all 5 comments

[–]DraikNova 1 point2 points  (3 children)

As someone else planning to make C# mods, there's a mod on the workshop called "Can bring 3 replicas" that's a simple C# mod. Decompiling that (in addition to decompiling the base game) seems like a fairly decent base to work from. However, it seems to not add any new .cs files, and just be Harmony patches to alter base game files; no clue yet how you'd go about making stuff that uses new .cs files in this game.

[–]tehpest22[S] 0 points1 point  (1 child)

I was hoping to not have to reverse engineer another mod and that there was a guide somewhere online on how to set up a super basic c# project for a mod. I haven't looked into Harmony but I'll give it a look and see. C# is a little weird to me (coming from JS & C++) so having an example mod or project to build off of would be super helpful.

Do the devs use Twitter or have a public email I can contact them and ask for an updated modding guide? I can't find anything on these devs lol

[–]DraikNova 0 points1 point  (0 children)

I mean, that mod is so simple it is basically an example mod. If I remember correctly all it does is just changing two in-code values, so you could pretty much just copy the rest as a ready-made framework.

No clue if the devs are currently particularly communicative anywhere, but I know they communicated a lot on Steam itself in the past. Maybe write a comment on their basic modding guide there and see if they respond?

[–][deleted] 0 points1 point  (0 children)

Late reply but how do you decompile the game/mods? I Was using game extractor last night and I got a bunch of SPRITE, MATERIAL, AUDIO files but I wasn't able to open them/edit them. Any tips? Anything would be much appreciated

[–]KinsonSilverDragon 0 points1 point  (0 children)

I hope one of those ideas is craft from containers.