the program throws an error saying "this ID is not a mod". Although it let me continue installing mods.

Describe the solution you'd like
I'd like an option there "is this ID a collection?" then answer yes and put that collection's mods on the queue.

Describe alternatives you've considered
-Maybe when current collection is done automatically start the "inside" collection to install.

-Another example is check at start if there's a collection inside current collection and install it first.
In my particular case, this would be the best option because the inside collection is "base" and should be installed first

Additional context
here's an example of collection inside collection
https://steamcommunity.com/sharedfiles/filedetails/?id=2985651656

Prompt user if mod ids could not be parsed

image

image

There are some particular cases in which workshop doesn't detect the mod. For some reason...
Maybe this would be solved here by adding a manual prompt:

WARNING Parsed workshop item has no mods
Would you like to enter ModID manually? (y/n)

"Add from Collection" Improvements

Good work!
It recognizes the collection and start a installation, one by one.

This is more a suggestion than an issue, since it works as intended.

It make you choose for each mod on the list, which is nice, but I'd like another option to "install all" so it only makes you choose on items which are more than 1 entry.

image

As collections can be marked as "use all" and "choose between mods" maybe you could use the same menu entry and set install all automatically if the mod is only 1 option for "use all" type collection lists.
In case of map mods, make user choose if they want the map mod and the map priority, even if the mod has only 1 entry. Some map mods are to be placed after or before others.

This way it should only ask to install mods that have more than 1 entry or mods that are maps themselves.

PD: usually people use collections to choose exactly which mods they want to have, and they tend to be long lists. 250 average. Those are too many entries to be set one by one manually installed, more when you are pretty sure which mods you're including.

Map Folder: -> Map=

The program is not adding the "Map=" names. This should be done for maps, spawns and some other kind of mods.
It is marked as "Map Folder:" in the list. For example:

Workshop ID: 2971265728
Mod ID: ExhibitionCircuit
Map Folder: ExhibitionCircuit

Suddenly stopped working

I got an issue on my server, a mod I was using has disappeared from steam. In my way to find this, I tried to log in pzmod (as I use to do for mod changes on the server ini) but when I try to open it, just crashed.
Since then it won't read any ini, besides I manually removed the missing one and the server is running fine.

Maybe I should delete other files this program saves somewhere?

image

Unauthorized

image

I set the Steam API to 127.0.0.1 and to my external IP (two different attempts, deleting previous Steam API key) trying to make this work but is always rejecting "Failed to fetch Workshop Items: Unauthorized "

Some help please?

feat: simplify adding from collection & reorder mod/map priority

Describe the bug
While installing mods from list, it has moved forward a step... now doesn't ask to choose a module if the mod has only one modID, but still asks where in the priority list should be placed.
As this game has little to no requirements in mod priority, this seems more of a bug or unintended functioning

To Reproduce
Try to install from a collection

Expected behavior
Never ask where to place mod priority, only if the mod has several modules inside.

Desktop (please complete the following information):

  • OS: Windows
  • Version 2.0.1

Additional context
Also it should install all maps to the start of the list without asking. there's only a few mods that need to me placed at the very start of the list before every other mod, and those are RV interior, basements and such mods adding further "minihouses" for use in vehicles. If we are installing it we'll know those should be up. Anyways, they should work even it not placed on top, just before muldraug that should be always the last

bug: remove items filter

Describe the bug
remove items doesn't filter by name, but by workshopID

To Reproduce
Steps to reproduce the behavior:

  1. Go to remove items
  2. try to filter, type nan characeters

Expected behavior
should filter by name

Ask `Add after` for every map entry

In case of map mods, make user choose if they want the map mod and the map priority, even if the mod has only 1 entry. Some map mods are to be placed after or before others.

This way it should only ask to install mods that have more than 1 entry or mods that are maps themselves.

Copied from #6.

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