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docs(mod-api): clarify developer mode sources
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@@ -472,7 +472,8 @@ find no runner on it, so `data.commands` under Gen 2 is the mod verbs alone.
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**`mod.save`, `mod.options`, `mod.log`, `mod.assets`, `mod.find`,
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`mod.developer`, exports.** Generation-agnostic; nothing to adapt.
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`mod.developer` is the same fixed boot-time boolean on both generations and is
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available while the entry chunk runs.
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available while the entry chunk runs. Gold does not gain Gen 1's developer
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console or F5 hot-reload hotkey; the field reports the loader's mode only.
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**`mod.world`.** Same method set, resolved against Gold's world
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(`src/world/gen2/WorldAPI.lua`). Two differences show through and are
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+14
-10
@@ -687,17 +687,18 @@ the hook context.
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## Developer console
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Boot with developer mode on to unlock the in-game console and hot-reload
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hotkeys. Either set `POKEPORT_DEV=1` in the environment or pass
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`--developer` on the command line:
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On a Gen 1 boot, developer mode unlocks the in-game console and hot-reload
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hotkeys. Either set `POKEPORT_DEV=1` in the environment or pass `--developer`
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on the command line:
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```sh
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love . --developer
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```
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Every sandboxed entry chunk receives the same boot decision as the boolean
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`mod.developer`. It is available while the entry file is loading, so a mod can
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keep diagnostic commands, screens, and verbose tracing out of player builds:
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The mod loader independently derives a matching boolean for every sandboxed
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entry chunk as `mod.developer`. It is available while the entry file is
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loading, so a mod can keep diagnostic commands, screens, and verbose tracing
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out of player builds:
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```lua
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if mod.developer then
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@@ -710,11 +711,14 @@ end
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`mod.developer` is a plain boolean snapshot for this boot. It grants no
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permission and exposes neither the process environment nor the loader. In a
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normal player boot it is `false`; `POKEPORT_DEV=1` and `--developer` make it
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`true` through the same engine-owned decision that enables the console and hot
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reload. Use a mod option for player-facing feature toggles rather than treating
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developer mode as configuration.
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`true`. On Gen 1 those inputs separately enable the console and hot-reload
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hotkeys. The headless loader's `opts.dev` test seam changes only the loader
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signal and diagnostics; it does not enable the game's console or hot reload.
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Gold exposes the same `mod.developer` boolean but does not implement the Gen 1
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console or hotkeys. Use a mod option for player-facing feature toggles rather
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than treating developer mode as configuration.
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While developer mode is active:
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While developer mode is active on Gen 1:
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- `` ` `` (backtick) opens the console overlay — a Lua REPL with `game`,
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`data` and `mods` in scope. Press `` ` `` again to close it.
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@@ -6,10 +6,11 @@ Proposed.
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## Motivation
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The loader already has one boot-time developer-mode decision. It enables the
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console and hot reload and can be forced in headless tests, but a sandboxed mod
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cannot read it. `mod.commands` can register a diagnostic command but cannot say
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whether the current boot is a developer boot. `mod.exports` only publishes
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The loader already derives a boot-time developer-mode flag for its permission
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diagnostics and headless test seam. Gen 1's `Game` independently derives a
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similarly sourced flag for its console and hot reload. A sandboxed mod cannot
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read either one. `mod.commands` can register a diagnostic command but cannot
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say whether the current boot is a developer boot. `mod.exports` only publishes
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values to other mods. `game.ready` fires after entry registration and carries
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only the game. `mod.options` is player configuration, not engine mode, and
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`mod.log` logs unconditionally. The pre-sandbox compatibility
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@@ -50,15 +51,17 @@ end
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```
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The value is a plain boolean snapshot, not a loader reference or environment
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facade. `false` is the normal player-build answer. `POKEPORT_DEV=1`, the
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`--developer` command-line path, and the loader's existing injected `opts.dev`
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test seam produce `true` through the same decision that already controls the
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developer console, hot reload, and loader diagnostics. It grants no permission
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facade. `false` is the normal player-build answer. `POKEPORT_DEV=1` and the
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`--developer` command-line path make the loader flag true; on Gen 1 those inputs
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separately make `Game`'s own developer flag true for its console and hot
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reload. The loader's existing injected `opts.dev` test seam changes only the
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loader flag and diagnostics, not `Game` or its hotkeys. It grants no permission
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and does not expose environment variables. The answer is fixed for the life of
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that loader; changing a field on a mod's own table cannot change engine mode.
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The field is generation-independent and has identical semantics on Red, Blue,
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Yellow, Gold, and Silver.
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Yellow, Gold, and Silver. Gold and Silver do not gain Gen 1's developer console
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or hot-reload hotkeys from this field.
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## Migration and compatibility
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