Looking for help

Started by Curundir, October 28, 2016, 01:24:23 PM

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Curundir

I'm the author of Floored (https://ludeon.com/forums/index.php?topic=27105.0), a simple mod that changes the colors and textures of the in-game floors. While enough people seem to like it, there have been a number of requests from people that want only a specific tile replaced or added, and some people would like to see the new floors show up next to the originals.

So I started dreaming, and what I'd really like to add is an in-game menu system that let's the player choose wether they want vanilla, Floored or both at the same time, and this for each floor type. My gut tells me that this should certainly be achievable, but I have no idea how to go about it.

If at all possible, I would like the options to be shown on the mod info screen, below the mod preview image and mod description. Can that be done?

Secondly, since I have no experience with C#, I'm a bit overwhelmed by all the steps I need to go through to get modding. I'm a bit reluctant to decompile the source code and start diving in... Does someone know of a way to achieve what I want, without having to write custom code? That would be the way of the least resistance :)

If I need to learn C#, so be it. In that case, my mod must be able to update, create and remove defs for the floors. It will also have to be able to read and store the player's choices, I guess in the savefile. Would you think it is achievable? In a previous life I was fluent in Java and PHP, but it's 10 years ago since I last wrote any code...

skullywag

You will need to learn c#, CCL has a Mod Config Menu system built into it btw. So look there first.

Also if you want into the modders discord let me know.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Curundir

Great suggestion, I hadn't thought of CCL! However, since my mod is sooo simple, I would prefer if it didn't have any dependencies. I'll check the CCL source code, see if I can make sense of it, and if possible, construct my own, very simple mod menu. I wonder where this road will lead...

kaptain_kavern

While not exactly what you asked,
I had the same kind of thinking with an old "storage" mod of mine.
And I end up just adding a new category, next to "Architect menu", with a new <DesignationCategoryDef> (link to the file on Github - A14 mod!). Category that were holding all my added buildings and some vanilla designators like "stockpile" (as it was a "Storage" category).

Just my 2 cent, as it was also important to me to find a non-C# solution back then

Curundir

I don't think this is what I want for Floored, but it will certainly come in handy for another mod I'm wanting to make :-)

Curundir

Meanwhile I've been reading up on CCL and Rimworld modding in general and I think it is way beyond my current capabilities. After all, I set out to make a simple floor replacement mod - I didn't envision ending up learning C#! :-) So for now, I myself can't provide a solution to the current requests for mod compatibility or player choice.

Perhaps there is someone in the community willing to invest some time into creating a def injector with it's own settings menu for my mod? I can provide functional specifications, screen mashups of how I envision it should look and work, and a spot for your name in the mod description.

Rock5

I would have thought you would just offer 2 versions of your mod. One replacing the vanilla textures and another adding new floors. Then the user would use which ever they wanted or both.
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