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XuXiaolan-CodeRebirthLib-0.9.1 icon

CodeRebirthLib

Library for managing large Lethal Company mods.

Date uploaded 5 days ago
Version 0.9.1
Download link XuXiaolan-CodeRebirthLib-0.9.1.zip
Downloads 5670
Dependency string XuXiaolan-CodeRebirthLib-0.9.1

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
Hamunii-AutoHookGenPatcher-1.0.6 icon
Hamunii-AutoHookGenPatcher

Automatically generates MonoMod.RuntimeDetour.HookGen's MMHOOK files during the BepInEx preloader phase.

Preferred version: 1.0.6
Evaisa-FixPluginTypesSerialization-1.1.2 icon
Evaisa-FixPluginTypesSerialization

Fix custom Serializable structs and such not properly getting deserialized by Unity.

Preferred version: 1.1.2
Evaisa-LethalLib-1.1.1 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 1.1.1
Zaggy1024-PathfindingLib-0.1.1 icon
Zaggy1024-PathfindingLib

Provides functionality for mod authors to run pathfinding off of the main thread.

Preferred version: 0.1.1

README

CodeRebirthLib

A Library to help manage large Lethal Company Mods. Makes registering with LethalLib/WeatherRegistry/etc easier and contains other useful scripts and utilities.

Currently supports:

Lethal Lib

  • Enemies
  • Items
  • Inside Map Objects
  • Unlockables

Native (CodeRebirthLib)

  • Outside Map Objects

PathfindingLib

  • CodeRebirthLib contains a component that makes use of PathfindingLib to make it easy for entities to move in and out of interiors without any performance hit.

Weather Registry (Soft Dependency)

  • Weathers You may want to include Weather Registry as a dependency in your thunderstore manifest.

Setup - Both

You should have a Main AssetBundle ("main bundle" from here) that contains a ContentContainer ScriptableObject. This contains definitions to all the types of content that will be registered in your mod.

Each content bundle like my_item_bundle will contain an AssetBundleData ScriptableObject and as many content definitions as needed.

Setup - Code/CSharp

There is a template for your plugin that you can use to get started:

Check the wiki section in thunderstore to see how to download the C# template and use it.

To register and get content out of the asset bundles in C# use:

[!NOTE] Currently your packaged mod structure needs to be:

com.example.yourmod.dll
assets/
-> main_bundle
-> my_item_bundle
// In your plugin
public static CRMod Mod { get; private set; }

private void Awake()
{
    AssetBundle mainBundle = CRLib.LoadBundle(Assembly.GetExecutingAssembly(), "main_bundle");
    Mod = CRLib.RegisterMod(this, mainBundle);
    Mod.Logger = Logger; // optional, but highly recommended

    // Load Content
    Mod.RegisterContentHandlers();
}

Then to divide up your content use the ContentHandler class to register. The specifics here might change slightly.

public class DuckContentHandler : ContentHandler<DuckContentHandler>
{
    public class DuckBundle : AssetBundleLoader<DuckBundle>
    {
        public DuckBundle(CRMod mod, string filePath) : base(mod, filePath)
        {

        }
    }

    public DuckContentHandler(CRMod mod) : base(mod)
    {
        RegisterContent("duckbundle", out DuckBundle assets); // returns bool on if it registered succesfully
    }
}

For the above example and in cases where you don't need to retrive anything from the asset bundle DefaultBundle can be used instead (e.g. replacing the DuckBundle here)

After running Mod.RegisterContentHandlers(); the registries in your CRMod will be populated. You can then get access to your content by running

if (mod.WeatherRegistry().TryGetFromWeatherName("Meteor Shower", out CRWeatherDefinition? definition))
{
    // do something with the Meteor Shower definition.
    // i.e. grabbing the prefab.
    var prefab = definition.GameObject;
}

Finally just do a release build and everything should just be put into your mod manager's specific profile that you gave to the template.

Setup - Unity Editor

  • Check the UnityEditor section of the wiki on thunderstore to setup the Unity Editor.

And finally, for any troubles in setting anything up, contact @xuxiaolan on discord for help.

CHANGELOG

v0.9.4

  • Was accidently checking if there was more than 1 Mod Information incorrectly, never caused any issues but would push a warning.

v0.9.3

  • Added Compatibility support with GoodItemScan not allowing custom items to have custom scanNode colours.

v0.9.2

  • Fixed a tiny rare bug with SmartAgentNavigator.
  • Changed order of config generation.
  • Fixed LethalQuantities compatibility.
  • Fixed a bug with outside spawn weights not seeing moon names properly.

v0.9.1

  • Implemented saving to the AssetBundlePath and BuildOutputPath to the Mod Information ZIP Building stuff.
  • Made sure some key NetworkBehaviours were NetcodePatched.

v0.9.0

  • Implemented ZIP building for no-code mods.

v0.8.2

  • Fixed a tiny whoopsie with authorname + modname GUID being XuXiaolanCodeRebirth instead of XuXiaolan.CodeRebirth

v0.8.1

  • Renamed some internal file names for clarity.
  • Added AuthorName and ModName to CRModInformation.

v0.8.0

  • Improved readme and added a wiki in thunderstore with different registerations.
  • Fixed editor only registerations.
  • Added more logs and more error handling.

v0.7.2

  • Improve LethalConfig Patch
    • It will no longer display (harmless) errors, and more configs will display inside LethalConfig.

v0.7.1

  • Forgot to add OwnerNetworkAnimator and ClientNetworkTransform.

v0.7.0

  • Added a bunch of random useful scripts like:
    • OwnerNetworkAnimator.
    • ClientNetworkTransform.
    • AmbientNoisePlayer
    • AutoRotate
    • ChanceScript
    • EnemyOnlyTriggers
    • PlayerOnlyTriggers
    • ForceScanColorOnItem
    • SpawnSyncedCRLibObject

v0.6.0

  • Fixed scraps and shop items not creating some configs.

v0.5.0

  • Fixed some exceptions with enemies that dont have an EnemyType, also added GiantKiwi to list of vanilla enemies.

v0.4.1

  • Fixed an issue with clients trying to spawn hazards they can't.

v0.4.0

  • Fixed a desync bug with spawning non networked outside hazards.
  • Added more extended logging for potential.

v0.3.1

  • Probably fixed the last config issue with outside hazards?

v0.3.0

  • Fixed issues with config generation being both hard to read, not being generated at all due to other options or not generating the enabled config due to force enabling overriding it.
  • Updated readme with a template for using CodeRebirthLib and how to setup a UnityProject for CodeRebirthLib (and also how you should be setting up a UnityProject for content like moons or anything you are doing really).

v0.2.0

  • Fixed WeatherRegistry SoftDependency not being so soft.

v0.1.2

  • Fixed reference of weather when recreating the Weather object in code, thanks morvian.
  • Added nuget package.
  • Fixed outside mapobject configs being labelled as inside and thus being overriden by inside spawn weight config generation.

v0.1.1

  • Finished adding Progressive Unlockables support.
  • Fixed netcode patcher basically not working lol.
  • Improved logging a lot.
  • Added PathFindingLib as dependency because I forgot last version.
  • Added LLL soft dependency for item and enemy ContentTag support.

v0.1.0

  • Added support for BoundedRange and AnimationCurve editor configs.
  • Almost finished adding support for Progressive Unlockables.
  • A lot of other things in preparation for usage by coderebirth (mod is currently able to be used by anyone it's just missing full progressive unlockable support and a nuget package).

V0.0.1

  • Initial Release.