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Node Graph VII
Implements a Node Graph GUI that lets you build out a mod visually.
Current Features:
- Make a Table node with Right Click and NewDynamicNode, automatically filling default fields. Fields are divided into those that need to be filled, which always show, and those that can be left blank or have a default value which can be hidden or shown.
- Columns within a node with Foreign key references allow choosing from any given value in the selected age (in settings) and will update with new values as you make them (so if you made a Units entry with 'UNIT_TEST' it would show up as an option in Unit_Costs.Unit
- Nodes have output ports for their Primary key if it is backreferenced by other tables, and input ports for their own foreign key references. You can click and pull out a port connection and drop it, opening a dialog to make a new Node for a valid connection to that port (i.e. Output port of Types.Type -> [Units, DynamicModifiers ...] and input Port of Types.Kind -> [Kinds])
- Linked ports should share and update their shared values, i.e. if 'UNIT_TEST' was connected to an entry in Unit_Costs, it should update Unit_Costs.Unit to be 'UNIT_TEST', and if that value in Units changed, so would the other value. (N.B. there may be a case or two where this doesnt update, as i have to handle that manually)
- You can save a graph and load them as JSON objects
- You can import any existing mods as a graph using File > Import Mod... and choosing a mod folder
- File > Test: You can test a mod graph you have set up using this, which will run the state of the current Mods and DLC that are on the last time you tried to start a civ game, and then the new mod on top of that.
- File > Save As Mod: This will save the mod graph in the GUI to a new mod, placed in in your local mod folder.
- File > Set Metadata: Allows you to set the metadata of your modinfo, like the current age, the author, name, description and uuid.
This also has some existing features from the older release still intact. It should be able to do more detailed debugging of your current Civ VII Mod+DLC setup. You can do this with the Run Analysis button, the log should give more detailed information of the cause. The analysis basically gets the state of the current Mods and DLC that are on, and runs against them. So the best way to change them is to go into civ and try run anyways.