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Messages - MightyMonte88

#61
Modding info / How do i expand furnace interface
December 07, 2020, 04:18:27 PM
I increased the inventory input and output slots on furnaces and electric furnaces, however the lower row of output slots cannot be seen , they appear below the cutoff line for the interface window. What files would i need to access to change this to accommodate for more slots?
#62
Modding info / Re: Odd problem with new class of mech
December 07, 2020, 03:30:25 PM
I thought i had maintained all of the magenta dots, but your right i missed one. when replacing my textures with vanilla the gun places correctly, again big help AI, thank you so much.
#63
Thank you big help, i should have entire groups of raiders ready to fight now  :)
#64
Modding info / Odd problem with new class of mech
December 07, 2020, 02:44:19 PM
Hey i added a new mech called Scout, it's simply just a reskinned skipper ( made sure to keep the magenta dots) and no matter what i do, the light/heavy autocannon places incorrectly on the mech...what am i doing wrong to cause this? It also seems to use a different texture than the one i have supplied in the folder with the mech textures

I've uploaded a screenshot of what's happening

https://ibb.co/rFWhw8V

#65
Mods / Re: [Client+Server] BasicNPC
December 07, 2020, 02:00:08 PM
Hey if your part of the Cryofall discord, hit me up when you get a chance my names MightyMonte88. I used your work as an example/guide on how to add new mobs, so that i was able to add "raider" NPCs, and i was wondering if i could talk to you about a few issues i've run into. If not i understand, props for the great mod.
#66
Modding info / Spawn scripts with more population density
December 07, 2020, 01:53:33 PM
Hey i'm wondering how i would go about making a script to spawn in mobs in zones, in much higher numbers. I was able to add Raider NPCs to the game, using the Basic NPC mod (big thanks to Kallvin, the author of Basic NPC ) as an example of how to do so, after a good deal of trail and error i was able to add in two classes of NPC raiders. However, using a script setup like what Kallvin has done, i am only able to get the raiders to spawn in, very spread apart and in few numbers.

Here's the script called to spawn the raider mobs

namespace AtomicTorch.CBND.CoreMod.Zones
{
    using System;
    using AtomicTorch.CBND.CoreMod.Characters.Mobs;
    using AtomicTorch.CBND.CoreMod.Triggers;

    public class SpawnMobsHuman_00 : ProtoZoneSpawnScript
    {
        protected override void PrepareZoneSpawnScript(Triggers triggers, SpawnList spawnList)
        {
            triggers
                .Add(GetTrigger<TriggerWorldInit>())
                .Add(GetTrigger<TriggerTimeInterval>().Configure(TimeSpan.FromMinutes(10)));

            spawnList.CreatePreset(interval: 30, padding: 0.5, useSectorDensity: false)
                     .Add<MobMaleRaider_01>()
                     .Add<MobMaleRaider_02>()
                     .SetCustomPaddingWithSelf(35);
        }
    }
}


And here's how it's being called

.Add(GetScript<SpawnMobsHuman_00>().Configure(densityMultiplier: 10.10));

I've tried adjusting densityMultiplier up to as high as 100 ( it was initially at 0.10) and it doesn't seem to be having any effect....
#67
I added a new structure tier, made from a new resource called refined pragmium. How can i go about giving the walls/ floors a slight glow? I've seen some other objects in game (pragmium sources) have a slight glow and it would be neat to add that affect to these walls/floors being that they are made of pragmium.
#68
Modding info / Re: Adding a new type of gate
December 04, 2020, 02:08:11 PM
That fixed it, thanks again ai_enabled. I hope im not bothering you with all the questions, again thank you for all your help so far.
#69
Modding info / Re: Adding a new type of gate
December 04, 2020, 10:09:07 AM
I tried excluding some of the unnecessary stuff but it resulted in errors no matter what i commented out. The only way to stop the compile error is to "generate or generate abstract method, from "SharedGetRelativeFolderPath", the problem then becomes that the game crashes as soon as i try to launch it with that file present, im not sure what to do here. Can i define the folder path without using SharedGetRelativeFolderPath ?
#70
Modding info / Re: Adding a new type of gate
December 04, 2020, 09:41:37 AM
It's still returning the same error, it returns the same error even after only making a copy of the file, hmm..

Here's a screenshot of the error from the compiler

https://ibb.co/XWfcPts
#71
Modding info / Adding a new type of gate
December 04, 2020, 08:12:09 AM
When doing so, i'm making a copy of three files (ObjectGateSteel, ObjectGateSteelH, and ObjectGateSteelV.cs )

I'm getting an error from ObjectGateSteel.cs at line 14 "var folderPath = SharedGetRelativeFolderPath(this.GetType(), typeof(ProtoStaticWorldObject<,,>));"

"Severity   Code   Description   Project   File   Line   Suppression State
Error   CS0122   'ProtoStaticWorldObject<ObjectDoorPrivateState, ObjectDoorPublicState, ObjectDoorClientState>.SharedGetRelativeFolderPath(Type, Type)' is inaccessible due to its protection level   Tech_Expansion   C:\Users\adank\OneDrive\Desktop\Cryofall modding\Data\Mods\Tech_Expansion\Scripts\StaticObjects\Structures\Doors\ObjectGateSuperHeavy.cs   14   Active
"

What should i do to be able to access this folder path?
#72
Modding info / Re: Adding another technology tier
December 03, 2020, 04:36:41 PM
Ok until i've got a better understanding over the override system, i'm going to just add nodes as other modders have done, ViewModelTechTier.cs is where i hit a roadblock in my attempt to add a 6th tier
#73
Modding info / Re: Adding another technology tier
December 03, 2020, 03:57:02 PM
Again thank you so much for your time and the info, big help. I'm by no means a newbie coder, however the only language i have experience in is a forum of C# i believe, it's known as DM, the language for a compiler known as byond. So there is still a huge learning curve for me, i'm knee deep in attempting the edits to techconstants now so wish me luck haha
#74
Hey thank you so much for the info, i'm at least able to get to a solid testing state now. I was able to run my first mod successfully by running it unpacked from the editor as a standalone version. As for packing the mod, i think i may have been selecting 7zip instead of zip as the file type by accident.
#75
Quote from: MightyMonte88 on December 03, 2020, 12:24:57 PM
Hey just a heads up, as it turns out i cannot have more than one directory of each ( game and editor) because of steam. After getting my "working directory" setup, and attempting to launch the game from it, it comes to a screen that requires me to login through my Atomic Torch account, and the signup page for which says that i cannot link my steam and atomic torch accounts. My only solution was to try and transfer the "steam" file from the steam installation directory, to my working directory. The problem then becomes that no matter what i do, i cannot launch the editor, it defaults to launching the actual game, and from the steam directory.

Also, i have been trying all day and have not been able to get even a simple mod i have made to work. The only error in the logs is that " mod cannot be found" I have tried to setup my header file exactly as other header files i have used as examples from a few working mods. The only conclusion i can come too, is that i either need VS2017 instead of 2019, or i am packaging the mod wrong. I am including the version in the title in modconfig, it's just not working. I am trying to package them as described in the guides, im assuming that choosing "store" means no compression with 7zip, i can't find anything that references that so im going off of a guess. I could really use some help, this is very frustrating. I'm not new to programming, i think something is just wrong with my setup or VS2019, or steam is just going to make it impossible for me to do this without purchasing another copy of the game, seperate from steam.

Update, i used the farming plus mod as a test, im able to run it with no problem. So i extracted the archive, and re-archived it, the mod no longer works. So i'm doing something wrong when building the .mkp file.