Clarifying Subnautica Mods: Installing, updating & making
nesrak1
Places Join Date: 2016-12-04 Member: 224536Members
We all know that Minecraft has mods. We also know that every time Minecraft updates, a new forge has to be released and mods have to be updated.
In Subnautica, the mod loader nor the mods have to be updated every time Subnautica is updated.
When the game is updated: you can run an exe file that will manually insert assembly into the Assembly-CSharp.dll file
(I haven't made this but I'm sure it's possible & the only code in here would be to start the mod loader dll)
When the mod loader is updated: copy and replace the old mod loader dll with the new one
When the mod is updated: copy and replace the old mod dll with the new one in the mods folder
(mods can be installed and uninstalled by just adding or removing the folder with dll and unity3d files)
Modding is semi-hard. The code is very different for each individual thing, especially since it's an open world Unity game, but it seems to be stable enough to run. The hardest part about Unity is not the code but the assets. It's a bit complicated, but if you are creating something, for example, a new seabase item, you have to create a copy of another gameobject (the format of it, not the assets) using a program that I am "writing" then load it into a specific unity project just to edit it.
About how mods will affect people, many say that we should wait until Subnautica 1.0. Sure, Subnautica isn't 100% bug free, but that doesn't mean we can't start now. This is a community based project, so we don't have to worry about the devs working on mods instead of other content and finishing the game.
In Subnautica, the mod loader nor the mods have to be updated every time Subnautica is updated.
When the game is updated: you can run an exe file that will manually insert assembly into the Assembly-CSharp.dll file
(I haven't made this but I'm sure it's possible & the only code in here would be to start the mod loader dll)
When the mod loader is updated: copy and replace the old mod loader dll with the new one
When the mod is updated: copy and replace the old mod dll with the new one in the mods folder
(mods can be installed and uninstalled by just adding or removing the folder with dll and unity3d files)
Modding is semi-hard. The code is very different for each individual thing, especially since it's an open world Unity game, but it seems to be stable enough to run. The hardest part about Unity is not the code but the assets. It's a bit complicated, but if you are creating something, for example, a new seabase item, you have to create a copy of another gameobject (the format of it, not the assets) using a program that I am "writing" then load it into a specific unity project just to edit it.
About how mods will affect people, many say that we should wait until Subnautica 1.0. Sure, Subnautica isn't 100% bug free, but that doesn't mean we can't start now. This is a community based project, so we don't have to worry about the devs working on mods instead of other content and finishing the game.
Comments
EDIT: In the sense that they would probably be really buggy and maybe cause people to look at the whole of the game negatively