i think clear mod output doesn't work (everything reappears after fresh input)
Whoops, I cleared the output but not the internal buffer. I'll get this fixed.
Warlight says that there's newer version avaiable, despite apparently there isn't.
Just fixed that, maybe 5 seconds before you posted :)
I can create bosses, but i cannot configure them(properties are readonly) :(
Yes, the bosses were created specifically for the single-player levels and weren't created with mods in mind, so their attributes are hard-coded. This is something I'd like to improve but it may not happen in V1.
Mod.Settings cannot contains tables (serialization error) - is it intended?
Yes, right now it can only store basic types (strings, numbers, booleans). Another thing I'd like to improve.
I can validate mod settings in SaveConfigureUi - that's fine, but it would be even better if we could check game settings there to confront them.
You're right, that would be nice. I'll add that to my list, for both Save and Present.
what happen when mod is promoted?
If it's promoted and the "public" checkbox is checked, then the mod appears by default in the Mods section when creating games. In the future we'll have a better method of sharing mods, but this is what we have so far.
is copied and stored on WL servers?
As soon as you click the "reload code" button, WarLight grabs the code from github and stores it. This isn't changed at all by the promoted flag.
one of the mod ideas (Fizzer's to be specific) is possibility to recreate game at any given point. And that's not looking possible as mod can't access network (ok, it's, but copy-paste game data into a textbox doesn't looks handy:P)
Yeah, I was envisioning two tools: One that runs on your computer and queries game data via the API, then compresses it into a big string. That string would then be copied/pasted into a mod's text box. Not ideal but I was looking for things that could be coded with v0.01 of the mod framework :)