ModScriptBasics

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Basics-Scripting (C#)
This page is in work! - needs code block formatting in particular.

Basics

For now follow the Rimworld setup but instead (at least):

  1. Use .NET Framework 4.8 (vs. .NET Framework 4.7.2)
  2. In C:\Program Files (x86)\Steam\steamapps\common\The Colonists\TheColonists_Data\Managed\ (or alternate OS equivalent):
    1. Use Game.dll vs. Rimworld dll
    2. In addition to referencing Assembly-CSharp.dll and UnityEngine.CoreModule.dll, also reference 0Harmony.dll and game.dll.

[1](https://rimworldwiki.com/wiki/Modding_Tutorials/Setting_up_a_solution)

Testing

When running the game with a scripting mod active, the custom_log.txt file should show entries similar to:

#MOD DLL# loading...
DLL LOADED - methods:1

Framework Sample

This is a basic class which sets up Harmony, registers a custom tech and contains a Harmony prefix for when a player completes a research.

using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;

namespace TestMod2 {

    public class TestMod2 {

        static public int CUSTOM_TECH_1_ID = 200;

        [StaticConstructorOnStartup]
		
        public static int Init() {
			
            Harmony.DEBUG = true;

            var harmony = new Harmony("testmod2");

            FileLog.Log("testing harmony logging");

            harmony.PatchAll();

            SerialiseFactory.AddCustom(typeof(TechInfo), (byte) CUSTOM_TECH_1_ID, typeof(CustomTechInfo));

            Debug.Log("#TestMod2# Init Complete!");

            return 2;
        }

    }

    [HarmonyPatch(typeof(Player), "OnTechResearched")]
	
    class Patch {
		
        static void Prefix(TechID techId) {
			
            Debug.Log("#TestMod2# OnTechResearched:" + techId);
			
            if((int) techId == TestMod2.CUSTOM_TECH_1_ID) {
				
		FileLog.Log("custom tech researched - myVar: " + techId.ToInfo<CustomTechInfo>().myVar);  
				
            }
			
        }
		
    }
	
    public class CustomTechInfo : TechInfo {

        public int myVar;

        public override int Serialise(byte[] buffer, int offset) {
			
            offset = DataEncoder.Encode(myVar, buffer, offset);

            return base.Serialise(buffer, offset);
        }

        public override int Deserialise(byte[] buffer, int offset) {
			
            offset = DataEncoder.Decode(out myVar, buffer, offset);

            return base.Deserialise(buffer, offset);
        }

    }
}