Green Hell
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agel500

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agel500

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8 comments

  1. ShoppingCartBandit
    ShoppingCartBandit
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    I could not get the mod to work with BethInExp. Game launches but can't make a plugins folder. Tried making my own. Saw no affect in game. I ran up pranking tribals like usual in the first 10 minutes trying it that way. Anyway to make sure it works?
    1. agel500
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      thank you for reporting. 
      This sounds like BepInEx issue. I have also same reports for my other mods too. I will check it asap. 
  2. SAWAK
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    Thanks for mod, it good. 
    Just wanted to clear things up about config, for example: Default value: 3  SightRangeFactor = 3 - does that mean ''3'' default for mod or for original game? 
    Or original values "1" for all of them ?
  3. avosetta1234
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    Thank you so much agel500! This mod is an answer to my prayers for Green hell, one of the main things I've been wanting to mod myself for a long time (but I am not proficient enough to unpack the files even).

    I agree with OMGWTHEFBBQ that it would be amazing to follow up this mod with catch rate reduction for traps, and I would personally love to see configurable spawn rate and respawn time for prey and plants in the game! 
    1. agel500
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      Thank you for warm words, I'm glad you like it. 
      Unpacking is actually not required. I have decompiled the code with dotPeek decompiler from jetbrains. Very simple tool, you just open a dll file like you would with any text editor. However decompiled code is not the original code. It has same structure, but it cannot know what all the variables and parameter names were in the original code. So it displays variables and parameters in generic way. For example original code may have a float variable called "distance", but after reverse engineering (decompiling) it will have a generic name, something like float1. 
      dotPeek is only for decompiling and understanding how the code is structured. What is in which class, what methods it has etc... For actually modifying the code you need to use visual studio so you can write your own code and compile it into a dll file. You use the harmony framework, which allows patching code from another assembly. This technique does not change the original code, it simply puts a patch on top of it, which is executed instead of original code at certain places. But for that you need to know how the original code is structured, that is where reverse engineering comes in. Finally you use some hook that allows you to inject your patches into existing assemblies by reflection. This is basically the belpinex. It injects your patches into original assemblies. 

      There are plenty of tutorials on the internet, that explain how to do all this. You can try "modding unity game +harmony". Also "harmony documentation" there is a very good guide on patching games with harmony. That helped me to get started. 

      Regarding this mod, I have decompiled the CSharpAssembly dll file, which every unity game has containing most of the games code. I have browsed through classes until I found the mechanism that performs awareness checks for the AI. It checks whether the ai can see, hear or smell you. It depends on many parameters, such as whether you are making noise, whether you are in its line of sight etc... After I had understanding how it worked, I have written a patch for that method and overwritten the range parameters for each of the sences for the AI basic classes. Additionally i have prepared a config mechanism that allows to read the new values from the config file instead of using some hardcoded numbers. 
  4. Varrgas
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    Hi, can you consider to make a ModAPI version ?
    Most of the good mod are there and it's not possible to use mods that edit the "Assembly-CSharp.dll" file + untiy manager mods + Bepinex mods + Modapi.

    I know that it's a boring request, even if I don't know much about coding and stuff like this, and so don't know how hard it could be or time consuming, I still understand that coding for something doesn't mean that you can easily do the same in an other language or with an other app, it's not that simple.
    So if it's a no I would totally understand.

    Like I wrote it a few minute before on an other mod page, with time I realized that not so many people who do mod for Green Hell did know about ModAPI, and from what I know it's maybe one of the best possibility for this game and the moding community around ModAPI is maybe not so big but still interesting.
    And ModAPI isn't just for this, there is The Forest, Sons of the Forest, Raft and a few other if I remember well.

    Thank for your time reading my message, you did a great work with this mod, really I would like to be able to use it with my mod list, I cross my fingers that you will be able (if you have the time for) to take a look at modAPI and consider my request.
    Thanks again and kudos <3
  5. OMGWTHEFBBQ
    OMGWTHEFBBQ
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    Thank you so much! Can't wait to try this.

    I have been trying to make this work for so long and eventually gave up. I kept getting strange issues where no animals would spawn and some trees were indestructible. It's far too easy to get food in this game because you can just walk up to animals.

    Suggestion to add on to this mod - reduce rate of traps. Currently, traps seems to have a 100% chance to catch something, and it doesn't take very long, so it's guaranteed food. I was able to reduce this successfully before, but it was almost a year ago at this point so I'd have to figure it out again.

    1. agel500
      agel500
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      thank you for feedback, I will consider that, but perhaps in a separate mod.