Tahvohck / Planetbase-Mods

All of my mods, mostly as submodule references.
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Wishes for the creation of the next new mods #2

Open NeoRider7 opened 3 years ago

NeoRider7 commented 3 years ago

Thanks for reviving the Planetbase game! It's so great that modding in the game is developing!

Please tell me if it will be possible with the help of your new modding tools (https://github.com/Tahvohck/Planetbase-Mods) to do something that is on the list of requests from game users?

The lists of the players' basic wishes on the improvement of the Planetbase game can be found, for example, here: 1) "What would you like to improve in the game?" - https://steamcommunity.com/sharedfiles/filedetails/?id=1999352524 and here: 2) Reddit SUGGESTIONS THREAD: https://www.reddit.com/r/Planetbase/comments/d64qf0/suggestions_thread_5_all_suggestions_go_here/

Is it possible now to create a new mod that will add a new building or item to the game?

List of old popular mods that I really want to remake to work with your "new modding tools": a) PowerSaver https://www.nexusmods.com/planetbase/mods/10 b) Storage Guru https://www.nexusmods.com/planetbase/mods/13 c) PlantManager https://www.nexusmods.com/planetbase/mods/36

Thank you for helping to develop the game and making new mods!

Tahvohck commented 3 years ago

Realistically, the codebase is pretty simple. As long as a modder has the coding chops, they could add most if not all of the things I'm seeing on this list, but some of them would require some pretty hefty code changes. It's also not really that flexible of a codebase though so doing it in a way that doesn't block other mods would be tough. If it was possible with the previous framework it'd be possible in this one. All this does is a cleaner injection method with less clobber issues.

In addition, anything that needs new assets would be tough, especially since I have no idea what the actual process for asset loading is.

Tahvohck commented 3 years ago

Regarding the main menu suggestions, actually, most of those are handled off the bat with the Unity Mod Manager. Hotplugging mods isn't quite so simple, since most of the database gets built during the game boot, but UMM adds an interface for enabling and disabling plugins, you just need to do a reboot.

Zemogiter commented 2 years ago

PlantManager is integrated into ComponentManager and as for StorageGuru, I'm working with the original dev to port it for Unity Mod Manager. We hit a brickwall though - mod does load without errors but the extra butons for storage does not show.

NeoRider7 commented 2 years ago

PlantManager is integrated into ComponentManager and as for StorageGuru, I'm working with the original dev to port it for Unity Mod Manager. We hit a brickwall though - mod does load without errors but the extra butons for storage does not show.

Hope everything works out for you! :-) I suggest that you turn to the community for help and write you a question about this situation on these sites: 1) Steam > Planetbase > Workshop > Discussions > https://steamcommunity.com/workshop/discussions/?appid=403190 2) Steam > Planetbase > Discussions > https://steamcommunity.com/app/403190/discussions/ 3) Reddit>Planetbase> https://www.reddit.com/r/Planetbase/ 4) NexusForums > Planetbase > Forum > https://forums.nexusmods.com/index.php?/forum/3659-general-planetbase-discussion It will not be superfluous if you write questions on all sites!