ModScriptBasics
Jump to navigation
Jump to search
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):
- Use .NET Framework 4.8 (vs. .NET Framework 4.7.2)
- In C:\Program Files (x86)\Steam\steamapps\common\The Colonists\TheColonists_Data\Managed\ (or alternate OS equivalent):
- Use Game.dll vs. Rimworld dll
- 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);
}
}
}