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June 19, 2025
I've gotten to the point where with my current implementation of data management, is a little too inneficient to properly expand ui. This is sort of lagging behind in things which I've learnt since creating this, so I need tweak a lot systems.
I forgot to mention this last devlog, but I also added auto-tooltip position adjustment to keep the tooltip within screen bounds.
Made some more improvements to the way inherited properties are handled, reducing some overhead.
I also added some new customization options along with adding more information to the README.
So I've done a lot of work since my last devlog.
I completed the Edit Connections tool, Add Nodes and Remove Nodes tools. I also created a Chaining tool which modified how the above tools work.
I did a lot of cleanup with my code, removing an unnecessary autoload.
I've completed the addition of full customization and property overrides for node, line, and arrow colors and textures.
I've fully created a README with complete documentation on usage including on different tools and how my nodes work. I also included a About, Download, and Example sections.
Made some final edits and bugfixes.
Below is a short video showing some of the things added.
Finished up the main status effects and items I was working on in preparation for shipping.
I completed item recipes, and advancements.
I've added some customization/override settings for colors. I'm currently working on getting the new editing options working.
I've done some more working on this mod and now there are sprites for some items and custom status effects .
I worked on creating some buttons to make adding connections easier. I also cleaned up the code performing all of these tasks so I can make it easier to expand functionality later.
Created a settings screen. ... It doesnt do much right now.
First Devlog!
I started off with creating a quick mockup in plain html. Its my first time using a JS framework so I decided to use Vuejs, taking the template and recreating a mockup from there. I recently used the component based system from textual so its feeling pretty familiar.
First Devlog!
I've made a lot of progress into this addon with the basic features already in place.
So far, I have simple node based tree which allows creating connections between nodes with little arrows pointing in the connection direction. You can manually edit connections in each node within the editor.
I will be adding a lot of customization options for the tree nodes.
Tree Maps is a Godot Addon which adds custom nodes and functionality to help make creating skill and technology trees easier. It provides tools which assist in the creation of connection based structures and customization. Additional features can be added by simply extending the custom classes to add whatever you need. More information including download, and usage instructions in the repository!
Project for SoM's Grand Survey Expedition event, specifically for location 28
I started working on this again. I added new items and updated existing item information.
I also did a bunch code cleanup, removing some unnecessary code.
Quick update before next ship.
Added key bindings for navigation.
I spent a while working on a tool which displays and converts colors from and to hex, rgb, and hsv values.
I've been working a little on new tools, namely Text and Color tools.
Currently I've got Ascii to Decimal, though Hexidecimal and Binary are coming soon.
First Devlog!
This is my first mod for minecraft so I have to catch up on my java knowledge of which I managed to partially obtain while attempting to create a mod for Mindustry. I managed to create some items and blocks though still trying to figure out other things like tools and status effects.
A vanilla friendly modwhich aims to improve Minecraft's health system by adding various health related status effects and items. NOTE: In case Demo link does not work(Modrinth), please refer to repository link instead for the demo.
Added little interaction highlight hints.
Added conversions for length and, cleaned up conversion logic.
Improved home screen ui.
Created a home screen. Redesigned conversions screen. Added safety checks, and a swap input <-> output feature.
Saves are now fully functional though some stats are currently excluded from saving at the moment.
Added conversions for celsius to kelvins and swapping conversion types. Did some layout changes.
I put together the main ui for my app. Im working adding functionality to the buttons in order to swap tool screen
Quick Tools in Terminal is a TUI made with textual that provides various little tools which you can quickly access, especially when your unable to use or dislike online tools. Currently Includes: - Unit Converters ( Temperature, Length, Mass&Weight, Volume, and Time ) - Color viewer with color codes. -decimal <-> ascii conversion More tools on the way! More info on Repository page. IMPORTANT: The demo links to latest ship, NOT latest release. For latest release, select the highest tag #: https://github.com/ToxicStarfall/Terminal-Quick-Tools/releases
The save system is now able to save upgrades and similar things. Still working on smoothing a few bumps when it comes to loading it.
Added a script to handle game inputs. Using Ctrl+S will save the game.
Fixed an issue where loaded save data wasn't being applied and displayed properly. I had to create a signal to wait for the user interface to load before applying save data.
Improved my event system. Events can now trigger other things with different outcomes depending on options that are selected.
Working on making a variety of interactive popup events.
I cleaned up the way data changes are processed.
Added a bit of stuff. I used a @tool script in order to speed up the process of adding new content to my tech tree.
Made a bunch of various improvements.
I'm gonna work on adding a bit of content.
Tooltips are now functioning properly, though I had to circumvent a sizing issue which could be a problem for any tooltips containing a lot of text.
I uploaded a MVP to itch.io and fixed a bunch of errors related to loading data
Working on adding embedded tooltips for text. Uh... ignore the size of the tooltip.
I added a little event log which provides a history of any events that happened.
Made some progress with shaders. I can do simple transforms and coloring.
I was working on game function unlocks as you progress. Also I'm gonna start learning Godot shaders so I can make things look more appealing.
UI is coming together nicely. I have my game mechanics planned out and I'm in the process of implementing them. I'm creating an event system which can alter the gameplay and its flavor
Did some more experimenting with UI and I think its getting somewhere(hopefully). Still trying to get an idea of how certain boxes should be positioned relative to each other and their intended functions.
Cleaned up a bit of UI, now it looks nice. I have an idea of what I want to do on the left side and how it should interact with the existing game mechanics. To do this though, I need to figure a system to connect game mechanic unlocks with the tech tree(and other things).
I added panning/dragging to my tech tree. I'll probably do zooming at a later date. I will be working on drawing proper art for the various UI so it doesn't look as weird.
Been working on a research tree system. I've already created the tree and now I'm currently working on panning and zooming functions.
I've set up the save and data systems for my game. Now I need to put together the logic handling between the UI and data.
Did a bunch of changes. I've got most of my main UI in place and will be working on getting functional.
An idle game focused on technological development. Knowledge is power, and with great power comes great responsibility...
This was widely regarded as a great move by everyone.