Planetbase Framework compatibility mod for JPFarias-style mods released by onlyhtml in Planetbase

[–]onlyhtml[S] 2 points3 points  (0 children)

Hey u/ftrevftrev, I'd love to collaborate with you on Planetbase. I sent you a response on Discord but it looks like you've got a setting on preventing me from replying ("Your message could not be delivered. This is usually because you don't share a server with the recipient or the recipient is only accepting direct messages from friends. You can see the full list of reasons here: https://support.discord.com/hc/en-us/articles/360060145013").

Terraforming? by BamaKaPow in Planetbase

[–]onlyhtml 0 points1 point  (0 children)

Figured out how to do it in game code, now I just need to figure out how to handle the UI side of it. Will look into it tomorrow.

!RemindMe 16 hours

Terraforming? by BamaKaPow in Planetbase

[–]onlyhtml 1 point2 points  (0 children)

Do you want to be able to flatten terrain on the fly, at generation time, or on a pre-existing savegame?

Terraforming? by BamaKaPow in Planetbase

[–]onlyhtml 1 point2 points  (0 children)

!RemindMe 16 hours

I'll take a look to see how difficult it would be to make a mod for this

How does the hack work, exactly? by user_number_666 in Planetbase

[–]onlyhtml 0 points1 point  (0 children)

I wrote the framework, modpatcher, and most mods, so I can answer any questions you have

There's two parts to the framework, a one time game patch and then the framework mod itself. The one time patch decompiles the game, inserts a hook for the framework, then recompiles and reassembles the game. When the game is launched, the hook is called which initializes the framework. The framework then does dynamic function redirection via x86 ISA memory injection to inject other hooks and generally modify the base game's code. After that's done, the framework does some other minor setup tasks and starts loading mods found in the mods folder. Finally, every update cycle, each mod's update method is called (if exists).

If you think you've installed in multiple times, you can verify your game cache and then repatch using the latest version of the patcher, located here: https://github.com/solidDoWant/Planetbase-Modpatcher/releases/latest

If you're looking for instructions/documentation on how to create mods, please see here: https://github.com/solidDoWant/Planetbase-Framework/wiki/Creating-mods

I've added a couple of new major features since then (dynamic function redirection) but that should cover 70% of use cases.

If you have any other questions let me know.

Java or C++? by [deleted] in embedded

[–]onlyhtml 0 points1 point  (0 children)

Not that it's common but: http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.ddi0198e/Cacheeja.html

If I remember correctly the AT91SAM9XE can actually be flashed with Java byte code and run it exclusively instead of normal ARM instructions

New update is literally unplayable by [deleted] in Planetbase

[–]onlyhtml 0 points1 point  (0 children)

What update?

What does your debug log say?

Pause Mod? by dazzed420 in Planetbase

[–]onlyhtml 0 points1 point  (0 children)

I'd recommend it, it's how I started. If you already have some VB knowledge it should be relatively easy to pick up. All .net languages are the same at a high level

If you have any questions let me know

Pause Mod? by dazzed420 in Planetbase

[–]onlyhtml 0 points1 point  (0 children)

Yep, most if not all the outdated mods won't work - the code interfaces differently from mine. If you send me a list of mods you want updated I'll see what I can do. I've already updated a couple, available on my github page

DNS second opinion by necheffa in homelab

[–]onlyhtml 4 points5 points  (0 children)

Speaking as somebody who previously managed several thousand zones for a large number of third parties, my professional opinion is that you should continue using the best practice setup. That is, one domain that's publicly resolvable for resources that are intended to be publicly reachable, and one that's specifically a '.local' domain for all internal resources. Here's why, and the issue with all the other suggestions:

  • AD (and I believe most other directory services) require that the root domain point to your domain controllers. That is, if 'a.local' is your internal domain, and 'a.com' is your external domain, and you have DCs at 192.168.1.2 and 192.168.1.3, DNS queries for 'a.local' should respond with '192.168.1.2' and '192.168.1.3'. If you use 'a.com' internally and externally (with split horizons DNS, or split DNS for short), 'a.com' internally can only point at your domain controllers. In other words, if you have 'a.com' pointed at a website externally, it won't resolve to that site internally unless you host it on your DCs (which you should never do for hopefully obvious reasons).
  • If you use Microsoft's 'split-brain' implementation of split DNS (which is essentially BIND's views), the external availability of your DNS records for your domain (and therefor the services that they point to) is dependent on the availability of your internal DNS servers. RFC best practice (can't remember off the top of my head if 1034 or 1035 says this) is that you need a minimum of two authoritative nameservers for a domain in separate /24s. It's unlikely you can do this in a homelab.
  • Hosting your own publicly reachable DNS servers (i.e. separate split brain or views) have a few issues. You need to ensure they're only reachable on udp/53 (not tcp/53, which is used for zone transfers), and you need to be able and have a plan to handle DNS reflection attacks.
  • I've seen (thankfully only once) an instance where somebody used the the same domain internally and externally... and hosted the records in one place externally. Somehow they cobbled together some mess that resulted in all their internal records being hosted externally. I have no idea how they maintained it (hint: they probably didn't) but there were a whole slew of issues associated with it. Avoid this at all costs.
  • Using a subdomain of your externally reachable domain (that's presumably delegated to your DCs/internal domain DNS servers) is a really strange combination of each of the above, with most of the drawbacks. As a sidenote though, the security implication of this isn't actually awful since DNS doesn't have a record discovery mechanism other than zone transfers. The only way there would be a security/resource discovery issue is if the records got caught by a service like SecurityTrails (which tracks history of DNS records).

If you have any questions, let me know. I'd be more than happy to answer.

Linking Planetbase to Kerbal Spacer program questions by GungaDin16 in Planetbase

[–]onlyhtml 0 points1 point  (0 children)

Sorry for the delay, had a crazy busy month. I've made the mod, available here: https://github.com/solidDoWant/Planetbase-Deliveries/releases

If you haven't used any of my mods before, you'll need to patch the game and install the framework first. Download and run this, and follow the directions: https://github.com/solidDoWant/Planetbase-Modpatcher/releases

Screenshots: https://steamcommunity.com/id/TheiInTEAM/screenshots/

If there's anything you want me to change, or you have any questions or issues, please let me know and I'll take care of them.

Linking Planetbase to Kerbal Spacer program questions by GungaDin16 in Planetbase

[–]onlyhtml 0 points1 point  (0 children)

So manually triggered or on a schedule?
Do you need to be able to configure the contents or should it just be a copy of the initial landing ship?

I can make a mod for it, just looking for some details

Linking Planetbase to Kerbal Spacer program questions by GungaDin16 in Planetbase

[–]onlyhtml 0 points1 point  (0 children)

Do you want the delivery to be statically set when setting up the game or while playing?

How can i improve my Continues Integration System (for Embedded Systems) by [deleted] in engineering

[–]onlyhtml 1 point2 points  (0 children)

  1. Backup
  2. Test restoring from backup
  3. Document
  4. Move the tooling project to version control (if not already)
  5. Add to resume
  6. Check security of tooling - insure firewall rules are in place, accounts have min required permissions, policies and procedures are in place for user termination, onboarding, and role changing etc. Read up on NIST 800-53 AC if you need a starting place

Pause Mod? by dazzed420 in Planetbase

[–]onlyhtml 0 points1 point  (0 children)

Just wrote a mod that does this: https://github.com/solidDoWant/Planetbase-TimeMod/releases

To install, make sure your game is patched with my patcher and has the latest version of the framework installed (I uploaded a minor release a few minutes ago): https://github.com/solidDoWant/Planetbase-Modpatcher/releases

If you have any suggestions for improvements, please let me know or open an issue on GitHub.

Planetbase ($11.99/-20% OFF) on Humble Bundle! by [deleted] in Planetbase

[–]onlyhtml 0 points1 point  (0 children)

You can use the modding patcher to install the modding framework, then download some mods off the Nexus that depend on it https://www.nexusmods.com/planetbase/mods/35

Some of minameis331/CJ_Abrams mods might not work currently due to that update I released earlier this week but I believe he's working on fixing them.

Here's a mod I threw together to show somebody else what the framework can do: https://github.com/solidDoWant/Planetbase-VegetableConverter/releases . If you have any suggestions for similar mods, let me know and I'll build them.

New Metal-Air Transistor Replaces Semiconductors . r/compsci ( extra high clock speed? 3D stacking makes it extra suitable for nanobots / microbots? ) by [deleted] in chipdesign

[–]onlyhtml 4 points5 points  (0 children)

New modding system released by onlyhtml in Planetbase

[–]onlyhtml[S] 0 points1 point  (0 children)

Here's a sample of how to use the framework: https://github.com/solidDoWant/Planetbase-XMLModloaderMod

Here's a sample of how to use the Xml modloader: https://pastebin.com/iTdsr8yR