- With this change comes the ability to easily create a new mod. - This opens up a new window split in 3 parts. - Fixed bug where empty files were being generated. - Added better handling of issues. Sorry this might be too specific, but can you add a tutorial on entitygroups? The term "modlet" has been adopted by the modding community to describe mods that are loaded from the Mods folder, as opposed to direct XML edits of the game's main Data/Config folder. Now users can remove specific tags, rather than the whole object. - Some commands were not generating the closing tag. All the assets in this file belong to the author, or are from free-to-use modder's resources, You are not allowed to upload this file to other sites under any circumstances, You must get permission from me before you are allowed to modify my files to improve it, You are not allowed to convert this file to work on other games under any circumstances, You are allowed to use the assets in this file without permission as long as you credit me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are allowed to earn Donation Points for your mods if they use my assets. It was off when side by side. I loved A16 hordes! - Fixed quick commands for Menu items, the File menu was not working with quick commands. - I did some tests with more xml files and discovered some oddities in the search trees generated. - Added a new context menu item in the search view to collapse the parent tree. Just hit ctrl-f. - Added an OnFocused event to the XmlOutput box to update the output when it is focused. A warning is displayed and users chooses. - Fixed a bug with the Help menu item, it was returning invalid file contents when the file didn't exist. Changed "=" to """(Double Quote). -->, , , , , , , , , , , , , , , , , , , , , , , , , , , , ,