Sorry, I thought you meant save the changes after reloading or creating a new item. The values of the usetime and useanimation should persist for the game session, allowing you to test your item, unless you have one of those poorly programmed mods that manually change item.useTime for some reason. (forgot which mod was doing that.)whats the point of it then? how would it help testing when every time you swing a weapon its attackspeed changes? in what way does that help?
No, this is just a tool to experiment with those values, to help decide what you may or may not want in a mod you're working on. This mod, itself, doesn't save those values.short question, it is shown that you can edit values of weapons, my question is ; can you save that? so that you can close the thing(or leave it open ) and use the item in a fight without the values changeing all the time?
Yeah, I can add that in too, not sure where though. And I'd like to know what people want aside from player x and y for the suggested debug mode, I don't have any ideas for that myself.Reveal entire map would be useful - to see if something has generated properly. Also, a 'debug' mode - i.e. where it says the player's x and y, and other stuff - would also be useful.
Possible mouseing over a block can tell you the block name, invinceability would be a cool seperate option as well.Yeah, I can add that in too, not sure where though. And I'd like to know what people want aside from player x and y for the suggested debug mode, I don't have any ideas for that myself.
did you restart tmodloader after disabling the mods?for some strange reason I've started to get this error
it never happened before today and I started to get it when I had Overhaul Mod AND ModdersToolkit active at the same time
I've deleted both mods and reinstalled ModdersToolkit and I still get the error though
View attachment 216617
yeah I diddid you restart tmodloader after disabling the mods?