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debugging-mods [2021/10/22 10:15] – [ZeroBrane Studio] maximedebugging-mods [2021/10/24 12:25] maxime
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 The first step in debugging a mod is to setup the chosen debugger in the VM. This cannot be done by the mod scripts themselves as it requires escaping the sandbox they operate in; the required setup must be placed in a special ''moddev'' folder in the game's user files ''(%USERPROFILE%\Documents\Polymorph Games\Foundation)''. The first step in debugging a mod is to setup the chosen debugger in the VM. This cannot be done by the mod scripts themselves as it requires escaping the sandbox they operate in; the required setup must be placed in a special ''moddev'' folder in the game's user files ''(%USERPROFILE%\Documents\Polymorph Games\Foundation)''.
  
-When the game starts and creates the lua VM, all scripts in this folder are loaded without any of the restrictions imposed on regular mod files. While this allows changing the lua environment to make mod development easier (such as by inserting a debugger), it also allows potentially unsafe scripts to run. **Mods should not require files in this folder in order to run properly.**+When the game starts and creates the lua VM, all scripts in this folder are loaded without any of the restrictions imposed on regular mod files. While this allows changing the lua environment to make mod development easier (such as by inserting a debugger), it also allows potentially unsafe scripts to run. **Mods should not use this folder for anything other than debugging, and should not require files in this folder in order to run properly.**
  
 ===== Visual Studio Code ===== ===== Visual Studio Code =====
debugging-mods.txt · Last modified: 2021/10/25 13:00 by maxime

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