What this install has
inventoryRetrieves structured inventory of worlds, characters, and mods with world paths and mod build/enabled status to verify launch preconditions without starting the game.
Instructions
The worlds, characters and mods on this machine.
launch states two preconditions and could check neither. player must
already exist — it does not create one, and a duplicate is kicked — and
world wants a WINDOWS path the caller had to know in advance. Both are
facts about directories sitting right there, and until now the only way to
learn either was to launch and read the failure: a kick for the wrong
character, and a readiness timeout blaming the heartbeat for the wrong
world. Each world's path_win is the exact string launch(world=...)
wants.
The mods answer something else. commands reports responder: false for
three different situations — the mod is not built, or it is built and
switched off, or it is on and was compiled without the dev bridge — and
enabled plus built_here separate the first two.
THOSE TWO ARE NOT ONE FACT. A mod can be enabled and have no .tmod here,
because a workshop mod is installed from somewhere else entirely; on the
install this was written against, CheatSheet is exactly that. Collapsing
them into installed would report it missing and send someone rebuilding a
mod that was never the problem.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| mods | Yes | ||
| worlds | Yes | ||
| players | Yes |