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X-Change Life VSCode Extension For Making Mods


VS Code extension for X-Change Life Twee (.twee) files using X-Lowe (Harlowe-style syntax).

Download from Microsoft Marketplace: https://marketplace.visualstudio.com/items?itemName=aphrodite.xcl-twee-xlowe

Or Open VSX.org: https://open-vsx.org/extension/aphrodite/xcl-twee-xlowe

Features

  • Syntax highlighting for XCL/X-Lowe patterns (passages, macros, variables, hooks, HTML)
  • Passage Explorer panel in the Activity Bar for quick navigation
  • Macro Handbook panel (categorized macro browser + docs)
  • Palette Gallery panel with live theme previews and one-click application
  • Go to Definition (F12 or Ctrl/Cmd+Click) on passage references
  • Autocomplete for macros and passage names
  • CodeLens showing passage targets inline
  • Hover info for macros and passage references
  • Status bar showing current passage
  • 14 custom color themes optimized for Twee editing

  • Submitter
  • Submitted
    01/25/2026
  • Category
  • Requirements
    A compatible code editor like VS Code or VSCodium

 

  • 7 months later...
Posted

Hi! I think I've found an issue with the Mod Loader when it builds the final HTML.

It appears that the main/base-game script is duplicated in the generated build.

The first copy behaves as expected: the Mod Loader injects the JavaScript from the loaded mods into it. However, the second copy of the original base-game script remains in the HTML and is executed afterwards.

This has two consequences:

  1. The generated HTML is unnecessarily larger (roughly an extra 6 MB in my current build).

  2. More importantly, if a mod overrides or modifies something defined in the base-game JavaScript, the second untouched copy of the base-game script can effectively overwrite/undo that modification when it is executed.

I confirmed this by manually removing the second duplicate script from the generated HTML. The resulting build runs without the error I was investigating, whereas the unmodified generated build does not.

So, as far as I can tell, the expected build structure should contain only the script into which the Mod Loader has injected the mod scripts, without another untouched copy of the base-game script afterwards.

Could you please take a look at this when you have a chance? If useful, I can also provide the relevant fragments of the generated HTML showing both copies.

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