Squiggles

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Yeah, dependencies are currently TOTALLY unhandled haha. (I'm pretty sure the game crashes if there are no mods present, so very WIP lol)

I have no idea where to even start with that, to be honest 😅

> I'm not sure how to do it specifically in the context of unity/c#, but I can offer some help in the abstract (I'm primarily a web-dev, so I'm out...

Quite a big update; modded chips can provide functionality: ```csharp Registry.RegisterChip ( "PASS", new(CalculateGridSnappedWidth(DrawSettings.GridSize * 8), DrawSettings.GridSize * 3), new(1, 1, 1), [ModdedChipCreator.CreatePinDescription("Input", 0)], [ModdedChipCreator.CreatePinDescription("Output", 1)], [], false, simulationFunction: (inputs,...

I've created a Trello: https://trello.com/invite/b/68187bc79d8ef26a6e36f386/ATTId95f9716b6095482e3785c277073091077909438/dls-moddingapi That way we can properly decide on what to add (and what's currently being worked on) I've already added some of @BenBE's great suggestions.

Just discovered a pretty big issue - IL2CPP (obviously) doesn't support loading assemblies at runtime. Would we be okay with switching back to Mono? Unfortunate for performance...

That would require people to write mods in C++. (And thus require a complete rewrite of the API)

Just did some research, Terraria doesn't use Unity and therefore doesn't use IL2CPP. Terraria mods are written in C# so I'm not entirely sure what you mean.

Experimenting with embedding the mono runtime in the game to dynamically load mods... seems excessive haha