Difference between revisions of "Modding"

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m (: wrong code formatting syntax...)
(Expanded layout structure section)
 
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- Run <code>dotnet build /p:LangVersion=10.0</code>
- Run <code>dotnet build /p:LangVersion=10.0</code>


We're using <code>/p:LangVersion=10.0</code> for building mod, as otherwise it'll throw errors about too new language features being used.
We're using <code>/p:LangVersion=10.0</code> for building mod, as otherwise it'll throw errors about too new language features being used. You can also edit <code>ExampleMod.csproj</code> to contain <code><LangVersion>10.0</LangVersion></code> in the first <code>PropertyGroup</code>.


== Layouts / EntityLayoutParams / EntityLayoutParser  ==
== Layouts / EntityLayoutParams / EntityLayoutParser  ==
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   [2][2][2][2][2][2][2][2][3]>@E
   [2][2][2][2][2][2][2][2][3]>@E
</pre>
</pre>
<code>A~></code> and <code>B~></code> are In Ports, they accept products.
<code>>@E</code> is exhaust
<code>>~Y</code> is slag exit
<code>>'</code> are Out Ports, they emit products
The <code>></code> indicates the direction of the port. They can be one of the following:
- <code>></code>
- <code><</code>
- <code>^</code>
- <code>v</code>
There is also a <code>+</code> port type, but meaning is unclear as of yet.
<code>[1]</code> - <code>[9]</code> (<code>[n]</code> essentially) are heigh units, they define the "hitbox" of the building, how many squares
it takes up and where pipes/transports can and cannot pass.
Example Chemical Plant:
<pre>
~E>[7][8][7][6][5][5][5] 
  [7][7][7][6][5][5][5] 
#D>[6][6][6][6][5][5][5]>X@
@A>[5][5][5][5][5][5][5]>Y#
@B>[5][5][5][5][5][5][5] 
@C>[5][5][5][5][5][5][5] 
  [5][5][5][5][5][5][5] 
</pre>
Example Unit storage:
<pre>
  [4][4][4][4][4] 
# >4A[4][4][4]X4> #
  [4][4][4][4][4] 
# >4B[4][4][4]Y4> #
  [4][4][4][4][4] 
</pre>
(wrapped on the left and right with whitespace? Why?)
Example loose storage
<pre>
"  [6][6][6][6][6]  ",
" ~ >6A[6][6][6]X6> ~ ",
"  [6][6][6][6][6]  ",
" ~ >6B[6][6][6]Y6> ~ ",
"  [6][6][6][6][6]  "
</pre>
Example fluid storage:
<pre>
"  [5][5][5][5][5]  ",
" @ >5A[5][5][5]X5> @ ",
"  [5][5][5][5][5]  ",
" @ >5B[5][5][5]Y5> @ ",
"  [5][5][5][5][5]  "
</pre>
With this, we can establish that <code>#</code> is for transport belts, <code>~</code> is for loose storage belts and <code>@</code> is for pipes.
According to furnace, <code>'</code> is for melted materials.


You can use the in-game console command <code>print_entity_layout <string></code> to print the entity layout of a structure.
You can use the in-game console command <code>print_entity_layout <string></code> to print the entity layout of a structure.

Latest revision as of 19:44, 22 January 2023

PAGE IS WIP AND UNDER CONSTRUCTION!

Modding is an exciting endeavor! Hopefully this page can serve as a quick-start on how you can do it to!

Requirements

- .NET Framework - https://dotnet.microsoft.com/en-us/download/dotnet-framework/net462


Quick Start

- Clone https://github.com/MaFi-Games/Captain-of-industry-modding into a directory (git clone https://github.com/MaFi-Games/Captain-of-industry-modding.git)

- Navigate to the directory and into src/ExampleMod

- Run dotnet build /p:LangVersion=10.0

We're using /p:LangVersion=10.0 for building mod, as otherwise it'll throw errors about too new language features being used. You can also edit ExampleMod.csproj to contain <LangVersion>10.0</LangVersion> in the first PropertyGroup.

Layouts / EntityLayoutParams / EntityLayoutParser

Layouts of structures such as machines or storages are based on a ASCII format passed as list of strings.

Example furnace:

   [2][2][2][3][3][3][3][3][2]>~Y
   [2][2][3][5][5][7][7][4][3]>'O
A~>[2][2][3][5][5][7][7][4][3]>'V
B~>[2][2][3][5][5][7][7][4][3]>'W
   [2][2][2][3][3][7][7][4][3]>'P
   [2][2][2][2][2][2][2][2][3]>@E


A~> and B~> are In Ports, they accept products.

>@E is exhaust

>~Y is slag exit

>' are Out Ports, they emit products

The > indicates the direction of the port. They can be one of the following:

- >

- <

- ^

- v

There is also a + port type, but meaning is unclear as of yet.

[1] - [9] ([n] essentially) are heigh units, they define the "hitbox" of the building, how many squares it takes up and where pipes/transports can and cannot pass.

Example Chemical Plant:

~E>[7][8][7][6][5][5][5]   
   [7][7][7][6][5][5][5]   
#D>[6][6][6][6][5][5][5]>X@
@A>[5][5][5][5][5][5][5]>Y#
@B>[5][5][5][5][5][5][5]   
@C>[5][5][5][5][5][5][5]   
   [5][5][5][5][5][5][5]   

Example Unit storage:

   [4][4][4][4][4]   
 # >4A[4][4][4]X4> # 
   [4][4][4][4][4]   
 # >4B[4][4][4]Y4> # 
   [4][4][4][4][4]   

(wrapped on the left and right with whitespace? Why?)

Example loose storage

"   [6][6][6][6][6]   ",
" ~ >6A[6][6][6]X6> ~ ",
"   [6][6][6][6][6]   ",
" ~ >6B[6][6][6]Y6> ~ ",
"   [6][6][6][6][6]   "

Example fluid storage:

"   [5][5][5][5][5]   ",
" @ >5A[5][5][5]X5> @ ",
"   [5][5][5][5][5]   ",
" @ >5B[5][5][5]Y5> @ ",
"   [5][5][5][5][5]   "

With this, we can establish that # is for transport belts, ~ is for loose storage belts and @ is for pipes. According to furnace, ' is for melted materials.

You can use the in-game console command print_entity_layout <string> to print the entity layout of a structure.

Notice: Some structures in the game use a "old" format of the layout, rather than the current format.

References / Samples

- https://github.com/MaFi-Games/Captain-of-industry-modding - Official quick-start template

- https://github.com/altmank/CaptainOfCheats - Example mod using a lot of functionality as a sort of cheat engine