Releases: JDeffner/paradox-modding-toolkit
Release list
v0.3.0 (beta)
Paradox Modding Toolkit 0.3.0 (beta)
The CK3 Modding Toolkit is now the Paradox Modding Toolkit, and it speaks
three games. This is the first release under the new name, the new extension ID
and the new monorepo layout, and it is the largest release so far.
Moving from the old extension: this ships as a new listing,
JDeffner.px-toolkit. Install it and uninstall the old
JDeffner.ck3-modding-toolkit, which is now deprecated. Your settings move
with a rename: everyck3.*setting is nowpx.*(ck3.gamePathbecomes
px.gamePath), commands are prefixed Paradox instead of CK3, and the
inline suppression comment is# px:ignoreinstead of# ck3m:ignore.
Nothing about your mod files changes.
Full changelog
Every change in this release, with the reasoning behind it, is in
CHANGELOG.md.
The same text is the Changelog tab on the
Marketplace listing.
The short version: Victoria 3 is first-class, Europa Universalis V ships as a
community-sourced profile, and CK3 users need to change nothing. New since
0.1.x: a Project panel, an event simulator, a visual GUI editor, a redesigned
event graph, bundled script_docs snapshots per game, full-depth outlines, and
a standalone language server you can run from neovim, Zed, Helix or your own
application.
Beta means young, not unusable. It is what I mod with daily. Tell me what
breaks: issues.
Full Changelog: v0.1.2...v0.3.0
v0.1.3 (alpha monorepo)
Full Changelog: CHANGELOG.md for details.
v0.1.2 (alpha)
What's Changed
- Fix issues #1-#4: navigation, chain completion, GUI tree — plus default hotkeys and a quieter footprint by @JDeffner in https://github.com/JDeffner/ck3-modding-toolkit/pull/6
Full Changelog: CHANGELOG.md for details.
v0.1.1 (alpha)
- The "primary mod" concept is gone: every workspace mod is fully indexed
and editable; sidebar views follow the active file (or a pinned focus
mod), tiger baselines are per mod, and mods can be excluded from
indexing via a checklist. - Hovers, completion and the Overrides view name the owning mod (from its
descriptor.mod) instead of a generic "mod"; mod-vs-mod conflicts shown. - New Translation Mod command: scaffold a language compatibility mod for
any indexed mod, with blanked values and a generated TRANSLATE.md
workflow + AI prompt. - Settings regrouped (Setup / Mods / Validation / Editor), machine paths
no longer sync across computers. - Real DumpDataTypes dumps parse fully; modifiers.log 1.19 format fixed;
templated modifiers expand against the definition index.
Full Changelog: https://github.com/JDeffner/ck3-modding-toolkit/compare/v0.1.0...v0.1.1
v0.1.0 (alpha)
First public release of the CK3 Modding Toolkit: Crusader Kings III mod
development end to end in VS Code. A language server with a real Paradox-script
parser, completion that knows what scope you're in, instant diagnostics for the
silent-failure class of bugs, deep ck3-tiger
integration, a live mod overview, and a full localization workflow.
All language knowledge is derived from the game itself (your script_docs
logs, the vanilla files, bundled wiki data), so it stays current across
patches instead of rotting with hand-written rules.
This is an alpha: used daily on real mods, but the public feedback loop
starts here. Rough edges are expected — please report them in Issues.
Highlights
- Scope-aware completion — key positions offer triggers/effects valid in
the inferred scope, value positions offer the right nouns (has_trait =
lists traits,trigger_event =lists events, …), ranked by real-corpus
frequency. - Hover — docs merged from your exact patch's
script_docsand bundled
wiki lists, the scope chain at the cursor, resolved localization, and
texture previews for any.ddspath. - Instant diagnostics — unbalanced braces, missing UTF-8 BOM, loc
header/filename mismatches,localisation/andcommon/on_actionsfolder
traps, references to missing events, full descriptor.mod validation with a
one-click scaffold fix. - ck3-tiger integration — auto-download, run on save, JSON reports as
native Problems with severity and confidence, baseline mode for adopting
tiger on a legacy mod. - CK3 activity-bar view — mod inventory, problems by type, localization
coverage per language, override/conflict resolution (LIOS/FIOS winners),
and an interactive event graph with an inline inspector. - Navigation & refactoring — go-to-definition, references and workspace
symbols across mod, parent mods and vanilla; safe rename across script and
localization; signature help for$PARAM$parameters.
Install
- Marketplace: search CK3 Modding Toolkit (
JDeffner.ck3-modding-toolkit)
and pick Install Pre-Release Version — the 0.x series ships on the
pre-release channel. - From this page: download the
.vsixbelow, then in VS Code:
Extensions panel →…menu → Install from VSIX….
Licensed GPL-3.0-or-later. See CHANGELOG.md for details.
Full Changelog: https://github.com/JDeffner/ck3-modding-toolkit/commits/v0.1.0