Modding
Modding in Software Inc. is completely data driven. Software Inc. loads XML files found in the "Mods" folder of the root of the game when it launches.
A mod should be placed in its own folder in the "Mods" folder and can optionally contain each of the following folders: "Companies", "CompanyTypes", "Events", "NameGenerators", "Scenarios" and "SoftwareTypes".
The root of your mod can additionally include a Personalities.xml file to add new personalities to the game.
Debugging console
The debugging console can be enabled by using the "-debugconsole" launch parameter. This can be accomplished in Steam by setting it as a launch option for the game, in Windows by making a shortcut to the game and appending the parameter to the end of the path or otherwise launching the game from a terminal/commandline but adding -debugconsole to the end.
The console can be opened in-game by using the Home button, which you can rebind in the options window.
In-game content
This is a zip of the software types, company types, name generators and personality types in the game:
Updated as of Alpha 8.6.1
Alpha 8 changes
Needs are no longer needed, but will be inferred from feature dependencies.
Feature dependencies should no longer be in a separate tag, and you can completely omit the "Dependencies" tag from features without dependencies.
You can now have multiple SoftwareCategory tags for features, to limit them to more than one software category, with individual unlock dates, use "0" for no unlock date.
Example:
<Feature Vital="TRUE"> <Name>Multitasking</Name> <Category>System</Category> <Description>Let your users pretend they can multitask by having several applications open at any one time.</Description> <DevTime>6</DevTime> <Innovation>1</Innovation> <Usability>1</Usability> <Stability>0</Stability> <CodeArt>1</CodeArt> <SoftwareCategory Category="Computer">0</SoftwareCategory> <SoftwareCategory Category="Console">2000</SoftwareCategory> <SoftwareCategory Category="Phone">2000</SoftwareCategory> <Dependency Software="Operating System">Multithreading</Dependency> <Dependency Software="Operating System">Example</Dependency> </Feature>
Software types
Software types are the types of software you can choose to develop in Software Inc. in the design document window. Software types can be added to the game by creating an XML file in the "SoftwareTypes" folder.
Tags
A software type XML file should contain the following tags:
SoftwareType | This is the root tag, which all tags should be a child to. If this tag has the attribute Override="True", all tags are optional and will override the content of a software type by the same name. You can use this to override some values of the built-in software types. Note that if you override the Features tag, you will delete all features from the software type. |
Name | The name of the software as it will appear in dropdown lists, etc. |
Delete | Optional tag which deletes the software type from the game, if it is set to TRUE |
Category | How the field of the software will be referred to in articles, e.g. games are categorized as "Gaming" |
Categories | The categories for the software type. Can be omitted. |
Description | The contents of the tooltip that will appear when hovering over the software type in the dropdown menu in the design document window. |
Unlock | Which year this software type will unlock, e.g. <Unlock>1995</Unlock> |
Random | How much sales will vary. When a product is released, a random number is chosen and it is weighted using this number, and it will be multiplied for all sales. As an example, for games it is 0.5, since you can't count on good sales for a game, but for operating systems, it is 0, since they are generally in demand and necessary for a computer to work, so sales won't vary that much. |
Popularity | How popular a software type is, which limits the maximum amount of income. Computer operating systems have 1 and Role Playing Games have 0.6. (Ignored if software type has categories defined) |
Retention | How long people will use the product, should be between 0 and 1, not including 1. Computer operating systems have 0.9 and Role Playing Games have 0.7. (Ignored if software type has categories defined) |
Iterative | How likely AI companies are to develop sequels for this type of software, between 0 and 1. (Ignored if software type has categories defined) |
OSSpecific | Whether you need to choose an operating system for this software. |
OneClient | Whether this software is for contract work. This does not currently work as expected, so you should probably avoid setting this to TRUE. |
InHouse | Whether you can lock this software to your own company. This makes sense for game engines, but not for games for example. |
NameGenerator | The name generator to use for simulated companies or for when the player clicks the name button in the design document. (Will be used for all software categories which don't have one defined) |
OSLimit | If this software is OSSpecific, you can use this tag to limit the software to a specific operating system category. |
Features | All features that this software can implement. |
Example
<SoftwareType> <Name>Test Software</Name> <Category>Testing</Category> <Description>This is part of a test mod. If you develop a perfect version, 50% of the population will want it, but 10% might randomly not want it.</Description> <Random>0.1</Random> <Categories> <Category Name="Test category"> <Description>This is a test category</Description> <Popularity>0.5</Popularity> <Retention>0.5</Retention> <TimeScale>1</TimeScale> <Iterative>0.75</Iterative> <NameGenerator>testgen</NameGenerator> </Category> </Categories> <OSSpecific>TRUE</OSSpecific> <OneClient>FALSE</OneClient> <InHouse>FALSE</InHouse> <Features> <Feature Forced="TRUE"> <Name>Test feat 1</Name> <Description>This feature will always be selected unless superseded by a feature with this as "From".</Description> <DevTime>2</DevTime> <Innovation>0</Innovation> <Usability>1</Usability> <Stability>1</Stability> <CodeArt>1</CodeArt> </Feature> <Feature From="Test feat 1"> <Name>Test feat 2</Name> <Description>This feature takes 6 months to make and has 4/6 Usability.</Description> <DevTime>6</DevTime> <Innovation>1</Innovation> <Usability>4</Usability> <Stability>1</Stability> <CodeArt>1</CodeArt> <Dependency Software="Visual Tool">Image viewing</Dependency> </Feature> <Feature> <Name>Test feat 3</Name> <Description>This feature takes just as many artists as programmers and offers no stability.</Description> <DevTime>5</DevTime> <Innovation>1</Innovation> <Usability>1</Usability> <Stability>0</Stability> <CodeArt>0.5</CodeArt> <Dependency Software="Test Software">Test feat 2</Dependency> <SoftwareCategory Category="Test category">1983</SoftwareCategory> </Feature> </Features> </SoftwareType>
Features
Features are defined in the Feature tag of Software types. Optinally a base.xml file can be placed in the "SoftwareTypes" folder with feature definitions, which will then be added to all software. If the root tag of the base.xml file contains the attribute Override = "TRUE", it will remove any base features already defined, this would remove the built-in QA feature for example.
Attributes
From | Use this attribute to specify which other feature this feature supersedes. You can create a tree in this fashion where the features are mutually exclusive. An example could be how 24-bit audio supersedes 8-bit. All dependent features are also backwards compatible in this way. If you select 24-bit audio, all features depending on 8-bit will still work. |
Forced | Whether this feature is selected by default, the player won't be able to un-tick it, unless it is superseded by another feature. Each piece of software should have at least one forced feature, which will define a lower limit for development time. |
Vital | Whether this feature is seen as vital in the market. If a feature is vital, software which does not have it implemented upon release will be considered lower quality by consumers, e.g. the 3D feature for operating systems is vital, since you wouldn't expect an operating system to not have it after it has been invented and used. |
Research | This marks a feature as patentable, its royalty percent will be based around its vital status and development time compared to other researchable features in the same software type. The research attribute should specify which feature this features is part of. Researchable features must have an unlock date and other features in the same software type can not depend on it. |
Tags
Feature | This is the root tag, which all tags should be a child to. Add any attribute explained above to this tag. |
Name | The name of the feature as it will appear in feature panel in the design document window |
Category | An optional tag that controls which specialization a product belongs to. If it is omitted the feature will belong to the base skill level of a field, usually described as "General" in Software Inc. which is controlled by the employees main skill in a role. Otherwise the employees specialization skill will control how well, if at all, they work with this feature. This can be 2D, 3D, Network, etc. You can add new specializations to the game using this tag. |
Description | The contents of the tooltip that will appear when hovering over the feature in the design document window. |
Unlock | Which year this feature will unlock, e.g. <Unlock>1995</Unlock>. Specializations will unlock, when the first feature which uses it unlocks. |
DevTime | How many months it takes to develop this feature |
Innovation, Usability, Stability | These three tags are normalized, so you can put in any number. 3, 4 and 5 would result in 3/12, 4/12 and 5/12. Innovation controls how long the product will stay interesting to customers. Usability controls how well customers will like the product and in extension, your company. Stability controls bugs and how much skill your employees will gain from working on the feature. |
CodeArt | The coding to art balancing of the feature. 1 will mean this feature only requires programmers whereas 0 will mean it only requires artists. |
Server | How many mbps this feature will need per active user. It is scaled with time using the formula 1+log10(year-1969). MMO uses 0.002, which would be around 5 gbps at any given time for a 1 million user game in 2010, which might change in the future. |
Dependency | What features this feature depends on to be available, this can be features in the current product, features in other products or features in supported operating system. Note that operating system feature dependencies are taken as an intersection, so if a features relies on 3D in an operating system, ALL chosen operating systems must support 3D. A dependency should be defined as <Dependency Software="Operating System">3D</Dependency>. You can have multiple of these tags per feature |
SoftwareCategory | Optional tag that limits the feature to a certain software category of its parent software type. You need to specificy an unlock year here, which will override the other unlock tag. You can set the unlock year to 0 to not have an unlock date. You can add multiple of these tags per feature. |
Software categories
Software categories are defined in the Categories tag of the software type XML file. Categories enable software specialization, e.g. OS/Console/Phone Operating systems. It is completely optional and a "Default" category will be used in case it is omitted from the software definition.
Tags
Category Name="X" | This is the root tag, which all tags should be a child to. Use the name attribute to give the category a name. |
Description | What will be shown when hovering over the category in the design document |
Unlock | Which year this software category will unlock, e.g. <Unlock>1995</Unlock> |
Popularity | How popular a software category is, which limits the maximum amount of income. Computer operating systems have 1 and Role Playing Games have 0.6. |
TimeScale | How long it will take to make a product in this category compared to the base software type, should be between 0 and 1. |
Retention | How long people will use the product, should be between 0 and 1, not including 1. Computer operating systems have 0.9 and Role Playing Games have 0.7. |
Iterative | How likely AI companies are to develop sequels for this type of software. |
NameGenerator | The name generator to use for simulated companies or for when the player clicks the name button in the design document. |
Name generators
The random name generator uses a tree like structure to generate random strings of words. Generators will be loaded from txt files located in the "NameGenerators" folder and their name will match their file names, minus ".txt". If you name a name generator the same thing as one of the built-in name generators, they will merge their nodes and words, you can use this to expand the words of a built-in name generator.
Example
Here is an example of how a name generator can be structured in the text file:
-start(base) -base(base2,end,stop) Hello Hi -base2(end,stop) , you -end(stop) .
This would create a generator that can generate the strings:
- Hello
- Hi
- Hello.
- Hi.
- Hello, you
- Hi, you
- Hello, you.
- Hi, you.
It works by starting from the first node "start" (nodes are the ones with a hyphen in front of the name), it appends a random string from the list of strings below it (in this case there’s nothing to pick), it then picks a random node from the parenthesis of the current node (which can only be "base" in this case), and then it continues until it reaches the node stop. There is a limit to how far it will go, depending on how many nodes there are, to avoid an infinite loop.
Company types
Company types are the types of company that the game will simulate. If you don't define company types for your new software types, the software will not be released by the AI.
Removing companies
You can remove AI company types by adding a "delete.xml" file in the CompanyTypes folder, which includes a root tag containing a tags with the company types you want to remove, eg.
<CompanyTypes> <Type>Web CMS</Type> <Type>Financial CMS</Type> <Type>Workflow CMS</Type> </CompanyTypes>
Tags
CompanyType | This is the root tag, which all tags should be a child to. |
Specialization | The name/tag of the company type. If you pick a name of one of the built-in company types, you can override it. Note that this only works for Alpha 4.5+ |
Force | Whether a company of this type should be created on the first day and be forced to launch software on the first day. It is currently only used to launch a Computer Operating System on day one: <Force>Operating System,Computer</Force>. Just omit the tag if you don't need it. |
PerYear | The chance of a company of this type being founded every year. All company types in Software Inc. has this set to 0.2, as it seems to work pretty well. |
Min | The minimum amount of companies of this type there has to be on the market at any given point in time. 1 for computer OS, 2 for games. |
Max | The maximum amount of companies of this type there has to be on the market at any given point in time. 3 for computer OS, 6 for games. |
Types | The types of products the company will release and how much effort they take. 1 means they can only work one product of that software type at any given time, 0.25 means they would be able to work on 4 of it at a time. Currently this is set to 1 for all company types in Software Inc. as going lower seems to spam the market. You can define a category for each type, otherwise a random will be chosen from the categories available from the software type. |
Examples
<CompanyType> <Specialization>Tools</Specialization> <PerYear>0.2</PerYear> <Min>1</Min> <Max>4</Max> <Types> <Type Software="Audio Tool">1</Type> <Type Software="Visual Tool">1</Type> <Type Software="Antivirus">1</Type> </Types> </CompanyType>
<CompanyType> <Specialization>Computer Operating Systems</Specialization> <Force>Operating System,Computer</Force> <PerYear>0.2</PerYear> <Min>1</Min> <Max>3</Max> <Types> <Type Software="Operating System" Category="Computer">1</Type> </Types> </CompanyType>
Scenarios
Scenarios can define the start conditions, goals and events in-game. A scenario type XML file should contain the following tags:
Tag name | Description | Example |
Scenario | This is the root tag, which all tags should be a child to. | |
Name | The name of the scenario as shown in the game. | |
Money | The available amounts of money at the game start. | <Money><Amount>1000</Amount><Amount>20000</Amount></Money> |
Goals | Goals define the "win" condition(s). There can be multiple goals, each defined its own Goal tag. Each goal can also have multiple conditions, separated by commas. Conditions are defined by their name followed by an argument. The only goals available at the moment are Money and Date. | <Goals><Goal>Money 200000,Date 6-1980</Goal><Goal>Money 2000000,Date 4-1988</Goal></Goals> |
Years | The available start years at the start of a new game. | <Years><Year>1976</Year><Year>1988</Year></Years> |
Events | Events are defined separately in the "Events" Folder. You can leave the tag empty to ignore it. | <Events><Event>Test</Event><Event>Test2</Event></Events> |
Simulation | Whether the competition should be simulated. Relevant if you want the competition to be entirely controlled by your own events. | <Simulation>TRUE</Simulation> |
Trees(Optional) | Whether to place trees in the world | <Trees>TRUE</Trees> |
MinFloor(Optional) | The lowest floor the player can build on, between -1 and 9 | <MinFloor>0</MinFloor> |
MaxFloor(Optional) | The lowest floor the player can build on, between 0 and 10 | <MaxFloor>4</MaxFloor> |
CanExpand(Optional) | Whether the player can buy more plot. | <CanExpand>FALSE</CanExpand> |
ForceEnvironment(Optional) | Whether the player should be forced to play in a specific environment. Between 0 and 3, for forest, city, tundra and desert. | <ForceEnvironment>0</ForceEnvironment> |
StartingArea(Optional) | What the players starting plot should be. Defined as x,y,width,height. Will be clamped to match game limits. | <StartingArea>9,128,32,32</StartingArea> |
Example of a "scenario" file:
<Scenario> <Name>Test scenario</Name> <Money> <Amount>500</Amount> <Amount>1000</Amount> </Money> <Goals> <Goal>Money 1337,Date 5-1995</Goal> <Goal>Money 1000000,Date 5-2012</Goal> </Goals> <Years> <Year>1980</Year> <Year>1985</Year> <Year>2023</Year> </Years> <Events> <Event>Test</Event> </Events> <Simulation>TRUE</Simulation> </Scenario>
Events
Nothing here yet
Companies
Nothing here yet
Personalities
Personalities control employee traits(Leadership, aptitude and diligence) an inter office relationships. All employees have exactly 2 personality traits. All personalities will be merged with the pre-existing personalities in the game.
Tags
PersonalityGraph | This is the root tag, which all tags should be a child to. |
Personalities | This tag should contain the list of personalities |
Incompatibilities | This tag should contain a list of personalities which cannot be mixed when picking employee personality. |
Personalities and incompatibilities
Personality tags include:
Personality | This is the root tag, which all tags should be a child to. |
Name | The personality's name as it appears in the game. |
WorkLearn (Replaces Aptitude) | Between -1 and 1, where -1 is hard working and 1 is easy learner. |
Social (Replaces Leadership | Between -1 and 1, where -1 is independent and 1 is social. |
LazyStress (Replaces Diligence | Between -1 and 1, where -1 is lazy and 1 is stressed. |
Relationships | This tag should contain a list how people with this personality feels about another personality, between -1 for bad and 1 for great. You only need to define this one-way, so if you already have a relationship with Stubborn defined for Short-tempered, you shouldn't also define it other way around. You can define relationships with personalities already in the game. |
The Incompatibilities should contain a list of Incompatible tags, each with two Personality tags naming the two personalities which cannot exist in the same person.
Example
<PersonalityGraph> <Personalities> <Personality> <Name>TestPersonlity</Name> <Aptitude>1</Aptitude> <Leadership>-1</Leadership> <Diligence>0.3</Diligence> <Relationships> <Relation Name = "Extrovert">-0.5</Relation> <Relation Name = "TestPersonlity 2">1</Relation> </Relationships> </Personality> <Personality> <Name>TestPersonlity 2</Name> <Aptitude>-0.5</Aptitude> <Leadership>0</Leadership> <Diligence>0.25</Diligence> <Relationships> </Relationships> </Personality> </Personalities> <Incompatibilities> <Incompatible> <Personality>TestPersonlity</Personality> <Personality>TestPersonlity 2</Personality> </Incompatible> </Incompatibilities> </PersonalityGraph>
Furniture modding
Furniture packages should be located in subfolders in the “Furniture” folder with the game. A furniture package will inherit its name from the folder name.
You can reload furniture while in-game by bringing up the console and executing the RELOAD_FURNITURE command. You can generate thumbnails by bringing up the console in the main menu and executing the FURNITURE_THUMBNAIL command with the name of your furniture as parameter.
The XML and basic tags
Each furniture should be defined in separate XML files.
The root tag in a furniture xml file should have a Thumbnail attribute with a relative path to a 128x128 thumbnail it should use in-game.
The root tag can also have a Base attribute to inherit from an existing furniture from the game. If you define the attribute AutoBounds to “True”, the game will auto generate the navigation mesh and building boundary and vertical span based on the furniture meshes, otherwise these can be controlled in the Furniture component by setting the variables BuildBoundary, NavBoundary, Height1 and Height2.
If you add an UpgradeTo tag, this furniture will upgrade to the named furniture. If you add an UpgradeFrom tag, the named furniture will upgrade to this furniture.
Meshes and materials
Meshes will be loaded from the Models tag. The Models tag should contain children tags that define meshes. Each mesh tag should have a File tag, with the relative path to an obj file, a Position, Rotation and Scale. Optionally, the mesh tag can have a Parent tag, to make it a child transform of the ith mesh loaded (Zero index), a ComponentName tag to name the mesh for later reference and a Material tag to give it a material.
If no material is defined the furniture will use the default material which is much better performance wise and allows the player to colorize the furniture. Meshes using the default material should be UV mapped as shown below.
If you decide to use your own materials, you should have a Materials XML file in your furniture package folder, in which you define your materials. The Materials.xml file should have a root tag with material tags as children. Each material will be named as its tag and should have up to three children: Textures, Floats and Colors. All materials use Unity’s default material. If you want to set the texture you would write <_MainTex>test.png</_MainTex>. All textures will be loaded in 256x256. If you want to see all the colors, floats and textures you can change, refer to Unity’s default shader, which can be downloaded here: http://unity3d.com/get-unity/download/archive . Some variables include:
- _MainTex
- _BumpMap
- _OcclusionMap
- _Metallic
- _Glossiness
- _BumpScale
- _Color
Interaction points
Interaction points control how employees can interact with a piece of furniture.
If you have used the Base attribute, the furniture will inherit its interaction points from the base furniture, unless you add the “InteractionPoints” tag.
Interaction points should define a Name, which at this point in time includes “Use”, “Repair”, “Serve”, “Social” and “Visit” for the base game. They should also have Position and Rotation defined. You can define a ComponentName tag to name the interaction points for later reference.
Interaction points can also define Animation(main animation used when interacting, ignored for some interactions), SubAnimation(used for repairs, 0, 1 or 2 for repair height), MinimumNeeded(how many need to be reachable before the player gets a warning) and ReachCheck(whether we should warn the player at all).
Finally, it can define a Child, which is the ith interaction point defined (Zero index). If you want a number of interaction points to only be used by one employee at a time you should define children such that they form a dependency loop. When one interaction point gets reserved, the children will recursively get reserved as well.
Snap points
Snap points are points at which certain furniture can be snapped to other furniture, like chairs to tables.
If you have used the Base attribute, the furniture will inherit its snap points from the base furniture, unless you add the “SnapPoints” tag.
Snap points should define a Name, which will control which furniture can snap to it, currently in use in the base game is “PCAddon”, “AtTable” and “OnTable”. “Food” is also used in the game for tables which should allow for food but not OnTable furniture, like benches. They should also have Position and Rotation defined.
You can define a ComponentName tag to name the snap point for later reference.
Snap points can also have “CheckValid” defined, which controls whether the game should allow for something to be placed no matter if there are collisions. This calculation is heavy, but not needed for stuff like computers and computer add-ons.
Finally, snap points can define Links, which is a comma separated list of linked snap points, referencing the ith snap point defined (zero index). Links are currently used to link chairs with computers and chairs with food. E.g. for the square table, the OnTable point is linked to all AtTable points around it. The bench does not have chairs and instead the “Use” interaction points are defined in the same order as its “Food” snap points so the game knows where to put the employee’s food and how to save it to a file.
Components
Other than the tags described so far, all tags are interpreted as MonoBehaviour components. If you added a tag called “<BoxCollider>”, the children tags would be interpreted as variables of the BoxCollider component and if the component does not exist, it will be instantiated for the Furniture. All MonoBehaviour variables in a Component will use the ComponentName reference set in the other tags, or alternatively you can add a Transforms tag to define empty objects with a Name, Position and Rotation. Using “self” as a value for a MonoBehaviour variable will find the corresponding component in the furniture object itself. This allows for anything to be added to a furniture, even MonoBehaviors from custom mods.
If you set the Parent attribute to a ComponentName reference or Transforms reference, the component will be fetched/added to the object instead. This could be used to add a PointLight component to an empty object to make your own lights. Make sure to add a LampScript component to your furniture object if you’re making a custom lamp, so the game can control shadows and lighting.
Setting a Destroy attribute to “True” for a tag will remove that MonoBehavior from the furniture.
Note that using MonoBehaviors from other mods requires setting the Namespace attribute and the Assembly attribute so the game knows where to find the classes, e.g. <MyCustomComponent Namespace=”MyMod.Behaviours.” Assembly=”MyMod”>.
Furniture
This component will always be present in a furniture. Common variables to edit would be:
- Type
- Category
- Cost
- ButtonDescription
- ComputerPower
- RoleBuffs
- Lighting
- Coffee
- Wait
- AuraValues
- Wattage
- Water
- Noisiness
- Comfort
- Environment
- DefaultColorGroup
- PrimaryColorName
- SecondaryColorName
- TertiaryColorName
- ColorPrimaryEnabled
- ColorSecondaryEnabled
- ColorTertiaryEnabled
- ForceColorSecondary
- ForceColorTertiary
- ColorPrimaryDefault
- ColorSecondaryDefault
- ColorTertiaryDefault
- ColorableLights
- LightPrimary
- BuildBoundary
- NavBoundary
- OnXEdge
- OnYEdge
- CanRotate
- Height1
- Height2
- BasementValid
- OnlyExteriorWalls
- WallFurn
- IsSnapping
- SnapsTo
- CanAssign
- ValidIndoors
- ValidOutdoors
- ValidOnFence
- MaxQueue
- ForceAccessible
- ITFix
- UnlockYear
- TemperatureController
- HeatCoolPotential
- EqualizeTemperature
- AlwaysOn
- ComputerTransform
- OriginalOffset
- PCAddonOffset
- OriginalRotation
- PCAddonRotation
- PokesThroughWall
- CanLean
- UseStandardMat
- TwoFloors
- OffsetPoints
- InterPoints
- UpperFloorFrame
- HoldablePoints
- DespawnHoldables
- DespawnHour
Upgradable
This component makes this furniture repairable. Common variables to edit would be:
- TheScreen
- SmokePosition
- TimeToAtrophy
- UpgradePrice
- OnMat
- OffMat
- DegradeAlways
- AffectedByTemp
TableScript
This component handles tables and table grouping for meeting, canteens, etc.
LampScript
This component handles lighting and shadows for lamps.
Server
This component makes this furniture a server. It is recommended to inherit from a server furniture, as the server component uses some in-game objects, like a text mesh and a wire mesh. Use the Power variable to change its power in mb.
Modding with DLLs
As of Alpha 8.10 Software Inc. supports loading assemblies at runtime.
A good grasp of Unity3D programming is required.
To create your own mod start a .NET project 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 interface, then implement as many classes that inherit from ModBehaviour as you want. Each ModBehaviour implementation will be instantiated once the mod is loaded.
When you're done, compile your mod and place it in the game's folder, in a subfolder called "DLLMods".
Here's an example of a mod that let's you change how many floors you can build on, complete with comments: Floor Mod
Here's a list of important entry points you can have a look at:
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 |