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It should be common sense that a mod on experimental is likely not to work in general. So with that idea it already makes no sense for comments to say it doesn't work on a "experimental" branch. When there isn't anything saying it should.
Other problems that comes with an extra experimental mod:
- It takes actually more time
- The workshop will become more cluttered with broken mods
- With 2 mods if the game goes main branch and I already updated it an nothing broke. The main mod doesn't work and needs to be waiting for me to update.
- Dependent mods, now also require an experimental version or remove the dependencies. Which will break their mod if users won't manually download them without knowing which.
There won't be a TimberAPI mod fully compatible to U7?
I'm a professional developer myself and certainly won't put any undeserved pressure on someone who does all this in their free time.
As it currently stands, the missing BottomBar Feature seems to break with U7 and without TimberAPI, a whole bunch of other mods wont work either.
Out of curiousity, what exactly does the BottomBar Feature do and why is it so problematic?
SpecificationSystem became BlueprintSystem which operates on a more automated way. This broke some fundamental use cases how I used it. Some of it are just a bug that might be added in the feature of probably experimental. Others I don't think so but are less important.
Overall the bottombar rework isn't really the "broken" part as it's just visualization. But it requires the ToolSystem which has all the problem of the blueprints.
So it's a big problem, and I don't have much energy physically so trying to fix it takes a bit more time as I only have the weekends I can even try something for it.
The bottombat rework fixed uibpart also fixed.
- items centered in the middle without stretching
- no limit on how many sub groups
- duplicated order position does not lead to a crash
But setting it up isnt as straight foward anymore and need some setup. Due bepinex nuget not working on my pc anymore.