Debugging
REDnode gives you the same debugging tools web developers use, inside the game. Pick the one that fits:
| You want to | Use | Status |
|---|---|---|
| See what a Node mod printed, and its errors | The Mod log | Passed in game |
| Inspect a window’s page: its HTML, styles, console | The window debugger | Passed in game, in the overlay and on the desktop |
| Stop a Node mod at a breakpoint and step through it | The Node debugger | Passed in game, in the overlay |
| Debug a Node mod from VS Code or REDcode | Attach VS Code | Documented, not yet tested in game |
| Let Claude read a window’s console | The MCP server’s window_console tool |
Built in REDnode 0.16.0. See Agents and MCP |
The Mod log
The Mod log is a built-in window with every line every Node mod prints, live. Switch it on in the launcher or the Mod Manager. It opens at the lower right.
| Control | Does |
|---|---|
| The bar of mod names | Show one mod’s lines only |
| Errors only | Show only errors |
| Pause | Stop the list moving while you read |
| Clear | Empty the window |
| Copy | Put the lines shown on the clipboard, ready to paste into a bug report or a chat with Claude |
Errors are red, and a crash shows only the stack lines from the mod’s own code, so you see the file and line that broke. The same lines are in red4ext\logs\rednode-mods.log, each tagged with the mod’s id.
Developer mode
Developer mode is a switch at the bottom of the launcher, off by default so players never see debug buttons. With it on, every window built with the UI kit’s rn-window, and every Node mod’s window, gets a debug button on its title bar (under ⋯ if the bar is full). It opens the right debugger for that window: the Node debugger if the window belongs to a mod running with Debug on, otherwise the window debugger.
An app can hide the button on a window with no-debug.
The window debugger
Every overlay window is a web page, so Chromium’s own DevTools work on it: Elements, Styles, Console, Sources, breakpoints.
Open it from the window’s debug button in Developer mode, or from the Mod Manager: select the package, then Window debugger with:
| Choice | Opens DevTools |
|---|---|
| In the game | As an overlay window, dragged and closed like any other, with a REDnode title bar in your theme |
| On the desktop | In a normal desktop window, without taking the game’s focus. Alt+Tab to it. Useful with a second monitor |
The Node debugger
For a Node mod, select it in the Mod Manager and switch on Debug (Node inspector):
- The mod restarts alone, in its own process, with Node’s inspector on. The Mod Manager shows the inspector’s address, with Copy.
- Node debugger: In the game opens Chromium’s DevTools for Node as an overlay window. Its Console runs inside your mod.
- In Sources, press Ctrl+P and type your file’s name to open it. Click a line number to set a breakpoint.
- Do whatever runs that line, for example press your mod’s button. The mod stops there. Step through, then press Resume (F8).
On the desktop opens the same debugger in a desktop window.
| Good to know | |
|---|---|
| Attach after start | The inspector doesn’t wait for a debugger, so your mod’s first lines have already run when you attach. Set breakpoints in code that runs later: an event handler, a button, a timer |
| Not responding is expected | While stopped at a breakpoint, the mod doesn’t answer. After 10 seconds the Mod Manager shows NOT RESPONDING. Resume and it recovers |
| Restart keeps you attached | Restart gives the mod a new address. The in-game debugger follows it by itself; a desktop debugger or VS Code must attach again |
| Not saved | Debug is off again after the game restarts, and the mod goes back to its normal process when you switch it off |
The in-game Node debugger, breakpoints included, passed its in-game test in REDnode 0.16.0.
Attach VS Code or REDcode
You can also debug a Node mod from VS Code or REDcode, with breakpoints in your own editor:
- Switch on Debug (Node inspector) for the mod and press Copy beside the inspector’s address.
- In VS Code, add a launch configuration of type
nodewith"request": "attach"and"websocketAddress"set to the address you copied. - Start debugging.
This is how REDnode’s docs describe it, but it wasn’t part of the in-game test, so treat it as untested. Report how it goes on Discord.
Logs to read
| Log | In red4ext\logs |
Has |
|---|---|---|
| Mods | rednode-mods.log |
Everything Node mods print, and their crashes |
| Overlay host | rednode-overlay.log |
Packages found and started, permissions, spaces, the MCP server, performance lines |
| Plugin | rednode-*.log |
The in-game side: loading, game calls that failed, F10 and cursor changes |
| RED4ext | red4ext-*.log |
Whether REDnode loaded at all |
| redscript | r6\logs\redscript_rCURRENT.log (not in red4ext) |
Script errors, if REDnode’s scripts failed to compile |
Read them after the game has closed: some are only complete then.