1/8/2024 0 Comments Creating staxel mods![]() Have an eye for the exotic? Trade with other races for specific items or gather grist - the essence of the world - to craft furniture for your home. We’ve got lots of really exciting things to talk about regarding the creatures around in Staxel’s world: stay tuned! Crafting There’s a huge number of different, hand-crafted bugs to catch, as well as fish - both river and ocean - and larger creatures that wander around their home biomes. Make friends with someone, and they’ll do unique activities with you and your friends! AnimalsĪmbient NPCs, on the other hand, exist to be collected. You’ll be able to cultivate your relationship with friendly NPCs, whether they’re Elves from the forest, Moles from underground, or Cactus People from across the ocean. Staxel has both friendly humanoid NPCs and ambient creature NPCs. Will you need to grow a rare flower as a key to open a door? Or find the right path through a sensitive floor trap? Dungeons will hold rare treasures or crafting recipes, so they’ll definitely be worth the challenge. In addition to biomes, we’re planning on having seasons and weather, presenting both unique opportunities and challenges.ĭungeons will also play a vital role in keeping the game interesting: they’ll be filled with obstacles for you to overcome, puzzles to solve, and many other challenges. If this all works out and I really want to develop this, eventually make an installer that will help users patch their DLL, add some update system, etc.Each biome in the procedurally-generated world contains a vast amount of flowers, collectible bugs, crops, items, recipes and other treasures to push you to continue exploring in every direction.This will keep Alloy's implementation separate from Staxel, so the only thing that can break is the IL code being injected.) (For example, design an block class that has a position, size, etc. Design a proper API and simplified types found in staxel. ![]() (Add IL code to these methods to call the mod loader/host, which will in turn trigger events for the mods to respond to) Identify functions in Staxel that would make sense for method calls to be injected to.When and if I have more time to work on this: Either by referencing Staxel (easier to code but adds a dependency), or using some reflection stuff to call Staxel methods from the mod host. The mod loader also has a "mod host", which will serve as the communicator between the mods and Staxel.įor events (such as OnBlockPlaced), IL will need to be injected (for example, into the block place method), which will invoke an event in the mod host, which mods can subscribe to.įor instructions (such as a mod wanting to add a chat message), we will need to do the opposite. When the game starts, an instance of the mod loader is created, so all code related to mod loading is done through this separate assembly. Injects a few IL intructions as well as a public static field ( ModLoader) into Staxel.dll, and initializes the mod loader when the game starts. Everything should be handled by the mod loader/host and not directly through the Staxel assembly (as that is tricky). The idea currently is to use the minimum amount of IL code injection possible. When Staxel is initialized, the mod loader will load mods which can interact with the game via the injected code in the patched version of Staxel. It instead patches Staxel.dll (the bulk of the game's code) on the user's machine to include the mod loader. I've been busy with other projects since I started this but maybe it will be useful for someone else!Īlloy doesn't need to use or distribute any code from Staxel. Alloy is an API for developing code-based Staxel mods and plugins.Ĭaution: Currently nothing more than an experiement, probably won't work on the latest Staxel version as this hasn't been updated in a while.
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