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a multiplayer game of parenting and civilization building

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#1 2024-01-13 21:43:11

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,803

Update: Power Edit

OAi53ws.png

A bunch of improvements to the Editor this week.

First of all, along with loading mods, which are temporary, the Editor can now import content permanently.  You can either replace objects content (similar to how mods are loaded, but permanently) or add entirely new objects.  To import, drop an OXZ file into the new import_add or import_replace folder.  The idea here is that people who are working together on new content can easily share their work with each other.

The various pickers in the Editor now support searching by ID numbers in addition to name text.

Next/Prev paging in the pickers works more sensibly when holding CTRL and SHIFT for bigger jumps (jumping by 25 on CTRL, 125 on SHIFT, and 625 on CTRL+SHIFT).

You can also search using a new field=value, field>value, or field<value syntax.  For example, searching for food>10 will find all food objects that are worth more than 10 food.  Searching for MapP>0 will find all objects that occur naturally on the map.  Almost all of the text field and checkbox names in the Editor can be used as part of this new search syntax.

There's also a new contentSettings folder, which ships as part of the content updates, to cover settings that are content-specific.  Before, all settings shipped as part of the platform-specific binary client updates.  This meant, for example, that when adding a new emote, both the content (for the emote's appearance) and the binary client (for the emote's settings) would have to receive an update.  Now a content editor, who wants to make deep changes to the game world, can do so with a content update alone and without touching the binary client codebase.

And most importantly, you can now put dried beans in piles and buckets.

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#2 2024-01-13 22:38:06

Kaden56
Member
Registered: 2023-09-28
Posts: 11

Re: Update: Power Edit

Thanks Mr. Rohrer

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