Open ghost opened 6 years ago
To work with mods in the Planetbase game, you need to choose one of the two currently existing engines for working with mods. Mods created on one engine do not work on another. And vice versa. Many mods created on one engine have their own copy of the mod to work in another engine.
If you're having trouble with mods in one mod engine, then try working with mods in another mod engine. ;-) Perhaps in another new engine for mods you will be more comfortable!
First, in 2016, JPFarias created the first modding engine. This method of installing mods requires the initial installation of the Patcher and Redirector.
Then, in 2020, Tahvohck created his own engine for creating mods for the Planetbase game. 1) Mods created on the Tahvohck engine do not require Patcher and Redirector. However, it requires the installation of other software: "Unity Mod Manager Configuration" + "Planetbase Utilities". 2) Description from Tahvohck of the features of his platform and why he created it https://github.com/Tahvohck/Planetbase-Mods 3) Unity Mod Manager Configuration https://www.nexusmods.com/planetbase/mods/43 4) Planetbase Utilities https://www.nexusmods.com/planetbase/mods/45 5) Examples of mods working on the Tahvohck engine: 5.1) Mod 2.1: AutoConnections ReManaged https://www.nexusmods.com/planetbase/mods/46 5.2) Mod 2.2: Building Aligner ReManaged https://www.nexusmods.com/planetbase/mods/47 5.3) Mod 2.3: ComponentManager https://www.nexusmods.com/planetbase/mods/52 5.4) Mod 2.4: AlmostNoSpares Remake https://www.nexusmods.com/planetbase/mods/53
A more complete list of mods for both mod engines can be found in this guide: Guide "List of Mods (and mod engines) for Planetbase": https://steamcommunity.com/sharedfiles/filedetails/?id=1981754832 And the most up-to-date list of mods and engines can be found on NexusMods: https://www.nexusmods.com/planetbase/mods/
If this works how I think it works, could there be directions on how to extract the in game default stuff in the .xml format? I sadly do not understand the test mod and there looks like a lot of empty lines when it comes to code. I learn best tinkering with things that were already done:D
https://github.com/solidDoWant/Planetbase-XMLModloaderMod/blob/master/assets/schemas/Version2.xsd That could use some work as there likely are min/max values for resources used for construction and other value limits.
Other than that, there should be a Mods section linked on the main page and maybe subsections for their functions (Mods/Buildings/Power Generation for example).
There really is a lot of possibilities that may be usable since the game has coding for things like radiation poisoning.