Dicey Table

Opening Projects

Which mod you are editing is chosen from File ▸ Open Project… in the menu bar. You can also open it with Ctrl+O, or by clicking the project name in the logo bar. Creating a mod is File ▸ New Mod….

These replaced the old Projects panel in the left column. You only need the project list when you switch projects, so it no longer takes up panel space while you edit. The left column now starts with the Hierarchy.

The Open Project dialog#

A dialog with folders on the left and the projects in the selected folder on the right.

Folders#

Folder Holds
All projects Every project you own
Games Game packs
Rooms Room packs
Tables Table packs
Asset packs Asset packs (component-pack on the wire)
Other Projects whose manifest has no readable type. Only shown when there is one

A project's folder is its kind: the type you chose in the create chooser, which is fixed at the first publish. It is read from each project's saved draft manifest, so a kind you changed in the manifest but have not saved yet still shows in its old folder. Each folder shows a count. The four kind folders are always listed, even when empty.

The dialog opens on the folder of the project you have open, because its siblings are the ones you are most likely to switch to.

The search box filters the selected folder by name, slug, linked GitHub repository or description. Every word you type has to match. When exactly one project matches, Enter opens it.

Project rows#

Each row shows the project's display name in bold, then its kind, status, linked repository and last-updated date. Rows are sorted most recently updated first.

  • Click a row to open that project in this tab. See What clicking a project does.
  • The open-in-new-tab icon opens that mod in a tab of its own, with its own set of working files. Click it again later and the browser switches to the tab you already have rather than opening a third, because each mod's editor tab is named after the mod.
  • The project you already have open is highlighted and marked Open. It has no new-tab icon, because a second tab on one mod cannot save. See Editor URLs and Modes.
  • The bin icon deletes that project for good. It only appears on projects you have never published — see Deleting a project.

Deleting a project#

A project you never published is yours alone: nothing outside your account knows it exists, no mod id is reserved for it and no one has ever played it. So the bin icon on its row deletes it outright. Clicking it turns the row into a confirmation in place; confirming removes:

  • the project, its draft and its uploaded assets on the server, and
  • its working files in this browser, so the models and textures you imported stop taking up storage.

It cannot be undone, and your GitHub repository — if you linked one — is not touched.

If the project you delete is the one open in this tab, the editor returns to /editor rather than quietly switching to another project.

Published mods are retired, not deleted here. Once a mod is published it has a registered id, a repository claim and players' history attached to it, so it has no bin icon in this dialog. Retire it from Mod ▸ Mod Details… instead, under Published mod — that hides it everywhere, keeps players' achievements, and keeps the id reserved so re-importing the same repository brings the same game back. See Mod Details.

New Mod…#

The footer's New Mod… button does the same thing as File ▸ New Mod….

File ▸ New Mod…#

Clears any error, resets the new-mod form (scene name blank, repository mode back to No repo yet) and opens the New Mod dialog.

The dialog collects:

Field Notes
Scene name Required — Create Scene stays disabled until it has non-whitespace content.
GitHub repository (optional) If GitHub is not connected yet, a Connect GitHub button appears here; once connected it shows Connected as @{login}.
Repository mode Three radios: No repo yet, Link existing, Create new. The last two are disabled until GitHub is connected.
Repository name Shown for Link existing (as owner/name) or Create new (as a bare name).

A repository created from this dialog is created public. The dialog says so, and the reason is architectural: in multiplayer, every peer loads a mod's assets straight from GitHub raw URLs, so a private repository would leave other players with missing models.

The end-to-end walkthrough is Create a new mod; the GitHub side is Connect GitHub.

First run. If the project list loads and is empty, the same dialog opens by itself, once per session. It waits until the list has actually loaded, so a slow request never opens it by mistake.

File ▸ Open Recent#

A submenu of up to eight of your other projects, most recently updated first. Picking one is the same as clicking its row in the Open Project dialog.

Mod ▸ Open In#

A submenu that switches this tab to another editor mode on the mod you have open. The mode you are already in is ticked and disabled.

Which modes appear depends on the mod's kind. A Table gets Table Editor, a Room gets Room Editor and an Asset pack gets Asset Editor: one each, because those editors are the only ones whose panels describe that kind of document. Only a Game gets two, Game Editor and Full Editor, which are two views of one document.

If you open a mod in an editor its kind does not allow (by typing the URL, or from a tab left open from before), a notice on the right of the menu bar says so and offers a link to the editor it belongs in. Nothing redirects on its own, so nothing unsaved is lost.

Switching mode is a real navigation (the page reloads), so if you have unsaved changes you are asked to confirm first. The full list of modes and URLs is Editor URLs and Modes.

The read-only notice#

If another tab in this browser already has this mod open, a Read-only notice appears on the right of the menu bar, and Save Draft/Publish are disabled. Two tabs writing one local file tree lose work silently, so only the first tab may save. When the owning tab closes, the notice offers Take control (reloads). Full explanation: One mod, one writing tab.

What clicking a project does#

If you have unsaved changes (in the scene, the manifest, or an editor tab), you are asked to confirm first, because opening another project discards them. Then the editor reloads the project from scratch, not just the view. In order, it:

  1. Puts up the branded loading screen, with the project's name as its subtitle once known.
  2. Clears everything: project, draft, validation, the scene document, the current selection, the transform draft, the scene-settings draft and the asset list.
  3. Releases the previous draft's local asset URLs and its resolver.
  4. Fetches /api/editor/projects/{id}, builds the editable scene document from the response, and runs it through migrateEditSceneSnapshot so older drafts arrive fully defaulted.
  5. Re-primes the local file mirror and, for a GitHub-linked mod, re-syncs missing or changed files down from the repository in the background.

A stale load can never win. Each load takes a token, so if you open a second project while the first is still loading, the older response is dropped.

Where the files themselves live, and what happens on a second device, is Where my files live.

What these write#

Control Written where
New Mod… → Create Creates a project on the server; optionally links or creates a GitHub repository, then opens the new mod in the editor its kind belongs to
Opening a project Nothing in the document — it replaces the loaded project, and updates the URL to name it
Open-in-new-tab icon Nothing — opens (or focuses) that mod's own editor tab
Bin icon → Delete Deletes the project, its draft and its assets on the server, and its working files in this browser. Offered only for a project that was never published
Mod ▸ Open In Nothing — navigates this tab to that mode's URL

The project's title and other metadata are not edited here. That is Mod ▸ Mod Details… (see the topbar). The editable draft label is on the Versions panel.