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For example, when theres a weapon that has a "costList" field, and each node below it is <ResourceName>x</ResourceName>, where X is the count of resources, then its easy to just add one using the node and value fields this mod has
But if im trying to add an ingredient to a recipedef, to the <ingredient> node, each ingredient is layed out as such:
<li>
___<filter>
________<thingDefs>
__________________<li>ComponentSpacer</li>
________</thingDefs>
___</filter>
___<count>6</count>
</li>
How do i test a patch that adds the li node AND its child nodes to the ingredients node?
<li></color>
<def></color>Spine</color><<i></i>/def></color>
<coverage></color>0.05</color><<i></i>/coverage></color>
<depth></color>Inside</color><<i></i>/depth></color>
<<i></i>/li></color>
<li>
< (this is the invalid character)
</li>
in your results. Which is no good
In this case, < is one such symbol. Not sure what def has that as input, it’s already a reserved character in xml.
For example;
I have a mod that adds a building to the game
I then have a mod that patches that building's defs to some degree.
Now if I use this tool to check the def of that building, it shows the original def values of the building but not the actual in-game defs as when the patch is applied.
It's a minor thing but it got me confused for well over two hours thinking my patch didn't apply
I'm pretty sure that's accurate, just double checking! Thanks!
Just ping me if you decide to work on it yourself, I'm open to PRs on all my mods as long as the code is solid and there aren't any potentially performance ruining changes.
Hopefully that bit of digging helps. If implementing it and testing it is still a ways off with that figured out, I could try to submit a PR. Probably about time I get around to setting up an environment for C# development anyway.
So to answer your question, no. This is strictly the combined xml doc before inheritance and before any xml patches. Maybe in the future when I have more time
It makes it annoyingly difficult to use the mod to test a new patch, since I cannot build off of any existing patches. With Unified XML Export defunct, this appears to be the best window into the XML available, but if it only shows me the XML before patches are applied, that usefulness is rather more limited than I'd like.
Unexpected element in patch XML; got mods, expected 'Operation'
[Lunarframework v1.0.3] Failed to load 'Geological Landforms' because component is in state 'initailized'
[Lunarframework v1.0.3] Failed to load 'Map Preview' because component is in state 'initialized'
I'd love two things added to it:
- an option to paste in your patch xml as a way to check if everything is correct instead of loading the game time and time again to test your patch
- making it so that clicking on a node in code window would add it to xpath or maybe some other method of navigating with the GUI, but thats waaaay more work :)