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Messages - rexx1888

#211
Mods / Re: hiya, lots of questions from a new person
October 14, 2014, 04:46:22 AM
there werent any problems, just novel ways to get around things that i figured Update an such would have covered. Having said that, if Tynan coded the rest an never bothered with monobehaviour(understandable since mono does some wierd shit) that would explain alot of the things ive seen :D

definitely nothing wrong though. I dont know enough to be able to say something is the wrong way of doing something :D
#212
Mods / hiya, lots of questions from a new person
October 12, 2014, 07:29:27 AM
Hiya, so im a developer in an unknown indie down in aus, and ive been playing with unity and c# for the last year. an thats my experience with coding. All of it. I have none with modding or any such thing, i dont know the etiquette involved or anything. But Rimworld is pretty freaking cool and id like to get into Modding with it some day in the future.

Having said that, ive been looking through some of the stuff i can find here in the forum and on the wiki for code examples and i keep seeing really odd approaches to what i would think are problems already solved by unity the engine and c# within that engine. So im wondering, since Rimworld is a packaged product, do mods have to follow some form of behaviour thats not standard to the engine. Like, do basic MonoBehaviour functions just not work in the mod files(such as coroutines etc) and is update not called every frame in mods like it is in standard core code?

Basically, is there basic stuff about modding i should know that i just flat out dont. Also, to clarify. I am the designer of my team, not the programmer. I code because i have to, but my coder is the super wiz(an hes hard enough to motivate without me distracting him with random questions for coding things other than the task at hand) :P