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218765617

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218765617

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7 comments

  1. 218765617
    218765617
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    @NeoRider7, look at the article "How to get this mod to work".
  2. NeoRider7
    NeoRider7
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    4.2) Text from file "NoPowerShortages.cpsroj":

    "<? xml version =" 1.0 "encoding =" utf-8 "?>
    <Project ToolsVersion = "14.0" DefaultTargets = "Build" xmlns = "http://schemas.microsoft.com/developer/msbuild/2003">
    <Import Project = "$ (MSBuildExtensionsPath) \ $ (MSBuildToolsVersion) \ Microsoft.Common.props" Condition = "Exists ('$ (MSBuildExtensionsPath) \ $ (MSBuildToolsVersion) \ Microsoft.Common.props')" />
    <PropertyGroup>
    <Configuration Condition = "'$ (Configuration)' == ''"> Debug </Configuration>
    <Platform Condition = "'$ (Platform)' == ''"> AnyCPU </Platform>
    <ProjectGuid> {90C29248-D03F-4B5B-86B0-D520B89DB0BE} </ProjectGuid>
    <OutputType> Library </OutputType>
    <AppDesignerFolder> Properties </AppDesignerFolder>
    <RootNamespace> NoIntruders </RootNamespace>
    <AssemblyName> NoIntruders </AssemblyName>
    <TargetFrameworkVersion> v4.0 </TargetFrameworkVersion>
    <FileAlignment> 512 </FileAlignment>
    <TargetFrameworkProfile />
    </PropertyGroup>
    <PropertyGroup Condition = "'$ (Configuration) | $ (Platform)' == 'Debug | AnyCPU'">
    <DebugSymbols> true </DebugSymbols>
    <DebugType> full </DebugType>
    <Optimize> false </Optimize>
    <OutputPath> bin \ Debug \ </OutputPath>
    <DefineConstants> DEBUG; TRACE </DefineConstants>
    <ErrorReport> prompt </ErrorReport>
    <WarningLevel> 4 </WarningLevel>
    </PropertyGroup>
    <PropertyGroup Condition = "'$ (Configuration) | $ (Platform)' == 'Release | AnyCPU'">
    <DebugType> pdbonly </DebugType>
    <Optimize> true </Optimize>
    <OutputPath> bin \ Release \ </OutputPath>
    <DefineConstants> TRACE </DefineConstants>
    <ErrorReport> prompt </ErrorReport>
    <WarningLevel> 4 </WarningLevel>
    </PropertyGroup>
    <ItemGroup>
    <Reference Include = "Assembly-CSharp">
    <HintPath> .. \ .. \ Reference Libraries \ Assembly-CSharp.dll </HintPath>
    </Reference>
    <Reference Include = "System" />
    <Reference Include = "System.Core" />
    <Reference Include = "System.Xml.Linq" />
    <Reference Include = "System.Data.DataSetExtensions" />
    <Reference Include = "System.Data" />
    <Reference Include = "System.Xml" />
    <Reference Include = "UnityEngine">
    <HintPath> .. \ .. \ Reference Libraries \ UnityEngine.dll </HintPath>
    </Reference>
    <Reference Include = "UnityEngine.UI">
    <HintPath> .. \ .. \ Reference Libraries \ UnityEngine.UI.dll </HintPath>
    </Reference>
    </ItemGroup>
    <ItemGroup>
    <Compile Include = "NoPowerShortages.cs" />
    <Compile Include = "Properties \ AssemblyInfo.cs" />
    </ItemGroup>
    <Import Project = "$ (MSBuildToolsPath) \ Microsoft.CSharp.targets" />
    <! - To modify your build process, add your task inside one of the targets below and uncomment it.
    Other similar extension points exist, see Microsoft.Common.targets.

    <Target Name = "BeforeBuild">
    </Target>
    <Target Name = "AfterBuild">
    </Target>
    ->
    </Project> ".

    I'm not a programmer, but judging by the text of the code, this file seems to do some kind of system action and just activates the inclusion of the mod.It turns out that we have one mod consisting of two files:
    The "NoPowerShortages.cpsroj" file activates the inclusion of the mod, and the "NoPowerShortages.cs" file sets the algorithm of actions that this mod should do.
    Am I correct in my assumptions?

    In total, questions remain:
    - It looks like these two files are parts of one mod?
    - How to make this mod work if I'm not a programmer?
    If someone knows, please write, what do I need to do with these files in order for the mod to work in the game?

    Thanks!
    1. 218765617
      218765617
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  3. NeoRider7
    NeoRider7
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    My wishes for the mod settings:
    Mod settings:
    When creating a new mod, it is very desirable to make it with the ability to edit and enable / disable parameters.
    This can be done using a separate text file where everyone without programming knowledge could change the text values that change the balance in the game.
    And then the community of players could then experiment with parameter settings and adjust the balance in the game.
    Players could share their mod configurators text files and show them what game balance they like best.

    An example of a poorly made mod where there is no text configurator file and it is impossible to change the balance:
    https://www.nexusmods.com/planetbase/mods/22

    An examples of a well-made mod where there is a text file configurator and it is possible to change the settings and balance:
    https://www.nexusmods.com/planetbase/mods/36
    https://www.nexusmods.com/planetbase/mods/27
    https://www.nexusmods.com/planetbase/mods/13


    If someone wants to help with the development of a new high-quality mod, then this guide contains all the information that may be useful:
    GUIDE   "If you have any questions while creating a MOD"
    https://steamcommunity.com/sharedfiles/filedetails/?id=2044971158
  4. NeoRider7
    NeoRider7
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    • 2 kudos
    4) Texts of the program code of the mod:
    I'm not a programmer, but since your code files are text-based, I can read and try to partially understand what your program is doing.

    4.1) Text from file "NoPowerShortages.cs":

    "using Planetbase;
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using UnityEngine;

    namespace NoPowerShortages
    {
    public class NoPowerShortages: IMod
    {
    public void Init ()
    {
    Debug.Log ("[MOD] NoPowerShortages activated");
    }

    public void Update ()
    {
    List <Disaster> blizzard = Disaster.getDisasterDisaster (DisasterList.BlizzardInstance);
    if (intruders! = null)
    {
    foreach (Disaster Blizzard in Blizzard)
    {
    // BlizzardFrequency param = "5.0".
    if (blizzard! = null &&! blizzardtimevalue = "500" ())
    List <Disaster> blizzard = Disaster.getDisasterDisaster (DisasterList.DisasterInstance);)
    {
    foreach (Disaster Blizzard in Blizzard)
    {
    if (planet_class = "M"! = null &&! tech_value = "MegaCollector" ())
    List <Disaster> blizzard = Disaster.getDisasterDisaster (DisasterList.DisasterInstance);
    {
    foreach (Disaster Blizzard in Blizzard)
    {
    if (planet_class = "s"! = null &&! cloud_cover_indicator = "0% -50%" ())
    {

    }
    }
    }
    }
    }
    } ".

    I'm not a programmer, but judging by the text, this file seems to do what the article says:
    "What this mod does:
    - on class S prevents cloud cover from exceeding 50%
    - on class M unlocks very large power collectors from the start
    - on class F makes blizzards more frequent ".

    It seems that the author of the mod solves the problem of lack of energy in this way.
    In this case, the text describing the mod, which is written in the "About this mod" section, corresponds to the description of the mod in the article and there are no contradictions here.
    In the section "About this mod" it is written that:
    "I know, Running out of power is what kills most colonies. If you don't want to, install this mod then running out of power is no longer your problem."

    However, we see that the code also contains the following text: "if (intruders! = Null)"
    Does this mean that this mod somehow changes or depends on the actions of intruders in the game?

    Am I correct in my assumptions? Who can explain?
  5. NeoRider7
    NeoRider7
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    It's great that you create mods for PlanetBase!
    But I, as an ordinary user of the game, had questions and difficulties with connecting this mod.
    Please create an installation guide and description for your mod.

    What I would like to clarify:
    1) how to install this mod?
    When downloading your mod, we get two files: "NoPowerShortages.cpsroj" and "NoPowerShortages.cs".
    Obviously, these files contain the program code of the mod.
    But how do I make this mod work if I'm not a programmer?

    2) Requirements indicate that "Latest Planetbase Framework" is required.
    What should I do if I am not a programmer?
    I have suggestions that for this mod to work, you need to install Patcher-1 and Redirector. Is it so?


    3) Description of the mod:
    At the moment you have two different descriptions for this mod:

    3.1) In the section "About this mod" it is written that:
    "I know, Running out of power is what kills most colonies. If you don't want to, install this mod then running out of power is no longer your problem."

    3.2) In the "Articles" section, there is an article that says:
    "What this mod does:
    - on class S prevents cloud cover from exceeding 50%
    - on class M unlocks very large power collectors from the start
    - on class F makes blizzards more frequent "
    .

    Questions:
    - Why two different descriptions of this mod?
    - Are these two different mods or are they all included in one mod?
  6. Angelus75
    Angelus75
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    • 0 kudos
    Instal instructions ???