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@Twelve yeah, as far as I know there are ways to compile DLLs without VS on windows.
Pretty sure Mono also has some kind of a c# compiler... It may be the easier approach for you since it may be already installed on your system.
Just look it up on google. You should get plenty of results.
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Why do you want to do that? Easier installation?
Then other modders can't read your .cs files and learn from them.
@Lara I think there are already good reasons to create them as DLLs. As your Mod becomes more complex over time it will usally consist of a lot of different files. If Users are upgrading from one to another version often the files don't get replaced as they should and the server crashes. With a .dll you usually only have to replace one specific file, wich is far more easy
I publish the git repositories for all my mods publicly on Github (https://github.com/Kronnox), so that others can learn from them, or even make specific adjustments for the use on their own server. In my opinion, this is the best way for everyone.
PS: As long as it's not prohibitted (for example ECO itself forbades it on their own game files !) you are free to decompile the .dll file with a decompiler like ILSpy and view the source almost like reading it from the .cs files :p
Hi,
I want to transform a home made mod (bunch of files) to a unique dll file.
Do you have any tutorial to help me with that ?
Thanks
@Twelve How exactly do you write your mod? I use VisualStudio myself, in which I only have to right-click on the ClassLibrary and press build
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Would this mod or your BetterMining/BetterLogging affect Seed drops from Trees? If not these mods would Asphalt do that?
We have all yours mods and we are getting NO seeds from trees even with skills at 100%.
Asphalt doesn‘t change anything Gameplay related. It‘s only a Library wich simplifies mod development.
As far as I know Kirthos Core Mod is simmilar to that (@Kirthos feel free to correct me). For BetterLogging/Mining I‘m not quite shure...
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Kronox updated [plain]AdvancedTeleportation - Warps, WarpSigns, Homes[/plain] with a new update entry:
[plain]Version 1.2.1 - Bug Fixes, new Features...[/plain]
Zitat
First of all I have to apologize for the unnecessary bug in the last version. I simply forgot in my considerations that not every Eco account has to be linked to a Steam account. Therefore, the use of SteamID is of course pointless. From this update the SLG-ID is used instead of the SteamID...
Version 1.2.1:
- uses SLG-ID instead of SteamID
- help-pages (/advtp help ; /warp help ; /home help)
- new command structure: for example '/warp remove <name>'
- it's now possible to...
Read the rest of this update entry...
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Hi Kronox tyvm for the mod we really enjoy it but... like in minecraft can you add an option to set more home?
thanks
Barthy
Sure. Shouldn't be a problem. If you follow the resource you should get a notification as soon as I‘ve released the update.
Thanks for your suggestion
~Kronox
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okay so I tried the version that was released after the STEAM ID / ENTITY ID was released and my client just crashed when typing /sethome. I will try this 7.3.0 version now that i have a 7.3.0 server and we wills ee what happens, honestly though, if its still got issues im going to have to look at making my own instead or switching to another mod instead. I like the simplistic ness of this one more than others ive seen, a simple /sethome and a simple /home. However that is pointless if its riddled with bugs and problems =s So , lets give it another go!
I'm really sorry you had so many problems in the past
As soon as you switch to 7.3.x it should work again. The current version is released for 7.3.0 (as it should be written in the tag above). Unfortunately it is rather difficult or even impossible to publish a mod running on both 7.2.x and 7.3.x servers.
On my server (7.3.x) it runs as desired; hopefully it will be similar for you
Best luck
~Kronox
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Have a look at the [ICODE]WorldObjectManager[/ICODE] class. [ICODE]WorldObjectManager.All[/ICODE] for example should return all the WorldObjects placed in your current world; including StorageChests and Stockpiles.
~Kronox
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Kronox submitted a new resource:
[plain]MythicChat[/plain] - [plain]Adds several new commands to make communication on servers more specific and organized.[/plain]
Zitat
Commands and Configuration
"Legend"
"Legend"
red - Admin command
blue - Developer command
black - User command
/sampletext - Base command
<sampletext> - Needed argument
[sampletext] - Optional argument
General
- [ICODE]/mythicchat help[/ICODE] - Shows help-page for MythicChat
- [COLOR=rgb(184, 49...[/LIST]
Alles anzeigen
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Kronox updated [plain]AdvancedTeleportation - Warps, WarpSigns, Homes[/plain] with a new update entry:
[plain]Update v.1.1.0 (file format changes)[/plain]
Zitat
v.1.1.0:
- swiched to (human readable) JSON-fileformat
- automaticly converts old savefiles to the new format
- uses Steam_IDs instead of Entity_IDs
Read the rest of this update entry...
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Seems like this is bugged in other ways. /sethome is forgotten after server is restarted im guessing, as the next day i join, i have to set it again. Warps are fine however
At least for me, it's not the case...
Since this mod was my first one, which I wrote, I simply still lacked on knowledge about the gamestructure itself. For saving I am currently not using the Steam_ID as I actually wanted, but the entity ID. This should usually work, but the ID seems to change from time to time because of some (at least for me) unknown reason. I'm going to release an update sometime within the next days, whith the one or other fix/addition. It should hopefully fix this issue too
Until then
Thank you for your patience
~Kronox
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Kronox updated [plain]AdvancedTeleportation - Warps, WarpSigns, Homes[/plain] with a new update entry:
[plain]Fixed the file initialisation when using homes[/plain]
Zitat
Fixed:
- The homes savefile cannot be loaded if it does not exist.
Read the rest of this update entry...
---- Automatically Merged Double Post ----
Fresh installation, I get a crash using Eco 7.2.4. It first said something about a file name 'homes.txt' along with the path, so i manually created the path and empty file. This allowed the /sethome <name> to not have any issues and writes to the homes.txt file.. Howwever, /home-list says no homes. and /home <name>. The contents of the homes.txt is:
3377, 245.2061, 45.52999, 964.2397
3407, 243.8512, 45.52999, 964.5951
I see no mention of the name I provided so I guess this plugin is broken
While making changes to the mod yesterday, I seem to have forgotten to add two method calls. Hence the path error.
But this should hopefully be fixed in the version i just released...
When executing '/sethome' your unique-player-ID is stored in the file. Therfor no playername.
I'm not quite sure you haven't confused '/home' and '/warp'. When entering '/sethome' or '/home', no further argument is required, since the home point is bound to the player.
I hope this fixes your issues.
~Kronox
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Kronox updated [plain]AdvancedTeleportation - Warps, WarpSigns, Homes[/plain] with a new update entry:
[plain]Temporary Quick Fix - incompatibility with LiftSigns[/plain]
Zitat
Since the mod is unable to load when theres another mod that hooks into the SignObject, i decided to make the functionality optional.
New installation process:
[INDENT]Copy the [ICODE]Kronox[/ICODE] folder from the zip-archive into your [ICODE]Mods[/ICODE] folder.[/INDENT]
- Installation without WarpSigns:
- Installation with WarpSign and no other mods hooking into the sign interact method:
Read the rest of this update entry...
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Your info page say /sethome twice
Also I getting a error stating woodsignobject is already set else where.
Info Page is updated. Thanks!
Mhh... I'm going to have a look at what might be the reason for your exception. What other mods do you use?
//EDIT:
Found a bug on my part. It may be the cause for the exception you described. It occours when multiple mods hook into the OnAct function of the SignObject.
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Kronox submitted a new resource:
[plain]AdvancedTeleportation - Warps, WarpSigns, Homes[/plain] - [plain]Adds the ability to set global warp points, every user is able to access, personal homes and more.[/plain]
Zitat
Commands
"Legend"
"Legend"
red - Admin command
blue - Developer command
black - User command
/sampletext - Base command
<sampletext> - Needed argument
[sampletext] - Optional argument
Warps
- [ICODE]/setwarp <name>[/ICODE] - Sets a new warp point or overrides an...
Alles anzeigen
Read more about this resource...