Code Modding

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You can compile C# files or load dll libraries directly in Software Inc.

A good grasp of C# programming and the Unity3D API is required to make a code based mod.

Setup

Debugging console

Before you do anything, you should enable the in-game debugging console by binding the console key at the bottom of the key binding menu in the options window. This will help you debug your mod by giving you error messages and enabling the RELOAD_DLL_MOD and UNLOAD_DLL_MOD commands.

Project setup

To create your own mod start a .NET Class Library project in Visual Studio, targeted at the .NET 3.5 profile. Add a reference to the following libraries:

  • Software Inc_Data\Managed\UnityEngine.UI.dll
  • Software Inc_Data\Managed\UnityEngine.dll
  • Software Inc_Data\Managed\Assembly-CSharp.dll

Start by creating a class that implements the ModMeta abstract class, then implement as many classes that inherit from ModBehaviour as you want. Each ModBehaviour implementation will be instantiated once the mod is loaded.

Compile

When you're done, you can either compile your mod and place it in the game's folder, in a subfolder called "DLLMods", or create a new subfolder in the "DLLMods" folder and put your .cs files in that subfolder, and the game will compile them for you. Note that if you let the game compile the C# files for you, you are limited to C# version 3, but using the game's compiler is required, if you want to upload your mod to the Steam Workshop.

Example mod

Here's an example of a mod that let's you change how many floors you can build on, complete with comments: Floor Mod (Updated to work with Alpha 10.7+)

Full access

By default certain namespaces and types are off limits to mods for security reasons. If you want to make a mod that writes to files or accesses the internet, you need to put a public static bool called GiveMeFreedom in your ModMeta implementation. Note that this only works for dll-based mods, which can't be uploaded to the Steam Workshop, and the user will be warned.

Entry points

GameSettings.Instance This class contains most of the objects that manage the game
GameSettings.Instance.MyCompany The player's company
GameSettings.Instance.simulation Manages all companies and products
GameSettings.Instance.sRoomManager Manages rooms, furniture and room segments
GameSettings.Instance.sActorManager Manages employees and teams
SelectorController.Instance Manages selection
TimeOfDay.Instance Manages time
HUD.Instance Manages the main HUD and windows
ObjectDatabase.Instance Contains all furniture and room segments
WindowManager Controls windows and has functions to create windows and GUI elements