This is an under-development website and related sofware that is built around the premise of improving the mod user and mod developer experience for Stellaris.
Planned features:
- Mod database
- Data loaded hourly from Steam (IMPLEMENTED)
- Faster, more responsive search than Steam
- Better (more) stats-searchability (IMPLEMENTED)
- Why the hell doesn't steam have 1 month time period?
- Filtering to tags or languages
- Detail generated from mod data
- Mod version archival, preview archival (IMPLEMENTED, Not exposed yet)
- Automatic difference
- Interface for admins/devs to more easily find files within mods (IE, exe files, which could be viruses)
- Mod anti-virus scanning
- Hash database for identifying mod and mod version from source files
- Hash database should be able to also identify bundled mods (mods including this mod) and updated continuations of un-updated mods
- Hash database can also identify infringing mods and notify mod owner (if mod owner has opted-in)
- Hopefully hash database integration with IronyModManager to auto-generate an internal mod-version-present flag/variable mod
- Mod-aware shared localization interface
- Save viewer/editor
- Browser-local and no upload
- Save parsing is functional
- Substantial amount of GUI work to display the immense amount of data in a save is necessary
- Would like to have a drag and droppable galaxy editor that allows move/add/remove of systems/planets/hyperlanes
- Unsure so far how feasible editing is, changing the file while keeping it in the weird format Stellaris needs is... complicated
- Empire details - Where did that megastructure / fleet / army planet go?
- Ironman mode that obeys in-game visibility requirements?
- Irony mod-identification has pending issues that should allow mod drag-and-drop
- alternatively some mod-identification from save file is possible via searching data within the save, but match would be inspecific
- Most ideal would be if Paradox added an in-game in-save mod identity and version functionality
- Mod integrated tech tree
- Mod code search
- Cross-mod conflict search
- Automatic conflicting mod identification
- Automatic mod to game conflict/override identification
- Code-aware search (IE: Search for event ID, search for planet class type)
- Automatic version compatibility identification
- Code loop detection (IE: on_action that calls event that triggers on_action)
- Crashing feature identification
- Misc future automatic thing-detection
- Code use stats
- C memory injection app
- Windows support
- Maybe Golang rewrite - depends on how much of a pain in the ass ASM in golang is
- Advanced [debug] logging Injection
- LUA/Python interpreter (haven't decided yet, obviously a huge project, should start extremely simply)
- Automatic PDXScript -> LUA/Python conversion (should be possible, initially just by exposing the same C functionality via a interpreter
- More flexible galaxy generation in interpeter
- Ability to add custom UI elements in interpeter
- Ability to add functionality to pdxscript? within interpeter
- Performance -- ?!
- Intermediate rendering and gamestate tick / parallelism such that both can execute simultaneously rather than syncronously
- ZMQ based Messaging (process, not user) interface API?