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Banshii

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  1. I added a version that does not require local admin or elevated privileges. But if you change to a non-default mods folder that is outside of your local user profile or somewhere that requires elevated privileges, updating and removing mods in that folder won't work.
  2. I understand. I'll release a non-admin version of the exe. In the meantime, you can open up the PS1, remove the top part, and run it.
  3. You only need to run it as admin if you want to use a mods folder that is outside your user profile. Otherwise, you can use the TeardownModsManager.ps1 script, and remove that top part of the script that makes it ask for admin. When I added the feature to allow the selection of a non-default mods folder, I ran into an issue where the app couldn't extract a mod update or remove a mod if the app didn't have proper privileges to the chosen folder, one outside of C:\Users\YourProfile. Outside of that, you need admin privileges, and it was easier to run it as admin than to add in a bunch of co
  4. I have this fix in an upcoming update. It will include a way to change the mods folder location it looks in, and some other fixes and enhancements. Expect it within the next day or two. Here's a preview: If the default folder isn't correct, you can click the textbox to change it!
  5. I see, my program is set to use this by default: $env:USERPROFILE\Documents\Teardown\mods So it looks like your issue may have to do with that your Documents folder is being redirected to OneDrive location, while Teardown game does not take that in to consideration is what I am gathering from your issue. As a temporary work around until I'm able to release a fix to take that into consideration, in Teardown Mods Manager v2.0.0 (.ps1), you can edit line number 148 to specify your exact folder location in between the double quotes. For example: # Change line number 148 from t
  6. Which Teardown game version are you running? This mod is only tested working for the experimental branch. Where is your mods folder located that Teardown uses? Is the mods folder that yours is using the default folder?
  7. It's explained in the description why the .exe might be falsely detected. Additionally, if you have doubts, use the PowerShell script (.ps1) file instead of the (.exe) file. I will likely use another method to package as an .exe in the future.
  8. I have a major update coming sometime in the next few days. All functionality will be enabled, along with some other needed enhancements!
  9. Done, it tests good now in all archive scenarios I could think of. Let me know if there are any further archive extraction issues!
  10. I am planning to implement support for .rar and .7z packages: Add support for .rar and .7z archives · Issue #1 · tjgruber/TeardownModsManager (github.com)
  11. That might because of the PS2EXE converter (PowerShell to EXE converter) that I used. The explanation of the reason it could be falsely detected as a virus is explained here: https://github.com/MScholtes/PS2EXE But all it is, is a PowerShell script. You can choose not to use the EXE file, and just run the PowerShell script manually using instructions in description. It's all open source, the full code is visible, and you can download directly from the open source code and look at the code yourself. There's no virus!
  12. Fernway Apartments? Yes, it worked for me!
  13. Version 2.1.2

    1,273 downloads

    Teardown Mods Manager Teardown Mods Manager may be used to update, backup, and remove installed Teardown mods during the wait for Steam Workshop availability in Teardown 0.6, and possibly after. Recent Changes (v2.0.0 --> v2.1.2) Added an EXE version TeardownModsManager_NoAdmin.exe that does not require local admin privileges. (v2.1.2) Note: This means you cannot update or remove mods from a folder outside of your user profile space or anywhere that requires elevated privileges. (v2.1.2) Fixed missing variable that prevented some mods from properly being rem
  14. Banshii

    Fernway Hub

    Because it's quicker and easier. Requires less steps. Otherwise, you have to make extra steps and is less convenient. When you have a bunch of mods to keep updating manually, until mod updating can be automatic, then every step to make the process faster and more efficient gets my vote.
    It looks and feels great! Awesome work! My suggestion: 1. The "blocks" are too big. I can't jump high enough to jump on top of anything at all. I can't jump up on top of the chest, crafting table, or anything thing that is "1 block" high, and this is rather annoying. Would it be possible to scale it down a tad? 2. I really like this, and can see a great future with more added and a bigger world 🙂
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