Crocket Posted August 18, 2016 Share Posted August 18, 2016 (edited) I'm new to modmaking and I'm making a mod that adds four new experiment situations: SrfSpashedJustBelowS, SrfSplashedHighBelowS, SrfSplashedLowBelowS, and SrfSplashedLandedSeabed. I have a few questions. How do you add said situations? How do you add biomes? How do you control in which biome (and at which height) they appear? Can you set negative heights? Thanks for your time! Edited August 18, 2016 by Crocket Link to comment Share on other sites More sharing options...
Aelfhe1m Posted August 18, 2016 Share Posted August 18, 2016 The situations used by the default science experiment module are hard coded and can't be modified. For what you appear to be planning you'd need to write your own science module and add custom biome detection code to it. For example look at DMagic Orbital Science's code for the bathymetry experiment. Link to comment Share on other sites More sharing options...
Crocket Posted August 18, 2016 Author Share Posted August 18, 2016 3 minutes ago, Aelfhe1m said: The situations used by the default science experiment module are hard coded and can't be modified. For what you appear to be planning you'd need to write your own science module and add custom biome detection code to it. For example look at DMagic Orbital Science's code for the bathymetry experiment. I was planning to add results for every experiment, but I might just have to add a part for said results. Then comes the problem of not being able to model or texture... Link to comment Share on other sites More sharing options...
Aelfhe1m Posted August 18, 2016 Share Posted August 18, 2016 1 minute ago, Crocket said: I was planning to add results for every experiment, but I might just have to add a part for said results. Then comes the problem of not being able to model or texture... You can use ModuleManager to clone an existing part to create a new named part and add the new science module to that. Or write a new science module that defaults back to the stock behaviour when not in your custom biomes and use MM to replace the existing science module in parts with your module. Link to comment Share on other sites More sharing options...
Crocket Posted August 18, 2016 Author Share Posted August 18, 2016 2 minutes ago, Aelfhe1m said: You can use ModuleManager to clone an existing part to create a new named part and add the new science module to that. Or write a new science module that defaults back to the stock behaviour when not in your custom biomes and use MM to replace the existing science module in parts with your module. Hm. I might try that! Link to comment Share on other sites More sharing options...
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