Code Modding
You can load cs scripts or dll files directly in software inc.
A good grasp of Unity3D programming is required.
Setup
Project setup
To create your own mod start a .NET Class Library project in Visual Studio, targeted at the .NET 3.5 profile. Add a reference to the following libraries:
- Software Inc_Data\Managed\UnityEngine.UI.dll
- Software Inc_Data\Managed\UnityEngine.dll
- Software Inc_Data\Managed\Assembly-CSharp.dll
Start by creating a class that implements the ModMeta abstract class, then implement as many classes that inherit from ModBehaviour as you want. Each ModBehaviour implementation will be instantiated once the mod is loaded.
Compile
When you're done, you can either compile your mod and place it in the game's folder, in a subfolder called "DLLMods", or create a new subfolder in the "DLLMods" folder and put your .cs files in that subfolder, and the game will compile them for you. Note that if you let the game compile the C# files for you, you are limited to C# version 3, but using the game's compiler is required, if you want to upload the mod to the Steam Workshop.
Example mod
Here's an example of a mod that let's you change how many floors you can build on, complete with comments: Floor Mod (Updated to work with Alpha 10.7+)
Entry points
| GameSettings.Instance | This class contains most of the objects that manage the game |
| GameSettings.Instance.MyCompany | The player's company |
| GameSettings.Instance.simulation | Manages all companies and products |
| GameSettings.Instance.sRoomManager | Manages rooms, furniture and room segments |
| GameSettings.Instance.sActorManager | Manages employees and teams |
| SelectorController.Instance | Manages selection |
| TimeOfDay.Instance | Manages time |
| HUD.Instance | Manages the main HUD and windows |
| ObjectDatabase.Instance | Contains all furniture and room segments |
| WindowManager | Controls windows and has functions to create windows and GUI elements |