GSO Data Helper provides 11 purpose-built editors. Each editor has a live JSON preview, Ctrl+S save, Ctrl+Z/Y undo/redo, and automatic integration with other editors via PackContext and DynamicOptions.

Editor Overview

TabWhat It Creates
πŸ“‚ Open PackBrowse an existing datapack; click any JSON file to load it into the correct editor automatically
πŸ“‹ Manifestmanifest.json β€” all 8 category sections; creates the full directory tree with one click
πŸͺ¨ MaterialsOres, ingots, alloys, circuits, crystals, bio β€” with store pricing meta and texture picker
βš™οΈ EquipmentAll 20 stats as individual checkboxes; personal & ship slots; category presets; texture picker
πŸ§ͺ RecipesDynamic ingredient rows with material ID autocomplete; live craft type & skill dropdowns
πŸŽ“ SkillsCombat / crafting / science; XP curve; pushes skill IDs to Recipe editor on save
πŸ’€ EnemiesStats, loot table (chance + min/max count), meta key/value pairs; pushes IDs to Room on save
πŸšͺ RoomsHostile list with autocomplete, loot table, XP & credits, boss-room flag
πŸ—ΊοΈ DungeonsRoom list, energy cost, repeatable & raid flags
πŸ“œ QuestsType, category, required done, unlock requirements, on-finish rewards, meta pairs
🌐 LanguagesKey/translation table; auto-collects keys on save; multi-language sync; retro-fill missing keys

Editor Details

πŸ“‚ Open Pack

A file-tree browser for existing datapacks. Navigate to any JSON file and click it β€” the tool detects the file type from its root key and automatically opens it in the correct editor, pre-populated with all existing values.

πŸ“‹ Manifest Editor

Generates manifest.json. Set your pack name here once β€” it populates PackContext, which feeds every other editor. Covers all 8 optional category sections (admin_item_list, admin_hostiles_list, admin_panel, admin_player_list, admin_role, core_systems, recipes, shop, skills). The "Create Full Pack Structure" button builds all required directories and saves manifest.json in one action.

πŸͺ¨ Materials Editor

Covers all material subtypes: ores, ingots, alloys, circuits, crystals, and bio. Each field maps directly to the materials JSON schema. Includes a texture picker (browse β†’ preview β†’ auto-copy to assets/textures/ β†’ path written to JSON) and store meta fields (price, sell value, show weight, featured discount).

βš™οΈ Equipment Editor

Covers both personal equipment (suits, gloves, boots, weapons, accessories) and ship equipment (hulls, shields, engines, thrusters, weapons). All 20 stats are presented as individual checkboxes β€” tick only what you want the item to have. Category presets fill in common stat combinations in one click. Includes the same texture picker as the Materials editor.

πŸ§ͺ Recipes Editor

Drag-to-add ingredient rows with material ID autocomplete drawn live from DynamicOptions (populated as you save materials). The craft type dropdown and skill requirement dropdown are also live β€” they update when you save new skills. Outputs are typed with a quantity field.

πŸŽ“ Skills Editor

Three skill branches: combat, crafting, and science. Each skill has a display name key, description key, max level, and XP curve parameters. On save, the skill ID is pushed to DynamicOptions, making it immediately available in Recipe skill dropdowns.

πŸ’€ Enemies Editor

Full enemy stat block plus a loot table (item ID, drop chance, min count, max count) and free-form meta key/value pairs for custom attributes. On save, the enemy ID is pushed to DynamicOptions, making it available in Room hostile lists.

πŸšͺ Rooms Editor

Configure encounter rooms with a hostile list (autocomplete from saved enemies), a loot table, XP and credit rewards, and a boss-room toggle. Rooms are referenced by dungeons.

πŸ—ΊοΈ Dungeons Editor

String rooms into a dungeon run by listing room IDs in sequence. Set the energy cost to enter, the repeatable flag (can players run it multiple times), and the raid flag (alliance-level content).

πŸ“œ Quests Editor

Covers quest type, category, required completions, unlock requirements (prerequisite quests or levels), on-finish reward blocks, and arbitrary meta key/value pairs for custom quest logic hooks.

🌐 Languages Editor

A full key/translation table editor. The Collect button scans all other open editors for display name and description keys and adds any missing ones. The Retro-fill button adds all keys registered in LangRegistry that are absent from the current file β€” useful for catching up an older translation to a newer pack version. Multi-language sync pushes new keys to all open language editors simultaneously when any file is saved.