Previous Post

Lastest news and more infos on mods toggleable options!

Next Post
no preview
DESCRIPTION

Greetings, dear humans!

The second half of 3.3 is almost here, and I’m standing ready to give my best for Denia — even though I wish I had a bit more free time this month to push my limits to the maximum. When you think about it, the amount of upcoming content is absolutely insane!!! Kuro Games doesn’t mess around and clearly won’t give us any time to catch our breath: Denia is arriving imminently, followed by the double cyberpunk collab characters that I also plan to cover. After that comes the magnificent Lucilla whom I absolutely can’t wait to work on. And they’re only getting started because 5-star Yangyang is coming alongside her beautiful sister Suisui in 3.5! By the rabbit gods I definitely have my work cut out for me for quite a while haha!

The second part of this announcement is something important I’d like to clarify. Lately, I’ve received quite a few questions from carrot soldiers regarding the possible addition of toggleable express locks for my mods. For those who don’t know, these locks are the latest trick used to easily lock toggleable options.

So, I’ve been already studying the subject very seriously for the past two months. Behind the scenes, I created around 20 different prototypes trying to adapt a solution for my own mods, and a few days ago I reached a mild-sad conclusion: it’s not that I don’t know how to code them — believe me, coding itself is not the issue. The real problem is that a large number of my mods (21 out of 40+) contain intricate mechanisms that are incompatible with such an implementation because of WWMI limitations.

Now, I refuse to leave you in the dark with only a brief explanation, so I’m preparing two posts about these locks:

The first one will explain in detail how these locks work, why they cannot properly apply to more complex mods (not just mine), and what kind of issues they can create in your setup if you force them despite the warnings. It’ll be a bit tedious to explain and I’ll probably need to spend some time drawing schematics to do so.

The second post will be Tutorial #4. This tutorial will teach you how to create these locks yourself when it’s actually possible. Just like with my previous tutorials, I’ll give you the knowledge needed to properly add this feature to mods that don’t originally include it. This will help prevent situations where people ask an AI to do it and later end up with critical errors or glitches (because AI can hardly predict WWMI limitations correctly).

Please keep in mind that these two posts will require quite a lot of time and effort to create, so I kindly ask for your patience for their release.

The good news is that now that I fully understand the requirements behind these awesome locks, I’ll try to design my future mods so they can support this feature right from the start. As for my older mods, I will try but sadly, most of them will probably remain incompatible with this addition unless I remove some of the stylish content inside them — which is a potential debate.

Third part of this announcement: I’ve simplified the tutorial #2 that teaches you how to manually lock your toggleable options. To sum it up, we no longer need to “comment” lines using ";" anymore, since breaking updates are now often caused by more than just hashes and it’s actually much simpler to handle things through smarter deletions instead. Don’t hesitate to revisit this tutorial and update your knowledge!

Anyway, I hope this wasn’t too long to read! Now let’s get ready to welcome Denia into our accounts!

Shiroho PATREON 180 favs
VIEWS1
FILES1 file
POSTEDMay 16, 2026
ARCHIVEDMay 16, 2026