javidpack / modderstoolkit Goto Github PK
View Code? Open in Web Editor NEWA mod for modders to use for modding.
Home Page: https://forums.terraria.org/index.php?threads/modders-toolkit-a-mod-for-modders-doing-modding.55738/
A mod for modders to use for modding.
Home Page: https://forums.terraria.org/index.php?threads/modders-toolkit-a-mod-for-modders-doing-modding.55738/
Useful for worldgen, such as marking on the map various debug locations from a new worldgen step that you want to verify.
Sometimes when the mod loads you can't click. Resizing the window fixes it. Need to look and see, but probably a manual Recalculate would fix this somewhere.
It is annoying to have to move mouse to play button.
In addition to DamageClass, other stats might be useful to visualize.
Original issue: tModLoader/tModLoader#2832
Created new logs, just in case anything changed.
client.log
Launch.log
Natives.log
terrariasteamclient.log
My cursor is gone and navigating the menus become tricky
The current implementation of modders toolkit relies on users interacting with a large sequence of small, visually identical buttons, having to hover over each one to see text to represent what it does. This not only makes it difficult to interact with due to the small size of the buttons but irritating to find the tool you want to use due to each button being identical.
Overhaul the UI to be a toolbar on the side of the screen, with each tool having it's own unique icon. This allows for larger buttons which are easier to interact with, along with unique icons allowing users to quickly find the tools they need. The bar can also be collapsed to ensure its unintrusive.
The larger footprint of the toolbar may be slightly more intrusive while expanded, and be less compatible with very small screens, in which it may overlap the minimap. This could be fixed by introducing scaling to the toolbar, or having a configuration option allowing for smaller icons.
It may also be desirable to change the UI of some of the tools available in the mod, to make them more visually appealing and remove some of the clipping they have (example: Player layer tool). Having the tools be stylistically consistent with the toolbar would probably be the best possible visual UX.
Some way to log the stacktrace of any NewText call.
when calculating spawns using the NPC tool, it calls GlobalNPC.SpawnNPC on vanilla NPCs, which is explicitely listed in its spec as not possible
this may result in misleading spawn rates depending on the modders code
also looks like its not called by modders toolkit at all for modded npcs, which is weird
put a breakpoint in it and checked for explicitely modded types and no matter how often I clicked it, nothing came up. only once it did randomly but the stacktrace was just the vanilla code as expected
at Terraria.ModLoader.NPCLoader.SpawnNPC(Int32 type, Int32 tileX, Int32 tileY) in tModLoader\Terraria\ModLoader\NPCLoader.cs:line 982
at Terraria.NPC.SpawnNPC() in tModLoader\Terraria\NPC.cs:line 64218
the reason im doing this is cause I need to replicate the code terraria uses to replace (modded) slimes to a special golden variant (golden slime), and testing this is a big pain because MT seems to not show the spawn rate
direwolf420 — 05/20/2023 5:29 AM
the code works, it's just
if (matches condition to be replaced) slime.SetDefaults(golden variant);
Report from discord: https://discord.com/channels/276235094622994433/561553771809865739/1109423350176034916
This option would remember the value at the time the toggle is set and re-assign back to the remembered value in an update hook
is it possible to have an option for spawning NPCs with no ai?
just like projectiles
you spawn in an NPC that doesnt move
also can we have player hitbox plz :p
https://discord.com/channels/276235094622994433/561553771809865739/1144653923882381482
Maybe? Or maybe just standardize the approach so it's more useful for modders.
WeaponEnchanments and ModderToolkit, run into ReflectionLoadTypeException, probably need to use AssemblyManager.GetLoadableTypes instead
Would help for determining why music/backgrounds/etc are playing.
Report from discord
ModdersToolkit/Tools/Shaders/ShaderUI.cs
Line 317 in 072b4e4
Report from https://discord.com/channels/103110554649894912/534215632795729922/1118642256811933839
Needs confirmation
from player to mouse, probably
When I open the player menu and click REPL, it works fine. But leaving the game and coming back causes an error fatal enough to disable Modders Toolkit. Apologies I don’t have a visual representation, I’ll get one when I can.
Reproduction Frequency
Easy Fix
Due to the tile paint caching system, I believe, changes to tile textures no longer apply. Modders toolkit would need to somehow invalidate the tile texture
typing something (and confirming via return) into the REPL, then closing it, prevents you from doing ANY type of input (movement, using items, etc)
what fixes it is using an item while the REPL is opened, then close it
I'd like to ask for knockback and velocity sliders in Item Tool.
Could be useful.
title. Might be related to mod load order, or something else
Can't reproduce this on 1.4 though
It would be useful to be able to print out drop rules, indented to show nesting, maybe similar to recipe browser craft paths.
Would need to output drop conditions as well somewhere.
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