goldfish911 Posted May 15, 2014 Share Posted May 15, 2014 Hi,So, I know that don't starve mods use LUA mostly to work. However, even though LUA knowledge is recommended, there are still things like SimPreInit and what not that I don't believe can be just looked up on the LUA manual. Now, a quick anecdote, to make myself clear.In my engineering class, we had a unit where we built and programmed robots using an environment known as RobotC, which is based on the C++ language. A particularly useful thing was the menu on the side that sorted into categories various functions and stuff that was used in the hardware brain of the robot, like "StartMotor(port, strength)"Little snippets could be dragged and dropped and modified as the required arguments were filled in end anecdoteSo, is there a similar thing where one can do this for Don't Starve mods, like an external library of DS functions like SimPreInit that can be imported to an environment like Eclipse? Or something similar? I call things like SimPreInit "functions" because that's what I view them as.If you did not understand this post, I will be glad to elaborate, but I cannot elaborate infinitely. Link to comment https://forums.kleientertainment.com/forums/topic/36456-is-there-a-proper-coding-environment-for-dont-starve-mods/ Share on other sites More sharing options...
DevilXD Posted May 15, 2014 Share Posted May 15, 2014 Why are you want to import them? All DS modding libraries (known as API) are imported automatically to mod environment...We have API, and we know how to use it (search for API_examples), who needs more? Link to comment https://forums.kleientertainment.com/forums/topic/36456-is-there-a-proper-coding-environment-for-dont-starve-mods/#findComment-481298 Share on other sites More sharing options...
debugman18 Posted May 15, 2014 Share Posted May 15, 2014 Why are you want to import them? All DS modding libraries (known as API) are imported automatically to mod environment...We have API, and we know how to use it (search for API_examples), who needs more? I think he's asking for a way to import function as a drag-and-drop list. So, is there a similar thing where one can do this for Don't Starve mods, like an external library of DS functions like SimPreInit that can be imported to an environment like Eclipse? Or something similar? There isn't a lot of documentation outside of opening up mods (sample or otherwise). As for a coding environment, I don't see the point of using a dedicated IDE for it. I personally use Sublime Text, since it does all sorts of lovely things, but it's down to user preference. Link to comment https://forums.kleientertainment.com/forums/topic/36456-is-there-a-proper-coding-environment-for-dont-starve-mods/#findComment-481637 Share on other sites More sharing options...
Rincevvind Posted May 15, 2014 Share Posted May 15, 2014 (edited) I don't see the point of using a dedicated IDE for it. I personally use Sublime Text, since it does all sorts of lovely things, but it's down to user preference. same here, i am using internal editor in Far Commander, its have syntax/brackets highlighting for many languages including LUA. Edited May 15, 2014 by Rincevvind Link to comment https://forums.kleientertainment.com/forums/topic/36456-is-there-a-proper-coding-environment-for-dont-starve-mods/#findComment-481699 Share on other sites More sharing options...
InaneDugong Posted May 16, 2014 Share Posted May 16, 2014 Guess there's no easy way out. :3 Link to comment https://forums.kleientertainment.com/forums/topic/36456-is-there-a-proper-coding-environment-for-dont-starve-mods/#findComment-482014 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now