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ModTools

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Mod version:1
Game version:All
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About This Mod

THIS MODE IS NO LONGER SUPPORTED AND MAY OR MAY NOT WORK AT ALL. YOU CAN STILL GET A SOURCE FROM THE LINK TO GITHUB BELOW. DO NOT HESITATE TO FORK AND REISSUE IT IN ACCORDANCE WITH THE MIT LICENSE TERMS.

ModTools is an in-game scene viewer and a set of tools for mod writers.

NOTE TO ALL USERS: I conducted a survey to get an idea of how most of you guys see ModTools going forward. Please check it out, it should take 1 minute to complete. Choose as many answers as you like. Click to view survey.[strawpoll.me]

THIS IS NOT A TOOL FOR USERS. MODTOOLS IS A DEBUG TOOL, NOT A CHIT MENU. I assume NO RESPONSIBILITY IF YOU TAKE ADVANTAGE OF IT AND A) LOSE SAVING; B) LOSE YOUR CAT; C) PRACTICALLY ANYTHING. NO RESPONSIBILITY. NO.

Mod authors are not a library or framework for your mods. Do not reference a fashion DLL in your own mods and/or distribute it to users. This will only lead to angry users who have been pushed in the wrong direction.

With all that said..

The main feature of ModTools is the Scene Explorer, which allows you to explore all objects in the current scene (all game objects, components and their fields, properties and methods). It works through reflection and has knowledge of most of the types you will encounter. You can view the object hierarchy and view and edit each variable in real time. Scene Explorer allows you to place observations on variables of interest, which puts them in a separate monitoring window. I suggest you watch the video above to get an idea of how it all works.

Currently, SceneExplorer initially supports the following .NET types:

- All built-in types (int, uint, float, string, etc.)

- Almost all types of Unity (GameObject, Component, Transform, Material, Camera, Vector3, Color, ..)

- All types of Assembly-CSharp (BuildingManager, Vehicle, NetNode, ..)

ModTools also supports in-game previews (and downloads) of the following types:

– Texture2D, RenderTexture

– Mesh

There are a few more things ModTools will do to make your life easier:

- Significantly improved debug console (F7) with built-in stack trace viewer. You should use the Debug.Log functions from Unity[docs.unity3d.com] instead of DebugOutputPanel to log in to the new console.

- ModTools will catch and display all raw exceptions of your mods.

- Run any C# code in real time from the debug console.

- Preview textures and grids.

- Shows the name of the asset for each building to be cultivated - Allows you to easily reset the grid and texture of any cultivated object

from dashboard

- ModTools font and all colors are customizable!

- Improved integration with Steam Workshop - ModTools will automatically attach thumbnail preview image to your mod if it is located next to your mod DLL and is called "PreviewImage.png", "preview.png" or "Preview.png". In addition, name/description fields will be disabled when you update your mods so they don't erase the current ones.

- Redesigned Modes List[i.imgur.com]

Note that most features are optional and can be disabled by simply pressing Ctrl+Q. You may need to restart the game for the changes to take effect. This applies to ModTools itself, which means that you will have to restart the game after activating or deactivating ModTools from the mod list for the changes to take effect.

Usage:

Press Ctrl + Q in the game to open the ModTools menu, or Ctrl + E to open the Scene Explorer.

Note: All grids and textures are placed in the same folder as the game executable.

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