#General discussion
1 messages · Page 4 of 1
Easiest way is to just copy paste 1 of the names to that other (like the .txt filename in the software type file)
Same result unfortunately
If i change back to OS it works fine.
I feel like I'm missing something but I've scoured the data mod wiki for hours at this point
On an unrelated note, anyone know how I can find out what the properties are for design, programming and research speed?
Change the folder to NameGenerators.
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".
So it was most likely just a typo in your foldername ^^
you absolute legend
anyone know why?
Open the console and share the error with the mod author i guess
ok
most likley steam put the mod in the wrong folder
it does that sometimes...
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.
OnlyExteriorWalls (True/False) - Has to be placed on exterior walls
Perfect. That's where I want my parking, enter, exit, loading zone, etc signs 🙂
https://softwareinc.coredumping.com/wiki/index.php/Furniture_Modding#Furniture here you can find more useful things in case you didn't know
The furniture editor also contains a lot of explanations when you hover over the options
@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.
I’m revamping my entire Compute mod. It’ll be way better balanced with thousands of features with better hardware designs. I’m a full time student so I barely have time to work on it but I’ll keep this in mind. If you have a suggestions on features you’d like to see just hit me up and I’ll consider them.
thanks, please look at the spreadsheet of the other mods (https://discord.com/channels/308552600905580545/1225852501736165477) to make sure yours remain "compatible", this would make sure that people can play your mods together without multiple conflicing catagories
thats actually very great news, its one of my favorite mods but it has some flaws to say at least some stuff sells too well and some not at all
Completely agree
i tried making my own hardware mod but my lack of art skill have stopped me always 😅
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?
yes you can
It goes against the principles of the alpha 11 update
We have tech levels for that now
Does anyone know how to combine furniture mods, so you can 'Change object look', the same way as with the newly added Dinning chairs?
Mesh replacements aren't available for modding yet, if that's what you're asking
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
OK. Thanks. I was refering to mesh replacements.
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
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.
Just shoot me a mail, I get these once a month or so
I just came on to log off, sorry, I'll check back soon 
alr, ill post it here when i'm done writing it 👍
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.
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.
can i make the letters mod instead i want to have internet clout
do you think mesh replacements can be made on doors aswell?
Well CF will use anything to get his moddable doors work
it can replace meshes and materials, nothing else
can you add a toggle to wall furniture to ignore the 0.2 wide corners when placing
if you add that then moddable windows work and i dont have to bother you anymore
Maybe, I don't know if it's going to cause issues
Can you maybe add a way to configure code mods ingame?
And not entirely, just small parts the dev allows you to
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
That is up to modders, they can add whatever they want to the mod section in the options window
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?
^^ 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 😄
You can do that
Just add an input there and save the result
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
AHH what have I done?? ||just testing something. not a bug||
What are you testing? How to deliver drone packages?
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
It should be feasible. I'm not entirely sure what the API for rooms is just yet
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
oh, you're the guy who made that mod 😄
i remade it like 2 years ago with materials and lots of other stuff ^^
a code mod seems much more practical though 😄
I was going to do that as well, but school got in the way!
I'm glad others got around to it!
Oh sick!! That would be pretty nice and useful!
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.
You need to assign a material
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
Wow, for once CF sounds so professional
Furniture mods the one thing the CF rlly knows 😄

Congrats @karmic oracle for being useful ||for once in your life ||
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?
Atlas options
It's near the bottom
You can read more about it on the Software Inc Furniture Modding wiki page
Ah, I see.
Mh, probably not a good choice for painting then, I did them 1 by 1 instead.
Beautiful
Def. will add this when you finish your mod 🙂
Are these based on Hanafuda cards?
I guess not, but somehow reminds me a lot of it
The what
Just google it
Too much work
Site like that exists? 😄
No, got the idea playing Hitman 3, the Hokkaido mission is full of amazing Japanese furniture and decoration which suits my company perfectly.
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.
Welp, just answered my own question, I guess. xD
TimeToAtrophy affects durability
ExpectedOnTime just determines the monthly bill for utilities that will be shown in the build editor
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?
Hi, I would like to try modding in Software Inc. and have two questions:
- Can we replace an existing furniture with a modded version?
- Where do I find the files of default furniture (e.g. 3D model, code etc.) in the game directory?
I don't know the answer to those questions, but I suggest looking at the wiki
!wiki
Oh
Bot won't work in threads
The official wiki can be found here: https://swinc.net/wiki/index.php/Main_Page
I already did, but couldn't find answers to my questions there
Ah, I don't do furniture modding, so I hope someone responds to you soon
Question 2, they're in the games resources so no easy/legal way to get them
@karmic oracle is into furniture
@karmic oracle is into alot of things
Since when do u have orange role?
Were you sleeping? 😄
Or am I just stupid
I wondered too, lol
Yes
When?
It is a Unity game, so there are some ways maybe, I mean I know there are some ways, but you can find them on github or such
I don't think any healthy person can sleep that long
Easiest way would be to subscribe to some furniture mods on the workshop
And then check their folder structure and how they did stuff
But I guess you cant overwrite the default furniture, but for that you have to ask @karmic oracle
I also don't think you can overwrite it.
Or @calm sage 🤯
I also don't see any reason why
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
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.
Can't find the discusion anymore but there was one with @karmic oracle and good old Kenny
In this regard?
Kenneth said how you could achieve it
But you'd need to know a little bit of C# and modding ^^
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.
Priorities
- No (at least not with a furniture mod)
- Using AssetStudio
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 😦
So I just made a new furniture, but that did kind of take me half a week 😄
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 😄
@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!
More stairs will come with Construction Accessories 4.2 which will also come with that letter mod I forgot to upload 👍
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 😦
I have an idea. Impersonate CF once again? 😄
What are some of the best updated mods? Looking for more content mods not really furniture etc.
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?
also, is there a way to force a script to run for a piece of software at a scope [even without any level 3 features]?
Did you try it with 0.1? I don't know why 0.01 wouldn't work but its maybe worth a try
I have other ones with higher values and they all lead to the same share actually
Here's 3 relevant ones [popularity in alt text]
I can send the .TyD if that'll help
I think the game only works with 1 number after the . So 0.01 is always gonna be 0.1
Nope...
Where should I see a difference?
the Consumer reach
since thats how many people can get it
It should be 1/10 [since the popularity is 1/10] but it's more like 1/2
So it changes too much?
Too little
Also, it doesn't change at all between like 0.1 and 1
.txt so you can see this in discord
Lemme check this on my laptop in like 10 min
If I don't answer in 20 fe free to ping me
aight
might it be a "inverse square relationship" (translated it since idk the engish name)
like a square root
?
yea
what about this
tho
do u have screens? Also, are those in the same difficulty and year?
wdym by "do you have screens"?
Yes to the other two
screenshots
HEre with 0.4 and 0.9
These should at least be a bit different since they're double
uhm
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
so the lower the number, the less effect it has in addition to the prvious one
hmm
it might be OS market share actually
but in that case itd be nice for popularity to be relative to that
wdym? like on a scale 1=100% and 0.4=40%?
yeah
because right now it seems to be relative to everyone, which doesn't really work since OS Marketshare can vary
we are COOKING
also, uh, how would I add an icon to a mod? i don't wanna be stuck w/ the workshop default
alright, thanks
hehe, bonk
you must be the first to use TyD's inheritance functionality for software inc mods 
is that what the *source ContractSoftware thing does
yea, it references another .tyd file
was curious if it worked, lol. idk if it has much of a use though... i wish macros existed [sorta like ContractFeature("Advanced API", 1, 1, 0) -> the first feature in the image, that'd be nice... but also definitely not a .tyd lol]
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)
i want to make an infection system [since that's how malware tends to work] but itd have to be a l3 feature and having an l3 feature just called "pick this" is a bit jank for my taste
(*abstract so it doesn't pick it up as a software type)
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;
}
Why not use
foreach(CompanyProduct comProd in Product.DevCompany.Products.Where(product => product.Type.Name != "Malware")
because c# isn't my specialty
nor is sipl
Oh its SIMPL
SIPL
😄
Don't even know if it supports that, but I love that features
i can play vicky now @daring solar
You write that in freaking modding 😄

data modding momento
vicky 3 has mods, its related
this channel is our new thread for vicky related multiplayer messages 
paradox stocks going up
sipl is basically c# except 5% too weak to do the same stuff code mods can
[I pray for access to a GameSettings instance and to the same events code mods* have every day . . .]
You should hve access to the GameSettings
not in sipl
😦
Lawsuits should happen locally for the player affected and AfterSales is only ever executed for the host, so probably not. You could use EndOfDay to make it happen locally, but product variables aren't synchronized, so that might pose an issue
a lot of custom extension methods for enumerables are supported in SIPL, however they only ever use 1 parameter called x, in this case: Product.DevCompany.Products.Where(x.Type.Name != "Malware")
https://softwareinc.coredumping.com/wiki/index.php/SIPL#Enumerable_functions
Hm, I wonder if there's a seeded random (assuming that AfterSales and EndOfDay have the same sales value for the product? or is EndOfDay after market simulation)
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
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
s
on behalf of CoreDumping were are very sorry you feel this way, however we can offer you are 50% refund
is that 50% of the price tag or 50% of the features refunded? 
50% of the price

Is there any API for multiplayer like getOwner or anything like that?
Im trying to lock a menu to the host only
not one that is available to Steam mods, but I'll add GameSettings.Instance.IsHost for the next update
Any modders available for hire?
Have a project I would love to see come to fruition, just don't have the talents/time to do so
Are you willing to give any more info?
Yeah I can in dms, just don’t want to blow up chat here
But can send here if that is easier
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?
@daring solar is your guy
That would be dope
We need more shady business practice features
I even had the "Sabotage Mod" idea once, I don't remember why I didn't do it 😄
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
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
As far as I know there isn't a way
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 🤷♂️
tried that but looks like room effect be it effectiveness, skill or mood are capped at 25
Yeah guess it's a hard coded limit then 😦
Effectiveness cant be negative here? @karmic oracle
Because in code it can be 😄
Negative values have a negative effect on the room and vice versa. -100% means disabled
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
Which slider ? If you are talking about the screenshot that I put in there it very much goes into negatives
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
At least the description, inside the code, says it would be disabled 😄
Yeah but what I want is to increase stats above 25%
From what I understand unchecking cap aura should do that but it doesn't seem to work
Should Kenneth pay minimum wage to modders?
5
7
2
No I'm Kenneth and I like money
1202241089671811093
Bindo
It turns out that Loco does not in fact agree 😦
Also seems like some identity fraud is going on...
5 people claiming to be Kenneth CoreDumping Larsen??
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

Maybe he has 5 accounts? It never said you could only have 1 legitimate vote
Thank you for your heroic service Alexandros
You saved us from the persian threat 🏇
software inc is actually software for a secret cloning machine, and the game is just there to hide it.
I probably dont have long to live now until I "accidentally" fall out a window.
its been an honor.
🙏 We pray for your good health
Thank you for bringing this great this great scandal to light ☀️
For compute's sequel do you guys want me to upload it as an entire new mod or simply replace the current compute?
Depends, why is it a sequel and not an update?
Does it have like way more software
It’s a completely new mod basically
You can lable it as compute 2.0
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 
Yea I can’t decide just yet
Is there a way to start with more money?
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 ^^
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?
why not do both? lol
Has a IsHost bool been added with the update?
yeah. GameSettings.Instance.IsHost
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.)
What makes you believe it is outdated?
Where is @karmic oracle if you need him? He could've pinged me before 😄
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.
You can use a higher framework without any problems.
I know 4.6 works fine, but not everyone may know that, so updating the docs could be useful.
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 🙂
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?"
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
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"
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
What do you mean by "scale value"?
for example a decimal value, i.e. 2
Happy 3334th message in this thread
I will use this opportunity to push for adding Moddable Doors to the hit video-game "Software Inc."
and the chances of getting them doors has gone down another 5% 😂
I will mod them into the game but will block @karmic oracle to use them because he didnt say happy birthday to me
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
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
Huh? What do you mean by override delete function?
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 ?
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.
I have to enable the "GiveMeFreedom" option and it work
Why would you want to use CSV?
@polar flare you could use TYD, same format the game uses.
https://github.com/daredloco/Random-Events-Mod-for-Software-Inc/blob/698f9bdfa4474f991a80d465b831e9970439bc8e/src/EventsHandlerV2.cs#L194
There is an easier way to do it, but its a decent start without the need of "GiveMeFreedom"
A mod that adds random and real events to the game Software Inc - daredloco/Random-Events-Mod-for-Software-Inc
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
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 😄
https://github.com/khornel/TyDSharp/commit/d223a61a3443452e55189d65f8cb169c020d95e5
This should still be in Software Inc if I'm not mistaken
What's a good modpack to experience more realism and more depth
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.
height or what requierments
The room requirements.
I was hoping to delete Game category to replace it with few others based on different mechanics
Categories as in RPG, FPS, etc?
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
Did you use the wiki page?
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
Can't you just add the new ones to game.tyd and change the name(s) in the file? So it will override the vanilla file?
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
Its been some time since I modded the game. But aren't the rpg, adventure etc genres just part of the game.tyd?
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?
so just put game.tyd and instead of Name: "game" do Name: "RPG"
Thats not the point, anyway you would then double some of the genres and it wouldn`t make any sense with specialisations either
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
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();
Would be happy if someone could help 😊😅
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
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.
You could probably set the furniture's Unlockable string to something random and call HUD.Instance.RefreshBuildButtons();
Thanks for your help! 👍
i got the Problem solved setting its Unlockable String.
What i did wrong was using "ObjectDatabase.Instance.GetAllFurniture(), instead of ObjectDatabase.Instance.GetAllFurnitureComponents()" at the first time.
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
Did you upload it to Steam already or are you still working on it?
still working on the upload part
should be done soon
Did you change the mod meta file?
ahhh genius
No, he's loco 
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++
@daring solar should add that to his to-do list
But why?
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
I'd love it if there was a mod were you could rent out the extra office space you are not using.
Maybe we could just fill out the entire map with big rooms and make billions from that
add to the realism. tenants refuse to pay rent and then you need to use your legal team to make them leave because of squatters rights
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 😛
it seems theres some anger behind that suggestion
There could be an upper limit to how much you could charge for a room, after a certain size the rent wouldn't increase
do I need a mod to import assets into the game?
I wanted to update everyone that my mod creator tool has been down for awhile, but now it is hosted on GitHub pages and lives forever.
https://keymillion.github.io/Software-Inc-Mod-Creator/SoftwareIncModCreatorMainPage.html
I have. It was down for awhile, but it's back and should live forever
Is there a mod that increases the initial and total number of active companies?
I feel like this game really lacks competition
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?
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.
What'd be cool; a mod that adds interns (free employees)
Does GameSettings.Instance.IsHost only mark as true if its a multiplayer game, or will it just assume its true if its singleplayer
only if it's a multiplayer game
Is there a list of all the variables a Product has that are alterable via script?
(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
Isn't mod reloading possible with console commands?
Yeah, RELOAD_DLL_MOD and LIST_SCOPE_MEMBERS to see variables of a class, https://softwareinc.coredumping.com/wiki/index.php/Console
might be correct that you can't reload a mod that failed to load in the first place, though 🤔
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
As it stands I gotta check the error, fix it, close and reopen, check the next error, fix it, close and...etc
Is "RELOAD_DLL_MOD" not working?
It's not a code mod
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
I've fixed it for the next update
! Thank you!
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.
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
Ok I tried Harmony, but Software Inc. doesn't allow to reference Reflection
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.
Ok I got Harmony working for me. Can someone tell me how exactly the code works to change the dependency folder? Does that change the folder of my dependencies to a subfolder inside of my mod folder? It seemed not to work for me.
https://softwareinc.coredumping.com/wiki/index.php/Code_Modding#Dependencies
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
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
You could also use https://github.com/BepInEx/BepInEx not sure about the GiveMeFreedom
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
Ah I just saw your post.
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.
I could be stupid but, did Swinc change how mods work, or am I just being dumb?
Years ago there was a change, but nothing recent
maybe both
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.
if I recall correctly, Kenneth blocks harmony for the swinc workshop due to security concerns
This thread in modding, has a nice discussion and Kenneth's reason for not allowing dlls on the workshop
https://discord.com/channels/308552600905580545/1046117265231323269
So how is rimworld doing it?
I will read the thread later maybe
Why the heck does discord keep showing me this thread has a new message? 🫨
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?
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.
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)
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
Code mod
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.
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.
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.
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.
does the in game compiler for dll mods still only support C# version 3 or does it support a higher version?
why do you want to use the in game compiler?
have to use in-game compiler to publish a code mod on workshop
per code modding section of wiki:
oh, I see, I didn't know it. Honestly, I did not care that much about putting it into Steam; I just wanted to make a mod that makes the game harder. By increasing the fines and penalties for inadequate quality of contracts, and increasing the per bug penalty for each completed contract
nice, i was wanting to release it on workshop so that i can use in multiplayer easier, rather than having to refer to a github
That makes sense. What is your mod about?
the concept is one word Silicon, think Apple
because it does have a new message lol
steam workshop allows dlls, its up to the developer to decide what is allowed on workshop for thier game
That would mean the harmony mod for rimworld on the workshop is a big security issue?
anytime you download a mod for a game, your taking a security risk, Kenneth doesn't have the resources to verify mods on the workshop don't contain malicious content, so he opted to exclude dll based mods compiled outside of the built-in game compiler from the workshop.
Cities skylines, which allows mods to use Harmony and are available on workshop, had this incident happen back in 2024,
https://www.paradoxinteractive.com/games/cities-skylines-ii/news/traffic-breach-statement
Yeah I heard of a lot of mods that became straight up malware as their folders got replaced
yea, thats one of the downsides of using mods, your risking your system's security
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
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
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
It's crazy cool. I hope @calm sage will see this 😄
I've seen it! Super cool
somewhat functional now lmao
i did prioritize functional before polishing ui so almost done around 85%
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
This is so cool. Honestly, I want this for ceiling lamps. Makes it easier to place them in the right distance 😁
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
btw umm,
how does or what are the requirements for the modder tag?
The mods can give it to you if you dm them
does the relationship of each employee , to their team matters/impacts the game currently?
Yes, it gives them a better mood, and good mood increases their work efficiency
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
Unhapoy only 😄
phase 2.5 of the employee relationship mod
all stat here affects the game
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
i added perk and culture too
gonna redo ui later, functions first
😮 awesome
Is this mod live and available to download?
no not yet,
im in testing phase and its not complete yet
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
Ah okay, sounds very complicated but im sure you'll sort it out.
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 lol
experimenting/creating new mod called MegaPlot, this is compatible with bigger plot in game
You're on fire 😁
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
Yeah you can't get over hard coded limits 😅
yeahhhhh truee, wellp will still experiment and create new mods as long idea shows
gonna collect this failed mods too
i thought this mod will be in the failed collection
i managed to increase the grid of road, cam
Someone make a 16 player mod
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
doneee manage to make it work
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
Done released
Have you ever considered sleep? 😄
im from Philippines so time is differ to me
currently its 7 pm here, i usually stop at 11pm
You mean, 4AM, after you had yet another modding idea? 😄
Someone give this man the Modder role 😄
nonnnoo (maybe)
but yeah im cooking another one, will see if it is another trash or somewhat usefullll
Mod is AI Competitor
make a 16 player mod
i have the plottt modd hahaha
not tested in multi yet so i think its possible
gonna check it
sweet
could you live stream your developement of this mod on youtube that so be something id tune into
sorry bro, i dont think i can, cam-shy lol
or even the talking hahah
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
welp which one?
i guess "Trainer v5 for Beta 1.6/1.7/1.8" cause its the last updated
Yh thats the one
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
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
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
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!
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
NGL, that's a good idea.
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?
you have data mods, code mods, and furniture mods; software types would fall under data mods, a mod that affects gameplay would fall under code mods, and a bed would fall under furniture mod
good places to find mods is browsing the steam workshop for Software Inc or browsing through the modding channel and looking at threads with the tab mod showcase
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
new files are uploaded when anything is changed. The default software haven't had any changes since 1.7.15
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
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
How do I get started with modding this game, I want to make a furniture mod to add chandeliers.
released new mod Blueprint plus
What mods do you guys recommend for more software variety and complexity?
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...
that is a permanent action, you probably want to set PlayerArchived = true
Thanks
guys make some mods pls
well I did it.... I released a new version of my texture mods as a combined pack https://steamcommunity.com/sharedfiles/filedetails/?id=3650238306
(only took me 3 years xD)
Is there a double or even a triple focus mod ?. If it's possible can a modern make a double or triple focus mod
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?
@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?
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
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.
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 ?
Is there a more up to date data file of these? https://softwareinc.coredumping.com/wiki/index.php/Data_Modding
Would love to have it 🙏
The last one should be the most up to date
If there is no newer version, it means there was no change
Oh alrighty, thank you! I saw the newest file in there is from 2023 so wasn't sure.
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
here is the tyd file :
https://pastebin.com/jYpLNbja
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Also, using the in game furniture editor, saving doesn't work at all, i got no errors
@karmic oracle is the pro when it comes to furniture
Generate furniture boundaries top left
in the visual furniture editor
There's no reason to use tyd directly anymore
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
Maybe Kenneth can analyse this
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?
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
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.
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
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?
You could add "Tester" to Employee.ServiceSpecs, would be my suggestion
Selection is controlled using a BoxCollider, so you would need to add that to the .tyd file to edit its parameters. This would be auto generated by the editor when you generate furniture boundaries in the editor. If you have the files, I would like to test to see what the issue is with the editor.
You can add context menu buttons by adding stuff to the SelectorController.RightClickActions dictionary, however each object is responsible for telling the game which context menu buttons they have available, which is not possible to edit without injection. I might look into adding support for this
I believe this is correct
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)
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
Hey, I know Thai government has reduced to 4 days. Don't tell me you are Thai 😄
nonon, i guess not only in our contry
im from Philippines lol, asia still tho
SEA 😄
My girlfriends from Thailand, so I keep up a lot with what is going on there 🙂
My cousins used to live in Manila! Loved visiting them over there, long flight from the UK tho
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 
welcome back
More player mod updated for the current version of the game
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
new mod release, AI Revolution
btw anyone know what error is k_e(i forgot)fail uploading tyd mod in workshop?
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 😅
k_eresultLimitExceed
oh, yeah it does
it seems this error means my mod is too big?
its the thumbnail lmao
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
it seems per game, and after uploading it did stay the same
the thumbnail earleir is 1.8mb, steam dont like that lol
released Freewall mod, steam and nexus
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
oh, i have a unpublished mod on nexus lmao
i forgot about this mod
> France
> "Quality"
> 
Neat mod idea
Loco will play as Switzerland and never expand further 😄
Mod Release
Landlord
Skill freedom
mod release
Amplify
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
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
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
mod release
Dynamic AI Buildings
SubsidiaryPlus
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.
you mean the blueprint one from workshop
Dynamic AI Buildings mod does that
place it in the softwareinc/ai_blueprints. Ai companies will randomly pick the bp buildings to place
but it will still be block like that, but the shape will be the same as the bp
make sure in the option-mods
the mode is Blueprint not the Dynamic
nvm 
idk man. I seen that before you removed it. Was a fucking fire IDEA
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
mod release:
Rival Radar
hello by chance is there a mod that makes prices "realistic" / more expensive?
modframework release
on my github, check Modframework post
not sure if anyone created, but i think this is possible with data mod(tyd)
mod release:
Optimization Mod
~~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
Cool stuff coming in the next update, html-like UIs(https://softwareinc.coredumping.com/wiki/index.php/Code_Modding#Creating_UI) and multiplayer modding(https://softwareinc.coredumping.com/wiki/index.php/Code_Modding#Networking)
HUGEEEEE W
Mod Release:
MarketingPlus
ProductiveIdle
CloudServices
@flint bobcat dang you've been busy releasing so many mods lately 😂
i visited reddit swinc and found some request-ideas there
and posted for any mod requests
thenn thats the result lmao 😅
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)
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?
yes, possbile with tyd
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
@rugged minnow here
create that folder in the root of the game
DLLMods
ah yep rightio thanks
@flint bobcat does the cloudhosting mod only kick in at a certain year?
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
is it in deals or contracts? i have it on 100% chance and its 1995 but nothings appeared?
its in the deals
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
anyone have a good mod list/collection?
@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!
wait you get steam reports?
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
copy, will remove the post with links as i cant update all my mods details currently
thanks for this
You can also put the disclaimer in your posts 😊
will do
and for my future post
thanks again
Also, good morning 😁
I love the modding in this game, allows you to manufacture any kind of "hardware"
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
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
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
maybe set console to 0.75, so they can't make 2, but games to 0.25
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?
yep
Thank you! That clears up a lot of what I was seeing in my testing
are custom TyD attributes (Table *customAttribute "abc" {}) actually ever used for data mods?
considering making a datamodding tool [no promises it gets done, it's not a small undertaking] so i want to write a TyD parser
somone already made a data modding tool for Software Inc, https://discord.com/channels/308552600905580545/1235152631693836310
i saw that one but in my experience it's pretty quirky
They are not, however the parser used in the game is publically available at https://github.com/khornel/TyDSharp
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
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
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"
yeah but im not entirely sure what that localization would look like in reference to the lawsuit specifically
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
yea, saw that and that's why i asked lol
using godot and gdscript to make it so i had to write my own parser
i thnk i figured it out
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
that is a formatting error, I would suggest using an editor with syntax highlighting, setting it to C# is probably close enough
Could you not copy the parser in C# and just reference it in gdscript?
I would like to be able to export to Web
currently Godot 4 doesn't support C# in web exports
using jetbrains rider
so looking at the lines around line 11 in big_pharma_labs_system.tyd, there'll be a syntax error somewhere
and line 10 and line 12?
this is my first mod so apologies xD
i have it as C# but its not showing me syntax idk why
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
:/
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
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
im not sure why it wouldnt highlight it. I already have syntax for c#. or is tyd different? is there a tyd syntax that I can install ?
this is what it looks like as a .cs file
TyD is different, but the coloring is still a nice aid
otherwise i would just copy over the c# code as much as i am Professional C# Unenjoyer
yeah but not sure how to get it to use the coloring from c# for tyd
what ide do you use?
JB Rider
if anyone wants to take a look and see what might be screwing up my code, heres the GitHub: https://github.com/helicoptahh/BigPharma
just uploaded that btw, never used GitHub before so lmk if stuffs missing or not working
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
hmmm okay let me see if i can try and fix it
so for the first one, im not sure what you mean? there is an opening and closing " ?
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
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);
}
}
"
``
.
as for the second issue it looks like i didnt need to do anything and was already fine?
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);
}
}
"```
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);
}
}
"
``
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
yeah it seems it needed lol
did you add it on the tyd
TimeScale 1
well i put pop up in the main area but not for each category
forgot it was for the categories
i just did now
also by any chance do you know why I dont get color code?
now what
line 22 is fine?
its expecting a }
hmm not sure, i code no color with tyd too, i uses visual studio
dang no worries
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 ]
}
]
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
tbh i dont know. pushed it to the github and hopped off to work on a bit of hw xD
you should be able to inline it tho no?
like how it shows in my reply xD
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.
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
dang
the bugs keeps spawning lol
you squished one, another one shows lmaoo
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
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
@flint bobcat found this since you said yours is also plain text but you use Visual Studio: https://marketplace.visualstudio.com/items?itemName=Matthew-Adcock.tyd-lang
might work for you
When you inline a table or list in tyd, you need to put ; between variables so the parser knows when you have finished declaring the value, e.g. { Name PCB; Price 12; Time 10 }
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
I can't reproduce the issue using vanilla software, e.g. having the first in-house 3D editor works for making a 3D game when I just checked
this actually helps with understanding ratios needed to get the desired result
hm strange. maybe just being weird, i’ll try and recreate it. Am I right in saying though that for dependencies they have to be the SoftwareType and not the subcategory? i don’t know if that made sense
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 😅
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
I use Visual Studio, Visual Studio Code, and DotPeek
What is your preferred IDE?
lately i've been using more Visual Studio Code than Visual Studio lol
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
i'm an intellij enjoyer
though godot has its own builtin ide and i've been doing a lot of godot code anymore
rider has been my ide for a little while now
do you ever think you’ll update the wiki to include things like this for both data and code modding?
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
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
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
what do submarket ratios you define in categories do exactly? Do they define the percentage of the total userbase belonging to each submarket?
Yes. Basically the equilibrium point for market saturation
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?
was using vscode n vim, not coding anymore for a long time
the code modding wiki already mentions setting up an IDE for inspection. The easiest way would be to use a tool that is not 100% legal and I don't want to advertise, but I don't really mind if people use
the game simulates trends by market saturation basically
Not sure what that means exactly 😅
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
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()
Is there a place with example mods or some documentation? There are some old links on the web but they no longer work.
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
@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]
The built in compiler is very old and has a lot of bugs, so it's really hard to tell what's going on most of the time. Are you using the -DisableModErrors launch parameter? That might fix some issues
I forgot that was a launch parameter 😂
did you build the in-game compiler from scratch?
nope, it's just an old C# compiler and I'm using a wrapper for it from the Unity asset store
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?
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
gotcha, thanks for answering my questions
I'll try recompiling with the launch parameter and see if it still errors out 😂; I ended up scrapping my current progress and rebuilding it with new files in case somehow the file itself got messed up or something 😂
@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.
ah, I forgot to whitelist xml files and the next update won't be for quite a while. My suggestion would be to rename them to txt or tyd and load them as xml anyway
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 😂
thanks, not sure how to end a poll 😂
Have Kenneth add a tag called "Mod Request".
7
8
1
Yes