#Switch to Mono to enable easy modding

44 messages Β· Page 1 of 1 (latest)

dire pecan
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IL2CPP makes modding very difficult. While the optimal outcome for me as a mod developer would be the main branch switching to Mono, an alternative that the Core Keeper devs did before adding their own mod support was publishing a Mono build to a Steam beta branch.

benefits:

  • easier mod creation, so user content keeps your players engaged for longer
  • mod developers can [find bugs for you](#1353167570034757723 message) ! we're helpful!
  • my eternal gratitude
exotic oriole
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Ultimately, it is a developer's choice to not enable modding. Some games are built around that, other games are built against that.

exotic oriole
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-# Hey @indigo terrace, disagreeing with facts doesn't make it any less factual.

indigo terrace
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It's just a dumb, obvious point to bring up unless you're quoting a dev saying that they don't want to support modding.

dapper nymph
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god I would love if I didn't have to use il2cpp

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mono branch would be sick

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I'll ask about that

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I don't know if we have one right now but we've had them in the past

exotic oriole
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You know, I was going to write a whole-ass screed with examples of why games are made the way they had been, but I'm just going to shut up now with that response.

dapper nymph
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there's a reason we use il2cpp

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I forget what it is

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and I've been bummed ever since we started using it

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since it makes testing on build so obnoxious

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so I will ask our tech director

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if a steam branch of the mono build is a possibility

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sort of how slay the spire has a thing where if you launch it it asks if you want to play with mods or whatever

exotic oriole
# dapper nymph I'll ask about that

Good on you @dapper nymph. Even if the team provides people opportunity to mod with third-party software like r2modman, it would be better for the game's longevity than being strict about its curated experience since that'll get stale the fifth time a group of friends clear the game on Sovereign.

dapper nymph
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nah mods are sick

exotic oriole
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The cool thing about mods is that dedicated people can do cool experiences like What if Sworn had every corruption enabled at once? and that would cast more attention to the game.

The downside to modding is that it would also be cause for people making the game extremely easy on the easiest difficulty, but if there could be a reprisal of the Page difficulty which was omitted from pre-release demos then that'd be awesome for novices.

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Especially, since the assets for six-skull Sovereign are still available from the demo releases.

dapper nymph
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we'd probably need to argue with Steam, and we'd probably want to do it after 1.0 when patch / update frequency goes way down.

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we'd need to do it on a beta branch that you'd have to opt into, and from past experience public facing opt in beta branches are subject to some pretty heavy handedness from steam, so we'd have to figure out if they'd let us do that.

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The other bit is needing to solve for bugs on the different builds and upkeeping patches on both will be a bit of a headache and require more build machines, so doing it while the game is still in EA is a lot of extra work for us that might not be practical for just mod support.

exotic oriole
dapper nymph
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just don't want to make people install the game twice when they download it so that they download both builds. I do know why we have an il2cpp build now and that reason is for future development stuff and because it offers a significant performance boost on lower end machines.

exotic oriole
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Have you considered moving the C-coded portions of the game to Rust?

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-# Jokes, friend, jokes. Open-source development humour.

dapper nymph
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har har

exotic oriole
# dapper nymph just don't want to make people install the game twice when they download it so t...

I mean, how self-contained is the game? Because if the only thing necessary is an engine swap, a whole separate executable can be developed and dropped into the Steam directory; let's say, sworn-mono.exe and when Steam launches the game, it might still launch sworn.exe so adding a command-line argument to use the mono branch build may be necessary; say, %command% sworn-mono.exe or something like that.

dapper nymph
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thats what I thought but I think we would need to duplicate some of the libraries and I would have to dig into why

exotic oriole
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Prepare for split by having separate lib directories, so stuff for sworn.exe would read files from /il2cpp and the mono build of the game would read files from /mono?

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You would have to fundamentally re-build the game at that point.

woeful trail
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Just stopping in to say, +1 to mods for long term game health πŸ˜†

exotic oriole
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Oh @dapper nymph since you're here; why does the game take so damned long to launch in open-source instances using Proton?

dapper nymph
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I wish I could tell you and shorten it myself

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its getting tedious to launch first time in unity editor

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so I imagine we've just foolishly added some stuff to the game that slows initial launch time and it just happens to be worse on proton

exotic oriole
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I mean, it's always bad, but I could literally take a dump, do the dishes and tend my cats in the length of time I get from first-boot to open session.

dire pecan
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my first mod makes the load time even worse😎

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thanks for considering the mono switch, devs!

dire pecan
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ok I'm going to ask because I keep coming back to it and still haven't found anything relevant:
any chance you know off the top of your head where the list of 6 fae each player can find in banners is stored? I am trying to make it so all 8 fae can be found in a run, but I can't find where this info is stored despite picking through BlessingBannerInteractable/BlessingManager/BlessingGenerator/ExpeditionManager/ with UnityExplorer. Am I missing it?

dapper nymph
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let me look

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we save it on the gamemode object, the player stats manager

dire pecan
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