Difference between revisions of "Modding"
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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 == | ||
Line 32: | Line 32: | ||
[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