#General discussion

1 messages · Page 4 of 1

eager plume
#

Does namegenerator need "" in software type?

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Easiest way is to just copy paste 1 of the names to that other (like the .txt filename in the software type file)

topaz crescent
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Same result unfortunately

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If i change back to OS it works fine.

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I feel like I'm missing something but I've scoured the data mod wiki for hours at this point

topaz crescent
#

On an unrelated note, anyone know how I can find out what the properties are for design, programming and research speed?

daring solar
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Change the folder to NameGenerators.

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A mod should be placed in its own folder in the "Mods" folder and can optionally contain each of the following folders: "CompanyTypes", "NameGenerators" and "SoftwareTypes".

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So it was most likely just a typo in your foldername ^^

topaz crescent
#

you absolute legend

fast reef
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anyone know why?

karmic oracle
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Open the console and share the error with the mod author i guess

fast reef
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ok

final gyro
#

it does that sometimes...

gloomy urchin
#

So how simple/hard would it be to mod a piece of furniture to be placeable on exterior walls? I see an OnlyExteriorWalls variable so I imagine it's as simple as setting that to True.

daring solar
gloomy urchin
magic reef
#

The furniture editor also contains a lot of explanations when you hover over the options

final gyro
#

@prime wyvern or @modern jackal is it possible that one of you add the console hardware into your mods as it is currently missing and I really want to create consoles and not just PCs.

modern jackal
final gyro
unborn vale
unborn vale
#

i tried making my own hardware mod but my lack of art skill have stopped me always 😅

white arch
#

is there anyway to add dependants to a software mod, ie require one feature to unlock another? i know back when the game was xml you could but idk if you can now?

karmic oracle
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It goes against the principles of the alpha 11 update

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We have tech levels for that now

weak glade
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Does anyone know how to combine furniture mods, so you can 'Change object look', the same way as with the newly added Dinning chairs?

karmic oracle
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Mesh replacements aren't available for modding yet, if that's what you're asking

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If you're trying to merge multiple different furniture mods though, I don't think that will ever be possible unless you made the mods

weak glade
karmic oracle
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kenneth did say a few weeks ago that he wanted to add modding compatibility for it, but i guess he just hasn't gotten around to that yet

calm sage
#

It's coming in the next update

eager plume
# calm sage It's coming in the next update

Yo, Kenneth. Sorry for the ping. But u wanted to let you know that there was someone with a couple questions regarding swinc. He said it was for a school project, idk if he already contacted you, but i think he and his school would greatly appreciate it if he could ask a couple of questions.

calm sage
karmic oracle
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I also got some questions about mesh replacements

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Do you have time to answer them

calm sage
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I just came on to log off, sorry, I'll check back soon founder2

karmic oracle
#

alr, ill post it here when i'm done writing it 👍

karmic oracle
#

I want to use the new mesh replacement feature to create a more streamlined version of the old letters mod (which will use addon points so you don't need to hold Alt to ensure proper placement).

However, the font I want to use, Anke (the game font), is not mono-spaced, meaning that each letter occupies a different amount of horizontal space.

If I make each letter a tile wide, with, for instance, 'm' filling the entire horizontal space in that tile, placing two 'i' letters side by side would create a significant gap, making it look awkward.

I want to know whether different meshes in the new mesh replacement system you're developing have the ability to incorporate unique addon points, or if they will share all attributes like with the current Atlas system.

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The 2nd image is the use case for the unique addon points. Letters after m will be a lot further away from x=0 than if they were placed after A.

remote stratus
#

can i make the letters mod instead i want to have internet clout

daring solar
unborn vale
calm sage
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it can replace meshes and materials, nothing else

karmic oracle
#

can you add a toggle to wall furniture to ignore the 0.2 wide corners when placing

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if you add that then moddable windows work and i dont have to bother you anymore

calm sage
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Maybe, I don't know if it's going to cause issues

eager plume
#

Can you maybe add a way to configure code mods ingame?

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And not entirely, just small parts the dev allows you to

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That could help with the "more companies" mods, if some ppl like to play with 1.5 or 2, or whatever. Instead of searching for one that fits, download one and choose for urself

calm sage
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That is up to modders, they can add whatever they want to the mod section in the options window

karmic oracle
#

Since mesh replacements won't work for this, I have a few more questions for Sir @calm sage CoreDumping:

  • Is it possible to use the text tag editor with modded furniture, and if it is available for modding, how can we use it?

  • If it is moddable, does it only work with otf/ttf fonts or do you reckon it'd be possible to expand it to pulling meshes from a mesh map of sorts?

karmic oracle
# calm sage Maybe, I don't know if it's going to cause issues

^^ Coming back to this, I still think it's worth a shot
You don't have to add a fully-fledged window editor to the game since you already made all the stuff you showed me a while back
Just this single feature has the potential to make moddable windows finally work 😄

daring solar
#

Just add an input there and save the result

onyx oracle
#

I've been following this game for a long time, and recently I started modding it. Modding the game is fun and can make it way cooler, but starting from scratch takes a lot of time. I really love this game and have played a bunch of awesome mods made by others, but I wanted to do my part and help the community grow.

So, I made an online modding tool to make things easier and faster. This tool has everything you need to create different kinds of software types, name generators, and even company types for the game. There's also a template you can download to help organize your files, and I added a smart bot on Poe, trained with software Inc modding data to help you add features or create whole new software types.

You can find the tool here https://rb.gy/21cz1n

upper agate
#

AHH what have I done?? ||just testing something. not a bug||

eager plume
#

What are you testing? How to deliver drone packages?

upper agate
#

Lol! I'm making a code mod to create partition walls to divide rooms. Hopefully by using the same wall materials of the room you're building them in

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It should be feasible. I'm not entirely sure what the API for rooms is just yet

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I made a mod a long time ago before code modding was around. It was called Placeable Walls but I always wanted to make something a little more customizable and use the in-game tools

karmic oracle
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oh, you're the guy who made that mod 😄

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i remade it like 2 years ago with materials and lots of other stuff ^^

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a code mod seems much more practical though 😄

upper agate
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I was going to do that as well, but school got in the way!

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I'm glad others got around to it!

karmic oracle
upper agate
#

Oh sick!! That would be pretty nice and useful!

stark kindle
#

Hello everyone.
Have a little problem someone might be able to explain to me...

I extracted a vanilla .obj (ergo chair) using AssetStudio, but when I import it in the furniture editor, it looks... broken. And I do not understand why.

karmic oracle
#

You need to assign a material

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Get the textures from AS and then put them in the mod folder

When you are in the editor, click the materials button in the top left and make a new one using the textured you extracted

Finally, you can assign the new material to the mesh in the meshes options in the top right

stark kindle
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Ohhhh!

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That worked, thank you so much! @karmic oracle

tropic kite
#

Wow, for once CF sounds so professional

unborn vale
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Furniture mods the one thing the CF rlly knows 😄

karmic oracle
daring solar
#

Congrats @karmic oracle for being useful ||for once in your life ||

stark kindle
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Working on some paintings.

Noticed the vanilla painting comes with multiple options, "styles".
How can I achieve the same for my picture, what's the option in the editor?

karmic oracle
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Atlas options
It's near the bottom

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You can read more about it on the Software Inc Furniture Modding wiki page

stark kindle
#

Ah, I see.
Mh, probably not a good choice for painting then, I did them 1 by 1 instead.

tropic kite
#

Beautiful

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Def. will add this when you finish your mod 🙂

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Are these based on Hanafuda cards?

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I guess not, but somehow reminds me a lot of it

unborn vale
tropic kite
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Just google it

unborn vale
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Too much work

tropic kite
unborn vale
stark kindle
eager plume
stark kindle
#

How do I adjust the durability of a furniture mod?
And what does expected on time do exactly? It kinda sounds like it influences durability since I am not finding anything else.

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Welp, just answered my own question, I guess. xD

karmic oracle
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TimeToAtrophy affects durability

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ExpectedOnTime just determines the monthly bill for utilities that will be shown in the build editor

normal umbra
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hi is there a mod or something for outsourcing marketing?
i like that i can have a publisher for developing my game to handle marketing and printing for me but why can't I when I make an expansion?

quasi bronze
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Hi, I would like to try modding in Software Inc. and have two questions:

  1. Can we replace an existing furniture with a modded version?
  2. Where do I find the files of default furniture (e.g. 3D model, code etc.) in the game directory?
eager plume
#

!wiki

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Oh

tropic kite
#

Bot won't work in threads

eager plume
quasi bronze
eager plume
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Ah, I don't do furniture modding, so I hope someone responds to you soon

daring solar
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Question 2, they're in the games resources so no easy/legal way to get them

tropic kite
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@karmic oracle is into furniture

daring solar
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@karmic oracle is into alot of things

eager plume
daring solar
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Were you sleeping? 😄

eager plume
#

Or am I just stupid

tropic kite
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I wondered too, lol

daring solar
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Yes

eager plume
tropic kite
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I mean, if you were sleeping

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Months

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😂

eager plume
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Oh

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I just forgot ig

daring solar
eager plume
tropic kite
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Easiest way would be to subscribe to some furniture mods on the workshop

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And then check their folder structure and how they did stuff

daring solar
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But I guess you cant overwrite the default furniture, but for that you have to ask @karmic oracle

tropic kite
#

I also don't think you can overwrite it.

daring solar
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Or @calm sage 🤯

tropic kite
#

I also don't see any reason why

quasi bronze
#

I realized that I maybe "only" need to get into code modding for what I want to achieve, but then I would still need to know where I can find the lines which define the behavior of certain furniture

daring solar
#

What do you want to achieve?

quasi bronze
# daring solar What do you want to achieve?

I want to make all the stairs with tread version 2 & 3 stackable, so they can be placed above each other. I also know that @karmic oracle already made a mod (he pointed out to me) which includes this, but only for the default stairs and in addition, his mod adds an additional asset instead of replacing the existing ones which I would like to prevent (if possible). He also stated that he would add stackable versions of the other stair types to his mod in the future, but I can't wait as I have a clear idea of how my buildings should look like, but the game won't let me achieve this in its current state... my inner monk is really sad about this 😅
Besides that, I don't want to rush @karmic oracle with this, that's why I would like to try it on my own.

#

So instead of having to add an additional stair asset, I think, it would be sufficient if I adjust the behavior of the default stair types, but I don't know if this is possible.

daring solar
#

Can't find the discusion anymore but there was one with @karmic oracle and good old Kenny

daring solar
#

Kenneth said how you could achieve it

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But you'd need to know a little bit of C# and modding ^^

quasi bronze
# daring solar Kenneth said how you could achieve it

Ah okay. I'm wondering why a feature like this hasn't been implemented already. I mean being able to stack stairs on top of each other (like it is possible irl) would give players more freedom to design buildings.

daring solar
#

Priorities

karmic oracle
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My original plan for the stackable stairs was to make a sort of anarchy mod, but Kenneth said lots of big words like coding and programming and I got scared away 😦

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So I just made a new furniture, but that did kind of take me half a week 😄

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I have one more exam tomorrow though and then I'm free-ish for the summer, so I can probably add the other stair shapes if you don't want to do all these advanced things 😄

tropic kite
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OH no.

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Cf will have more time this summer

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Damn

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Poor moderators

quasi bronze
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@karmic oracle
I would have to dig into how everything works first and this could take a lot of time, but I would like to try out modding sometime.
However, I would really appreciate it if you find time to implement the other stairs to your mod, but I don't want you to feel rushed.
Work, education and family naturally take priority. In any case, I wish you success with your exam tomorrow!

eager plume
#

Well not me, I like CF

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Poor you maybe

karmic oracle
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More stairs will come with Construction Accessories 4.2 which will also come with that letter mod I forgot to upload 👍

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I can assure you though that you won't have to wait past 30 June at the latest it will be released when it's done 😦

unborn vale
sterile temple
#

What are some of the best updated mods? Looking for more content mods not really furniture etc.

winter grail
#

I have a software category like this:

            {
            Name          "Remote Access Trojan"
            NameGenerator malware_rat
            Description   "Extremely targeted, effectively unlimited power." 
            Unlock        1990
            TimeScale     1
            Popularity    0.01
            Retention     24
            IdealPrice    8000
            Submarkets    [4; 3; 1]
            Iterative     0.8
            }

I was trying to make it so the market would be small [1%, as you can see], but the game seems to just ignore the popularity metric, am I doing anything wrong?

winter grail
daring solar
winter grail
daring solar
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Hmmm

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@karmic oracle

winter grail
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Here's 3 relevant ones [popularity in alt text]

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I can send the .TyD if that'll help

eager plume
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I think the game only works with 1 number after the . So 0.01 is always gonna be 0.1

eager plume
winter grail
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the Consumer reach

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since thats how many people can get it

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It should be 1/10 [since the popularity is 1/10] but it's more like 1/2

eager plume
winter grail
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Also, it doesn't change at all between like 0.1 and 1

winter grail
eager plume
#

Lemme check this on my laptop in like 10 min

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If I don't answer in 20 fe free to ping me

winter grail
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aight

eager plume
eager plume
#

yeah

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but reverse

winter grail
#

yea

winter grail
#

tho

eager plume
winter grail
eager plume
winter grail
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These should at least be a bit different since they're double

eager plume
#

uhm

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i would say bcs 1 is max, and it doesn't just take 40% but it calculates it in another way, if that makes sense

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so the lower the number, the less effect it has in addition to the prvious one

winter grail
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hmm

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it might be OS market share actually

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but in that case itd be nice for popularity to be relative to that

eager plume
winter grail
#

yeah

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because right now it seems to be relative to everyone, which doesn't really work since OS Marketshare can vary

winter grail
#

we are COOKING

winter grail
#

also, uh, how would I add an icon to a mod? i don't wanna be stuck w/ the workshop default

karmic oracle
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as a thumbnail?

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try naming the image Thumbnail.png

winter grail
#

alright, thanks

winter grail
#

hehe, bonk

calm sage
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you must be the first to use TyD's inheritance functionality for software inc mods bigbrain

karmic oracle
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is that what the *source ContractSoftware thing does

winter grail
winter grail
#

it'd also be nice to have a script scope that doesn't depend on a level 3 feature (probably still limited to player software though)

winter grail
winter grail
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(*abstract so it doesn't pick it up as a software type)

winter grail
#

also, if anyone knows for sure, does this work for networking? I'm a bit worried since this is an AfterSales script, but it screws with product usercounts for other products (in the same company the product is from) and launches a lawsuit

if (Product.GetVar("ExposedAdvertising", 0) == 0) // Check state of advertising exposure
    {
    foreach (CompanyProduct in Product.DevCompany.Products) {
        if (CompanyProduct.Type.Name != "Malware") { // If you're promoting your own malware, something is very wrong.
            CompanyProduct.Userbase = CompanyProduct.Userbase + (Product.Userbase / 24)
        }
    }
    if (Random() * Product.Userbase > 1000000 * Product.Category.Popularity)
        {
        LaunchLawsuit("CreatingMalwareAdvertising", Product.Sum * (RandomRange(0.9, 2.5)), RandomRange(0.5, 1)); 
        Product.DevCompany.AddFans(-(Product.Userbase * 0.2), Product.Category); 
        Product.Userbase = Product.Userbase * 0.9;
        Product.KillAwareness();
        Product.PutVar("ExposedAdvertising", 1);
        PhysicalSales = PhysicalSales / 10;
        DigitalSales = DigitalSales / 4;
        }
    }
if (Product.GetVar("ExposedAdvertising", 0) == 1)
    {
    foreach (CompanyProduct in Product.DevCompany.Products) {
        if (CompanyProduct.Type.Name != "Malware") {
            CompanyProduct.Userbase = CompanyProduct.Userbase + (Product.Userbase / 60)
        }
    }
    Product.DevCompany.AddFans(-(Product.Userbase * 0.6), Product.Category);
    Product.Userbase = Product.Userbase * 0.6;
    PhysicalSales = PhysicalSales / 24;
    DigitalSales = DigitalSales / 16;
    }
daring solar
#

Why not use

foreach(CompanyProduct comProd in Product.DevCompany.Products.Where(product => product.Type.Name != "Malware")
winter grail
#

nor is sipl

daring solar
#

Oh its SIMPL

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SIPL

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😄

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Don't even know if it supports that, but I love that features

karmic oracle
#

i can play vicky now @daring solar

daring solar
#

You write that in freaking modding 😄

karmic oracle
winter grail
winter grail
karmic oracle
#

this channel is our new thread for vicky related multiplayer messages stonks

winter grail
#

paradox stocks going up

winter grail
#

[I pray for access to a GameSettings instance and to the same events code mods* have every day . . .]

daring solar
#

You should hve access to the GameSettings

winter grail
daring solar
#

😦

winter grail
#

cant even jailbreak your way into one either

#

sob

calm sage
calm sage
winter grail
calm sage
#

sales values are fresh off the sales calculation in AfterSales and can be modified because the script is called in middle of the code that handles sales, the sales simulation is already done when EndOfDay is called, so you can only see what has happened after the fact

karmic oracle
#

I just found out I can't build a Parclo AB2 in Software Inc.
The game is absolutely unplayable.

#

I am filing a class-action lawsuit for 5 Bindos

unborn vale
#

on behalf of CoreDumping were are very sorry you feel this way, however we can offer you are 50% refund

karmic oracle
#

is that 50% of the price tag or 50% of the features refunded? founder2

unborn vale
#

50% of the price

karmic oracle
cunning hollow
#

Is there any API for multiplayer like getOwner or anything like that?

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Im trying to lock a menu to the host only

calm sage
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not one that is available to Steam mods, but I'll add GameSettings.Instance.IsHost for the next update

little stirrup
#

Any modders available for hire?

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Have a project I would love to see come to fruition, just don't have the talents/time to do so

eager plume
little stirrup
#

Yeah I can in dms, just don’t want to blow up chat here

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But can send here if that is easier

uneven remnant
#

Hi, Can someone help me create a mod to pay off the magazine to get good reviews on software. or pay to have a smear campaign against another company that would affect sales etc?

little stirrup
#

We need more shady business practice features

daring solar
#

About the good reviews, reviews are generated by product details, means that if you'd change the reviews it woulnd't generate more sales. The review is more of a graphical representation of how good your product is. So you'd have to tweak yours or your enemies reputation etc

gloomy siren
#

Is there any way to stop furniture effect on effectivity and other from being capped to 25%? Unchecking "Cap aura" doesn't seem to work

karmic oracle
#

As far as I know there isn't a way

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Well, maybe you could go into the .tyd file itself and increase Effectiveness to 200% or something, but that would probably either do nothing or break the game 🤷‍♂️

gloomy siren
#

tried that but looks like room effect be it effectiveness, skill or mood are capped at 25

karmic oracle
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Yeah guess it's a hard coded limit then 😦

daring solar
#

Effectiveness cant be negative here? @karmic oracle

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Because in code it can be 😄

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Negative values have a negative effect on the room and vice versa. -100% means disabled

karmic oracle
daring solar
#

Skill can also be negative 😄 Or do I understand something totally wrong? 😦

gloomy siren
#

For example sofa will lower effectiveness of your employees in the room , that's why you build it in separate room not in office room where your employees work

daring solar
#

Yes

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And the slider doesn't go into the negatives?

gloomy siren
#

Which slider ? If you are talking about the screenshot that I put in there it very much goes into negatives

daring solar
#

Negative values have a negative effect on the room and vice versa. -100% means disabled
Not sure what you mean, but you could try put it on -100% then

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At least the description, inside the code, says it would be disabled 😄

gloomy siren
#

Yeah but what I want is to increase stats above 25%

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From what I understand unchecking cap aura should do that but it doesn't seem to work

karmic oracle
#

Loco agrees stonks

karmic oracle
# karmic oracle
poll_question_text

Should Kenneth pay minimum wage to modders?

victor_answer_votes

5

total_votes

7

victor_answer_id

2

victor_answer_text

No I'm Kenneth and I like money

victor_answer_emoji_id

1202241089671811093

victor_answer_emoji_name

Bindo

karmic oracle
#

It turns out that Loco does not in fact agree 😦

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Also seems like some identity fraud is going on...

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5 people claiming to be Kenneth CoreDumping Larsen??

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There should only be one

#

Therefore the legitimate results are:
✅ 2 votes
❌ 1 vote

#

So modders will now be paid minimum wage for their work

eager plume
karmic oracle
#

Thank you for your heroic service Alexandros
You saved us from the persian threat 🏇

half pike
#

I probably dont have long to live now until I "accidentally" fall out a window.

#

its been an honor.

karmic oracle
#

🙏 We pray for your good health

#

Thank you for bringing this great this great scandal to light ☀️

modern jackal
#

For compute's sequel do you guys want me to upload it as an entire new mod or simply replace the current compute?

eager plume
#

Does it have like way more software

modern jackal
unborn vale
karmic oracle
#

Updating the original mod would give access to already existing subscribers but not expose the mod as much to new users.

On the other hand, uploading the remake would give more exposure to the mod but users of the original mod would need time to figure out that a new version came out.

Both have their pros and cons Bindo

modern jackal
thin veldt
#

Is there a way to start with more money?

karmic oracle
#

You can open the console at the start of the game and type ADD_MONEY followed by the money you want to give yourself

#

The console can be accessed by assigning a key at the bottom of the keybinds menu ^^

glossy zinc
#

If i want my mod to be compatible with other mods, lets say for example, my mod adds an ide to the game, and lets say another mod adds a variety of software including an ide, would it be better to have the override element set to true or delete?

cunning hollow
#

Has a IsHost bool been added with the update?

calm sage
#

yeah. GameSettings.Instance.IsHost

keen swallow
#

Not sure if this is the place to go for this, but the Wiki on DLL Modding seems outdated, how would one go about creating DLL or CodeMods for Beta 1.8x. I already have Visual Studio, experience with C#, and some experience with unity (But not a lot like with UI for example.)

daring solar
#

Where is @karmic oracle if you need him? He could've pinged me before 😄

keen swallow
#

Well firstly it says to target a framework that's not supported by VS anymore, can't even install it. Second, pretty sure the info targets the alpha builds and not sure if anything has changed during beta.

daring solar
#

You can use a higher framework without any problems.

keen swallow
#

I know 4.6 works fine, but not everyone may know that, so updating the docs could be useful.

daring solar
#

So why do you think its outdated, because it just states You should download and install the .NET 4 Framework if you don't have it, which obviously would include 4.8.1 as well.
But the documentation is a good start, but most of the things you learn by diving into the code, looking into others mods or ask here.
Latest part updated is from Beta 1.7+ as far as I can see, around a year ago, but yeah its pretty much the same as it was in Alpha. There was a point some years ago where things did change, but nothing too big 🙂

keen swallow
#

That's mostly what I wanted to know is if there were any major changes to how the mod API worked, I saw the documentation supported .NET 4 I was like... "Will this still work?"

tropic kite
#

It's really just basically anything NET 4, not specifically version 4.0

#

Maybe would be more specific if it says, net 4 and higher or so

keen swallow
#

I thought it said .NET 4 and not .NET 4 or higher, that's why I thought it was outdated.

#

That comes from the "Code Modding" section of the CoreDumping Wiki.

#

Anyway, that's why I thought the Wiki was outdated, I wasn't sure whether to trust the material as it said .NET framwork (and not "or higher")

#

Anyway, anyone know how I can go about adding "Interns" to the game? I was thinking, you can allow interns if your popularity gets to a certain level. They'd work for free, but would still have needs like normal employees, but wouldn't cost anything as you pay interns with "experience"

glossy zinc
#

you could maybe do it by using a conditional statement, i.e. if employee is below age value (e.g. 24) salary = 0, experience equals <scale value> * experience

#

interns would show up in the pool with a 1 star skill

keen swallow
glossy zinc
karmic oracle
#

Happy 3334th message in this thread

#

I will use this opportunity to push for adding Moddable Doors to the hit video-game "Software Inc."

glossy zinc
daring solar
#

I will mod them into the game but will block @karmic oracle to use them because he didnt say happy birthday to me

karmic oracle
#

If kenneth adds moddable doors I wouldn't even have the time to add some 😦

#

We've had moddable windows for years and I've not done anything with that

high quest
#

Can someone help me and explain how properly use override delete function? Could override true but would rather override delete but having error with game can`t find software type but override true works fine

keen swallow
polar flare
#

Hey, I want to dev a mod that help you get an other perspective on some data the game provide. To see if what I want to do I would like to export some data to manipulate those outside of the game with a bit more freedom.
I try to export the data as file (csv) but it's seem that their is restriction on what the mod can do.
I manage to print the data to the dev console but I can't copy/paste those data

Does someone have a solution for that ?

keen swallow
#

You could find a library that writes data to a CSV via C# or just use YAML or something. Then save the file to the local machine.

#

If you already have a way to obtain the data, just need to save it. Check if the document exists on startup, and read it.

#

If it doesn't exist, save the default data to the file so it can be modified when the game is offline.

polar flare
#

I have to enable the "GiveMeFreedom" option and it work

daring solar
#

Why would you want to use CSV?

#

@polar flare you could use TYD, same format the game uses.

polar flare
#

I want to export certains data to see if I can extract from them what I need
And manipulate 200 line of Data is easier on my computer than with the dev console

daring solar
#

Ah now I've seen it.

#

But you could save it as TYD as well

#

Would need GiveMeFreedom due to restrictions on System.IO

#

There were a few exploits on this, but I think I found most of them 😄

half pike
#

What's a good modpack to experience more realism and more depth

keen swallow
#

Has anyone figured out how to get around the new building requirements yet. I find them annoying... -_- I now can't build anything I want to build anymore.

keen swallow
#

The room requirements.

high quest
keen swallow
#

Categories as in RPG, FPS, etc?

high quest
#

More like Early RPG, RPG (with subdivision into multiple subgenres), Action, Strategy etc. I think game making aspect needs some love

#

And just wanted to delete the game software type and create new ones instead. While second part is working fine I`m not sure how to use Delete function, override true seems to be working fine but Delete does not

high quest
#

Yes, Ive downloaded the software type from wiki and just added overwrite delete and gets error message, it does work with override true not sure what Im doing wrong here

eager plume
high quest
#

I want to change name of categories like Game RPG and then subgenres in the folder like action RPG and so on, Strategy and then RTS etc. One software type with just name Games wouldn`t work. Its mentioned in wiki so I was hoping you can actually delete it from the game

eager plume
#

Its been some time since I modded the game. But aren't the rpg, adventure etc genres just part of the game.tyd?

high quest
#

Yes but I wanted to expand a lot on the idea, instead of RPG being subcategory of game make RPG Game main category and like action RPG sub category, Anyway would you know how to use delete as override properly?

eager plume
high quest
#

Thats not the point, anyway you would then double some of the genres and it wouldn`t make any sense with specialisations either

eager plume
#

wdym?

#

If you put game.tyd in the mod it will override the vanilla .tyd file

high quest
#

Ill try it but as Im changing a lot of other stuff I recon it will come off with errors or would have to be called games then it doesnt make sense either

#

It doesn`t override it creates separate you would have to use function override and then you cant change the name just tried it

delicate plover
#

Im trying really hard to remove and re-add the Furniture Buttons from the Build Menu for vanilla Furniture.
I want to lock some Items in Early Game, for my Mod.

I tried different ways, but no one worked.
I execute this code with the Press of a Button after i loaded the Game.
And i want it to remain that way.
Its a DLL Mod with full rights.

        Furniture item1 = GameSettings.Instance.sRoomManager.AllFurniture.Get(10);
        Debug.LogError("Item1: " + item1.name);
        Furniture item2 = GameSettings.Instance.sRoomManager.AllFurniture.Get(2);
        Debug.LogError("Item2: " + item2.name);
        item2.name = item2.name + "test";
        item2.Cost = 999999999f;
        item2.UnitCost = 9999999f;

        HUD.Instance.RemoveFurnitureButton(item1.gameObject);

        HUD.Instance.AllFurniture.Remove(item2);

        HUD.Instance.HideInBuild = new GameObject[] { item1.gameObject };

        item1.gameObject.SetActive(false);

        HUD.Instance.NotAllowedInRoom.Add(item2);

        
        HUD.Instance.AllFurniture.Remove(ObjectDatabase.Instance.GetFurnitureComponent("Bench"));

        HUD.Instance.UpdateBuildButtonVis(true);
        HUD.Instance.RefreshBuildButtons();
        HUD.Instance.UpdateFurnitureButtons();
delicate plover
#

Would be happy if someone could help 😊😅

daring solar
#

Please use three ` before and after your code ❤️

#

What was the result? What was the expected result?

#

The best would be to have a small project to reproduction

delicate plover
#

Result was: Nothing happend. Mod is loaded, function is called, but build menu didn't change.
Expected Result: The Price of Build Items should have changed, or the Build Buttons should be removed.

Changing the Company's Money works for example..

Did you ever change a Build Item Value like this?

I could try to create a small project.

calm sage
#

You could probably set the furniture's Unlockable string to something random and call HUD.Instance.RefreshBuildButtons();

delicate plover
grave marten
#

Ok so when i first started my project i named it "Software Expansion V1" and since then ive changed the name to the specific software type but now it continues to show in game as Software Expansion V1

ripe hare
grave marten
#

should be done soon

daring solar
#

Did you change the mod meta file?

grave marten
#

ahhh genius

karmic oracle
#

No, he's loco founder2

grave marten
#

someone should make a mod where like in the beginning where you pick the stars for different categories, there are coding languages and different programs require specialty in that language, so instead of sending them to school for art they go to school for C++

karmic oracle
#

@daring solar should add that to his to-do list

ripe hare
#

I'm suprised no one has written a basic ui/software to make creating mods a little easier. The launch/re-config of software category impact settings drives me a little crazy sometimes

stuck iron
#

I'd love it if there was a mod were you could rent out the extra office space you are not using.

karmic oracle
#

Maybe we could just fill out the entire map with big rooms and make billions from that

grave marten
karmic oracle
#

Or if you're in Canada the government will prevent you from dealing with them at all and give you restraining orders even if they have never payed a dime before 😛

grave marten
#

it seems theres some anger behind that suggestion

stuck iron
#

There could be an upper limit to how much you could charge for a room, after a certain size the rent wouldn't increase

uncut wing
#

do I need a mod to import assets into the game?

onyx oracle
onyx oracle
wraith sluice
#

Is there a mod that increases the initial and total number of active companies?
I feel like this game really lacks competition

cyan brook
#

I was wondering if anyone had any insight into the SoftwareCategories and how that works. Am I supposed to define Software Categories as an element of SoftwareType? Do I have to make a new software type for each category?

My understanding is that it's like:

SoftwareType 
{
    Name "Game"
    Description "A Video Game"
    ...
    SoftwareCategories 
    [
    {
        Name "RTS"
        Description "Real Time Strategy"
         ...
    },
    {
        Name "Simulator"
        ...
    }
    ]
}

Am I on the right track or am I supposed to create a new mod file for each category?

cyan brook
#

Also can scripts exist on non level 3 subfeatures or only level 3? I want a script that alters the popularity value of a softwareType by default based on the year kinda like how bandwidth per user scales with time.

keen swallow
#

What'd be cool; a mod that adds interns (free employees)

cunning hollow
#

Does GameSettings.Instance.IsHost only mark as true if its a multiplayer game, or will it just assume its true if its singleplayer

calm sage
#

only if it's a multiplayer game

ancient stone
#

Is there a list of all the variables a Product has that are alterable via script?

ancient stone
#

(Answered it myself, used ILSpy to decompile the assembly-csharp dll)

#

But dude why can't I reload a mod that failed to load, so I don't have to keep closing and opening the game to reload my mod with errors

tropic kite
#

Isn't mod reloading possible with console commands?

calm sage
#

might be correct that you can't reload a mod that failed to load in the first place, though 🤔

ancient stone
#

Yeah it's a data mod, I tried 'RELOAD_MOD' but it did not show up in the list, and typing it out didn't work either.

#

There really needs to be a faster way to try and reload a mod that errored

ancient stone
#

As it stands I gotta check the error, fix it, close and reopen, check the next error, fix it, close and...etc

viral cedar
ancient stone
#

It's not a code mod

viral cedar
#

sad

#

Does the mods panel display the mod status?

ancient stone
#

Yeah it just comes up under error, so it fails to load. I've fixed the bugs and it loads now, but it is just annoying to reload the game every time. Especially given I have a lot of furniture mods subscribed that adds a bunch of load time, and I don't really want to unsub from all just to make a quick mod

calm sage
#

I've fixed it for the next update

ancient stone
#

! Thank you!

topaz terrace
#

If I start a coding project, the docu says it needs to target .NET Framework 4 - the oldest one I can download seems to be 4.7 - newest is 4.8.1. Some specifics would be nice.

tropic kite
#

It is meant major version 4

#

So it can be 4.7 or 4.8.1

topaz terrace
#

ok thanks

#

I'm a software dev and I started to try to fiddle with software inc. code modding and wanted to reduce some complexity from the hiring process. (Just simplify the Traits, so every person has the same or something.) But I struggled trying to override functionality.
Now I found a video about dnspy where someone easily changed some unity game code, but he changed the original dll. That doesn't sound like what I want to do. I don't really know how to approach this.

#

Maybe I can use Harmony, but I never used it before

topaz terrace
#

Ok I tried Harmony, but Software Inc. doesn't allow to reference Reflection

topaz terrace
#

I fixed that with
public static bool GiveMeFreedom = true;

but since I have to use Harmony, the Harmony - dll needs the Freedom, too it seems.

topaz terrace
tropic kite
#

I haven't done modding for swinc, but the code snipped basicalls loads any dll that is inside a subfolder, inside your mods folder

#

Also I believe, if you use exterbal dll's you cannot upload it to the steam workshop

topaz terrace
#

I don't know how other moddable games do it, because Harmony is used in rimworld and ksp as well, right?

#

ksp has it's own modloader, but rimworld has a harmony workshop mod that everyone references

daring solar
#

They usually load outside of the range GiveMeFreedom would kick in

#

So if you'd overwrite some functions you probably won't need it, but I could be wrong. BepInEx also uses a different folder than the games mod folder for its mods so there shouldn't be any problem load them without give me freedom

topaz terrace
#

I pretty much finished my mod and it helps me play the game and have more fun. But I assume I can't distribute it with the workshop. If other people have issues that the hiring is too complex, they could use my mod.

#

I have a git repo for it. I could release it there.

keen swallow
#

I could be stupid but, did Swinc change how mods work, or am I just being dumb?

tropic kite
#

Years ago there was a change, but nothing recent

eager plume
#

maybe both

keen swallow
#

So I tried using "ModBehavior" and even without additional libraries, Swinc complains about how it can't use System.Interop, but I'm not using System.Interop.

glossy zinc
glossy zinc
topaz terrace
#

I will read the thread later maybe

tropic kite
#

Why the heck does discord keep showing me this thread has a new message? 🫨

lime arch
#

Is there any way to change the way contracts work without messing with the multiplayer part of the game?
like making them more challenging or putting a more serious penalty in case of failure or inadequate quality?
Can I do that with code mods?

#

Or is there any mod that does this already?

lime arch
#

Anyone know where is the logic for bugs and how their penalty affect the final Income? I know there is a GetIncome() method in contractWork but I can't find anything about the logics of how bugs affect it or how the quality of the code affects it.

lime arch
#

Does anyone know which event I should use to add some logic after finishing a contract based on the work on the contract( after clicking on the finish button for a contract)

calm sage
#

data or code mod?

#

for data mods, using the Script_WorkItemChange entry point and checking for if (Ended && !Cancelled && WorkItem is SoftwareAlpha && WorkItem.contract != null) should do it

#

but that would require the contract to have level 3 features

#

For code mods you'd have to manually keep track of HUD.Instance.contractWindow.ContractResults.Items

lime arch
lime arch
# calm sage For code mods you'd have to manually keep track of `HUD.Instance.contractWindow....

Thanks for your response. I am looking for something that gets called after a contract is finished, not on the UI side, but on the logic side.
something like this: "TimeOfDay.OnMonthPassed += OnMonthPassed;" here I have a method named OnMonthPassed that gets called at the end of each month, I want something like that so I can have some custom logic after a contract is finished, I want to make the penalty of a contract with low quality more serious and also increase the bug penalty something like this :
"
NotificationManager.AddNotification(new NotificationMessage(work.contract.GetCompanyName() + "cancels the " + work.contract.GetName() +" because Deadline missed. Fine of " + (work.contract.Penalty * 1.5) + "is applied",
"Exclamation", SDateTime.Now(), NotificationManager.NotificationType.Warning));
GameSettings.Instance.MyCompany.MakeTransaction(-(work.contract.Penalty/2), Company.TransactionCategory.Legal, TaxReport.TaxType.None, "contract cancelled due to a delay!");"

#

Also, if there is any way I can add to the details of the contract after its finish, like adding the penalty I added to the contract there to the net profit, I would appreciate it if you let me know.

calm sage
#

You won't be able to do that with the built-in modding system, my code would become an unmanagable mess if I had to make an entry for every single event that could occur in the game. You would have to use a code injection tool, which sadly isn't compatible with the steam workshop.

Using the built-in modding system you would keep track of the ContractResults list and act on it when it changes, to fine the player further.

lime arch
# calm sage You won't be able to do that with the built-in modding system, my code would bec...

Thanks for the answer,
Well, honestly, Steam is not my concern. I am a game developer myself and I just want to tailor made the game for me and my friend so we can enjoy a hardcore version of the game 😂
But not being able to put it in Steam for others also is not pleasent.
I have an idea for avoiding code injection: with the help of ContractResults list; This way, I can iterate through the new ones and then check if the quality is less than a certain threshold. If it is, I penalize the player with a message stating that XYZ Company is fining us due to inadequate or glitchy quality.
At first, I tried to change the read-only variable in the contracts with the help of Unsafe{}. However, it gave me a warning. I was not sure whether I could override the security settings of the project with a DLL or not. Also, was not sure if I can add <AllowUnsafeBlocks>true</AllowUnsafeBlocks> in the project that is just a dll or not

#

Additionally, I have an idea for PVP that could make the game more challenging and enjoyable. Having a pool of contracts in which each player should shows interest in them and the next day each player get the contracts he or she choose, afterwards, if there is a contract that more than one player is intersted in it, a kind of auction held in between them like they each can lower the price they want for it or reducing the time they are going to finish the contract and then the company decides which one wins that contract.

lime arch
# lime arch Additionally, I have an idea for PVP that could make the game more challenging a...

It needs

  • A new UI but you already have contracts UI;
  • A UI for the auction
  • some logic for the auction and some limitations so players don't abuse offering like 9,999 instead of 10,000. For instance, only 100 or 500 bids for reduction in the income they want.
  • I have experience with multiplayer myself, but it's in Unreal Engine, so I have no idea how much that could be challenging.

So my point is it might not be that time-consuming because you already have most of the features, but it can bring a new dynamic to the game.

glossy zinc
#

does the in game compiler for dll mods still only support C# version 3 or does it support a higher version?

lime arch
glossy zinc
#

per code modding section of wiki:

lime arch
glossy zinc
lime arch
glossy zinc
glossy zinc
glossy zinc
topaz terrace
#

That would mean the harmony mod for rimworld on the workshop is a big security issue?

glossy zinc
glossy zinc
primal bane
glossy zinc
flint bobcat
#

im creating a mod called,
Office Planner
is a visual office layout planning tool for Software Inc. It helps players design optimal office layouts by:

Planning furniture placement (desks, tables, cabinets)
Optimizing staff assignments to desks
Providing 11 different layout styles
Visualizing the layout before building in-game

current status is this mod only provide preview layout of the office,

and im restricted with the design(im not really good at office design)

the full mod should auto place the planned furnitures in the building, completed with assigned staff, save/load your template design

#

so as im finding in the server, got new mod created and its nice to have, so im thinking anyone got an mod idea?

im more focus on code modding

flint bobcat
#

i managed to spawn/place furniture now in game
so player can select what room u want to place the plan, type of furnitures, etc

gonna remade every ui i made here so it will somewhat differ for v.1

tropic kite
#

WOW

#

This is an insane work

#

Especially the UI work.

flint bobcat
#

yeahhh, that ui will be repalced, as i managed to spawn/place furniture with the code

im testing it with the new ui to spawn selected furniture
gonna continue this tom, im tired lol, been doing it for 10hrs now

tropic kite
#

It's crazy cool. I hope @calm sage will see this 😄

calm sage
#

I've seen it! Super cool

flint bobcat
#

it adapts depends on the room size

the hardest problem im facing is the design lol
the layout should adapts to the room size, the furnitures placement, etc

#

the planner uses database of the furnitures so modded furnitures are supported here

tropic kite
#

This is so cool. Honestly, I want this for ceiling lamps. Makes it easier to place them in the right distance 😁

flint bobcat
#

ui overhaul hahah

it is hard to design thru code
might implement drag select import for layout

might pause this mod, it works but not as my invision
im cooking a big mod overhaul lmao
the focus:

  • Realistic economy + market dynamics
  • Deep employee relationships + culture
  • Realistic project management
  • R&D and innovation
#

btw if anyone got a mod idea hit me up here

might do it or not, it depends how complex lol

flint bobcat
#

btw umm,

how does or what are the requirements for the modder tag?

tropic kite
#

The mods can give it to you if you dm them

flint bobcat
#

does the relationship of each employee , to their team matters/impacts the game currently?

tropic kite
#

Yes, it gives them a better mood, and good mood increases their work efficiency

flint bobcat
#

im in testing phase, one of the overhaul feature:
where i intercept the employe details, to implement my new traits details that affects heavily the game

#

hahaha making it harder

tropic kite
#

Unhapoy only 😄

flint bobcat
#

phase 2.5 of the employee relationship mod
all stat here affects the game

glossy zinc
#

really cool, for your employee relationship, it reminds me of EQ or Emotional Intelligence and one of the many EQ tests that you can take is Emergenetics

flint bobcat
#

i added perk and culture too

gonna redo ui later, functions first

quaint shard
#

😮 awesome

onyx idol
flint bobcat
#

no not yet,

im in testing phase and its not complete yet

flint bobcat
#

im trying to solve the issue with my mod Founders Plus where the extra founders added are clones of the first founder so the rest 5+ are same appearance.

I did tried patched, injecting IL but its returning wrong byte so the mod crashes at the founder creation

so the max customizable is 4 and the rest added are clones of the first founder

onyx idol
#

Ah okay, sounds very complicated but im sure you'll sort it out.

flint bobcat
#

I created another mod called Basement Floor

anddd yeahh another limit hit lol
this mod can be used like how the floor mod
q wont work beyond -1
so i uses pageup and pagedown to increase/decrease the -floor and home/end for +5/-5 of the -floor

so heres the problem lmao, i can go down and build in it, BUTTTT the building i build there is not visible, its inside of the terrain

I thought of parallel -1 floor where it stays there the num of floor decreses too and you can build there
same floor, it hides the other furniture, BUTTTTT problem now is the pathfinding of the employee

so i stop here where it can decrese upto how many you want but not really usefull lolcat

flint bobcat
#

experimenting/creating new mod called MegaPlot, this is compatible with bigger plot in game

tropic kite
#

You're on fire 😁

flint bobcat
#

got hooked on the game and idea poped while playing,,,, soooo yeahh 😅

#

got bunch of useless and trash mod i created hitting limits like earlier lol

tropic kite
#

Yeah you can't get over hard coded limits 😅

flint bobcat
#

yeahhhhh truee, wellp will still experiment and create new mods as long idea shows

gonna collect this failed mods too

flint bobcat
#

i thought this mod will be in the failed collection

i managed to increase the grid of road, cam

rapid trout
#

Someone make a 16 player mod

glossy zinc
#

increasing support for more than 4 clients might be challenging, now your delving into net code, synchronization between clients, and most likely hard coded limitation like map size and plot ownership etc

flint bobcat
#

gonna test it for now before releasing at nexus

#

the size of the image above is 2x

#

will add extreme sizes too
10, 50, and 100x

#

lol

#

the downside with this generation is i neede to patch the lake
the genereation are plain so its mostly ground

flint bobcat
#

Done released

tropic kite
#

Have you ever considered sleep? 😄

flint bobcat
#

im from Philippines so time is differ to me

currently its 7 pm here, i usually stop at 11pm

tropic kite
#

You mean, 4AM, after you had yet another modding idea? 😄

karmic oracle
#

Someone give this man the Modder role 😄

flint bobcat
rapid trout
#

make a 16 player mod

flint bobcat
flint bobcat
rapid trout
#

sweet

#

could you live stream your developement of this mod on youtube that so be something id tune into

flint bobcat
#

or even the talking hahah

cedar briar
#

Is there a mod where you can manipulate employee skills

#

I need to change a skill of my founder but seemingly he is at max

cedar briar
#

i guess "Trainer v5 for Beta 1.6/1.7/1.8" cause its the last updated

onyx idol
#

Yh thats the one

flint bobcat
#

i cant test this so i would like to someone here to test it with your friends
use the megaplot mod with this too so can increase the map upto 100x normal and its required because i integrated these 2 mods to each other

i did tested hosting with these 2 mods but didnt tried yet the players joining in
this is a dll mod, the source is in the download page, optional files, if you want to check it
so mostlikely this is alpha/beta test for this mod

heres the link:
https://www.nexusmods.com/softwareinc/mods/18
https://www.nexusmods.com/softwareinc/mods/19

and again, thanks YoshiKuro for the mod tag

Nexus Mods :: Software Inc.

Expand your city with massive maps! Choose from 1x (vanilla), 2x, 4xFor RURAL MAP ONLY

Nexus Mods :: Software Inc.

Expand multiplayer from 4 to 16 players!

flint bobcat
#

why this mod got flagged lmao

i did scan this even now for whats causing it with virus total file scanner its 0

you can scan it manually for sureness

tropic kite
#

Maybe because it is related to online connectivity

#

Not sure what functions you used, but maybe some functions relate directly to connecting to external sources

daring solar
#

Most likely

#

Its only the source files

#

Most likely due to System.Reflection calls? Other than this I do not see anything "unusual", but I didn't check all of it 😄 Looks pretty nice!

flint bobcat
#

dropped 4 new mods

Infinity Learning
More Companies
Public Relations
Subsidiary Notifier

the notifier is the only cs mod here, the other 3 are dll, and the source is on the optional files too

it should be 5, but the last is complicated, so the 5th will take some time

eternal rampart
#

Would this be a good place to ask about mods to spruce up the game?
I always run some kind of Starting Options to start in 1970
Was looking at More Companies,
Which requires the Harmony Loader
Read something about AIcompetitors i can't find.
TBM Game Engine, which seems to be quite expansive and well made.

but i feel like maybe there's more out there.. maybe for like Phone App stuff, Internet stuff, AI stuff.
Maybe even Furniture things.
Any recommendations?

glossy zinc
glossy zinc
fast cosmos
#

Is there a good way to get .tyd files for the all of the default software types that come with the game? I've looked around but can't find them in any of the game files. There are zips on the wiki but the most recent version is 1.7.15

calm sage
#

new files are uploaded when anything is changed. The default software haven't had any changes since 1.7.15

flint bobcat
#

the following mods have issue rn

more companies - reported not working at 1.8.30
mega plot - doors dont work right when placed at the extended ground
infinity learning - xp dont increase

no issue as of now(i think):
subsidiary notif
more player
immortal founder
public relations
no idle complaints
founders Plus

will be back modding by dec 3 for checking and fixes of the mods

flint bobcat
#

updated

more companies - fix and working now
mega plot - door working now on the extended ground
infinity learning - xp now works and increase learning speed multiplier cap

tribal latch
flint bobcat
#

released new mod Blueprint plus

eternal rampart
#

What mods do you guys recommend for more software variety and complexity?

rigid stirrup
#

idk if this is the correct place to ask so let me know if I should move it but I seem to be getting a weird interaction when calling product.Archive(). It archives the product as expected but you can't un-archive the product once this is called?

I was trying to write a little helper for when a company goes bankrupt and mine inevitably inherits 15 pieces of crap software...to just auto-archive anything with less than X active users or less than X profit last month or older than X months...

calm sage
vivid wren
#

guys make some mods pls

distant iron
#

(only took me 3 years xD)

wispy quest
#

Is there a double or even a triple focus mod ?. If it's possible can a modern make a double or triple focus mod

restive drum
#

I'm getting back into modding this game again. Recently released an AI software mod (Still needs some work) and a navigation platform (maps) mod. Anyone have any requests for new software they'd like to see in the game?

slate elk
#

@calm sage Can we get code modding support for full roles (like the developer, service, leader) I'd like to add some if thats ok. Also support for adding specialisations without adding new software types. again for custom implementation, but it would be good to have them on the same ui, same shared spec limit etc. im developing something now, but it will use its own ui due to this limitation. probably means auto hiring wont work for it but again something adding it to the normal specs would probally handle?

calm sage
#

You can edit specialization by overwriting these arrays, though they will change when new stuff is unlocked, so you should keep tabs on their length before any edits, to look for changes
GameSettings.Instance.Specializations
GameSettings.Instance.CodeSpecializations
GameSettings.Instance.ArtSpecializations

these static arrays can be edited to add leader and service specializations
Employee.LeadSpecs
Employee.ServiceSpecs

Roles are enums for performance reasons and can't be edited, you'd have to use a tool to inject code

slate elk
#

Thanks, I will look into the role injection first. It would be good to add a new section for some areas. But mostly I'll look at the specs.

slate elk
#

Actually, is the code behind those specialisations written that I could have a 4th array ? That would suit my case better. I'm looking to add a tester role, maybe more ?
Also looked into the role injection, and there isnt a non dll, safe way to do it. could i request (no rush) support for dynamic roles, and custom specializations to the programmer skill ?

tepid harbor
tropic kite
#

The last one should be the most up to date

#

If there is no newer version, it means there was no change

tepid harbor
#

Oh alrighty, thank you! I saw the newest file in there is from 2023 so wasn't sure.

weak niche
#

Hi, I'm trying to make a furniture mod but I got some issues and I don't know how to fix them

I have a functional furniture bush, managed to get no errors but I can't select the object once placed

I suspect it has something to do with the bounds features, so I used AutoBounds True in the first lines of the tyd file but it doesn't change nothing

any Ideas ? The modding wiki isn't clear about that

weak niche
#

Also, using the in game furniture editor, saving doesn't work at all, i got no errors

tropic kite
#

@karmic oracle is the pro when it comes to furniture

karmic oracle
#

Generate furniture boundaries top left

#

in the visual furniture editor

#

There's no reason to use tyd directly anymore

weak niche
#

It was doing nothing if i edit a previously created .ytd

So my solution was to only create new .ytd with the in-game furniture editor and pre including .obj in the mod folder

but I still need a first .ytd or the mod is not recognised by the game (it seems i needs at least 1 ytd file for that ?)

#

furniture editor always fail to edit and save a previously made ytd furniture but maybe there is something i'm doing wrong

karmic oracle
#

Maybe Kenneth can analyse this

tepid harbor
#

Do AI ever add lvl 3 features to their software?

#

some small testing, I didn't see it

#

basis for question being, can't change that with a mod easily probably?

tepid harbor
#

how do I fix, when I upload a mod to steam, but delete it, and then want to reupload, but it just gives me an update option which doesn't work in game 🙁

#

ope, just gotta delete steamid row in the meta.tyd file I see

slate elk
#

Just to say to anyone interested. Ive started work on a new mod to go with my mod set, BetterStart. basically its just some configurable options for QOL and more control over the start of your game. currently ive added:

Auto pause on start
founders team start / end hours
Reputation stars

All are global configurable as well if you tend to always use the same option (maybe you always change the first teams hours). Im mostly doing this as i plan to add a scenarios mod.

If theres anything else you'd like to be able to configure let me know. Again this isnt to just make the game easy or hard, its just so you can start the game in different ways and not do the same config steps at the beginning, like pausing the game.

white ether
#

This might have been mentioned before, not sure, but basically, is it possible to add buttons to the radial menu and access specific employee data like name, mood etc?

#

Not sure if the modding docs are out of date or whether access is just massively limited

tepid harbor
#

does retention in a way reduce how often customers buy products in a category? for example, if consoles had 48 vs 24 retention, when it's 48 would that mean people hold onto the console longer and as a result, don't buy new ones as often?

calm sage
calm sage
calm sage
tepid harbor
#

Do saves store the version of the mod they're on? Think I've observed that if I update my mod, the save stays on the version it started with (just trying to understand)

flint bobcat
#

im baackckckc
because of gas spike, our work here got reduced to 4 days a week, but we work 8am to 7pm, so 10hrs lol

with 3 days now i can update, fix, and release new mods agaiin

tropic kite
#

Hey, I know Thai government has reduced to 4 days. Don't tell me you are Thai 😄

flint bobcat
#

nonon, i guess not only in our contry
im from Philippines lol, asia still tho

tropic kite
#

SEA 😄

#

My girlfriends from Thailand, so I keep up a lot with what is going on there 🙂

hollow sparrow
flint bobcat
#

updated more companies. now working to the latest version of the game 1.8.34

will recompile all my mods tomorrow, and fix for some mods that have issues

g'night all fingerguns

flint bobcat
#

More player mod updated for the current version of the game

flint bobcat
#

my all mods are updated, some already in v2, new features

finished it before working again tom, monday,

will be back again fri, either new mod or v2 of the existing mods

just report to nexus or here(or to their respective threads) if issues surfaced

flint bobcat
#

new mod release, AI Revolution

#

btw anyone know what error is k_e(i forgot)fail uploading tyd mod in workshop?

calm sage
#

could be many things, broken steam ID in the meta file or you've run out of cloud space for the game in Steam

#

really depends on what comes after k_e 😅

flint bobcat
#

k_eresultLimitExceed

#

oh, yeah it does

it seems this error means my mod is too big?
its the thumbnail lmao

tropic kite
#

It means your steam internal cloud save is full

#

You have too much stuff uploaded on steam

#

Not sure though if it's per game or in total

flint bobcat
#

it seems per game, and after uploading it did stay the same

the thumbnail earleir is 1.8mb, steam dont like that lol

flint bobcat
#

released Freewall mod, steam and nexus

calm sage
#

yeah, you have 2 MB left for the game, so you need to clean up mods or save files to get more space, don't know why Steam combines workshop and save file capacity

flint bobcat
#

oh, i have a unpublished mod on nexus lmao
i forgot about this mod

karmic oracle
#

> France
> "Quality"
> founder2

#

Neat mod idea

#

Loco will play as Switzerland and never expand further 😄

flint bobcat
#

Mod Release
Landlord
Skill freedom

flint bobcat
#

mod release
Amplify

flint bobcat
#

uhm @calm sage how do you prevent player destroying the vanilla garage room/building. Been trying to replicate it to my new mod so ai building cant be remove by player

calm sage
#

You can't destroy buildings in rent mode. If you want it to work like in multiplayer you might be able to take advantage of the GameSettings.sRoomManager.GetMap() function, however it requires the ability to create a fake NetworkPlayer instance, which isn't possible for a Steam mod, but I will add an option to create one with just an ID(byte) in the next patch, but it needs to not clash with other network players, so maybe start from 254 and go down

#

nevermind actually, RoomManager.PlayerMaps is a public dictionary, you can just write PlayerMaps[id] = new PlayerMap(id);

#

I'll add a LoadXMLFile function to the DLLMod class next update, so you can load a blueprint in and call PlayerMap.Sync() with it, might need to do some stuff to the blueprint data before hand, though, PlayerMap expects network IDs (no rule for this) to identify rooms and furniture and you probably want to move the blueprint coordinates around

flint bobcat
#

got it, it does work now which i have been trying since morning lmaoo

what ive been doing and fixing was to use the clone code and spawn the bp in the vacant unowned plot
then intercepts the destroy and undo
which failed, because technically its "owned" by the player. lol

flint bobcat
#

mod release
Dynamic AI Buildings
SubsidiaryPlus

tribal latch
#

I really wish instead of the filler buildings, they were some of the AI companies randomly picked. And it used like workshop offices to fill in those spaces. Exteriors only, or something. Maybe some premade offices exterior only.

flint bobcat
flint bobcat
#

nvm founder2

tribal latch
flint bobcat
#

nooo
lol
the 3 i mentioned already in game(you can assign your subsi to handle the port, marketing, and support)
only the auto update dont
so im pondering whether to still continue it
as i already have the beta state

the advantage as you dont needed to have a window open-progress on right side

flint bobcat
#

mod release:
Rival Radar

gray dome
#

hello by chance is there a mod that makes prices "realistic" / more expensive?

flint bobcat
#

modframework release
on my github, check Modframework post

flint bobcat
flint bobcat
#

mod release:
Optimization Mod

flint bobcat
# flint bobcat modframework release on my github, check Modframework post

~~btw im creating new project
similar to Modframework
but making modding will dll more easier or let say accessible

but im still in the planning-thinking phase as im not sure how to create this without exposing depth codes of the game to public

ah no gonna udpate the framework v4, to support this
it will be a Wrapper/Facade Layer similar to the ui framework, Project Scaffolding / Templates, Hook/Event~~

update
modframework v3 -> v4

calm sage
tropic kite
#

Oh shit wow! 😮

#

When UI dark mode? 😄

#

Kenneth bullies me 🙁

flint bobcat
#

Mod Release:
MarketingPlus
ProductiveIdle
CloudServices

glossy zinc
#

@flint bobcat dang you've been busy releasing so many mods lately 😂

flint bobcat
#

i visited reddit swinc and found some request-ideas there
and posted for any mod requests

thenn thats the result lmao 😅

flint bobcat
#

Mod megaplot issue,
recommend to disable and remove the mod as all furniture placed on the extended plot will not load, after loading the save game

mod page on nexus is hidden until fix(hopefully)

void sierra
#

Is it possible to add a new specialization without tech levels?

#

Possible to add specialization for something that requires design and art, but not programming?

flint bobcat
sleek glade
#

anyone using vanilla sofware expansion? have no clue how to set up some of these new manufacturing setups

#

look at this power supply unit

#

5 individual components feeding into two assemblers, my setup was looking crazy, and could only get 80% efficiency and bankrupted myself

flint bobcat
#

@rugged minnow here
create that folder in the root of the game

DLLMods

rugged minnow
#

ah yep rightio thanks

rugged minnow
#

@flint bobcat does the cloudhosting mod only kick in at a certain year?

flint bobcat
#

no, mod is active immediately, theres no specific requirement. But when you start at 1980, ai companies wont be making online games untill internet boom, so yeah

rugged minnow
flint bobcat
#

its in the deals

sweet tendon
#

Has anyone played the game with both AppLab and Software Galore? There’s stuff I want in both of them, but they do seem to have some overlap (social media/social networks), so I wanted to check with somebody

half pike
#

anyone have a good mod list/collection?

tropic kite
#

@flint bobcat hey, I got a report on steam since you advertise your Nexus mods there. Generally that is no issue, they did say though that it seems problematic because you require HarmonyLoader, which opens the device to potential security risks.
Since you are a trusted modder, I allow the advertisement, but they made a good point that you should always add a disclaimer regarding HarmonyLoader in your mods page and whenever you make a link on the steam forum. Thanks!

tropic kite
#

I moderate the steam forum

#

For swinc that is

#

And if neither Kenneth nor me look at a report within a few days, Steams mods themselves will

flint bobcat
tropic kite
flint bobcat
#

will do
and for my future post

thanks again

tropic kite
#

Also, good morning 😁

white ether
#

I love the modding in this game, allows you to manufacture any kind of "hardware"

void sierra
#

How exactly does “chance” work for company types? I’m trying to make a company that will create different types of software equally, e.g consoles and games.

#

They seem to want to make only one type at any point e.g for vanilla creative tools company they only really make 1 type of tool at any moment

#

I understand that if there is only 1 type of software then a lower chance will make them make several of that software type at once, but it’s not clear how it works when there are multiple types

calm sage
#

the Iterative parameter for software types will make the AI companies more prone to releasing sequels for that software, which overrides the chance of them creating other software, however if the chance is lower than 1, like 2 with 0.5, then they could make 2 products at once with different types, which would allow them to make software in another category while they are working on a sequel to their "main" product line

void sierra
#

Thanks for the response. So if they have multiple software types that have a chance lower than 1 would they avoid duplicate releases of the same type? I want to avoid a situation where they are releasing 2 consoles a year and no games, or only games and no consoles

calm sage
#

maybe set console to 0.75, so they can't make 2, but games to 0.25

void sierra
#

Thanks that seems to work better in testing. I’m curious why it works though. I would have thought that setting games that low would mean they’d make 4 games for every 1 console or so?

#

Does it try to “fill” 1 chance worth of software types to develop? So when there’s 1 type but low chance you get multiple of the same type, but for multiple types with low chance it will try to fill in the missing amount?

calm sage
#

yep

void sierra
#

Thank you! That clears up a lot of what I was seeing in my testing

winter grail
#

are custom TyD attributes (Table *customAttribute "abc" {}) actually ever used for data mods?

winter grail
winter grail
calm sage
flint bobcat
#

with the update now release:

all my mods are not tested with the 1.8.39 yet
and i might(highly) migrate to the native ui creation ingame
specially the Optimization mod

will take time to update all

glass iris
#

i see that the LaunchLawsuit has you put in a string sub for it. I want to do a lawsuit for this pharma mod for faster human trials but with a chance of getting caught. P much copying over the mic surveillance code, but it has
LaunchLawsuit("SpyingOnUsers", Product.Sum, 1);//Create anonymous lawsuit
I want it for like unapproved human testing or whatever rather than spying on users. Do I simply chance the string, or is there localization somewhere that I need to create. And if so where can I find a reference for lawsuits so I can make my own

calm sage
#

create a Localization folder in your mod folder, then an English folder in that, then add a .tyd file (Localization/English/whatever.tyd) and add your localizations in there, e.g. SpyingOnUsers "Spying on users"

glass iris
#

dont really have any references for it

#

also is there a way to make it so you need multiple of one item printer for manufacturing? like you need to have 2 plastic printers going into one assembly?

#

didnt see which function that was

winter grail
winter grail
#

using godot and gdscript to make it so i had to write my own parser

glass iris
#

getting an issue with failing to load my mod. probably have it set up wrong or something im not entirely sure

#

is there a crash/failed mod load log?

#

oh i found it

#

if anyone can help me out im not entirely sure what i did an oopsie on. i can send the files

#

i think its because i forgot to define a generator for the names. put the function but never put in a variable. maybe thats it? if you leave it blank does it not use the base games? or do you have to specify one of the base game generators

calm sage
#

that is a formatting error, I would suggest using an editor with syntax highlighting, setting it to C# is probably close enough

calm sage
winter grail
#

currently Godot 4 doesn't support C# in web exports

calm sage
#

so looking at the lines around line 11 in big_pharma_labs_system.tyd, there'll be a syntax error somewhere

glass iris
#

InHouse True

#

thats line 11

calm sage
#

and line 10 and line 12?

glass iris
#

this is my first mod so apologies xD

#

i have it as C# but its not showing me syntax idk why

calm sage
#

I don't immediately see anything wrong, but the error also says "col 30" and it doesn't look like there are 30 characters in that line

glass iris
#

:/

#

always breaking things lol

#

i cant seem to help it

#

so i added stuff to the name generators now its giving me a weirder message

#

the highlighted bracket is line 383

calm sage
#

yeah, so it's saying that the [ starting from that line is missing a corresponding ], which should've been at 485, but it might just be something else that messing it up, like extra [ or ] in random places

#

again, really recommend you get syntax highlighting, makes it easier to see these errors

#

temporarily rename the file to .cs and see if that helps

glass iris
#

no errors that I can see

#

i renamed it .cs

#

they have all the brackets

glass iris
#

this is what it looks like as a .cs file

winter grail
winter grail
glass iris
winter grail
#

what ide do you use?

glass iris
#

JB Rider

#

just uploaded that btw, never used GitHub before so lmk if stuffs missing or not working

flint bobcat
#

The mod fails because the game cannot parse the .tyd files

Pharma (Big_Pharma_Pharmaceuticals.tyd, error like Expected ]): Script_OnRelease and Script_EndOfDay are one big Tyd string in double quotes. Any normal " inside that string ends the string early.
Your script uses C# style quotes, for example GetVar("HumanTrials", false) and string literals in LaunchLawsuit / AddPopUp, so the parser stops treating the rest as one string, misreads braces and brackets, and throws Expected ].

Fix: inside those script blocks only, escape every inner quote as " (same as vanilla mods with multiline scripts).

Lab Systems (Big_Pharma_Lab_Systems.tyd, error like Expected ) at line 11): that means a delimiter typo near the top of the file the game loads, usually a wrong ( or ) or a ] written where ) belongs (or the opposite).

Fix: open the copy in your Mods folder and correct the OSSupport line and neighbors so brackets and parentheses match normal Software Inc Tyd, for example OSSupport [ Computer; Phone ] with square brackets, no stray parens.

@glass iris hopefully this helps

glass iris
#

hmmm okay let me see if i can try and fix it

glass iris
#

OH

#

thats.

#

so to fix it just do like if (Product.GetVar(\"HumanTrials\", false))?

#

for all of those? and then the " from earlier thats by itself wont be closed?

#

hmm yep

#

seems to have fixed it

flint bobcat
#

The Tyd file only sees one string for each script: it starts at the first " after Script_OnRelease or Script_EndOfDay and ends at the next unescaped ". So " inside the C# script is wrong for Tyd: it ends the string early. You do not add extra opening or closing quotes for the whole block. You keep one opening " and one closing ", and every quote inside the script that is meant to be a C# string delimiter is written as ". The outer pair is still closed once at the end.

Broken (what you have now, this is what breaks the parser):
``
Script_OnRelease
"
Product.PutVar("HumanTrials", true);
"

                Script_EndOfDay
                "
                if (Product.GetVar("HumanTrials", false))
                {
                    Product.Bugs = Max(0, Product.Bugs - Product.Userbase * 0.000001);
                    if (Random() * Product.Userbase > 1500000 * Product.Category.Popularity)
                    {
                        LaunchLawsuit("UnapprovedHumanTrials", Product.Sum, 0.8);
                        Product.DevCompany.AddFans(-Product.Userbase * 0.2, Product.Category);
                        Product.ChangeUserbase(Product.Userbase * 0.3);
                        Product.PutVar("HumanTrials", false);
                        AddPopUp("Human trials controversy detected for " + Product.Name, 0.8, "Exclamation", Issue);
                    }
                }
                "

``
.

glass iris
#

as for the second issue it looks like i didnt need to do anything and was already fine?

glass iris
# flint bobcat The Tyd file only sees one string for each script: it starts at the first " afte...

yeah I fixed that i think

                    "
                    Product.PutVar(\"HumanTrials\", true);
                    "
                    
                    Script_EndOfDay
                    "
                    if (Product.GetVar(\"HumanTrials\", false))
                    {
                        Product.Bugs = Max(0, Product.Bugs - Product.Userbase * 0.000001);
                    
                        if (Random() * Product.Userbase > 1500000 * Product.Category.Popularity)
                        {
                            LaunchLawsuit(\"UnapprovedHumanTrials\", Product.Sum, 0.8);
                    
                            Product.DevCompany.AddFans(-Product.Userbase * 0.2, Product.Category);
                            Product.ChangeUserbase(Product.Userbase * 0.3);
                    
                            Product.PutVar(\"HumanTrials\", false);
                    
                            AddPopUp(\"Human trials controversy detected for \" + Product.Name, 0.8, \"Exclamation\", Issue);
                        }
                    }
                    "```
flint bobcat
#

Fixed (same logic, every inner " escaped for Tyd):
``
Script_OnRelease
"
Product.PutVar("HumanTrials", true);
"

                Script_EndOfDay
                "
                if (Product.GetVar(\"HumanTrials\", false))
                {
                    Product.Bugs = Max(0, Product.Bugs - Product.Userbase * 0.000001);
                    if (Random() * Product.Userbase > 1500000 * Product.Category.Popularity)
                    {
                        LaunchLawsuit(\"UnapprovedHumanTrials\", Product.Sum, 0.8);
                        Product.DevCompany.AddFans(-Product.Userbase * 0.2, Product.Category);
                        Product.ChangeUserbase(Product.Userbase * 0.3);
                        Product.PutVar(\"HumanTrials\", false);
                        AddPopUp(\"Human trials controversy detected for \" + Product.Name, 0.8, \"Exclamation\", Issue);
                    }
                }
                "

``

glass iris
#

yep yeah thats what i did

#

for the second one though I already had the brackets right so i didnt do anything

#

now I get this error

#

missing the TimeScale function. didnt know it was needed

#

now the Popularity function... damn didnt know i needed them

#

thought they mightve been optional xD

flint bobcat
#

yeah it seems it needed lol
did you add it on the tyd
TimeScale 1

glass iris
#

well i put pop up in the main area but not for each category

#

forgot it was for the categories

glass iris
#

also by any chance do you know why I dont get color code?

#

now what

#

line 22 is fine?

#

its expecting a }

flint bobcat
glass iris
#

dang no worries

flint bobcat
#

The Submarkets [ 1; 1; 1 ] line is usually fine. The game points at line 22 column 36 because the parser is already in the wrong state from earlier in that category block. Typical cause when you only set Popularity on the main SoftwareType and not in each category: the loader still expects Popularity inside every { ... } under Categories, same as TimeScale. Fix it by adding a line like Popularity 0.55 (any sensible 0 to 1 value) in each category, right after Description, then keep Retention, TimeScale, Iterative, and put NameGenerator before Submarkets to match vanilla multi category files (for example rework_s_officesoftware.tyd in the Expanse mod). After that, the Expected ) / Expected } on the Submarkets line should go away.

ex.
big_pharma_lab_sys
before:
Categories
[
{
Name "Patient Intake"
Description "Patient intake portal for obtaining information for trials."
Retention 24
Iterative 1
Submarkets [ 1; 1; 1 ]
NameGenerator Big_Pharma_LabSys_Generator
}
{
Name "Compliance Software"
Description "Software that helps mandate and follow regulations by the government regarding medical compliance."
Retention 24
Iterative 1
Submarkets [ 1; 1; 1 ]
NameGenerator Big_Pharma_LabSys_Generator
}
{
Name "Medical R&D Portal"
Description "Portal to handle all things related to Research and Development of new medical equipment or drugs."
Retention 24
Iterative 1
Submarkets [ 1; 1; 1 ]
NameGenerator Big_Pharma_LabSys_Generator
}
]

#

after
Categories
[
{
Name "Patient Intake"
Description "Patient intake portal for obtaining information for trials."
Popularity 0.55
Retention 24
TimeScale 0.75
Iterative 1
NameGenerator Big_Pharma_LabSys_Generator
Submarkets [ 1; 1; 1 ]
}
{
Name "Compliance Software"
Description "Software that helps mandate and follow regulations by the government regarding medical compliance."
Popularity 0.5
Retention 24
TimeScale 0.8
Iterative 1
NameGenerator Big_Pharma_LabSys_Generator
Submarkets [ 1; 1; 1 ]
}
{
Name "Medical R&D Portal"
Description "Portal to handle all things related to Research and Development of new medical equipment or drugs."
Popularity 0.6
Retention 24
TimeScale 1
Iterative 1
NameGenerator Big_Pharma_LabSys_Generator
Submarkets [ 1; 1; 1 ]
}
]

glass iris
#

yeah ive been step by step updating, reloading it, putting it back into my mods folder and getting new errors

#

now im on this one xD

#

i assume it refers here

#

im just not sure whats wrong with it?

#

why is it seeing it as one string?

#

oh im an idiot

#

i never specified control unit i assume

flint bobcat
#

should be
{
Name "PCB"
Price 12
Time 10
}

glass iris
#

tbh i dont know. pushed it to the github and hopped off to work on a bit of hw xD

glass iris
#

like how it shows in my reply xD

flint bobcat
#

Inline might work in some places, but here it is breaking parse (Price read as 12 Time 10). Use multiline component blocks for Components in this mod.

glass iris
#

mmm. just tested yeah it didnt fix. so ill have to fix it from being inline.

#

i wonder if maybe because I spaced it after the bracket rather than tabbed. could be thats why? maybe that might help the inline?

#

eh ill just make it how it should be

#

tyd seems picky

#

yeah looks like it fixed the issue. now i got a different one, but I can fix it

flint bobcat
#

dang

the bugs keeps spawning lol
you squished one, another one shows lmaoo

glass iris
#

fr

#

they are mostly minor like forgetting to put popularity in the software type or TimeScale, etc

#

but now i have this xD

#

this is from the wiki

#

im wondering if maybe its because of the + Product.Name part...

#

nope

#

ahah.

#

AddPopUp needed to be AddPopup

#

did that and the error went away (onto a new one). Wiki says otherwise though, that might need fixed

#

Wiki lists the function as AddPopUp

#

its never ending

#

would the dependency be Lab Systems? or...

#

the goal was to have had it so you needed all 3 😭

#

not just one of the 3

#

per the wiki says it needs to be the SoftwareType so i assume in my case yes it would be Lab Systems as thats the Type and the rest are the categories?

#

if thats the case is there any way to do what i want with requiring all 3 as dependencies WITHOUT removing the organization in categories? essentially I want to avoid making all 3 softwares their own Type and in turn being listed separately under the software category

glass iris
#

okay yeah it had to be set to Lab Systems... so back to my question... any way for dependencies to be from the categories of SoftwareType rather than the SoftwareType itself? Dont want to give up the organization just for that but :/

#

well mod loaded but cant do the dependency checker?

#

maybe bc i dont have a software?

#

wait i might be dumb

#

sorry for all the spams its helping me bounce my own ideas off but when ppl chime in to help i need it xD

#

made a patient intake which falls under Lab Systems and put it in house now it says this

#

Says there is none on the market but I have one that I made in house (a patient intake which falls under Lab Systems)

#

also manufacturing is making it so many assembly printers needed. 15 is crazy

#

im not sure how to balance machines needed

glass iris
#

might work for you

calm sage
calm sage
# glass iris im not sure how to balance machines needed

Machines needed is based on timing, so if a printer outputs a component every 10 minutes and an assembler processes one every 5 minutes, you'd need 2 printers per assembler to saturate its input, so if you want it to require less machines you need to adjust the timing

calm sage
glass iris
glass iris
glass iris
#

anyone get this before?

winter grail
glass iris
#

wasnt that

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png was more than 1mb

#

just compressed it and reuploaded

#

all good now

glass iris
#

Is LIST_SCOPE_MEMBERS the only way to see variables and functions for the game for modding scripts? or is there maybe a website thats easier to read 😅

calm sage
#

easiest would probably be to install an IDE like visual studio, create a project referencing the assemblies in the game and just inspect them there, there might be an easier tool, don't know. Assemblies are located in Software Inc_Data\Managed, Assembly-CSharp.dll and Assembly-CSharp-firstpass.dll being the important ones for the game logic

glossy zinc
#

I use Visual Studio, Visual Studio Code, and DotPeek

glossy zinc
#

lately i've been using more Visual Studio Code than Visual Studio lol

calm sage
#

I'm using visual studio for Software Inc. because I've paid for some old Resharper plugin that I really like, but I've mostly gone to vs code for other stuff as well

winter grail
#

i'm an intellij enjoyer

#

though godot has its own builtin ide and i've been doing a lot of godot code anymore

glass iris
#

rider has been my ide for a little while now

glass iris
chrome flint
#

Is it possible to add a new role (engineer) per data mod? Goal would be to make things like os and hardware harder by adding an additional role that comes with steep salary

glass iris
#

yes, you’d just add the specialization and features to whatever it is you want and name it Engineer and it’ll create it. as for salary idk how that works

chrome flint
#

that's the thing, i dont want it as specialization (like system or 2d) i want it as additional role like designer/programmer etc, using the current specializations

glass iris
#

oh

#

yeah thats code modding

#

iirc

chrome flint
#

what do submarket ratios you define in categories do exactly? Do they define the percentage of the total userbase belonging to each submarket?

void sierra
#

Yes. Basically the equilibrium point for market saturation

chrome flint
#

So if i get it right Popularity sets a cap and submarkets defines the ratio within that cap.

#

Is there a way to modify the popularity over time to simulate trends or is that done already by the game otherwise?

molten abyss
calm sage
calm sage
chrome flint
void sierra
#

Is it possible to extract vanilla hardware meshes from the games files? Or are they posted anywhere? I want to modify some of them for a mod I’m working on

void sierra
#

Also if anyone has any ideas on how to increase licensing costs for a t3 feature please lmk.

My thought is to use Product.GetLicenseAmount() x Product.GetLicenseCost(true) x 0.5 and then using AddToCashflow()

gloomy magnet
#

Is there a place with example mods or some documentation? There are some old links on the web but they no longer work.

tropic kite
#

The swinc wiki for modding is up to date. But depends what you want to mod. If it's custom code mods, you can just subscribe to any code mod amd the look at it in vscode or the like

glossy zinc
#

@calm sage any idea why my code mod loads without error and runs fine in software Inc, but as soon as I use the recompile command I get an index out of range exception: index outside the bounds of the array error?

#

here's the exact error:
Error loading dll mod MindScape with load errors:
System.Exception: [CS]: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Mono.CSharp.Location..ctor (Mono.CSharp.SourceFile file, System.Int32 row, System.Int32 column) [0x00046] in <a1c1f79be49c4b2f906d07ecc2ddc791>:0
at Mono.CSharp.Tokenizer.get_Location () [0x00000] in <a1c1f79be49c4b2f906d07ecc2ddc791>:0
at Mono.CSharp.CSharpParser.parse () [0x000aa] in <a1c1f79be49c4b2f906d07ecc2ddc791>:0
at DynamicCSharp.Compiler.McsDriver.Parse (Mono.CSharp.SeekableStreamReader reader, Mono.CSharp.SourceFile source, Mono.CSharp.ModuleContainer module, Mono.CSharp.ParserSession session, Mono.CSharp.Report report) [0x00019] in <5b819b6f9bfc464aa90f935d44da2454>:0
at DynamicCSharp.Compiler.McsDriver.Parse (Mono.CSharp.SourceFile source, Mono.CSharp.ModuleContainer module, Mono.CSharp.ParserSession session, Mono.CSharp.Report report) [0x00082] in <5b819b6f9bfc464aa90f935d44da2454>:0
at DynamicCSharp.Compiler.McsDriver.Parse (Mono.CSharp.ModuleContainer module) [0x00068] in <5b819b6f9bfc464aa90f935d44da2454>:0
at DynamicCSharp.Compiler.McsDriver.Compile (System.Reflection.Emit.AssemblyBuilder& assembly, System.AppDomain domain, System.Boolean generateInMemory) [0x000c9] in <5b819b6f9bfc464aa90f935d44da2454>:0
at DynamicCSharp.Compiler.McsCompiler.CompileFromSettings (Mono.CSharp.CompilerSettings settings, System.Boolean generateInMemory) [0x0002c] in <5b819b6f9bfc464aa90f935d44da2454>:0 in at [0, 0]

calm sage
glossy zinc
#

did you build the in-game compiler from scratch?

calm sage
#

nope, it's just an old C# compiler and I'm using a wrapper for it from the Unity asset store

glossy zinc
#

gotcha any plans to update the c# compiler/wrapper in the future?

#

Also, does Swinc support TMPro for text or is it locked to the legacy unity text system?

calm sage
#

nope
It uses the legacy text system, since TMP was introduced a lot later than I began development and it doesn't support other languages as well

glossy zinc
#

gotcha, thanks for answering my questions

glossy zinc
glossy zinc
#

@calm sage I am trying to upload a code mod to steam workshop but keep getting an error that xml files aren't allowed. I have attached the tree output for my code mod folder.

calm sage
glossy zinc
#

figured that was the case. 1) if that was the case let you know about it and 2) make sure I wasn't doing anything wrong 😂

glossy zinc
glossy zinc
#

thanks, not sure how to end a poll 😂

glossy zinc
# glossy zinc
poll_question_text

Have Kenneth add a tag called "Mod Request".

victor_answer_votes

7

total_votes

8

victor_answer_id

1

victor_answer_text

Yes