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Releases: JDeffner/paradox-modding-toolkit

v0.3.0 (beta)

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@JDeffner JDeffner released this 11 Aug 11:48

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: every ck3.* setting is now px.* (ck3.gamePath becomes
px.gamePath), commands are prefixed Paradox instead of CK3, and the
inline suppression comment is # px:ignore instead 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)

Pre-release

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@JDeffner JDeffner released this 22 Jul 03:30

Full Changelog: CHANGELOG.md for details.

v0.1.2 (alpha)

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@JDeffner JDeffner released this 22 Jul 02:25
fa6a7ab

What's Changed

Full Changelog: CHANGELOG.md for details.

v0.1.1 (alpha)

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@github-actions github-actions released this 14 Jul 22:51
  • 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)

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@JDeffner JDeffner released this 12 Jul 22:27

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_docs and bundled
    wiki lists, the scope chain at the cursor, resolved localization, and
    texture previews for any .dds path.
  • Instant diagnostics — unbalanced braces, missing UTF-8 BOM, loc
    header/filename mismatches, localisation/ and common/on_actions folder
    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 .vsix below, 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