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Messages - Aceria

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Modding / Re: Utility Mod
« on: February 19, 2017, 03:19:57 PM »
You'll have to write a .dll mod for this, there's some more info at the bottom of this page:

You'll have to figure out where all the features are stored (I think it's in GameSettings.Instance.SoftwareTypes.Features) and then write a script that once per year checks if it's unlocked. I see that there's an Unlock variable that you can probably use for that.

Once you have that check working you can probably push an event to the notification system (might be EventWindow? Not sure) in the top left.

Note that this requires some pretty decent C# & Unity3D knowledge.

.NET Modding / Re: Override Work in WorkItem children?
« on: February 18, 2017, 04:19:35 PM »
Just got around to implementing a custom WorkItem, but it seems that the GUIWorkItem does not support this. Extending another WorkItem (MarketingPlan in my case) wouldn't work either because I can't override some of the methods.

Is this as intended (e.g. should I implement my own progress bar to push in the Workitem list) or something you forgot?

New releases / Re: Alpha 9.3.1 out on testing branch
« on: February 18, 2017, 01:46:01 PM »
Added support for custom work types in DLL mods

Thanks for that :)

I don't think it's possible right now (correct me if I'm wrong), but will it be possible in the future to add DLL mods to the Steam workshop? Would make it a lot easier to keep them updated (+ we wouldn't have to host them ourselves).

.NET Modding / Re: Override Work in WorkItem children?
« on: February 15, 2017, 04:57:11 PM »
Sounds good, looking forward to the next patch!

Do a rough timeline on when that patch will go live?

.NET Modding / Re: Override Work in WorkItem children?
« on: February 13, 2017, 12:02:59 AM »
I added support for custom WorkItem types in the next update.

Awesome, is that the next patch or the next Alpha?

WorkItem.DoWork(Actor actor, float effectiveness, float delta)

There doesn't seem to be a DoWork to override in WorkItem, the only instances of DoWork I can find are in Actor and AutoDevWorkItem (or is this the change you're adding for the next update?)

I was also wondering what the hell the 4 panels at the bottom are called (the ones with the icons for Development/HR/Finance/Market), couldn't really figure that out from the HUD class.

.NET Modding / Override Work in WorkItem children?
« on: February 08, 2017, 04:39:55 PM »
I'm working on a mod that adds some more Marketing features, but I'm running into issues with overriding the default marketing behaviour.

I made a new class that extends MarketingPlan (because a part of the GUI depends on WorkItem being a known type), this class then needs to override behavior of the default MarketingPlan whenever I create my custom WorkItem.

Any chance of a (I guess) minor refactor to allow all required methods of WorkItems to be overwritten? It would also be possible if the game would allow custom WorkItem types, but that's likely more work.

Another option of doing what I want could be to manually add an update loop for the actors, but that seems like a ton of work for something relatively easy.

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