React Context hook does not update consumer
Hello, I have yet another react question :p
I am creating a datastore editor plugin and I have a list of datastore keys. Each of these is a button and when clicked, the data associated with that key should appear in the main editor. In order to do this I am using a context hook, and each key selection is a provider for the context hook. The main editor is a consumer of the hook. The context is created outside of the main component and passed in as a prop (I am not sure how else to do this, I could create the context inside the main component but I see no difference there):
```tsx
onStart(): void {...
include folder not being created
I am working on a monorepo, and the include folder is not created when running the transpiler
Solution:
and as i said before, i am working on a monorepo, so my project was being treated as a package because it matches the regex
...
const PACKAGE_REGEX = /^@[a-z0-9-]*\//;
const PACKAGE_REGEX = /^@[a-z0-9-]*\//;
service instance does not replicate to client
the replication only triggered whenever i switch the simulation to the server then back to the client on testing
map component is shared btw
...Solution:
SOLUTION:
- run the content provider along a thread
REASON:
- contentprovider stalled everything...

How to start with plugins + react?
I am using the Comet framework + react to make a dss editor, but I can't seem to figure out how to create a view. From what I could gather from various sources I put together this code which I'm just trying to get some random UI to show up, but it is giving me a very big error that I cannot deduce any issue from:
```tsx
// src/systems/main-system.ts
import { Button, Dependency, GUI, OnEnd, OnInit, System, View } from "@rbxts/comet";...
Solution:
you prob could use flamework directly for plugins (if you're familliar with flamework)
i set it up here
https://github.com/Velover/FlameworkPluginTemplate...

Flamework Tips
Hello all,
First with some context:
I've been in the process of porting some games run by a group to use Rojo and even more recently I've been porting some code to use Typescript. I have familiarity with Typescript and React already. What I'm not familiar is Flamework and frameworks similar to it.
...
flamework not identifying service constructor
tl;dr services cannot be in shared
I am using flamework for the first time and I'm not sure whether this is a conceptual misunderstanding or there is something I'm not seeing
I have the following service (shared):...
Solution:
iirc services cant be made in shared, services is for server only, controllers is for client only, and components are for all three (client, shared, server). You'd have to make the SessionProvider service be serversided. Also for the SessionProvider you have to use the existing life-cycle events that flamework provides you with (onStart, onTick, etc...) to add logic to the listeners
Message Not Public
Sign In & Join Server To View
how to use rbxts-build in a multi-placed project
https://github.com/osyrisrblx/rbxts-build
I want to use rbxts-build in a multi-place project. What settings should I write in project.json? Or is it not possible?
Currently, there are
main
and lobby
places like this.
```...Solution:...
"watch:lobby": "cd places/lobby && rbxts-build watch",
"watch:main": "cd places/main && rbxts-build watch"
"watch:lobby": "cd places/lobby && rbxts-build watch",
"watch:main": "cd places/main && rbxts-build watch"
How do you deal with multiple calls of FindFirstChild(), WaitForChild(), etc?
I'm new to both Rojo and Roblox-ts. One thing I noticed is that when I'm trying to access children of Instances is I'm having to repeatedly use FindFirstChild or WaitForChild or other methods and then having to use type casting or checking if the instance exists before finding the next child and so on and so forth
Original luau code that looked like this:
```lua
local track = self.Humanoid.Animator:LoadAnimation(ReplicatedStorage.Animations.Animation)...
Character and Skin Data Structure
I'm currently implementing a character selection system in a Roblox game and would like to hear everyone's opinions on how to structure the data.
```
// Character types (5 types)
enum CharacterType {
Warrior = "Warrior",...
Solution:
I would make a
CharacterData
const object with both the name and skins for each characterMessage Not Public
Sign In & Join Server To View
Help with charm and lyra
Lyra is supposed to be the source of truth so how would I go about using charm-sync with lyra since atoms can be modified from anywhere and wont that make lyra not the source of truth
Problem With Data Loading....
I have always the same problem where the data doesn't load fast engough and the UI remains empty this is the code:
https://github.com/sdxqw/plant-incremental/blob/master/src/client/ui/app.tsx
https://github.com/sdxqw/plant-incremental/blob/master/src/client/controllers/plant-area-controller.ts...
Solution:
Solved
why it happens??
im not sure what is it and why it happens, anyone had this?
This thing yields flamework entirely...
Solution:
it's waiting on the client cause they havent been created from the server yet

Incorret t compilation with flamework
const test_guard = Flamework.createGuard<[string, ...unknown[]]>();
warn("[RESULT]", test_guard(["test", 123, "hi"])); //fails
const test_guard = Flamework.createGuard<[string, ...unknown[]]>();
warn("[RESULT]", test_guard(["test", 123, "hi"])); //fails
How to observe client-side data changes in Charm without React?
I'm using Charm for state management in my Roblox game and have successfully set up server-client synchronization using the official example from the charm-example repository. The server-side implementation works perfectly with the provided example.
However, I'm not using React on the client side and need guidance on the best practices for observing atom changes and updating the UI accordingly.
Here's my current client-side code:
```...
Solution:
you can create a custom useAtom hook
Message Not Public
Sign In & Join Server To View
UI elements are not compiling into lua
hey, it's possible that i am just wrong because I haven't really worked with anything for a while but for some reason UI elements are not compiling into lua. I am not sure if it should be like that but i suppose no because i get errors

"tables cannot be cyclic"
log (from the compiled version):
codebase: https://github.com/msfyre/rpg_game/tree/battle-manager...
error: tables cannot be cyclic - Client - ui_debug:11
error: tables cannot be cyclic - Client - ui_debug:11
Solution:
stupid fix (it worked somehow):
```typescript
export class BattleData
// prev code here...
How do i properly write typings for generic
I have array which contains connected property class or separated property class. SeparetedProperty class needs generic of what type this property contains. But when i try to type it as unkown, because it can contain any type it throws error when i try to add property
i cant really provide playground cuz it have lot of dependincies...

How do i fix this mistyping
heres the error.
i cant understand why it throws this error cuz types seems to match.
playground with all the classes and error here too: link...
