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frankkulakmods

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A Sneak Peek of My Tuning Editor

Hey everyone! I haven't posted any updates in a while, so I figured it was time to do so, even if it may not be super exciting to everyone.

As mentioned in the past, I'm taking a little time off from modding to work on some modding tools for my fellow creators. I've already shared about the string table tools I've made, but haven't shared any details about the main project I am working on, so, this post will give you some insight of what you can expect from it.

Please note that I haven't committed to a name yet, so I'll be vaguely referring to it as "this program" or "my program" throughout this post. I have some ideas, but I'm not set on any of them yet.


What is it?

I'm working on a desktop application that can edit tuning, SimDatas, and String Tables (support for other file types will be considered at a later time). It is similar in concept to Sims 4 Studio, but is specialized for the most common file types used when creating gameplay mods, and offers a more IDE-like development experience for them.

It is in no way, shape, or form meant to be a replacement for S4S, but rather a complement to it. S4S is still required for creating/editing any file types that are not tuning, SimData, or String Tables (e.g. DST images and most files required to make CC), and you may find S4S easier or more convenient to work with for smaller mods – this program is really meant for organizing larger modding projects.


So... it's like S4S, but does less?

If you're looking at it from a purely quantitative view, then sure. However, the reduced quantity of supported file types allows me to focus on the quality of the program itself, the editing experience of the most-used file types, and some additional tools to assist with common tasks.

But again, I want to stress that this is not a replacement for S4S. They will be completely compatible with one another, so that you can use whichever one you need to for certain tasks. For example, the program supports tuning, SimData, and String Tables, which should be enough to complete just about any gameplay mod. One notable exclusion is DST images, which are required for adding icons to buffs, traits, interactions, etc. If you need to add a DST image, simply add it with S4S.

(I may add support for DST images later, but they are not a priority at this time.)


What exactly does it do, then?

The two main objectives of this program are to create an easy-to-use, familiar development environment, and to offer powerful tools that boost code-writing productivity. Now, without all the buzz words, here's what I mean:


The Environment


The Productivity


When will it be ready?

It'll be ready when it's ready. Since this is a program that will be used to write other programs, I have to be sure I get it right and test it extensively. As such, I cannot give an estimated release date at this time, because it can not be rushed. If I need more time, I need more time. Just know that I'm working on it in pretty much all of the free time that I have. I hope to have it done by the end of the year, but I will make no promises.


I'm a nerd, what tech stack are you using to make it?

I am using Electron, the same Node.js framework used to create VS Code, Discord, and many other cross-platform desktop applications. I am using TypeScript to interact with the Electron API, which forms the core of the application, and I'm using Svelte, SCSS, and TypeScript to build the front end. Right now, this is a closed project while I figure everything out, but I am considering making it open source once I get the foundation built.


And, that's all for now!

I just wanted to offer some transparency about what I've been up to, so hopefully this post clears things up. I know this may not be of particular interest to players, but hopefully those of you who create mods find it useful. I will keep you updated on the development as it continues, I'm excited to see where this goes!

A Sneak Peek of My Tuning Editor

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