Add world prefab and crafting injection managers - #1
Merged
Conversation
Initialize and wire up two new item systems. Base.GamePlugin now initializes WorldPrefabManager and CraftingInjectionManager (with startup timing logs). Added CraftingInjectionManager which lets mods inject items into vanilla crafting lists via a Harmony postfix on inventory_ctr.GetCraftList; insertions are idempotent and support inserting after a specific item. Added WorldPrefabManager which allows registering AssetBundle prefabs for world-placeable items (keyed by item id or World_obj_path) and patches both overloads of ResourceControl.AsyncInstantiateWorldObjectPrefab to supply mod prefabs, instantiating cached assets safely. Includes simple reset/initialize helpers and Harmony patches to integrate with the game.
Owner
|
I'll do some local cleanup when I get the time. This is much appreciated. The next build of HAMH will have these changes probably. |
Contributor
Author
|
@eris-webserv there is a huge issue with it when you remove an item using a custom prefab it will not delete until you reload that chunk or reload your slot |
Contributor
Author
actually i'm not sure, it seems like it only has a chance? to do it, idk. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Initialize and wire up two new item systems. Base.GamePlugin now initializes WorldPrefabManager and CraftingInjectionManager (with startup timing logs).
Added CraftingInjectionManager which lets mods inject items into vanilla crafting lists via a Harmony postfix on inventory_ctr.GetCraftList; insertions are idempotent and support inserting after a specific item.
Added WorldPrefabManager which allows registering AssetBundle prefabs for world-placeable items (keyed by item id or World_obj_path) and patches both overloads of ResourceControl.AsyncInstantiateWorldObjectPrefab to supply mod prefabs, instantiating cached assets safely. Includes simple reset/initialize helpers and Harmony patches to integrate with the game.