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Releases: gurrenm3/BTD-Mod-Helper

3.0.3

12 Oct 21:35
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Initial Fixes for BloonsTD6 v33.0

  • Added the FileIOHelper class that replicates the methods of FileIOUtil that've been removed in v33.0
  • Fixed the try-catching of Harmony Patches that wasn't working correctly on official release ML 0.5.5.
  • Reverted to the old loading system until I update our custom load tasks to the new way NK is doing it internally
    • This means we're temporarily going back to freezing after Step 8 of 8 to wait for mods to load rather than having our
      own steps

Also as a PSA about MelonLoader, if things ever seem TOO frozen on Step 8 of 8, with no more log messages appearing,
check that you haven't accidentally clicked into the console as below, as that can stall things

console clicking infographic

3.0.2

30 Sep 03:46
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  • Updated for the official MelonLoader v0.5.5 release

Use this version of the mod alongside the MelonLoader 0.5.5 you get from the official installer, not the github actions / nightly builds that have been linked previously.

3.0.1

16 Aug 16:52
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See the Install Guide if this is your first time downloading

  • Added the SquareIcon ModHelperData bool property to make the icon draw as constrained within panels rather than being allowed to slightly overflow
  • Added an impossible to miss Popup for if you're not using a compatible MelonLoader version
  • Added the ability to use a <!--Mod Browser Message Start--> markdown comment in release messages to only include information beyond a certain point
  • Added checkmark icons for Verified Modders in the Mod Browser
  • Fixed issue where Double Cash mode was doubling cash generation it wasn't supposed to
  • Fixed Round Set Changer setting
  • Fixed sporadic issue with backing out of a Mod Settings menu
  • Fixed OnMenuClosed() still happening if you pressed Escape too early for the menu to actually close
  • Fixed monorepo mods using ZipName without DllName not showing up in the Mod Browser
  • Internally switched from .parent = to SetParent calls to avoid flooding the MelonLoader debug log

3.0.0

13 Aug 00:05
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Mod Helper 3.0 Update

A long time in the making, this update finishes the v32.0 fixes for Sprites / Displays and adds a ton of other stuff.

What's most important to immediately know about installing this update is that it requires MelonLoader v0.5.5 and that the DLL name has changed. See the new Install Guide page for further details.

The most notable 3.0 addition is a revamped Mods Menu and new In-Game Mod Browser, which you can use to view and download mods updated for 3.0 that have been published on GitHub.
See the 3.0 Update Overview page for a more comprehensive list of changes (there's a lot!).

For modders, I've put together a 3.0 Migration Guide page for information about how to best make use of the new features.

Note that this is not a universal fix for every mod broken by v32.0, many mods will still need to apply similar fixes to the ones done internally in Mod Helper before they'll be working again.

Also, this update has been in public alpha for a couple weeks now, but there still may need to be some hotfix updates within the days following this release. Luckily they'll be easily downloadable from right within your BTD6 game :D

Special thanks to Silentstorm, GrahamKracker, CommanderCat, and chrisroberts777 for doing as much testing as they did!

Hope everyone enjoys <3

-doombubbles

Mods Menu

Mod Browser

PARTIAL fixes for v32.0

05 Aug 04:42
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BTD6 Update 32.0 has come with a lot of breaking changes. Most significantly it has broken the current strategies used by Mod Helper and other modders for using custom SpriteReferences and displays. This update DOES NOT YET fix those things.

This update disables those broken systems internally and fixes the rest of the new runtime errors, allowing other mods that don't rely on that to still function in the mean time while a bigger overhaul is in the works.

For modders: creating a sprite reference via new SpriteReference(guid) can now cause game crashes. Instead you now should use object intializer syntax like new SpriteReference { guidRef = guid } or by using ModContent.CreateSpriteReference(guid) if you want to avoid having to ever change it again yourself. Same applies to the new type PrefabReference added in this update.

Custom tower / paragon mods may or may not functionally work depending on if modders have updated them based on the above changes, but visually their custom images will be white squares / random and their custom displays invisible / wrong.

New Co Op API Features

15 Jun 02:13
29dee7a
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@Sewer56 has contributed some new useful features to our Co-Op / Networking API !

You can check out the new mods they've made to utilize these features here and here

For modders, they've also graciously provided documentation which can be found here

(also yup .10 lol, this is semantic versioning not decimals, don't @ me)

Co-Op Bug Fix

01 Jun 04:00
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Fixed an issue in co-op where the tower selection menu wouldn't visually update properly after upgrading a tower.

Custom Heroes Screen and v31.1 Fixes

21 Apr 04:54
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Custom heroes will now appear in the new revamped Hero screen
Updated progress saving to account for an internal rename in v31.1
Improved the progress saving's MethodInfo targeting to be more robust against future renames

Fixing v31.0 Map Saving

19 Apr 00:52
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Updates the Mod Helper's re-enabling of progress saving to account for changes in v31.0
New map saves should now once again be correctly getting created at the end of each round

Initial v31 Fixes

13 Apr 06:28
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Preliminary fixes for v31.0
Fixing compilation errors based off NK's internal refactoring
With that new Hero Screen overhaul, custom hero fixes will take some more time and come in a later update