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[Survey] What does your development environment look like?


[Survey] What does your development environment look like?  

31 members have voted

  1. 1. Which editor(s) do you use?

    • Windows Notepad
      2
    • Notepad++
      17
    • Sublime
      4
    • Visual Studio Code or VSCodium
      11
    • Visual Studio 2019 or 2022
      0
    • Kate (KDE)
      0
    • gedit
      0
    • vim
      1
    • Something Else (please comment)
      2
  2. 2. Do you use version control (like github)?

    • Nope
      17
    • Yes, GitHub
      8
    • Yes, GitLab
      3
    • Yes, Something Else
      3
  3. 3. Do you use other mods in your development flow?

    • Nope
      18
    • Yes, Dev Tools
      8
    • Yes, Better Console
      1
    • Yes, I make my own
      6
    • Yes, Something Else
      6
  4. 4. What type of mods do you make for DST?

    • Custom Original Characters
      13
    • Custom Original Items, Structures, etc
      14
    • Asset Replacement/Reskin
      9
    • Major Gameplay Expansions or Reworks
      12
    • Minor Gameplay Tweaks or Reworks
      16
    • UI
      7
    • Other
      12


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I forgot about this when I submitted my vote but I also have an entire library of music mods, so under types of mods I make would also be Other as well as character mods.

Edited by Garamonde
Removed an extra full stop.
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25 minutes ago, Garamonde said:

I forgot about this when I submitted my vote but I also have an entire library of music mods, so under types of mods I make would also be Other as well as character mods.

Thanks for the info, I would consider music mods an Asset Replacement/Reskin, unless you're scripting your own new music events. Also, which ones have you made out of curiosity?

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I've gotten help with scripting brand new music events, yes, such as full moon, insanity for every phase of the day, and more.

I've made so many I can't even begin to explain, hahah. I've made Mario games, Kirby games, Sonic, Spyro, Hylics, Mega Man, and so many others. If I'm allowed I could post a link to my workshop? Just for the sake of helping your research, not to show off. :-P

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19 minutes ago, Garamonde said:

I've gotten help with scripting brand new music events, yes, such as full moon, insanity for every phase of the day, and more.

I've made so many I can't even begin to explain, hahah. I've made Mario games, Kirby games, Sonic, Spyro, Hylics, Mega Man, and so many others. If I'm allowed I could post a link to my workshop? Just for the sake of helping your research, not to show off. :-P

Please do post a link, many other people share their mods all the time, I don't see the harm.

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8 hours ago, Thomas Die said:

What is version control?

I legit just open windows notepad and write stuff.

It's basically syncing your code and changes to it with the cloud, or if you're really fancy, your own server. GitHub let's you do this super easily. It's super useful for tracking progress, backing up your project, and makes working with multiple people a LOT easier.

 

Also, I highly suggest you grab Notepad++, even if you don't write that much code, it makes things a lot easier compared to normal Notepad.

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I use too use notepad++ but its, nostalgic for me to use notepad

12 minutes ago, TheSkylarr said:

It's basically syncing your code and changes to it with the cloud, or if you're really fancy, your own server. GitHub let's you do this super easily. It's super useful for tracking progress, backing up your project, and makes working with multiple people a LOT easier.

sounds like people with friends have this

Edited by Thomas Die
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13 minutes ago, Thomas Die said:

I use too use notepad++ but its, nostalgic for me to use notepad

sounds like people with friends have this

Not at all, I've only ever developed a mod with other people once, and yet every single mod I've written is on my GitHub. The main reason I use it is so anyone who wants to can have access to my scripts, and all my source assets and such, and in case the mod is ever removed from the workshop, it serves as an archive where the mod can still be obtained, and or revived by someone else.

I also work from multiple computers, so syncing code makes things miles easier on that front.

Edited by TheSkylarr
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I use Notepad++, along with Krane and TEXCreator.

Instead of using version control, I just create a temporary copy of a file or comment out code when making large changes. Steam workshop also stores old copies of your mods you can revert to.

Edited by Bumber64
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1 hour ago, Bumber64 said:

I use Notepad++, along with Krane and TEXCreator.

Instead of using version control, I just create a temporary copy of a file or comment out code when making large changes. Steam workshop also stores old copies of your mods you can revert to.

I didn't know you could download old versions of your own item, interesting!

Also, I suggest you backup your ENTIRE mod at some point to an offsite location, or in the cloud somewhere if you don't include all your assets (exported folder for example) with your mod on the workshop.

Edited by TheSkylarr
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2 hours ago, hhh2 said:

Emacs, (sometimes vim)

Git,

I'm new to the Dst modding scene but I doubt this will change.

Dear god, do you run Suicide Linux as your main OS?

Jokes aside, you seem to be quite the power user with a rock solid tool set, it'll work great for DST modding, especially since we only deal with lua. I wish I was crazy enough to learn and use vim.

Edited by TheSkylarr
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3 hours ago, TheSkylarr said:

Dear god, do you run Suicide Linux as your main OS?

Jokes aside, you seem to be quite the power user with a rock solid tool set, it'll work great for DST modding, especially since we only deal with lua. I wish I was crazy enough to learn and use vim.

Vim is great! I highly recommend for developers who are looking for a more customizable, modal text-editor. The program only takes a few hours to get the hang of it and will serve you well. It might even be a gateway into learning Linux.

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Because this mentions developer tools and we're sharing I thought I would share my relatively new client-side mod, Console++ that mainly improves the dst command console.

https://steamcommunity.com/sharedfiles/filedetails/?id=2758553790&searchtext=console

Key features include full multiline capability, scrollable logs, viewing master and caves logs, dynamic table index completions, as well as general improvements to the game's barebones text edits like click-to-position cursor.

1 hour ago, hhh2 said:

Vim is great! I highly recommend for developers who are looking for a more customizable, modal text-editor.

To add on, Neovim, a popular rewrite of Vim, has first-class support for Lua as a configuration and plugin language!

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On 6/12/2022 at 8:00 PM, TheSkylarr said:

Also, I suggest you backup your ENTIRE mod at some point to an offsite location, or in the cloud somewhere if you don't include all your assets (exported folder for example) with your mod on the workshop.

Krane, etc., can be used to recover some of that.

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21 hours ago, Friendly Grass said:

dynamic table index completions,

Intresting. I gotta check this out. The default console leaves a lot to be desired.

Edited by hhh2
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