play-test copies are temporary (levels/.playtest, removed and mod selection restored when the game ends), add to llamamod and keep option in the editor, remove level and open levels folder in the launcher plus --remove-level, unique level mod ids for files differing only in case, esc leaves the waypoint tool
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@@ -39,6 +39,7 @@ Runtime modules: java.base, java.desktop, java.prefs, java.logging, jdk.charsets
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llamamod --version --install <iso|folder> --mods --launch [--wait]
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llamamod --apply [id,id] [--opt id.key=value ...]
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llamamod --registry --saves --unlock <slot 1-3> <world> <chapter> [--cursor]
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llamamod --import-level <file> --remove-level <id|file>
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```
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`--mods` lists every mod with category and its options (current value, type, range, default).
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`--opt` values are validated and saved in config.json like the GUI does. Errors (e.g. "The game is
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@@ -60,6 +61,8 @@ different folder chosen in the wizard is remembered via `java.util.prefs`.
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| `cd-active/` | what the game sees as its CD: hard links to originals + mod outputs |
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| `cache/<mod>/<key>/` | mod outputs + `manifest.json` |
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| `backups/saves/<timestamp>/` | save game backups (taken before every write) |
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| `levels/` | level projects = level mods (`.playtest/`: temporary editor play-test copies) |
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| `backups/levels/<timestamp>/` | level mods removed with "Remove…" / `--remove-level` |
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| `wine/` | own Wine prefix (Linux) |
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| `logs/` | game.log, wineboot.log, registry.log |
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