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Topics - NavySeal566

#1
Help / Execute code before spawning things(Solved)
September 11, 2018, 12:56:40 PM
So i basically want to execute a piece of code (resetting a static Dictionary) whenever a new game is started/loaded but before the SpawnSetup() is called.
I have tried to use MapComponent GameComponent and prefix patching LoadGame() and InitNewGame() but none of them worked the way i wanted.

Edit: patching LoadGame and InitNewGame did actually work... i just had to write the Prefix method the right way .-.


#2
Releases / [1.0]More Harvest Designators
August 28, 2018, 06:10:32 PM
More Harvest Designators

Adds 3 new designators regarding plant-management:


  • Chop mature trees only.
  • Harvest fully grown plants only.
  • Cut blighted plants only.

Safe to add/remove to existing savegames.

Have fun!

If you have any suggestions let me know and i'll see what i can do.

Thanks to Gork for this awesome preview image!

Download
#3
Help / New type of Growing zone
July 30, 2018, 05:51:38 PM
Hello fellow modders!
I've tried to create a new type of Growing zone (so i can add some custom code to the zone itself) but im kinda stuck on some things for now  maybe anyone can help me?
so far for my approach: i just tried to make a new type of zone which mimics most of stuff from the base growing zone and made myself my own "Designator_ZoneAdd_etc" and "Zone_Growing_etc" which are pretty much built like the originals except for some changes.But i have yet to find out how to add a button to the game itself to place a new zone

another (i hope minor) thing i worry about is some compiler generated code which is beyond my understanding. So instead of writing those things myself i just inherited the class they were in. Is that a viable workaround or am i breaking things?

Anyone mind helping me out? or pointing towards any directions?
Thanks in advance!

I might add that i am messing around with the unstable 1.0 client
#4
Help / Random recipe outcome
June 20, 2017, 05:03:55 PM
Is it possible to get a recipe with fixed ingredients to give me one out of x items?
I guess it could work with C# but i have no idea how to add functions to the xml part
#5
Outdated / [A17]Plant Mutation
June 20, 2017, 12:55:18 PM
Hello everyone this is just a simple mod that adds a new Tier of crops, the MKII crops to the game.
Basically just a better variant of all the crops available with about 2x the yiel at same grow time.
To make it a bit more balanced i decided to make this mod dependent on the SeedsPlease mod, so no easy MKII crops from the beginning.
As this is my first mod made dont expect everything to work completely perfect, im giving my best and am willing to learn more about modding.
I also made an addon for Vegetable garden!

Craft the MKII seeds at the Plantprocessing table.

Link is in the attachement of this post or visit the Steam workshop pages.
Regular version: https://steamcommunity.com/workshop/filedetails/?id=950721362
Vegetable garden version: https://steamcommunity.com/sharedfiles/filedetails/?id=951249957&searchtext=

Load orders:
Regular version: SeedsPlease,PlantMutation
Veg Garden version: SeedsPlease,PlantMutation,VegetableGarden,SeedsPleaseAddonVG,PlantMutationVG

Link of dependent mods:
SeedsPlease and VG addon:https://ludeon.com/forums/index.php?topic=24443.0
VegetableGarden:https://ludeon.com/forums/index.php?topic=12934.0

Las but no least i would like to thank the creators of the mods Seedsplease and Vegetable Garden for their awesome work on these mods!

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