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About Moonkis


  • Modder
  1. Yes it's still working, and it's still being worked on! I just finished up re-writing all so it uses an external file for settings, this means NO re-patching to change seed, world-size, debug, free camera. I'll merge it into the patcher tomorrow and release it. That together with a few other changes (remembering path of the Assembly-CSharp.dll) and other QoL changes.
  2. You and me both, and it is being worked on (not only by me).
  3. I don't know how in the world I missed this, but I did, I'm so sorry! Great advice, thank you!
  4. What size are you trying? The algorithm that generates the map doesn't play nicely with super small maps (Smallest I have managed is 128x128, the game crashes with 96x96). It's handy for showing of your colony!
  5. Thanks for testing! Glad to hear I'm not the only one the patches still work for
  6. I did a full re-install (uninstall + delete the folder manually) and opted in for the Thermal Update, the files are there for me, and as far as I know, the patches still works, I'm currently not at home, but I will test it asap. EDIT: So I tested the patches, and they all seem to work just fine (seed, debug, free camera). Forcing world size seems to be working as indented, but I'm not 100% sure, need to do some further testing to confirm. EDIT 2: I can now confirm that forcing world-size still works (in conclusion, all the patches still works and are NOT outdated, unless I am missing something?). The tiniest size I tried to generate was 128x128.
  7. For now, I suggest you don't post code directly taken from the assembly itself, as that might be prohibited (most likely?). It was fun, and I'm happy to see there are people interested in modding this game, I'm sure a lot of cool stuff will come out of it.
  8. Yes! This is pretty swell Next step is the tuning-table, pretty please? ;D
  9. Thank you! It was a very adventurous time, and I can easily say it was probably one of the most fun and memorable periods in my life. Thank you for the kind words! I'm a bit confused, what do you mean by update? I am actively working on each tool, though I have limited time to work on it. If you have any suggestions or features you would like to see, feel free to post them, I'll try to look into it.
  10. I messed around with world-gen before, it's not hard to modify, given you know a bit of the required math. The problem is that the world-gen is huge and spans over a great deal of functions and classes. Modifying it on my end is easy, but it requires considerably more effort writing the patcher for it so that others can use it. World-gen is also something that will most likely be drastically changed, meaning that any patcher will most likely break every update or so. Still it certainly would be interesting...
  11. It should be possible, I'll see what I can do! Thanks for the feedback/suggestion!
  12. Thanks, it means a lot! I know people are excited, and I promise so am I!
  13. Calm down people it's still a lot of work, which isn't particularly fast, with balancing University and trying to find spare-time. It's definitely doable, but in all honestly, it might be a lot of unnecessary work. Klei could easily expose the STRINGS-table as an external file, which would make hours of work pretty obsolete. If they had a time-line on when they might do this, that would be great @JoeW. However that doesn't mean that translation of the game can't start, with all the text that is available! Sorry, don't want to bring you down, just trying to keep the hype of any major tools coming out in like the next few days down a lil' bit.
  14. I believe for all Unity games, Assembly-CSharp contains the majority of game-related code.
  15. Yeah, it's basically how you do it with games made in Unity, if I remember correctly 7 Days to Die does this as well.