Chiri Vulpes edited this page Sep 4, 2024 · 8 revisions

Wayward Modding Guide

Background

Wayward is primarily built using HTML5 technologies and uses TypeScript (a strict superset of JavaScript), which compiles down to normal JavaScript. This is then run through Electron, a cross-platform application that runs browser languages as a desktop app, outside of your browser.

Wayward uses a combination of HTML, CSS, JavaScript, and WebGL (shaders) for all rendering and UI. It is not necessary to have skills and knowledge in these things to begin modding, although it wouldn't hurt.

Notes

  1. Wayward modding support is Early Access (or beta), just like Wayward itself. Many things will change and improve over time. Let us know any issues you run into or if you have any ideas for us.
  2. This guide is only tailored towards building TypeScript mods for Wayward.
    • Although you can technically mod Wayward with normal JS, it will not be particularly pleasant, so we do not recommend it.

To continue the modding guide, click the above link.


Other Useful Links

Every official mod created for Wayward, and some other Wayward-related projects.

Where Wayward mods are published.

Getting Started

Mod Content

Script Documentation

(apologies for all the missing guides, we'll get to them at some point)

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content
Chiri Vulpes edited this page Sep 4, 2024 · 8 revisions

Wayward Modding Guide

Background

Wayward is primarily built using HTML5 technologies and uses TypeScript (a strict superset of JavaScript), which compiles down to normal JavaScript. This is then run through Electron, a cross-platform application that runs browser languages as a desktop app, outside of your browser.

Wayward uses a combination of HTML, CSS, JavaScript, and WebGL (shaders) for all rendering and UI. It is not necessary to have skills and knowledge in these things to begin modding, although it wouldn't hurt.

Notes

  1. Wayward modding support is Early Access (or beta), just like Wayward itself. Many things will change and improve over time. Let us know any issues you run into or if you have any ideas for us.
  2. This guide is only tailored towards building TypeScript mods for Wayward.
    • Although you can technically mod Wayward with normal JS, it will not be particularly pleasant, so we do not recommend it.

To continue the modding guide, click the above link.


Other Useful Links

Every official mod created for Wayward, and some other Wayward-related projects.

Where Wayward mods are published.

Getting Started

Mod Content

Script Documentation

(apologies for all the missing guides, we'll get to them at some point)

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Chiri Vulpes edited this page Sep 4, 2024 · 8 revisions

Wayward Modding Guide

Background

Wayward is primarily built using HTML5 technologies and uses TypeScript (a strict superset of JavaScript), which compiles down to normal JavaScript. This is then run through Electron, a cross-platform application that runs browser languages as a desktop app, outside of your browser.

Wayward uses a combination of HTML, CSS, JavaScript, and WebGL (shaders) for all rendering and UI. It is not necessary to have skills and knowledge in these things to begin modding, although it wouldn't hurt.

Notes

  1. Wayward modding support is Early Access (or beta), just like Wayward itself. Many things will change and improve over time. Let us know any issues you run into or if you have any ideas for us.
  2. This guide is only tailored towards building TypeScript mods for Wayward.
    • Although you can technically mod Wayward with normal JS, it will not be particularly pleasant, so we do not recommend it.

To continue the modding guide, click the above link.


Other Useful Links

Every official mod created for Wayward, and some other Wayward-related projects.

Where Wayward mods are published.

Getting Started

Mod Content

Script Documentation

(apologies for all the missing guides, we'll get to them at some point)

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Chiri Vulpes edited this page Sep 4, 2024 · 8 revisions

Wayward Modding Guide

Background

Wayward is primarily built using HTML5 technologies and uses TypeScript (a strict superset of JavaScript), which compiles down to normal JavaScript. This is then run through Electron, a cross-platform application that runs browser languages as a desktop app, outside of your browser.

Wayward uses a combination of HTML, CSS, JavaScript, and WebGL (shaders) for all rendering and UI. It is not necessary to have skills and knowledge in these things to begin modding, although it wouldn't hurt.

Notes

  1. Wayward modding support is Early Access (or beta), just like Wayward itself. Many things will change and improve over time. Let us know any issues you run into or if you have any ideas for us.
  2. This guide is only tailored towards building TypeScript mods for Wayward.
    • Although you can technically mod Wayward with normal JS, it will not be particularly pleasant, so we do not recommend it.

To continue the modding guide, click the above link.


Other Useful Links

Every official mod created for Wayward, and some other Wayward-related projects.

Where Wayward mods are published.

Getting Started

Mod Content

Script Documentation

(apologies for all the missing guides, we'll get to them at some point)

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content
Chiri Vulpes edited this page Sep 4, 2024 · 8 revisions

Wayward Modding Guide

Background

Wayward is primarily built using HTML5 technologies and uses TypeScript (a strict superset of JavaScript), which compiles down to normal JavaScript. This is then run through Electron, a cross-platform application that runs browser languages as a desktop app, outside of your browser.

Wayward uses a combination of HTML, CSS, JavaScript, and WebGL (shaders) for all rendering and UI. It is not necessary to have skills and knowledge in these things to begin modding, although it wouldn't hurt.

Notes

  1. Wayward modding support is Early Access (or beta), just like Wayward itself. Many things will change and improve over time. Let us know any issues you run into or if you have any ideas for us.
  2. This guide is only tailored towards building TypeScript mods for Wayward.
    • Although you can technically mod Wayward with normal JS, it will not be particularly pleasant, so we do not recommend it.

To continue the modding guide, click the above link.


Other Useful Links

Every official mod created for Wayward, and some other Wayward-related projects.

Where Wayward mods are published.

Getting Started

Mod Content

Script Documentation

(apologies for all the missing guides, we'll get to them at some point)

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Chiri Vulpes edited this page Sep 4, 2024 · 8 revisions

Wayward Modding Guide

Background

Wayward is primarily built using HTML5 technologies and uses TypeScript (a strict superset of JavaScript), which compiles down to normal JavaScript. This is then run through Electron, a cross-platform application that runs browser languages as a desktop app, outside of your browser.

Wayward uses a combination of HTML, CSS, JavaScript, and WebGL (shaders) for all rendering and UI. It is not necessary to have skills and knowledge in these things to begin modding, although it wouldn't hurt.

Notes

  1. Wayward modding support is Early Access (or beta), just like Wayward itself. Many things will change and improve over time. Let us know any issues you run into or if you have any ideas for us.
  2. This guide is only tailored towards building TypeScript mods for Wayward.
    • Although you can technically mod Wayward with normal JS, it will not be particularly pleasant, so we do not recommend it.

To continue the modding guide, click the above link.


Other Useful Links

Every official mod created for Wayward, and some other Wayward-related projects.

Where Wayward mods are published.

Getting Started

Mod Content

Script Documentation

(apologies for all the missing guides, we'll get to them at some point)

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Chiri Vulpes edited this page Sep 4, 2024 · 8 revisions

Wayward Modding Guide

Background

Wayward is primarily built using HTML5 technologies and uses TypeScript (a strict superset of JavaScript), which compiles down to normal JavaScript. This is then run through Electron, a cross-platform application that runs browser languages as a desktop app, outside of your browser.

Wayward uses a combination of HTML, CSS, JavaScript, and WebGL (shaders) for all rendering and UI. It is not necessary to have skills and knowledge in these things to begin modding, although it wouldn't hurt.

Notes

  1. Wayward modding support is Early Access (or beta), just like Wayward itself. Many things will change and improve over time. Let us know any issues you run into or if you have any ideas for us.
  2. This guide is only tailored towards building TypeScript mods for Wayward.
    • Although you can technically mod Wayward with normal JS, it will not be particularly pleasant, so we do not recommend it.

To continue the modding guide, click the above link.


Other Useful Links

Every official mod created for Wayward, and some other Wayward-related projects.

Where Wayward mods are published.

Getting Started

Mod Content

Script Documentation

(apologies for all the missing guides, we'll get to them at some point)

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content
Chiri Vulpes edited this page Sep 4, 2024 · 8 revisions

Wayward Modding Guide

Background

Wayward is primarily built using HTML5 technologies and uses TypeScript (a strict superset of JavaScript), which compiles down to normal JavaScript. This is then run through Electron, a cross-platform application that runs browser languages as a desktop app, outside of your browser.

Wayward uses a combination of HTML, CSS, JavaScript, and WebGL (shaders) for all rendering and UI. It is not necessary to have skills and knowledge in these things to begin modding, although it wouldn't hurt.

Notes

  1. Wayward modding support is Early Access (or beta), just like Wayward itself. Many things will change and improve over time. Let us know any issues you run into or if you have any ideas for us.
  2. This guide is only tailored towards building TypeScript mods for Wayward.
    • Although you can technically mod Wayward with normal JS, it will not be particularly pleasant, so we do not recommend it.

To continue the modding guide, click the above link.


Other Useful Links

Every official mod created for Wayward, and some other Wayward-related projects.

Where Wayward mods are published.

Getting Started

Mod Content

Script Documentation

(apologies for all the missing guides, we'll get to them at some point)

Clone this wiki locally