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modderstoolkit's Issues

Can't click issue

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.

All Player stats

In addition to DamageClass, other stats might be useful to visualize.

UI Overhaul

Problem

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.

Pitched solution

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.

Mockup image:
ToolkitMockup

Potential problems

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.

Future work

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.

NPCLoader.SpawnNPC inconsistency with npc spawn tool

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

Fix unload issues

If the mod doesn't fully load, unloading has errors, these need to be fixed for future bugs

image

C# REPL Crash

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

  • It can happen with zero mods besides Modders Toolkit, and every single time

Easy Fix

  • Reload game
  • Keep reloading mods until error disappears

Visualize Drop Rule Heiarchy

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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