EquinoxsModUtils
A collection of tools for modders
Screenshots 1 screenshots
About this mod Author’s original text
Equinox's Mod Utils
Description
This is a collection of tools for modders to use to make developing mods easier and avoid duplicating code.
Modders: Please look at the GitHub link to see what this library provides and how to use it.
Installation
If you are using Techtonica Mod Loader, you can ignore these steps.
Note, this mod requires use of the BepInEx Update function. If you have not already done so for another mod, follow these instructions:
- Find your game install folder.
- Navigate to BepInEx\config.
- Open BepInEx.cfg.
- Find the setting "HideGameManagerObject".
- Set it to "true".
- Save & close.
Techtonica Mod Loader Installation
You can download the Techtonica Mod Loader from here and use that to install this mod.
Manual Install Instructions
Note: If you are playing on Gamepass, your game version is likely behind the steam version. Please check the version compatibility chart below.
Your game folder is likely in one of these places:
- Steam: (A-Z):/steam/steamapps/common/Techtonica
- Gamepass: (A-Z):/XboxGames/Techtonica/Content
- Gamepass: Could also be in C:/Program Data/WindowsApps
- Download BepInEx v5.4.21 from here
- Follow the installation instructions here
- Download and install any dependencies.
- Extract the contents of the.zip file for this mod.
- Drag the "BepInEx" folder into your game folder.
- Change config options.
Changelog
V6.1.3
- Fixed: New Unlocks On Second Load
- Fixed a bug that caused new unlocks to not load correctly on second load
V6.1.2
- Fixed: Missing DLL
- Fixed a bug that caused EquinoxsModUtils.dll to be missing from the downloaded.zip
V6.1.1
- Fixed: Loading States
- Fixed a bug where LoadingStates wouldn't reset when the game was unloaded
V6.1.0
- Added: More Debug Info When Loading Images
- Added more debug info when EMU fails to load an image
- Added: HideManagerGameObject Check
- If HideManagerGameObject isn't set correctly, EMU will set it and notify the player
V6.0.0
- Changed: Update To Game Version 1.0
- Updated to be compatible with game version 1.0
- Changed: Remove MachineBuilding Content
- Moved code for building machines to a seperate mod called 'EMUBuilder'
- Changed: Remove Additions Content
- Removed code relating to adding content to the game to EMUAdditions
V5.1.0
- Fixed: hasGameLoaded
- Fixed a bug where hasLoaded variables were true after switching save files
- Added: GameUnloaded Event
- Added an event that is triggered when the game unloads. Use this to clear out arrays that will be filled again as the next save file is loaded.
V5.0.0
- Added: Updated For 0.5.0
- Added new resources to ResourceNames
V4.1.0
- Added: Custom Data Exists Function
- Added a function that can be used to check if custom data has been added for a given isntanceId
V4.0.0
- Added: Data Saving Functions
- Add functions that allows modders to attach data to the world's save file and save & load it with the world.
- Added: Add Resource
- Add a function that allows modders to easily add a new item to the game.
- Added: Add Recipe
- Add a function that allows modders to easily add a new recipe to the game
- Fixed: Non-Unique Fields
- If two unlocks have the same name or description, an error will occur when adding them to the translation dictionary.
- Fixed: Save Unlock Name
- Uninstalling a mod will cause it's unlock state to be used for a different mod's unlock
- Changed: Unique Names
- Reject new Unlocks that do not have unique names
- Added: Game Saved Event
- Add an event that is fired as a postfix to the game saving, with the world name as the sender
- Changed: Logging Format
- Use BepInEx logger instead of Unity logger
- Added: Debug Object Function
-
- Changed: SaveStateLoaded
- Change the SaveStateLoaded checking code to wait until SaveState.instance.metadata.worldName is not null or empty
- Added: PacedLog
- Add a function that calls Debug.Log() if enough time has passed since the last call
- Changed: Update Names
-
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: