hello , well i always have some ideas of stuff that could be added and ill like to take the jump and start creating some stuff , but how do i do it ? is there a programm ? any advice videos suggestion etc i would appreciate a lot love the game so far and thanks as always !
This is a rather vast topic. I suggest you take a look at the following forum sections : The Hangar Bay Knowledge & Info Custom Playfields and Systems Scenarios Planets & Playfields You should find lots of information in there to get you started. Many players will gladly help you with more specific topics once you understand what you want to do more precisely.
thanks for the answer , well to narrow it , i want to start makin mods , from the small and simple stuff lets say a plant or deco to funcional items , npc behaviour, skins , movements and more if i can learn how to . mostly cause i do have suggestions and ideas but ill like to work on them and maybe someone else can improve upon it or hopefully even include it on the game. thanks again for the answer , godspeed !
None of what you listed can be modded. Instead, you can do things like: - Design planet types (using existing deco and textures) - change config files (loot pools, POI spawning groups, galaxy layout, item values, trading and dialogue, and so on - you can add new models, but only for blocks - you can add new sounds, but only in certain instances
thanks for the answer , well now i know the boundaries of wich one can work upon ! . just for curiosity if i understood right , can a funcion to an existing device ? lets say security cams its that possible ? thanks again.
One resource I would make sure not to overlook is the creative game space orbit base. It provides a really good overview of content building that applies both to vehicles and POIs. As far as what's possible, the V1/V2 mod APIs provide the ability to get/set a subset of stuff within the game. Depending on what interacting with your prospective device requires you may be able to figure out a way to do that by leveraging the way stuff is already done. Custom blocks, calling specific assemblies of existing devices a device, reworking behaviors over existing deco are all ways to make a device without adding any devices. The modding interface is broken into two flavors with roots at IModApi (V2) and ModGameAPI (V1) ... There is overlap but the newer hierarchical object model is the direction so if you can do what you want from there it's the "right" place to do it. You can find docs for these in the Content/Extras folder. The chat system gives you an easy CLI interface to mods so you'll see lots of examples of "talking with the services" ways to do stuff. Go to github and search "Empyrion" to get at code. The burden with chat cli is for the user to go modal and type commands but typing commands into a console can actually be a pretty in-game sort of experience. The are a few places where user behavior gets translated directly to a callback that you can act on. In the V2 interface you can follow low level game events to infer what's happening based on sequences of event type/params. You don't want to burn cycles at this level but state triggering based on sequences can be done inexpensively. This would let you create any sort of crazy behavior you imagine by watching for a specific dance (state machine) that you can trace based on GameEvent signaled messages- place a box on your base, name it "Magic Box", then add 4 iron, 2 silicon, 1 copper, and a thorn. You instantly die and find 1000 gold in the box ... it's magic. (IContainer) that, if you give it a certain name (IEntity.Name) and then load it with specific things (IContainer.List<ItemStack>) then consumes your offering (.RemoveItems), takes your life blood in sacrifice (IEntity.DamageEntity (int damageAmount, int damageType)), plays a few bars of the jungle theme (ISoundInterface) to establish a Jumanji vibe then .StopSound ... leaves a thousand gold bars in the box (AddItems (int type, int count)) Another really huge area of modding is in the config files themselves. If you look at either or both of the Reforged and Eden projects you can see what's possible by refactoring and extending the existing system. Lots of magic mustard in those two projects, but when you see an effect, you can look at underlying yaml & ecf files to trace back to how the authors pulled it off.