public static void MetalHands_InitializationMethod()
        {
            Config = OptionsPanelHandler.Main.RegisterModOptions <IngameConfigMenu>();

            var GloveBlueprint = new MetalHandsMK1();

            GloveBlueprint.Patch();
            MetalHandsMK1TechType = GloveBlueprint.TechType;
            var GloveMK2Blueprint = new MetalHandsMK2();

            GloveMK2Blueprint.Patch();
            MetalHandsMK2TechType = GloveMK2Blueprint.TechType;
            var GRAVHANDBlueprint = new MetalHandsClawModule();

            GRAVHANDBlueprint.Patch();
            MetalHandsClawModuleTechType = GRAVHANDBlueprint.TechType;

            if (MetalHands_BZ.Config.Config_Hardcore == true)
            {
                BiomesToSpawnIn_pre = new List <LootDistributionData.BiomeData>
                {
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.TreeSpires_Ground,
                        count       = 1,
                        probability = 0.01f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.ArcticKelp_CaveInner_Sand,
                        count       = 1,
                        probability = 0.01f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.GlacialBasin_BikeCrashSite,
                        count       = 1,
                        probability = 0.01f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.TwistyBridges_Cave_Ground,
                        count       = 1,
                        probability = 0.01f
                    }
                };
            }
            else
            {
                BiomesToSpawnIn_pre = new List <LootDistributionData.BiomeData>
                {
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.TreeSpires_Ground,
                        count       = 1,
                        probability = 0.05f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.ArcticKelp_CaveInner_Sand,
                        count       = 1,
                        probability = 0.02f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.GlacialBasin_BikeCrashSite,
                        count       = 1,
                        probability = 0.01f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.TwistyBridges_Cave_Ground,
                        count       = 1,
                        probability = 0.01f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.TwistyBridges_Shallow_Coral,
                        count       = 1,
                        probability = 0.01f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.LilyPads_Deep_Ground,
                        count       = 1,
                        probability = 0.01f
                    },
                };
            }

            Databox myDatabox = new Databox()
            {
                DataboxID            = "MetalHandDatabox",
                PrimaryDescription   = "Metal Hand Safety Glove Databox",
                SecondaryDescription = "Contains Crafting Tree for Improved Safety Gloves - Alterrra Copyright",
                BiomesToSpawnIn      = BiomesToSpawnIn_pre,
                TechTypeToUnlock     = MetalHands_BZ.MetalHandsMK1TechType
            };

            myDatabox.Patch();

            Logger.Log(Logger.Level.Debug, "MetalHands_BZ Initialization");
            Harmony harmony = new Harmony("MetalHands_BZ");

            harmony.PatchAll(Assembly.GetExecutingAssembly());
            Logger.Log(Logger.Level.Info, "MetalHands_BZ Patched");

            IncreasedChunkDrops_exist = QModServices.Main.ModPresent("IncreasedChunkDrops");
            if (IncreasedChunkDrops_exist)
            {
                Logger.Log(Logger.Level.Info, "MetalHands has detected Increased Chunk Drops");
                ErrorMessage.AddMessage("Attention MetalHands does not work properly with Increased Chunk Drops");
                //QModServices.Main.AddCriticalMessage("Attention MetalHands does not work properly with Increased Chunk Drops");
            }
            else
            {
                Logger.Log(Logger.Level.Info, "MetalHands has NOT detected Increased Chunk Drops");
            }

            //QModServices.Main.AddCriticalMessage("Warning the MetalHands Mod is in BETA Status !");
        }
Exemple #2
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        public static void MetalHands_InitializationMethod()
        {
            Config = OptionsPanelHandler.Main.RegisterModOptions <IngameConfigMenu>();

            var GloveBlueprint = new MetalHandsMK1();

            GloveBlueprint.Patch();
            MetalHandsMK1TechType = GloveBlueprint.TechType;
            var GloveMK2Blueprint = new MetalHandsMK2();

            GloveMK2Blueprint.Patch();
            MetalHandsMK2TechType = GloveMK2Blueprint.TechType;
            var GRAVHANDBlueprint = new MetalHandsClawModule();

            GRAVHANDBlueprint.Patch();
            MetalHandsClawModuleTechType = GRAVHANDBlueprint.TechType;

            if (MetalHands.Config.Config_Hardcore == true)
            {
                BiomesToSpawnIn_pre = new List <LootDistributionData.BiomeData>
                {
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.BloodKelp_TechSite_Scatter,
                        count       = 1,
                        probability = 0.01f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.CragField_Grass,
                        count       = 1,
                        probability = 0.01f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.UnderwaterIslands_TechSite_Scatter,
                        count       = 1,
                        probability = 0.01f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.SeaTreaderPath_TechSite_Scatter,
                        count       = 1,
                        probability = 0.02f
                    }
                };
            }
            else
            {
                BiomesToSpawnIn_pre = new List <LootDistributionData.BiomeData>
                {
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.GrassyPlateaus_Grass,
                        count       = 1,
                        probability = 0.01f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.SparseReef_Techsite,
                        count       = 1,
                        probability = 0.02f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.GrassyPlateaus_TechSite_Scattered,
                        count       = 1,
                        probability = 0.02f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.CragField_Grass,
                        count       = 1,
                        probability = 0.02f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.BloodKelp_TechSite_Scatter,
                        count       = 1,
                        probability = 0.02f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.SeaTreaderPath_TechSite_Scatter,
                        count       = 1,
                        probability = 0.02f
                    },
                    new LootDistributionData.BiomeData()
                    {
                        biome       = BiomeType.UnderwaterIslands_TechSite_Scatter,
                        count       = 1,
                        probability = 0.02f
                    }
                };
            }

            Databox myDatabox = new Databox()
            {
                DataboxID            = "MetalHandDatabox",
                PrimaryDescription   = "Metal Hand Safety Glove Databox",
                SecondaryDescription = "Contains Crafting Tree for Improved Safety Gloves - Alterrra Copyright",
                BiomesToSpawnIn      = BiomesToSpawnIn_pre,
                TechTypeToUnlock     = MetalHands.MetalHandsMK1TechType
            };

            myDatabox.Patch();

            Logger.Log(Logger.Level.Debug, "MetalHands Initialization");
            Harmony harmony = new Harmony("MetalHands");

            harmony.PatchAll(Assembly.GetExecutingAssembly());
            Logger.Log(Logger.Level.Info, "MetalHands Patched");

            IncreasedChunkDrops_exist = QModServices.Main.ModPresent("IncreasedChunkDrops");
            if (IncreasedChunkDrops_exist)
            {
                Logger.Log(Logger.Level.Info, "MetalHands has detected Increased Chunk Drops");
                ErrorMessage.AddMessage("Attention MetalHands does not work properly with Increased Chunk Drops");
                //QModServices.Main.AddCriticalMessage("Attention MetalHands does not work properly with Increased Chunk Drops");
            }
            else
            {
                Logger.Log(Logger.Level.Info, "MetalHands has NOT detected Increased Chunk Drops");
            }

            //QModServices.Main.AddCriticalMessage("Warning the MetalHands Mod is in BETA Status !");
        }