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Fire Flamework

Fire Flamework: This mod is a framework, so this itself doesn't add any contents. It adds various codes that will help making custom fire effects and behaviors to Rimworld. In general, this mod just organize all custom fires to make those live together. So you have to create most features of your fire by yourself in C#. Also, it's the first time making framework for me. If you have any suggestions or questions, feel free to ask me. [img]https://i.imgur.com/zEIUDKL.png[/img] Without this framework: Currently, there are few mods which have custom fires from what I see. Probably my mod called "Oni Xenotype" and "Vanilla Gravship Expanded - Chapter 1" are the ones. If you installed some mods which add custom fires, there will be weird interactions. Especially, Pawn has two types of fire or so. In addition, making custom fire will require tons of effort to work like the Rimworld fire. For example, the "Astrofire" in VGE requires some fixes compared to the Rimworld fire. (Pawn tries to use a workstation which is on astrofire, Pawn won't extinguish by auto-attack, and so on...) This mod exists for such a cases, so feel free to use if you wanna make custom fires. Details of the content: It adds a class called "FireFrame", this class is intended to be parented by modder's original fires in C#. Also, the modExtention called "FireFlamework.FireDefExtension" should be added to the ThingDef of the fires in XML. For more detailed information, please see Fire Flamework and Custom Fires mods in GitHub. Custom Fires is the example mod. [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fclair155%2FFireFlamework.git]Fire Flamework[/url][github.com] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fclair155%2FCustomFires.git]Custom Fires[/url][github.com] Quick Notes: 1. As for Extinguishable custom fires If you wanna make your fire put out normally like Rimworld Fire, CanBePutOutNormally field in FireDefExtension should be true. If false, your fire can't be put out by Pawn. If you want your fire vulnerable to specific things (like Rain, Light, Toxic, Bullet, whatever), you have to make the code in your fire class by yourself in C#. 2. As for Graphics Generally, the must graphics are 1. Fire itself (3 graphics) and 2. Fire glow, 3. Fire micro sparks, 4. Fire smoke, 5. Fire colonistbar icon, 6. Fire spark projectile. You can use original Rimworld flecks or motes for these though. 3. As for FireDefExtension You have to fill all the fields in this extension. Otherwise, it may cause some errors. FireAdjective field is used in various messages in game. Messages are contained in Languages folder in the Mod. ToDo: I will make my mod, "Oni Xenotype" use this framework as dependency later. Incompatibilities: None currently. Problems: None currently. Misc: Rimworld is owned by Ludeon studio. This mod: This mod is made by just me. (XML, C#, Art) I recently see some modders who are willing to make their original fires, so I made this. My goal is to create high-quality mods that stay true to the vanilla textures and systems without overcomplicating things. If you enjoy my work and want to support me, please consider donating. [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fbuymeacoffee.com%2Fgrandfathei][img]https://i.imgur.com/bbsRMKk.png[/img][/url][buymeacoffee.com]

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Harmony

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