Zariteis vor 4 Jahren
Commit
a3c8eab913

+ 512 - 0
.gitignore

@@ -0,0 +1,512 @@
+### Csharp ###
+## Ignore Visual Studio temporary files, build results, and
+## files generated by popular Visual Studio add-ons.
+##
+## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
+
+# User-specific files
+*.rsuser
+*.suo
+*.user
+*.userosscache
+*.sln.docstates
+
+# User-specific files (MonoDevelop/Xamarin Studio)
+*.userprefs
+
+# Mono auto generated files
+mono_crash.*
+
+# Build results
+[Dd]ebug/
+[Dd]ebugPublic/
+[Rr]elease/
+[Rr]eleases/
+x64/
+x86/
+[Aa][Rr][Mm]/
+[Aa][Rr][Mm]64/
+bld/
+[Bb]in/
+[Oo]bj/
+[Ll]og/
+[Ll]ogs/
+
+# Visual Studio 2015/2017 cache/options directory
+.vs/
+# Uncomment if you have tasks that create the project's static files in wwwroot
+#wwwroot/
+
+# Visual Studio 2017 auto generated files
+Generated\ Files/
+
+# MSTest test Results
+[Tt]est[Rr]esult*/
+[Bb]uild[Ll]og.*
+
+# NUnit
+*.VisualState.xml
+TestResult.xml
+nunit-*.xml
+
+# Build Results of an ATL Project
+[Dd]ebugPS/
+[Rr]eleasePS/
+dlldata.c
+
+# Benchmark Results
+BenchmarkDotNet.Artifacts/
+
+# .NET Core
+project.lock.json
+project.fragment.lock.json
+artifacts/
+
+# StyleCop
+StyleCopReport.xml
+
+# Files built by Visual Studio
+*_i.c
+*_p.c
+*_h.h
+*.ilk
+*.meta
+*.obj
+*.iobj
+*.pch
+*.pdb
+*.ipdb
+*.pgc
+*.pgd
+*.rsp
+*.sbr
+*.tlb
+*.tli
+*.tlh
+*.tmp
+*.tmp_proj
+*_wpftmp.csproj
+*.log
+*.vspscc
+*.vssscc
+.builds
+*.pidb
+*.svclog
+*.scc
+
+# Chutzpah Test files
+_Chutzpah*
+
+# Visual C++ cache files
+ipch/
+*.aps
+*.ncb
+*.opendb
+*.opensdf
+*.sdf
+*.cachefile
+*.VC.db
+*.VC.VC.opendb
+
+# Visual Studio profiler
+*.psess
+*.vsp
+*.vspx
+*.sap
+
+# Visual Studio Trace Files
+*.e2e
+
+# TFS 2012 Local Workspace
+$tf/
+
+# Guidance Automation Toolkit
+*.gpState
+
+# ReSharper is a .NET coding add-in
+_ReSharper*/
+*.[Rr]e[Ss]harper
+*.DotSettings.user
+
+# TeamCity is a build add-in
+_TeamCity*
+
+# DotCover is a Code Coverage Tool
+*.dotCover
+
+# AxoCover is a Code Coverage Tool
+.axoCover/*
+!.axoCover/settings.json
+
+# Coverlet is a free, cross platform Code Coverage Tool
+coverage*[.json, .xml, .info]
+
+# Visual Studio code coverage results
+*.coverage
+*.coveragexml
+
+# NCrunch
+_NCrunch_*
+.*crunch*.local.xml
+nCrunchTemp_*
+
+# MightyMoose
+*.mm.*
+AutoTest.Net/
+
+# Web workbench (sass)
+.sass-cache/
+
+# Installshield output folder
+[Ee]xpress/
+
+# DocProject is a documentation generator add-in
+DocProject/buildhelp/
+DocProject/Help/*.HxT
+DocProject/Help/*.HxC
+DocProject/Help/*.hhc
+DocProject/Help/*.hhk
+DocProject/Help/*.hhp
+DocProject/Help/Html2
+DocProject/Help/html
+
+# Click-Once directory
+publish/
+
+# Publish Web Output
+*.[Pp]ublish.xml
+*.azurePubxml
+# Note: Comment the next line if you want to checkin your web deploy settings,
+# but database connection strings (with potential passwords) will be unencrypted
+*.pubxml
+*.publishproj
+
+# Microsoft Azure Web App publish settings. Comment the next line if you want to
+# checkin your Azure Web App publish settings, but sensitive information contained
+# in these scripts will be unencrypted
+PublishScripts/
+
+# NuGet Packages
+*.nupkg
+# NuGet Symbol Packages
+*.snupkg
+# The packages folder can be ignored because of Package Restore
+**/[Pp]ackages/*
+# except build/, which is used as an MSBuild target.
+!**/[Pp]ackages/build/
+# Uncomment if necessary however generally it will be regenerated when needed
+#!**/[Pp]ackages/repositories.config
+# NuGet v3's project.json files produces more ignorable files
+*.nuget.props
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+
+# Microsoft Azure Build Output
+csx/
+*.build.csdef
+
+# Microsoft Azure Emulator
+ecf/
+rcf/
+
+# Windows Store app package directories and files
+AppPackages/
+BundleArtifacts/
+Package.StoreAssociation.xml
+_pkginfo.txt
+*.appx
+*.appxbundle
+*.appxupload
+
+# Visual Studio cache files
+# files ending in .cache can be ignored
+*.[Cc]ache
+# but keep track of directories ending in .cache
+!?*.[Cc]ache/
+
+# Others
+ClientBin/
+~$*
+*~
+*.dbmdl
+*.dbproj.schemaview
+*.jfm
+*.pfx
+*.publishsettings
+orleans.codegen.cs
+
+# Including strong name files can present a security risk
+# (https://github.com/github/gitignore/pull/2483#issue-259490424)
+#*.snk
+
+# Since there are multiple workflows, uncomment next line to ignore bower_components
+# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
+#bower_components/
+
+# RIA/Silverlight projects
+Generated_Code/
+
+# Backup & report files from converting an old project file
+# to a newer Visual Studio version. Backup files are not needed,
+# because we have git ;-)
+_UpgradeReport_Files/
+Backup*/
+UpgradeLog*.XML
+UpgradeLog*.htm
+ServiceFabricBackup/
+*.rptproj.bak
+
+# SQL Server files
+*.mdf
+*.ldf
+*.ndf
+
+# Business Intelligence projects
+*.rdl.data
+*.bim.layout
+*.bim_*.settings
+*.rptproj.rsuser
+*- [Bb]ackup.rdl
+*- [Bb]ackup ([0-9]).rdl
+*- [Bb]ackup ([0-9][0-9]).rdl
+
+# Microsoft Fakes
+FakesAssemblies/
+
+# GhostDoc plugin setting file
+*.GhostDoc.xml
+
+# Node.js Tools for Visual Studio
+.ntvs_analysis.dat
+node_modules/
+
+# Visual Studio 6 build log
+*.plg
+
+# Visual Studio 6 workspace options file
+*.opt
+
+# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
+*.vbw
+
+# Visual Studio LightSwitch build output
+**/*.HTMLClient/GeneratedArtifacts
+**/*.DesktopClient/GeneratedArtifacts
+**/*.DesktopClient/ModelManifest.xml
+**/*.Server/GeneratedArtifacts
+**/*.Server/ModelManifest.xml
+_Pvt_Extensions
+
+# Paket dependency manager
+.paket/paket.exe
+paket-files/
+
+# FAKE - F# Make
+.fake/
+
+# CodeRush personal settings
+.cr/personal
+
+# Python Tools for Visual Studio (PTVS)
+__pycache__/
+*.pyc
+
+# Cake - Uncomment if you are using it
+# tools/**
+# !tools/packages.config
+
+# Tabs Studio
+*.tss
+
+# Telerik's JustMock configuration file
+*.jmconfig
+
+# BizTalk build output
+*.btp.cs
+*.btm.cs
+*.odx.cs
+*.xsd.cs
+
+# OpenCover UI analysis results
+OpenCover/
+
+# Azure Stream Analytics local run output
+ASALocalRun/
+
+# MSBuild Binary and Structured Log
+*.binlog
+
+# NVidia Nsight GPU debugger configuration file
+*.nvuser
+
+# MFractors (Xamarin productivity tool) working folder
+.mfractor/
+
+# Local History for Visual Studio
+.localhistory/
+
+# BeatPulse healthcheck temp database
+healthchecksdb
+
+# Backup folder for Package Reference Convert tool in Visual Studio 2017
+MigrationBackup/
+
+# Ionide (cross platform F# VS Code tools) working folder
+.ionide/
+
+### vs ###
+
+# User-specific files
+
+# User-specific files (MonoDevelop/Xamarin Studio)
+
+# Mono auto generated files
+
+# Build results
+
+# Visual Studio 2015/2017 cache/options directory
+# Uncomment if you have tasks that create the project's static files in wwwroot
+
+# Visual Studio 2017 auto generated files
+
+# MSTest test Results
+
+# NUnit
+
+# Build Results of an ATL Project
+
+# Benchmark Results
+
+# .NET Core
+
+# StyleCop
+
+# Files built by Visual Studio
+
+# Chutzpah Test files
+
+# Visual C++ cache files
+
+# Visual Studio profiler
+
+# Visual Studio Trace Files
+
+# TFS 2012 Local Workspace
+
+# Guidance Automation Toolkit
+
+# ReSharper is a .NET coding add-in
+
+# TeamCity is a build add-in
+
+# DotCover is a Code Coverage Tool
+
+# AxoCover is a Code Coverage Tool
+
+# Coverlet is a free, cross platform Code Coverage Tool
+
+# Visual Studio code coverage results
+
+# NCrunch
+
+# MightyMoose
+
+# Web workbench (sass)
+
+# Installshield output folder
+
+# DocProject is a documentation generator add-in
+
+# Click-Once directory
+
+# Publish Web Output
+# Note: Comment the next line if you want to checkin your web deploy settings,
+# but database connection strings (with potential passwords) will be unencrypted
+
+# Microsoft Azure Web App publish settings. Comment the next line if you want to
+# checkin your Azure Web App publish settings, but sensitive information contained
+# in these scripts will be unencrypted
+
+# NuGet Packages
+# NuGet Symbol Packages
+# The packages folder can be ignored because of Package Restore
+# except build/, which is used as an MSBuild target.
+# Uncomment if necessary however generally it will be regenerated when needed
+# NuGet v3's project.json files produces more ignorable files
+
+# Microsoft Azure Build Output
+
+# Microsoft Azure Emulator
+
+# Windows Store app package directories and files
+
+# Visual Studio cache files
+# files ending in .cache can be ignored
+# but keep track of directories ending in .cache
+
+# Others
+
+# Including strong name files can present a security risk
+# (https://github.com/github/gitignore/pull/2483#issue-259490424)
+
+# Since there are multiple workflows, uncomment next line to ignore bower_components
+# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
+
+# RIA/Silverlight projects
+
+# Backup & report files from converting an old project file
+# to a newer Visual Studio version. Backup files are not needed,
+# because we have git ;-)
+
+# SQL Server files
+
+# Business Intelligence projects
+
+# Microsoft Fakes
+
+# GhostDoc plugin setting file
+
+# Node.js Tools for Visual Studio
+
+# Visual Studio 6 build log
+
+# Visual Studio 6 workspace options file
+
+# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
+
+# Visual Studio LightSwitch build output
+
+# Paket dependency manager
+
+# FAKE - F# Make
+
+# CodeRush personal settings
+
+# Python Tools for Visual Studio (PTVS)
+
+# Cake - Uncomment if you are using it
+# tools/**
+# !tools/packages.config
+
+# Tabs Studio
+
+# Telerik's JustMock configuration file
+
+# BizTalk build output
+
+# OpenCover UI analysis results
+
+# Azure Stream Analytics local run output
+
+# MSBuild Binary and Structured Log
+
+# NVidia Nsight GPU debugger configuration file
+
+# MFractors (Xamarin productivity tool) working folder
+
+# Local History for Visual Studio
+
+# BeatPulse healthcheck temp database
+
+# Backup folder for Package Reference Convert tool in Visual Studio 2017
+
+# Ionide (cross platform F# VS Code tools) working folder

BIN
Assets/cBlueEngineBlock.png


BIN
Assets/cGreenEngineBlock.png


BIN
Assets/cRedEngineBlock.png


BIN
Assets/cYellowEngineBlock.png


BIN
Assets/engine


BIN
Assets/iBlueEngineBlock.png


BIN
Assets/iGreenEngineBlock.png


BIN
Assets/iRedEngineBlock.png


BIN
Assets/iYellowEngineBlock.png


+ 10 - 0
Core.cs

@@ -0,0 +1,10 @@
+using GadgetCore;
+
+namespace EnginesDeluxe
+{
+  internal static class Core
+  {
+    public static GadgetLogger logger;
+    public static StarTypeEnum settingStarsEnum;
+  }
+}

+ 186 - 0
EnginesDeluxe.cs

@@ -0,0 +1,186 @@
+using GadgetCore.API;
+using GadgetCore.API.ConfigMenu;
+using ScrapYard.API;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+namespace EnginesDeluxe
+{
+  [Gadget("EnginesDeluxe", LoadAfter: new string[] { "ScrapYard" }, Dependencies: new string[] { "ScrapYard" })]
+  public class EnginesDeluxe : Gadget<EnginesDeluxe>
+  {
+    public const string MOD_VERSION = "1.0"; // Set this to the version of your mod.
+    public const string CONFIG_VERSION = "1.0"; // Increment this whenever you change your mod's config file.
+
+    protected override void LoadConfig()
+    {
+      Config.Load();
+      string fileVersion = Config.ReadString("ConfigVersion", CONFIG_VERSION, comments: "The Config Version (not to be confused with mod version)");
+      if (fileVersion != CONFIG_VERSION)
+      {
+        Config.Reset();
+        Config.WriteString("ConfigVersion", CONFIG_VERSION, comments: "The Config Version (not to be confused with mod version)");
+      }
+
+      Core.settingStarsEnum = Config.ReadEnum("StarType", StarTypeEnum.NewStarsAndPlanetes, requiresRestart: false, comments: new string[] { "Should the stars on the ship be replaced?" });
+
+      Config.Save();
+    }
+
+    public override string GetModDescription()
+    {
+      return "A mod that adds some more engines.";
+    }
+
+    protected override void Initialize()
+    {
+      Logger.Log("Engines Deluxe v" + Info.Mod.Version);
+      Core.logger = Logger;
+
+      var asset = GadgetCoreAPI.LoadAssetBundle("engine");
+
+      { // Part Engine Blue
+        var engine = UnityEngine.Object.Instantiate((GameObject)asset.LoadAsset("assets/resources/engineBlue.prefab"));
+        engine.name = "engineBlue";
+        engine.transform.localScale = new Vector3(2, 2, 2);
+        GadgetCoreAPI.AddCustomResource("prop/EnginesDeluxe/component/engineBlue", engine);
+      }
+      { // Part Engine Yellow
+        var engine = UnityEngine.Object.Instantiate((GameObject)asset.LoadAsset("assets/resources/engineYellow.prefab"));
+        engine.name = "engineYellow";
+        engine.transform.localScale = new Vector3(2, 2, 2);
+        GadgetCoreAPI.AddCustomResource("prop/EnginesDeluxe/component/engineYellow", engine);
+      }
+      { // Part Engine Red
+        var engine = UnityEngine.Object.Instantiate((GameObject)asset.LoadAsset("assets/resources/engineRed.prefab"));
+        engine.name = "engineRed";
+        engine.transform.localScale = new Vector3(2, 2, 2);
+        GadgetCoreAPI.AddCustomResource("prop/EnginesDeluxe/component/engineRed", engine);
+      }
+      { // Part Engine Green
+        var engine = UnityEngine.Object.Instantiate((GameObject)asset.LoadAsset("assets/resources/engineGreen.prefab"));
+        engine.name = "engineGreen";
+        engine.transform.localScale = new Vector3(2, 2, 2);
+        GadgetCoreAPI.AddCustomResource("prop/EnginesDeluxe/component/engineGreen", engine);
+      }
+
+      foreach (var e in ShopPlatform.DefaultBlocks.GetShopPlatformEntries())
+      {
+        if (e.ItemID == 2400)
+        {
+          ShopPlatform.DefaultBlocks.RemoveShopPlatformEntry(e);
+        }
+      }
+
+      ShopPlatform.DefaultBlocks.AddShopPlatformEntry(new ShopPlatformEntry(ItemUtil.CreateEngineItem("cBlueEngineBlock.png", "iBlueEngineBlock.png", "engineBlue", "Plasma Engine", "An engine for a ship.", "BlueEngineBlock"), 7000));
+      ShopPlatform.DefaultBlocks.AddShopPlatformEntry(new ShopPlatformEntry(ItemUtil.CreateEngineItem("cYellowEngineBlock.png", "iYellowEngineBlock.png", "engineYellow", "Differential Engine", "An engine for a ship.", "YellowEngineBlock"), 7000));
+      ShopPlatform.DefaultBlocks.AddShopPlatformEntry(new ShopPlatformEntry(ItemUtil.CreateOverrideEngineItem("cRedEngineBlock.png", "iRedEngineBlock.png", "engineRed", "Combustion Engine", "An engine for a ship.", "RedEngineBlock"), 7000));
+      ShopPlatform.DefaultBlocks.AddShopPlatformEntry(new ShopPlatformEntry(ItemUtil.CreateEngineItem("cGreenEngineBlock.png", "iGreenEngineBlock.png", "engineGreen", "Burst Engine", "An engine for a ship.", "GreenEngineBlock"), 7000));
+
+      SceneManager.sceneLoaded += OnSceneLoaded;
+    }
+
+    internal static void OnSceneLoaded(Scene scene, LoadSceneMode mode)
+    {
+      if (scene.buildIndex == 1 && Core.settingStarsEnum != StarTypeEnum.OriginalStars)
+      {
+        try
+        {
+          var oldParticleSystemObject = GameObject.Find("Ship").transform.Find("Particle System").gameObject;
+          oldParticleSystemObject.GetComponent<ParticleSystem>().Stop(true, stopBehavior: ParticleSystemStopBehavior.StopEmittingAndClear);
+          GameObject.DestroyImmediate(oldParticleSystemObject);
+
+          var particleContainer = new GameObject("Particles");
+          particleContainer.transform.SetParent(GameObject.Find("Ship").transform);
+
+          oldParticleSystemObject = GameObject.Find("Ship").transform.Find("Particle System").gameObject;
+
+          oldParticleSystemObject.GetComponent<ParticleSystem>().Stop(true, stopBehavior: ParticleSystemStopBehavior.StopEmittingAndClear);
+
+          AddParticleSystem(particleContainer, oldParticleSystemObject, 1f, 0.8f);
+          AddParticleSystem(particleContainer, oldParticleSystemObject, 2f, 0.6f);
+          AddParticleSystem(particleContainer, oldParticleSystemObject, 4f, 0.4f);
+          AddParticleSystem(particleContainer, oldParticleSystemObject, 8f, 0.3f);
+          AddParticleSystem(particleContainer, oldParticleSystemObject, 1.5f, 0.45f);
+          AddParticleSystem(particleContainer, oldParticleSystemObject, 2.5f, 0.35f);
+          AddParticleSystem(particleContainer, oldParticleSystemObject, 4.5f, 1.1f);
+          AddParticleSystem(particleContainer, oldParticleSystemObject, 8.5f, 1f);
+          AddParticleSystem(particleContainer, oldParticleSystemObject, 1.2f, 1.2f);
+          AddParticleSystem(particleContainer, oldParticleSystemObject, 15f, 0.3f);
+
+          if (Core.settingStarsEnum == StarTypeEnum.NewStarsAndPlanetes)
+          {
+            foreach (var r in PlanetRegistry.Singleton.GetAllEntries())
+              AddParticleSystem(particleContainer, oldParticleSystemObject, r.SelectorIconMat.mainTexture);
+
+            for (int i = 0; i < 14; i++)
+              AddParticleSystem(particleContainer, oldParticleSystemObject, ((Material)Resources.Load("mat/planet" + i)).mainTexture);
+          }
+
+          GameObject.DestroyImmediate(oldParticleSystemObject);
+        }
+        catch (System.Exception e) { Core.logger.LogConsole(e.Message); }
+      }
+    }
+
+    private static void AddParticleSystem(GameObject container, GameObject old, float speed, float size)
+    {
+      var stars = GameObject.Instantiate(old);
+      stars.name = "Particle System";
+      stars.transform.SetParent(container.transform);
+
+      stars.transform.localPosition = new Vector3(150, -7, 15.8f);
+      stars.transform.localRotation = Quaternion.Euler(180, 90, -90);
+      stars.transform.localScale = new Vector3(300, 1, 0);
+
+      var particleSystem = stars.GetComponent<ParticleSystem>();
+
+      var emission = particleSystem.emission;
+      emission.rateOverTime = new ParticleSystem.MinMaxCurve(6f);
+
+      var main = particleSystem.main;
+      main.startSpeed = new ParticleSystem.MinMaxCurve(10f);
+      main.startSize = new ParticleSystem.MinMaxCurve(size);
+      main.startLifetime = new ParticleSystem.MinMaxCurve(50);
+      main.simulationSpeed = speed;
+      main.loop = true;
+
+      particleSystem.Simulate(10);
+      particleSystem.Play();
+
+    }
+
+    private static void AddParticleSystem(GameObject container, GameObject old, Texture texture)
+    {
+      var stars = GameObject.Instantiate(old);
+      stars.name = "Particle System";
+      stars.transform.SetParent(container.transform);
+
+      stars.transform.localPosition = new Vector3(150, -7, 15.5f);
+      stars.transform.localRotation = Quaternion.Euler(180, 90, -90);
+      stars.transform.localScale = new Vector3(300, 1, 0);
+
+      var particleSystem = stars.GetComponent<ParticleSystem>();
+
+      var emission = particleSystem.emission;
+      emission.rateOverTime = new ParticleSystem.MinMaxCurve(1);
+
+      var main = particleSystem.main;
+      main.startSpeed = new ParticleSystem.MinMaxCurve(10f);
+      main.startSize = new ParticleSystem.MinMaxCurve(1.3f, 2.4f);
+      main.startLifetime = new ParticleSystem.MinMaxCurve(50);
+      main.simulationSpeed = 0.4f + (Random.Range(0, 40) / 10f);
+      main.loop = true;
+      main.maxParticles = 3;
+
+      particleSystem.GetComponent<Renderer>().material = new Material(Shader.Find("Transparent/Diffuse"))
+      {
+        mainTexture = texture
+      };
+
+      particleSystem.Simulate(10 + Random.Range(0, 140));
+      particleSystem.Play();
+
+    }
+  }
+}

+ 280 - 0
EnginesDeluxe.csproj

@@ -0,0 +1,280 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project Sdk="Microsoft.NET.Sdk">
+  <ImportGroup>
+    <Import Project="../GamePaths.xml" />
+  </ImportGroup>
+  <PropertyGroup>
+    <Configuration Condition=" '$(Configuration)' == '' ">Release</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">x86</Platform>
+    <ProjectGuid>{91AB81DE-EAEE-47D1-93DD-541179208219}</ProjectGuid>
+    <OutputType>Library</OutputType>
+    <AppDesignerFolder>Properties</AppDesignerFolder>
+    <RootNamespace>EnginesDeluxe</RootNamespace>
+    <AssemblyName>EnginesDeluxe</AssemblyName>
+    <TargetFrameworks>net35</TargetFrameworks>
+    <FileAlignment>512</FileAlignment>
+    <GenerateAssemblyInfo>false</GenerateAssemblyInfo>
+    <Configurations>Release</Configurations>
+    <Authors>Zariteis</Authors>
+    <ApplicationIcon />
+    <StartupObject />
+    <Platforms>x86</Platforms>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
+    <PlatformTarget>x86</PlatformTarget>
+    <DebugType>none</DebugType>
+    <Optimize>true</Optimize>
+    <OutputPath>Release\</OutputPath>
+    <DefineConstants>TRACE</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+    <AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(TargetFramework)|$(Platform)'=='Release|net35|x86'">
+    <NoWarn>1701;1702</NoWarn>
+  </PropertyGroup>
+  <ItemGroup>
+    <Reference Include="0Harmony">
+      <HintPath>$(GamePath)$(ManagedFolder)0Harmony.dll</HintPath>
+      <Private>false</Private>
+    </Reference>
+    <Reference Include="Assembly-CSharp">
+      <HintPath>$(GamePath)$(ManagedFolder)Assembly-CSharp.dll</HintPath>
+      <Private>false</Private>
+    </Reference>
+    <Reference Include="GadgetCore">
+      <HintPath>$(GamePath)$(ManagedFolder)GadgetCore.dll</HintPath>
+      <Private>false</Private>
+    </Reference>
+    <Reference Include="ScrapYard">
+      <HintPath>..\ScrapYard\Release\ScrapYard.dll</HintPath>
+      <Private>false</Private>
+      <SpecificVersion>false</SpecificVersion>
+    </Reference>
+    <Reference Include="UnityEngine">
+      <HintPath>$(GamePath)$(ManagedFolder)UnityEngine.dll</HintPath>
+      <Private>false</Private>
+    </Reference>
+    <Reference Include="WindowsBase" />
+  </ItemGroup>
+  <ItemGroup>
+    <Content Include="ModInfo.txt">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </Content>
+  </ItemGroup>
+  <UsingTask TaskName="GetFileVersion" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.v4.0.dll">
+    <ParameterGroup>
+      <AssemblyPath ParameterType="System.String" Required="true" />
+      <Version ParameterType="System.String" Output="true" />
+      <TrimmedVersion ParameterType="System.String" Output="true" />
+    </ParameterGroup>
+    <Task>
+      <Using Namespace="System.Diagnostics" />
+      <Using Namespace="System.Text" />
+      <Using Namespace="System.Linq" />
+      <Code Type="Fragment" Language="cs">
+        <![CDATA[
+      this.Version = FileVersionInfo.GetVersionInfo(this.AssemblyPath).FileVersion;  
+      this.TrimmedVersion = this.Version.Split('.').TakeWhile(x => !x.Equals("0")).Aggregate(new StringBuilder(), (a, b) => { if (a.Length > 0) a.Append("."); a.Append(b); return a; }).ToString();
+      if (this.TrimmedVersion.IndexOf('.') == -1) this.TrimmedVersion += ".0";
+    ]]>
+      </Code>
+    </Task>
+  </UsingTask>
+  <Target Name="PostBuild" AfterTargets="PostBuildEvent">
+    <GetFileVersion AssemblyPath="$(TargetPath)">
+      <Output TaskParameter="Version" PropertyName="ModFullVersion" />
+      <Output TaskParameter="TrimmedVersion" PropertyName="AssemblyFileVersion" />
+    </GetFileVersion>
+    <ItemGroup>
+      <OldZip Include="$(TargetDir)$(AssemblyName)_v*.zip" />
+      <OldZip Include="$(GamePath)GadgetCore\Mods\$(AssemblyName)_v*.zip" />
+    </ItemGroup>
+    <Delete Files="@(OldZip)" />
+    <MakeDir Directories="$(TargetDir)..\BuildCache\" />
+    <ZipDirectory SourceDirectory="$(TargetDir)" DestinationFile="$(TargetDir)..\BuildCache\$(AssemblyName)_v$(AssemblyFileVersion).zip" />
+    <Copy SourceFiles="$(TargetDir)..\BuildCache\$(AssemblyName)_v$(AssemblyFileVersion).zip" DestinationFiles="$(TargetDir)$(AssemblyName)_v$(AssemblyFileVersion).zip" />
+    <RemoveDir Directories="$(TargetDir)..\BuildCache\" />
+    <MakeDir Directories="$(GamePath)GadgetCore\Mods\" />
+    <Copy SourceFiles="$(TargetDir)$(AssemblyName)_v$(AssemblyFileVersion).zip" DestinationFiles="$(GamePath)GadgetCore\Mods\$(AssemblyName)_v$(AssemblyFileVersion).zip" />
+    <Message Importance="High" Text="Mod Exported to $(GamePath)GadgetCore\Mods\$(AssemblyName)_v$(AssemblyFileVersion).zip" />
+  </Target>
+  <ItemGroup>
+    <None Update="Assets\cBlueEngineBlock.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cDarkOrangeLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cDarkPurpleLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cGreenEngineBlock.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cGreenLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\charBG.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cLightGreenLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cLightOrangeLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cOrangeLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cPinkLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cPlatform.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cPurpleLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cRedEngineBlock.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cTurquoiseLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cWhiteLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cYellowEngineBlock.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cYellowLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\engine">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\First\one">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iAirCore.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iBlueEngineBlock.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iGreenEngineBlock.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iRedEngineBlock.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iTurquoiseLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iCore.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iEarthCore.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iFireCore.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iGreenLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iLightGreenLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iLightOrangeLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iOrangeLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iDarkOrangeLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iPlatform.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iDarkPurpleLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iPurpleLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iPinkLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iWaterCore.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iWhiteLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iYellowEngineBlock.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iYellowLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\one">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\stand.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Manifest.ini">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System">
+      <Private>false</Private>
+      <SpecificVersion>true</SpecificVersion>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Data">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Drawing">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.IO.Compression.FileSystem">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Numerics">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Runtime.Serialization">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Xml">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Xml.Linq">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Folder Include="Patches\" />
+  </ItemGroup>
+</Project>

+ 22 - 0
EnginesDeluxe.sln

@@ -0,0 +1,22 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 16
+VisualStudioVersion = 16.0.31205.134
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "EnginesDeluxe", "EnginesDeluxe.csproj", "{91AB81DE-EAEE-47D1-93DD-541179208219}"
+EndProject
+Global
+	GlobalSection(SolutionConfigurationPlatforms) = preSolution
+		Release|x86 = Release|x86
+	EndGlobalSection
+	GlobalSection(ProjectConfigurationPlatforms) = postSolution
+		{91AB81DE-EAEE-47D1-93DD-541179208219}.Release|x86.ActiveCfg = Release|x86
+		{91AB81DE-EAEE-47D1-93DD-541179208219}.Release|x86.Build.0 = Release|x86
+	EndGlobalSection
+	GlobalSection(SolutionProperties) = preSolution
+		HideSolutionNode = FALSE
+	EndGlobalSection
+	GlobalSection(ExtensibilityGlobals) = postSolution
+		SolutionGuid = {4204FB5B-A06B-4B52-8476-DC4553563328}
+	EndGlobalSection
+EndGlobal

+ 36 - 0
ItemUtil.cs

@@ -0,0 +1,36 @@
+using UnityEngine;
+using GadgetCore.API;
+
+namespace EnginesDeluxe
+{
+  public static class ItemUtil
+  {
+    public static int CreateEngineItem(string tileImgPath, string itemImgPath, string componentName, string name, string description, string id)
+    {
+      Texture2D texture2D = GadgetCoreAPI.LoadTexture2D(tileImgPath);
+      Texture2D texture2D2 = GadgetCoreAPI.LoadTexture2D(itemImgPath);
+
+      GameObject gameObject = Object.Instantiate<GameObject>((GameObject)Resources.Load("prop/EnginesDeluxe/component/" + componentName));
+
+      ItemInfo itemInfo = new ItemInfo(ItemType.GENERIC, name, description, texture2D2);
+      itemInfo.Register(id);
+      new TileInfo(TileType.NONSOLID, texture2D, gameObject, itemInfo).Register(id);
+
+      return itemInfo.GetID();
+    }
+
+    public static int CreateOverrideEngineItem(string tileImgPath, string itemImgPath, string componentName, string name, string description, string id)
+    {
+      Texture2D texture2D = GadgetCoreAPI.LoadTexture2D(tileImgPath);
+      Texture2D texture2D2 = GadgetCoreAPI.LoadTexture2D(itemImgPath);
+
+      GameObject gameObject = Object.Instantiate<GameObject>((GameObject)Resources.Load("prop/EnginesDeluxe/component/" + componentName));
+
+      ItemInfo itemInfo = new ItemInfo(ItemType.GENERIC, name, description, texture2D2);
+      itemInfo.Register(id, 2400);
+      new TileInfo(TileType.NONSOLID, texture2D, gameObject, itemInfo).Register(id, 2400);
+
+      return itemInfo.GetID();
+    }
+  }
+}

+ 4 - 0
Manifest.ini

@@ -0,0 +1,4 @@
+[Metadata]
+Name=Engines Deluxe
+Assembly=EnginesDeluxe.dll
+Dependencies=Scrap Yard

+ 1 - 0
ModInfo.txt

@@ -0,0 +1 @@
+A mod that adds some more engines.

+ 10 - 0
Properties/AssemblyInfo.cs

@@ -0,0 +1,10 @@
+using System.Reflection;
+using static EnginesDeluxe.EnginesDeluxe;
+
+[assembly: AssemblyProduct("Engines Deluxe")] //Set this to the full name of the mod including spaces.
+[assembly: AssemblyTitle("Engines Deluxe")] //This is only used when mousing over a dll file in Windows explorer.
+[assembly: AssemblyDescription("A mod that adds some more engines.")] //This is a short description for your mod's assembly.
+[assembly: AssemblyCompany("")] //Set this to your name/nickname and/or website
+[assembly: AssemblyCopyright("© 2021 Zariteis. All rights reserved.")] //Set this to your copyright name.
+[assembly: AssemblyVersion(MOD_VERSION)]
+[assembly: AssemblyFileVersion(MOD_VERSION)]

+ 8 - 0
Properties/launchSettings.json

@@ -0,0 +1,8 @@
+{
+  "profiles": {
+    "EnginesDeluxe": {
+      "commandName": "Executable",
+      "executablePath": "C:\\Program Files (x86)\\Steam\\steamapps\\common\\Roguelands\\Roguelands.exe"
+    }
+  }
+}

+ 15 - 0
README.txt

@@ -0,0 +1,15 @@
+In addition to changing all references to "Template" this and that to a more appropriate name,
+you need to add a file called "GamePaths.xml" to the folder ABOVE where you put this template, with the following content:
+
+<?xml version="1.0" encoding="utf-8"?>
+<Project>
+  <PropertyGroup>
+    <!-- Set this full path to your game folder. Must contain a slash at the end. -->
+    <GamePath>C:\Program Files (x86)\Steam\steamapps\common\Roguelands\</GamePath>
+
+    <!-- Set this partial path to the game's Managed folder. Must contain a slash at the end. -->
+    <ManagedFolder>Roguelands_Data\Managed\</ManagedFolder>
+  </PropertyGroup>
+</Project>
+
+Note that `GamePath` may need to be changed, depending on the nature of your installation.

+ 12 - 0
StarTypeEnum.cs

@@ -0,0 +1,12 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+namespace EnginesDeluxe
+{
+  public enum StarTypeEnum
+  {
+    OriginalStars, NewStarsAndPlanetes, NewStarsOnly
+  }
+}