l1lym Posted January 25 Posted January 25 View File 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 l1lym Submitted 01/25/2026 Category Modding Tools Requirements A compatible code editor like VS Code or VSCodium 2
evilcreant Posted Wednesday at 05:26 AM Posted Wednesday at 05:26 AM 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: The generated HTML is unnecessarily larger (roughly an extra 6 MB in my current build). 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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