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Another thing, I changed the current map, but on the convert page, the Test in Game button stayed the same, instead of changing back to Convert. Also, a stop button would be nice in the convert section
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Also, it says in the Analyze section under Resources that food is not counted. I guess, why? Is there a certain reason why you didn't count it? Also, the tab Analyze is spelled wrong. It is currently spelled "Anaylse" (replace the "s" with a "z")
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@Grautvornix, so I was getting some warnings and errors from a certain things on the map which weren't in the base game, then I loaded the game and the mods folder, but the warnings were still there. They didn't go away until I restarted the program. If you could make a button so you can refresh the errors. Also, if you could be able to edit certain things, like description, what civs the players are, if the players are bots or humans, ect. I think that would be helpful, so you don't have to have both this and scenario editor open at the same time, to make some of the smaller changes. Hopefully you don't think that I think this is horrible, it is just my feedback, to make it better; I think this tool will be a pretty usefully helpful
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By Grautvornix · Posted
@Asher Here is a bit of feedback on dependencies on entities in other mods: post-Atlas already reads dependencies and shows them on the Analyse tab. What it does not do is connect them to the entities a map places — which is your actual request A maps mod.json provides Dependencies as a real key: "dependencies": ["0ad>=0.28.0", "millenniumad>=1.0"]. Operators are <=, >=, =, <, >. A dependency with no operator is not checked at all. CheckForIncompatibleMods only compares when it finds an operator in the string, so "dependencies": ["millenniumad"] is documentation, nothing more. Write millenniumad>=0 if you want it enforced. CAVEAT: It requires the other mod to be enabled, not merely installed — the version table is built only from the mods in that launch list. It names the mod's name key, not its folder. The base game is 0ad, though its folder is public. Proposed solution: Today a template that isn't in public or the map's own mod produces entity-template-missing, a FAIL, while another mod might have it. Four steps: When templates are missing, search the other mods in the selected install — its own binaries/data/mods and the user's Documents\My Games\0ad\mods, both of which Session already knows — for simulation/templates/<name>.xml, and for actors under art/actors/. Only when something is missing, so nothing slows down. Report what was found by name: "structures/mil/tower is in mod millenniumad (Millennium A.D. 1.2)" — the finding turns from "broken map" into "enable this mod". Where nothing is found: say plainly that these are probably from a mod not installed here, and name the count. Check the map's own mod.json against that: entities from mod X with X not in dependencies → WARN, with an automatic fix that adds X>=<installed version>. write_mod_json already preserves keys it doesn't own, and the converter already writes the file. Conversion and Test in Game: carry the dependency into the converted mod's mod.json, say in the report which mods must also be enabled, and add them to the -mod= list when launching. The other issues, inactive buttons not being visible on dark schem, missing light scheme, missing tooltips Are also addressed. As usual I'll put the release into the top message of this thread. Let me know if something is missing or failing!
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