![]() ![]() I realised that in order to control the chaos we had to control the first load of Harmony. That explained why all kind of confusing reports had come in. As a consequence the very first mod loaded that uses some version of Harmony will dictate that version to every other mod loaded later. But it was a fact that everyone had missed while preparing the release. The new version would not load more than one Harmony at the same time and I knew that the devs had not changed anything. After another period of confusion we finally found out why: something in the whole update process loads libraries different than before. While I was fixing the library more confusion arose. This makes multiple versions running at the same time a very difficult thing to do think rocket science level. Since mods will eventually want to patch the same function in the game, some coordination has to be done. To understand why, you should know that Harmony is not working in isolation. At first I thought I could just release a hotfix for Harmony 2, call it 2. Soon after modders started using Harmony 2 as they were used to reports came in that it did not work as before. It had been in development for a year and people were using Harmony 2 outside RimWorld with success. My original plan was to release Harmony at the same time and call it a day. Then the unstable version was released and we had one week of testing it. We agreed that I would create a small guide that would explain how to move things around and how to separate the two major versions of Harmony. I had a short amount of time to finish Harmony 2 and test it with the new Unity version that Tynan wanted to use. We discussed different ways to integrate Harmony into the game and agreed upon to not put it directly into RimWorld because it might update more often than the game once the game is stable. It looked like a clean cut to me and I saw a chance to introduce Harmony 2. ![]() Tynan contacted me about the move to the latest Unity a while ago. I was working on a version 2 that fixed a lot of design misses that 1. It does one thing: it allows mods to manipulate code in games. I am the author and maintainer of a small library called Harmony. I will try to keep this as simple as possible. A lot of hysteria and miss information runs around the community. This way I can expect to fail on lots of small edits when in the Debug configuration, and once I'm ready to test it like I would upload it (exactly as the user experiences the mod) I change it to Release configuration and play-test the Release version.Hi everyone. Start the solution in Visual Studio in the Release configuration (which both runs the Release mod build tasks and runs Rimworld) and upload that version through the Rimworld editor.Push the series of commits and create a Release tag on Github.Then once I have a completely finished update to the mod, I both: Yeah! I'm a huge believer in open-source projects and would actually argue these should be used alongside VCS (my default being Git)! The way I structure my projects is to have a Git repository in the Debug build (which is the originally generated, non-cloned folder) that captures all of my work commit-by-commit. Project Repository and Installation InstructionsÄo you mind telling me if there's a benefit to the debug and release builds? What's the added advantage over version control like git? Bring the time cost of setting up a project down to 30 seconds! Applicable to modders of the XML/Asset-only variety and C# gurus. ![]() Have you ever written a mod? Do you ever plan to? This takes all the hassle out of setting up the mod, letting you get right to that brilliant idea. Support for separate save profiles and mod lists in debug mode.Start button builds project and launches Rimworld in a resource monitor.Debug and Release version of mod are automatically maintained and tagged differently.Automatic build events on Debug/Release build ensure you always have the most up-to-date and optimized version of your code.Correct initial VS project settings as listed on RW wiki.VisualStudio project set up inside the folder structure.This is a Visual Studio integration (or optionally a command-line, non-VS tool) that, with just 4 skippable questions, will set up an entire Rimworld Mod project for you, including: Set up a fully functional mod development environment in 30 seconds or less with a Visual Studio integration! This is a tool for developers to begin mods more quickly, eliminating the overhead of setting up a new project. ![]()
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