Yes please! I know there is a mod that does this (I think there are two) but they cause the game to become extremely laggy when you utilize the feature. Getting a solid solution directly into the game would be great!
I've used it for each of my mods.
I use co-pilot and feed it what I am trying to accomplish while having the api github page open so co-pilot can read that.
It's been extremely successful and what's nice is that you can ask co-pilot to explain what sections of code do so that you can learn as you go as well.
That being said sometimes you do have to look stuff up manually and fill in the gaps that are created. That and you do have to learn the basics/layout of a mod as well as copilot can only provide you with some of it.
So basically, starting/setting up your mod is on you
- copilot can help generate C# methods using the github api succuessfully and with some minor tweaking on your end.
- you do need to understand the flow of a mod and what is actually needed so that you can request that from copilot
- fill in gaps/fix errors or find solutions for things that co-pilot just can't figure out or there is limited information to pull from.
Not sure if it's ever been requested before, but would it be possible to make it so that doors stacked on top of each other both open? I tend to have 3 wide entrances, so I double the doors up to make a tall/thin door, but obviously only the bottom 3x3 door opens, be cool if the top one opened as well.
Hi so I am currently working on a creatures mod and I am currently stuck on creating a throwable item that can eventually be thrown by an entity.
I've gotten to the point where I can have the item in my hand and start throwing it (the aim box appears briefly) but then disappears and just starts repeatedly doing that while holding down right click with the item.
I have the following created:
Entity JSON - For the thrown item
Item JSON - For the item itself you would hold to throw
Entity CLASS
Item CLASS
I really just need someone that can check over what's going on with the mod thats preventing the object(entity) from appearing in the world and being "thrown".
I have the project on github to be reviewed but its private so I would have to invite you to view it and I can send the mod itself right now if you want to view any logs.
Been working at this particular part of the mod for about 2 weeks now with little forward progress anymore so I wanted to get some solid help. Thanks in advance.
So just like the title says I am mainly looking to see if this is in any way possible before I start to sink hours in learning/creating this. Feedback/advice/guidance would be greatly appreciated. Also, if you wish to provide assistance/guidance while I work on this (if possible) then maybe we can connect on discord. This is my first mod for any game and I am also somewhat of a novice when it comes to programming. I have dabbled around in the past and have picked it up quickly but usually have a fair bit of questions.
Mod Idea: Waypoint Manager
Concept: Allows you to toggle waypoint icons on the map via new tabs on map
Mod Workings:
So essentially this mod will create a pre-determined/pre-labeled set of tabs on the map under the ones that are already there
Given the tab that you click that will either hide or display the icons that are associated with the button.
For example -
- Mines Tab, this would turn on/off all pickaxe icons
- Bees Tab, this would turn on/off all bee icons
- and so on....
Coding Mod:
So the way I was thinking of approaching this was by creating pre-set "maplayers" (from the essentials.dll) and then linking them somehow to "waypointcomponents" that would be used to determine the icons that are controlled via the given maplayer.
The maplayers would control said maplayer being visible or not while the component tells the maplayer which icon is assigned to it for hidding/showing.
Yup same,and been waiting for around 2 hours now to hear anything back. I ended up asking in their discord and was told there that it could be awhile and they are actively seeking someone to fill a position for just this particular issue.....really really disappointing start for this game....atleast for me.
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