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RimWorld => Mods => Tools => Topic started by: historic_os on July 16, 2017, 04:29:03 AM

Title: ModSync Ninja - Mod update manager!
Post by: historic_os on July 16, 2017, 04:29:03 AM
DISCONTINUED IN FAVOR OF: ModSync. please refer to this thread instead. (https://ludeon.com/forums/index.php?topic=41634.0)

(http://i.imgur.com/UWo5XCf.png)
ModSync Ninja
Automatic updates for your mods!

(http://i.imgur.com/Em7qBD0.png)
Website: http://modsync.ninja (http://modsync.ninja)
Sick of players complaining about bugs that has been fixed 2 versions ago?
Hate it when they miss an amazing feature you spent hours developing?

What's that?
ModSync Ninja is a client-server service that allows modders to push updates to their mods.
Players then can view the list of mods they use and get update notifications and update links in game.


Tell me more \ How do I add my mod?
Check out the website! You can upload your mod there, update it, and check the full FAQ.
http://modsync.ninja (http://modsync.ninja)
Notes when adding a mod:

The project has been revived!
Kiame (https://ludeon.com/forums/index.php?action=profile;u=72439) has joined us! together, we have decided to give the project another go.
We've acquired a new host for the server and API (with a much wider time frame) and really hope you decide to join in!

Aside from the project being back up, here's what we have in plan for the near future:

Sources
Client - https://github.com/KiameV/rimworld-modsyncninja-client (https://github.com/KiameV/rimworld-modsyncninja-client)
API Library - https://github.com/modsyncninja/rimworld-modsyncninja-apibridge (https://github.com/modsyncninja/rimworld-modsyncninja-apibridge)

Whos already in? Check the list of registered mods here!
http://www.modsync.ninja/mods (http://www.modsync.ninja/mods)

(http://verify.modsync.ninja) (http://modsync.ninja/)
Title: Re: ModSync Ninja - Mod auto updater!
Post by: Sixdd on July 17, 2017, 02:27:49 AM
Definitely using this, I'm actually in the process of setting up my mods on the site right now.
Title: Re: [DISCONTINUED]ModSync Ninja - Mod auto updater!
Post by: Nightinggale on November 09, 2017, 08:48:38 AM
I think the problem with this mod is not the mod, but rather that people rely on steam. I tried releasing ModCheck on the forum and I got 5 unique people loading the download page in 8 days (including myself). I put it on steam and it resulted in 21 subscribers in 12 hours (not including myself).

I would prefer using a non-steam mod version control like this one because steam has a bunch of drawbacks. However it seems that steam is a magic word to the majority of users and not relying on steam will never get popular. Maybe this can be possible if it was part of vanilla, but I'm not sure. People seem to demand steam workshop even for games where it makes no sense. It's like a buzzword.

Btw didn't this thread have two pages of replies already?  :o
Title: Re: [DISCONTINUED]ModSync Ninja - Mod auto updater!
Post by: GrimTrigger on November 27, 2017, 08:24:09 AM
This is exactly what the game needs...
Title: Re: ModSync Ninja - Mod auto updater!
Post by: historic_os on December 03, 2017, 08:03:37 PM
We are back :) with Kiame!
main post updated with details

To all modders who took part in the first iteration of the project
First of all, thank you. thanks for going way and beyond figuring out a new system and taking a part.
I'd like to apologize for taking this project down on you after only two months. The hosting went down, it was expensive and the low adoption made it hard to renew.
We have got a more reasonable hosting now, this shouldn't happen again any time soon.

Since it was A17 when the mod went down and some mods have already removed ModSync.xml file (/ probably forgot passwords), we are starting fresh.
I hope you choose to add your mods again!



Quote from: Nightinggale on November 09, 2017, 08:48:38 AM
Btw didn't this thread have two pages of replies already?  :o
The release forum post (https://ludeon.com/forums/index.php?topic=34447.0) is the one with multiple pages. this one is for the tool for modders, other one is for the mod itself
Title: Re: ModSync Ninja - Mod auto updater!
Post by: kaptain_kavern on December 03, 2017, 11:13:15 PM
Will gladly re-register all my mods :p

Thank you gals/guys
Title: Re: ModSync Ninja - Mod auto updater!
Post by: kaptain_kavern on December 05, 2017, 10:25:07 PM
Here is a French translation of the mod's menu.

... In attachment ...

French folder is to be placed in Rimworld_ModSyncNinja\Languages\

[attachment deleted by admin: too old]
Title: Re: ModSync Ninja - Mod auto updater!
Post by: Kiame on December 06, 2017, 02:18:34 AM
Posting here to get it on my watch list  ;D
Title: Re: ModSync Ninja - Mod auto updater!
Post by: Nightinggale on December 06, 2017, 02:39:45 AM
Quote from: Kiame on December 06, 2017, 02:18:34 AM
Posting here to get it on my watch list  ;D
You know there is a notify button between "Reply" and "Mark unread", right? Well now it changed to "unnotify". There is no need to actually post in a thread to get notifications. The popup confirmation window will not win any prices for being well written through.
Title: Re: ModSync Ninja - Mod auto updater!
Post by: Kiame on December 06, 2017, 02:41:35 AM
... I never noticed that
Title: Re: ModSync Ninja - Mod auto updater!
Post by: SpaceDorf on December 06, 2017, 01:14:26 PM
The notify gives you e-mail spam though.

Having posted just lets you use the "show new replies" button ..
Title: Re: ModSync Ninja - Mod auto updater!
Post by: RemingtonRyder on December 06, 2017, 10:56:51 PM
You only get notified once, until you actually check the topic. It says so in the e-mail. It's kinda up to you to decide which topics are worth checking out when you get a notification, or even which ones you want to be notified about.
Title: Re: ModSync Ninja - Mod auto updater!
Post by: kaptain_kavern on December 06, 2017, 11:10:20 PM
Hey Marvin,

I thought about you while thinking about modders who might be interested in this system, I think you could make it so users will be redirected to your website I suppose?

Was wondering about modders like you or WalkingProblems who have their own website and if they can be interested in a system like that
Title: Re: ModSync Ninja - Mod auto updater!
Post by: larSyn on December 07, 2017, 05:12:33 PM
I added Smokeleaf Industry to Mod Sync.  Hope I did it all right.  ::)  Awesome tool!
Title: Re: ModSync Ninja - Mod auto updater!
Post by: Kiame on December 07, 2017, 05:45:43 PM
Thanks IarSyn
We're in the process of making the posting and updating of mods easier and more understandable.
Title: Re: ModSync Ninja - Mod auto updater!
Post by: RemingtonRyder on December 08, 2017, 12:06:58 PM
Quote from: kaptain_kavern on December 06, 2017, 11:10:20 PM
Hey Marvin,

I thought about you while thinking about modders who might be interested in this system, I think you could make it so users will be redirected to your website I suppose?

Was wondering about modders like you or WalkingProblems who have their own website and if they can be interested in a system like that

It would be nice at some point in the future. Right now, I have an e-mail newsletter you can sign up for that I send out whenever a mod updates. It reaches exactly one brave soul. ;)
Title: Re: ModSync Ninja - Mod auto updater!
Post by: Nightinggale on December 08, 2017, 12:11:17 PM
Quote from: MarvinKosh on December 08, 2017, 12:06:58 PMRight now, I have an e-mail newsletter you can sign up for that I send out whenever a mod updates. It reaches exactly one brave soul. ;)
So you signed up for your own newsletter, eh  :P
I suspect the issue with your approach is that the majority missed the fact that there is a newsletter. I know I was completely unaware of it.
Title: Re: ModSync Ninja - Mod auto updater!
Post by: RemingtonRyder on December 08, 2017, 02:50:32 PM
Yeah. There is that. But then I imagine that a lot of the time people download mods but don't look around once they've got the goods. Still, it wouldn't hurt to mention it in the one mod release topic that I have.

Actually no. It's someone who prefers direct downloads of mods.

Title: Re: ModSync Ninja - Mod auto updater!
Post by: SpaceDorf on December 11, 2017, 06:05:16 AM
I subscribed two month ago  ;D ..

Title: Re: ModSync Ninja - Mod auto updater!
Post by: Kiame on December 14, 2017, 12:41:58 AM
The ModSync.ninja RimWorld Client is now up on github.

Translators are welcome and much appreciated!

https://github.com/KiameV/rimworld-modsyncninja-client

-The Languages folder is under ModFolderContents
Title: Re: ModSync Ninja - Mod auto updater!
Post by: historic_os on December 17, 2017, 12:49:52 AM
ModSync API library is here (https://github.com/modsyncninja/rimworld-modsyncninja-apibridge)
and the full update change notes are here (https://ludeon.com/forums/index.php?topic=34447.msg385804#msg385804)
Title: Re: ModSync Ninja - Mod update manager!
Post by: larSyn on January 22, 2018, 11:28:14 AM
My new mod RimTweaks added ModSync Ninja support.  Don't know if you guys are keeping a list or not, but I figured I would inform you of it.  Thanks for the work on ModSync! It's pretty awesome.  :) 
Title: Re: ModSync Ninja - Mod update manager!
Post by: Nightinggale on January 22, 2018, 11:33:19 AM
Quote from: larSyn on January 22, 2018, 11:28:14 AMDon't know if you guys are keeping a list or not
http://www.modsync.ninja/mods (http://www.modsync.ninja/mods)
However for some reason that link is not mentioned in this thread  ??? The list is autogenerated meaning when you add or update something, the list updates without anybody else doing anything.
Title: Re: ModSync Ninja - Mod update manager!
Post by: larSyn on January 22, 2018, 02:02:49 PM
Quote from: Nightinggale on January 22, 2018, 11:33:19 AM
http://www.modsync.ninja/mods (http://www.modsync.ninja/mods)
However for some reason that link is not mentioned in this thread  ??? The list is autogenerated meaning when you add or update something, the list updates without anybody else doing anything.

Thanks, Nightinggale!  Good to see you back on.  Now, can anyone tell me how to get a preview image up for my mods?  They seem to be some of the only ones lacking an image.

Edit:  Now the list page keeps 404ing...
Title: Re: ModSync Ninja - Mod update manager!
Post by: Nightinggale on January 22, 2018, 03:57:44 PM
Quote from: larSyn on January 22, 2018, 02:02:49 PMThanks, Nightinggale!  Good to see you back on.
Heh, I never left. It's just that despite reading the forum, nobody wrote anything I wanted to comment on and I haven't released anything because I have been working on the issue of how to prevent problems if somebody loads two versions of ModCheck, which turned out to be a rather difficult problem to solve both in theory and then bring the theory into working code.

Quote from: larSyn on January 22, 2018, 02:02:49 PMNow, can anyone tell me how to get a preview image up for my mods?  They seem to be some of the only ones lacking an image.

Edit:  Now the list page keeps 404ing...
When updating using the ingame update button, it should copy preview.png as well as the description. It is also possible to write entries to the changelog when updating from within the game, all with fair easy to use and understand UI. I can't say anything about your 404 issue though as I never experienced that myself. It might require server admin access to figure out what goes on there.
Title: Re: ModSync Ninja - Mod update manager!
Post by: larSyn on January 22, 2018, 04:35:43 PM
Quote from: Nightinggale on January 22, 2018, 03:57:44 PM
Heh, I never left. It's just that despite reading the forum, nobody wrote anything I wanted to comment on and I haven't released anything because I have been working on the issue of how to prevent problems if somebody loads two versions of ModCheck, which turned out to be a rather difficult problem to solve both in theory and then bring the theory into working code.

Nice.  Sounds like you got it figured out. 

Quote from: Nightinggale on January 22, 2018, 03:57:44 PMWhen updating using the ingame update button, it should copy preview.png as well as the description. It is also possible to write entries to the changelog when updating from within the game, all with fair easy to use and understand UI. I can't say anything about your 404 issue though as I never experienced that myself. It might require server admin access to figure out what goes on there.

That explains it.  I've never updated through the menu in game.  Will have to do that next time I update.  The 404 seems to be intermittent for me.  I got back on shortly after I posted that.
Title: Re: ModSync Ninja - Mod update manager!
Post by: wwWraith on January 31, 2018, 09:18:47 AM
Hmm... how to actually use this thing? ;D

I've registered my mod, created ModSync.xml, etc., the mod is added in the database. But how should I update it? I tried to drag new ModSync.xml (with the version number changed for testing purpose) on the site as it was suggested, but only got an error "No stylesheet is associated with this XML file. The following is a tree of elements. ..." (probably not exact words, I had to translate it from my language). I tried to register an account ("Modders sign in"), but got an error "Could not find mods matching the mod key provided linked to this forum account." (I tried with that mod's ModSync ID, name and folder name). How should I add these nice tags as [B18], changelogs with "Bug fix", "Feature", etc., preview image (though actually I don't have it atm :) ) like in some other mods when browsing the database? Reading the previous posts I thought that there is a way to do it when I'm updating my mod using the ingame interface rather than website (though it looked very strange for me). But there was only that same "Update" button that just redirected me to that mod thread, nothing related to uploading...

Also a little suggestion: I think it'd be nice to make that ingame ModSync list sortable at least by mod name, status (updated or not) and the date of the last registered update.
Title: Re: ModSync Ninja - Mod update manager!
Post by: Brrainz on May 14, 2018, 05:32:42 AM
I get the following error when I try to sync my github repo from the modsync homepage:

(https://image.ibb.co/gnjead/modninja_error.png)

Also: the overall flow on the site is a bit "weird"...
/Andreas
Title: Re: ModSync Ninja - Mod update manager!
Post by: Kiame on May 14, 2018, 12:21:34 PM
Just a heads up to everyone. historic_os will be letting the hosting expire as he's no longer modding for RW. Also I am not currently planning to pick up the costs to run the site.

In the end this mod will be closed in the relatively near future.

Thanks all for your interest and support.
Title: Re: ModSync Ninja - Mod update manager!
Post by: Nightinggale on May 14, 2018, 09:45:18 PM
This is what I feared when this mod started and is the main reason why a mod update feature should be part of vanilla. Regardless of intensions, modders are working just as a hobby and will have a hard time being reliable enough for important features like this one.
Title: Re: ModSync Ninja - Mod update manager!
Post by: Canute on May 15, 2018, 06:27:34 AM
Too bad,
much thanks to the ModSync team to made it possible.

But when the Game developer or publisher didn't stand behind such a project it will fail soon or later.
And i bet Ludeon don't think to add a DRM free mod support while 90% of the player use steam workshop.
Title: Re: ModSync Ninja - Mod update manager!
Post by: Kiame on May 15, 2018, 01:04:58 PM
Just a head's up, if anyone is interested in hosting the modsync server let me know.
Title: Re: ModSync Ninja - Mod update manager!
Post by: Canute on May 16, 2018, 01:00:57 AM
Maybe want to ask the ludeon studio about it ?
They just could add them to the forum server, the forum need an upgrade anyway, slow responce at prime time.
Title: Re: ModSync Ninja - Mod update manager!
Post by: Jaxxa on May 16, 2018, 01:12:26 AM
Thanks for all of your work on this project, sorry to see it stop, but I understand how hosting costs can be a pain, especially when its for a free project.

I am thinking that when (if) I get the time I could have a look into how feasible it would be to modify the mod to work without a central server.
My current plan would be that the ModSync.xml file could be modified to include a link to a GitHub Repository, then the current version could be pulled from that. Thus avoiding all centralized hosting and authentication issues.
Title: Re: ModSync Ninja - Mod update manager!
Post by: Nightinggale on May 16, 2018, 01:31:57 AM
Quote from: Jaxxa on May 16, 2018, 01:12:26 AMI am thinking that when (if) I get the time I could have a look into how feasible it would be to modify the mod to work without a central server.
My current plan would be that the ModSync.xml file could be modified to include a link to a GitHub Repository, then the current version could be pulled from that. Thus avoiding all centralized hosting and authentication issues.
That's not a bad idea. It's not as good as a central server where you can list and sort mods, but it's far better than nothing. The best solution would be to give it to ludeon and let the server keep running.
I don't even think it would be that hard to code the mod to fetch data from github. After all it's just about downloading the xml file as plain text and it's possible to do that directly from the git repository if given the right url. The problem would be lag if it has to contact a git server for each mod, but it's still better than nothing. If there could be added an ingame button with a link to the github page for each mod (which opens in the browser), then downloading and hence updating will be easier.

Steam is bad for mod distribution because you can't make savegame breaking changes and tell people to update next time they start a new game. That and a bunch of other issues. Steam workshop is not designed for a game with requirements like RimWorld.
Title: Re: ModSync Ninja - Mod update manager!
Post by: Kiame on May 16, 2018, 09:42:48 AM
Quote from: Jaxxa on May 16, 2018, 01:12:26 AM
Thanks for all of your work on this project, sorry to see it stop, but I understand how hosting costs can be a pain, especially when its for a free project.

I am thinking that when (if) I get the time I could have a look into how feasible it would be to modify the mod to work without a central server.
My current plan would be that the ModSync.xml file could be modified to include a link to a GitHub Repository, then the current version could be pulled from that. Thus avoiding all centralized hosting and authentication issues.

That's actually a really interesting idea...

I will brainstorm about that
Title: Re: ModSync Ninja - Mod update manager!
Post by: historic_os on May 27, 2018, 06:58:07 AM
hello all, this is true. unfortunately I just can't justify the cost of running this project anymore with such low interest from the community and lack of free time.

to people having recent issues lately - it's because the scheduled tasks service went down.

regarding the suggestion above to add github link to modsync file - when the project was stated I wanted github and not github users to have same feature set and user experience so it wasn't added. it can be added but it wouldn't solve anything since you'll still need to maintain the domain, hosting, scheduled tasks, etc.

We will be handing out the project
if anyone is interested in keeping the project alive, feel free to contact us and take over it. this project is a baby and wouldn't just be handed to anyone, you'll need to understand the following:
1. it will cost money to maintain domain and hosting. and its not as simple as the genetic hosting plans.
2. hosting should be capable of: running .net 4.5, PHP, unlimited(execution time) scheduled tasks, subdomains support, SSL (for new google SSL requirements), MSSQL server 2012 (newer or older wouldn't work. ill check and specify the specific sql build version if needed).
3. u'll need to know and understand .net MVC, C# and obviously web development in general.  I'm sorry, I just can't spare the time atm to guide someone thorough, u'll need to be able to handle all of this. The PHP part of the project is really small and unlikely to be changed.
4. its a big project, you'll need to maintain: rimworld client, website, api library and the project server.
5. Open-source components should remain this way: rimworld client and api library should remain open-source. rest is up to you.
6. keep updating the project: u'll need to keep updating the project, not just leave it as it is now. github update should be on par with steam update(that's the main priority), simplify update via API tools, some method of password reset should be added(since we don't keep any modder information aside to forum username id suggest have forum based verification to reset password, similar to the mod verification step).

Anyone with serious interested in taking this on, feel free to contact us! i'd love to see this project staying alive!

Thank you, and again - I'm sorry it had to end this way.
Title: Re: ModSync Ninja - Mod update manager!
Post by: Nightinggale on May 27, 2018, 07:43:50 AM
Quote from: historic_os on May 27, 2018, 06:58:07 AM6. keep updating the project: u'll need to keep updating the project, not just leave it as it is now.
I'm completely with you on this one. However wouldn't it be better to just maintain it as it is right now if the alternative is to shut it down completely? What is the minimum to just keep it running? Somebody paying the bills?

I agree we should aim as high as possible, but it seems to me that right now we are in a situation where we have to take what we can get. Rather than picking the best solution (because it's might not be there), picking the least bad solution would be the way to go. We should also be open to the option of somebody paying the bill and somebody else doing the coding.
Title: Re: ModSync Ninja - Mod update manager!
Post by: Kiame on May 29, 2018, 12:18:23 AM
From Jaxxa's excellent idea of having ModSync be decentralized, comes ModSyncRW. Very much just and idea with a bit of code it's very much an initial WIP. Please check in on the forum post for information and to share any thoughts on the current idea/approach.

https://ludeon.com/forums/index.php?topic=41603.msg409921#msg409921

Thanks!