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Is there a stance on mods?


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A promising mod loader came out this month, and I was thinking of making a thermal dynamics mod, making pressure a factor for the temperature and phase of materials. But are mods welcome at this early stage of development? It'd be completely understandable if klei didn't want us mucking about with mods while they aren't even done with an official full release. Anyone heard anything official?

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I haven't seen anything official, but Klei has been very supportive of mods in general. I've been modding DS since it's beta. Mods are always 'use at your own risk' so I doubt they're worried about you breaking anything

I really hope they add official mod support for ONI, I've been itching to do some modding on it

1 hour ago, chromiumboy said:

so I doubt they're worried about you breaking anything

Well, I've tried doing some ONI modding...however seeing as my knowledge in that stuff is -10, it always ends up breaking on me.

Like for example:

Untitled.thumb.png.4198857b2a73627420eedca2aa7ec466.png

I had never seen that before, and I had launched it fine minutes prior to that message popping up. So I guess I somehow did something that caused my save folder to suddenly become read-only.

Spoiler

Y'know what? On second thought, my AV engine probably picked up on what I was trying to do and did that automatically as a precaution.

Lol, I'm so bad at this my AV engine thought I was malware! :wilson_goodjob:

 

Rimworld is a great example of a game that has been extensively modded since its very early days, and that same modding has been keeping it well alive during the long development stage. ONI having the same approach would be a win-win situation, since there is only so much you can do with it after a while, besides debug building crazy contraptions.

Who knows, maybe with time some good mods will be implemented as features into the game.

namespace MyModName
{
    using Harmony;

    [HarmonyPatch(typeof(ClassName), "Function")]

    internal static class MyModName
    {
        private static void Postfix(ClassName __instance, ref bool __result, ref dataType variableName)
        {
            __result = false;
        }
    }
}

Here's my understanding on modding so far with Harmony. Make sure to set your references.

I use Postfix to modify the function after it has ran.
__instance(double underscore!) to check out some of the class variables, make calls or do other things.
__result(double underscore!) to check the results of the function call. Also set your data type - in this case I used bool.
and then reference whatever data was in the function parameters if you want.

With this, you can look for the Electrolyzer class and in the function that checks for over pressure return false. That will get you the basic understanding of how it works.:D 

 

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