Mache

版本 v0.2.0·更新於 2023-03-10

The Fundamental SoTF Modding Framework

模組介紹 作者原文

Mache

Mache is a modding framework designed for Sons of the Forest. As a utility it provides support for modders, allowing simple creation of new game content and functions to tweak existing elements of the game. Mache provides access to a unified set of tools, menus, and actions that make the process of creating and implementing mods easier and more streamlined.

Usage

Press F1 to open the Mache mod menu

Modding API

Mod Menu

Easily register your own menu with Mache

Integrated Menu

You can implement interactable UI elements directly into the Mache menu for your mod! When registering your mod, Mache provides an OnFinishedCreating event that is executed when your mod's panel is fully initialized and ready to accept additional elements.

Using the GameObject passed to this callback as the parent for your own UI elements will incorporate them into the existing scroll view of your mod's panel in the Mache menu. For example:

Mache.RegisterMod(() => new ModDetails

{

Name = "Example Mod",

Id = "your.unique.mod.id",

Version = "1.0.0",

Description = "Lorem ipsum dolor sit amet...",

OnFinishedCreating = (parent) =>

{

MenuPanel.Builder().AddComponent(new LabelComponent

{

Text = "Hello World!",

FontSize = 24

}).AddComponent(new ButtonComponent

{

Text = "Press Me",

OnClick = (self) => MachePlugin.Instance.Log.LogMessage("Down the rabbit hole...")

}).BuildToTarget(parent);

}

});

Custom/Standalone Menu

If you provide a value for OnMenuShow when registering your mod Mache will only display the given name, version, and description in its own window.

Instead of placing options there it will create an "Open Settings" button that, when clicked, will execute your OnMenuShow callback.

This is intended for use when you want to have a totally independent and fully self-managed menu. It is up to you how your mod responds when the user clicks this button.

Mache.RegisterMod(() => new ModDetails

{

Name = "Example Mod",

Id = "your.unique.mod.id",

Version = "1.0.0",

Description = "Lorem ipsum dolor sit amet...",

OnMenuShow = () => Log("Player clicked the 'Open Settings' button for your mod")

});

Expanded Item Database

Easily access the IDs and data of all in-game items

ItemData meatData = GameItem.Meat.GetData();

int meatId = GameItem.Meat.GetId();

Network Event Creation

NOTE: All network events must use unique identifiers, and the identifier for a given event must be the same across all clients!

There are two methods for creating and registering a custom network event:

  • Auto serialize/deserialize
  • With custom serialization/deserialization

Auto (De)Serialization

For auto serialization create a class that extends SimpleEvent, for example:

public class ExampleEvent: SimpleEvent

{

public string Message { get; set; }

public int MessageCount { get; set; }

// called when an event of this type has been receieved

public override void OnReceived()

{

for (int i = 0; i ();

Pros:

  • Much easier
  • Less boilerplate

Cons:

  • Your event class must only implement fields that can be automatically serialized to JSON (generally value types and collections of value types)
  • Only applies to classes that extend SimpleEvent

Custom (De)Serialization

For more complex scenarios it may be necessary to implement custom serialization and deserialization methods for your class, or if you want to create a network event for types you do not control you can define your own method of serializing/deserializng them.

In these cases you must define your own serialize, deserialize, and event recieved callback methods, for example:

EventDispatcher.RegisterEvent("Some.Unique.Event.Id", SomeEvent.Serialize, SomeEvent.Deserialize, SomeEventHandler.OnReceived);

Pros:

  • Maximum flexibility
  • Can register events that serialize any type

Cons:

  • This method is much more involved
  • Significantly more boilerplate

Raising Network Events

Events can be raised anywhere and sent to all clients. Using the ExampleEvent from above:

EventDispatcher.RaiseEvent(new ExampleEve

安裝與使用 安裝:按包內說明操作

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
  3. 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
  4. 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。

不同模組的安裝位置差異較大,包內說明是最可靠的依據。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPack_IL2CPP

檔案與校驗

檔案名稱
Mache-0.2.0.zip
檔案大小
2.7 MiB