Dev Mode QoL
Developer overlay quality of life: localized item and level names, search by any language or pinyin, free camera keeps the view direction, Escape closes the F3 menu.
About this mod Machine translation
Dev Mode QoL
Quality of life fixes for SULFUR's developer overlay (F3). Developer mode only - without it the
mod stays inert.
The free camera keeps the view direction
Vanilla drops the view direction on both sides of the F3 transition, so the free camera starts
facing wherever it was left and the player comes back facing wherever they left. Both hand-overs
now work:
- Entering the free camera continues from the direction the player was looking at.
- Leaving the free camera after teleporting with T makes the player look where the free
camera was looking at the moment the overlay closed.
- Leaving the free camera without a teleport changes nothing: the player returns to the
original spot with the original view direction, because the free camera can be far away from it.
The teleport is remembered per free camera session and forgotten every time the overlay opens.
Escape leaves the overlay
Vanilla only closes the overlay with F3. Escape now backs out one layer at a time.
- Level select list open - the game's own cancel closes the list, as before.
- Spawn menu open - Escape closes the spawn menu.
- Free camera only - Escape closes the overlay, exactly like F3.
Gamepad cancel behaviour is unchanged.
The game binds both Escape and Backspace to the same UI cancel, so Backspace used to close the
spawn menu, and one press in the search box threw away everything typed instead of deleting one
character. Backspace now never closes anything - that is Escape's job - and in the search box it
is plain text editing. The game's own handling is untouched, so Backspace still closes the level
select list as it always did.
Escape does reach a focused search box, which uses it to stop editing; only once the box has let
go does Escape start closing menus.
Every item is in the spawn menu
Some items the game ships simply cannot be found in the spawn menu - Dinner Jacket is one of them.
The overlay never asks the game which items exist: it collects the items tagged for the menu, then
drops every item whose data still says it is not part of the early access build. That flag is read
nowhere else in the entire game, so those items drop, sell and equip perfectly normally - only the
overlay refuses to list them. In v0.18.5 it hides 17 of them, twelve of which are oils and scrolls.
The list is now completed from the game's own item registry before the menu is built, and the filter
is lifted while it is built. Items the game leaves out on purpose, such as weapons flagged as not
usable by the player, stay out.
The overlay follows the game language
The game is fully localized; the developer overlay is not. It labels spawn menu buttons with the
untranslated authoring name - even though it already sorts them by the translated one - and level
buttons with the level's authoring identifier only.
- Spawn menu item buttons and the "selected" label now show the item name in the game's language,
the same one the inventory shows.
- Level select buttons keep their identifier line (Act_01_Caves 2: MakerSet_Caves_B) and gain a
second line with the name the player sees in game (Caves II).
- The search box now finds an item by its name in any language the game has loaded, as well as
by its internal asset name. Type bandage, Bandage or Verband and the same button shows up.
- Chinese names are also found by their pinyin, so there is no need to switch input method - see
below.
- Everything is rebuilt when the language is switched.
The overlay also never had the game's font localization, so its labels use a latin-only font and a
Chinese, Japanese, Korean or Cyrillic name draws blank. A label that cannot draw the text it was
given is handed the font the game uses for the current language; a label that already copes keeps
the overlay's original font, so an English game looks exactly as before.
Names come from the game's own localization terms, so they always agree with the rest of the game.
Unit, attribute and mutation buttons, the category buttons and the over …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: