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Rapportera problem med översättningen
Right now my goal is to move this GUI from the mod settings into the debug toolbar to allow running tests anytime including pre-game (like during the scenario editor or the character editor)
Strielok: This mod is mainly a bug reporting tool user-wise, the scope of this mod is to be a tool for modders to detect bugs in their C# code, this needs C# coding.
Users shouldn't have to use it unless bugs are detected, in which case the debug log will just automatically appear with a dump of the testing log to share with the mod author by default.
Also it already is perfectly useable with harmony
1)not user friendly, you need know something about code, i can program in C but in C for microcontrolers, C# is total abstraction for me, and after something about 3 hours i'm just start undersdanding what you want from me, and i'm REALY dont want do this for 500+ mods
2)i think it can be popular for moders, but when you integrate it with harmony, and reduce user-work as much as you can it will be a huge step forward becouse a lot of mods require harmony and autotest feature will be great
They're failing because they try to create a Thing but there's no map initialized and the Def database isn't populated. It's not a huge problem as I can just load a debug save and rerun them, but I was hoping to avoid needing to do that if possible.
Alternatively, if there was a way to just specify that specific tests should be delayed until a game is loaded, that'd be fine too. Mostly I want to avoid spurious red errors on startup
Still, it bothers me a bit that I need a game instance up and running for what should be unit tests. Do you know of a good way to mock up a Thing for a test? Right now I'm replicating the way the debug menu spawns items but that only works when a world is loaded. I can avoid the issue for most of my tests, but I've got some logic involving pulling data from Things depending on what kind of object they are that really needs testing.