Skip to content

Mod Creation_Updating Your Mods for Seekers of the Storm

TheTimeSweeper edited this page Sep 3, 2024 · 16 revisions

report on discord here if you find anything else, please and thanks

before updating libraries

there is a fucking Assets.RoR2 namespace

if you have a class named Assets (all henry survivors will), code attempting to call this class will be intercepted by that namespace. Before updating. Rename Assets class to just Asset or MyAssets or something

update your projects

  • in visual studio, right click your csproj > properties > General > set Target Framework to 2.1 if it isn't already
  • I'm copypasting this to update my nuget libraries
        <PackageReference Include="BepInEx.Core" Version="5.*" />
        <PackageReference Include="RiskOfRain2.GameLibs" Version="1.3.1.275-r.0" />
        <PackageReference Include="UnityEngine.Modules" Version="2021.3.33" />
        <PackageReference Include="MMHOOK.RoR2" Version="2024.8.28">
            <NoWarn>NU1701</NoWarn>
        </PackageReference>
  • update your unity project to version 2021.3.33
  • update your wwise project to v2023.1.4.8496 and rebuild your soundbanks
    • I had issues loading the soundbank through code, so I just cut that code and renamed my soundbank from .bnk to .sound and let r2api do it
  • if your weaver doesn't weave, make sure your post build is targeting the right destination (2.1 folder instead of 2.0) and throw this dll in your libs folder haha woops who put that there

code changes

  • TemporaryOverlay changed to TemporaryOverlayInstance
    • instead of TemporaryOverlay overlay = someModelGameObject.AddComponent<TemporaryOverlay>();
      • TemporaryOverlayInstance temporaryOverlayInstance = TemporaryOverlayManager.AddOverlay(someModelGameObject);
    • instead of destroying the component, now do if(temporaryOverlayInstance != null) temporaryOverlayInstance.Destroy()
  • Achievements now give lunar coins. RegisterAchievementAttribute now has a field for lunar coin rewards
    • mastery skins give 10
    • some skill achievements give 3, some 5. check the game's achievements for more examples
    • On that, UnlockableAPI hasn't been updated to work with this. I believe it's ripperino for that. you should update your achievements to just use the registerachievementattribute. Henry Tutorial has a good way of doing this.
  • a lot of catalog.init functions have been changed to be coroutines returning IEnumerator intead of void. I'm not smart enough to summarize but there's discussion about it here
    • long story short, yield return Orig()
  • DamageType changed to DamageTypeCombo (due to the addition of DamageTypeExtended which is just DamageType again cause they ran out of room for more damagetypes
    • This doesn't affect r2api damageapi. that should be working the same. if you are seeing issues with that, report them

character stuff

  • some Effects and ProjectileGhosts are pooled now.
    • if your projectiles aren't set up for this, I just did a projectileController.ghostPrefab.AddComponent<VFXAttributes>().DoNotPool = true; to avoid it for now
    • I would highly suggest looking into adding an EffectManagerHelper component to pool your effects. pool is cool. I will update this with more detail when I do it myself
  • in HenryMod.Modules.Prefabs, change characterModel.temporaryOverlays = new List<TemporaryOverlayInstance>();
  • if you set up your KinematicCharacterController yourself, set the playerCharacter value to true for survivors.
    • Henry clones commando's body for his setup so you're likely not to need to
  • keep an eye out for any of your skills that may have "landing" behavior. changes to updates have made detecting this from entitystates inconsistent
  • Chronic Expansion has code related for the item display added to CharacterBody. There will be buff related errors if your character doesn't have an item display for it.
    • Either add an item display, or rely on the FixInvincibleMithrix mod.
    • hopefully I remove this section soon as gearbox fixes it

the dreaded deltatime

you are verly likely going to be impacted by the framreate issues of the update/fixedupdate changes. There are a few things you can do to combat this.

  • in your entitystates, change any fixedDeltaTimes in your FixedUpdates to be deltaTime instead.
  • if you have any custom SkillDefs with OnFixedUpdate code, do the same there

If they end up reverting their changes and bringing these back to FixedUpdate, deltaTime will still return the same as fixedDeltaTime, so it should be good

misc

  • If your mod is translated, in addition to es-ES for Spanish (Spain), there is now es-419 for Spanish (Mexico)
Clone this wiki locally