There are two known bugs I am aware of with this mod that I have not been able to fix. This will save you the time of manually copying and pasting the files every time you update the build. Protip: configure VS so that it automatically builds your solution to the "BepInEx/plugins" folder, as that folder is where your BepInEx mod will be stored. The specific Visual Studio references I needed to add to the project were 0Harmony.dll and BepInEx.dll from "BepInEx/Core" when you download BepInEx, as well as Assembly-CSharp.dll and UnityEngine.dll from "Hexcells\Hexcells_Data\Managed".Īfterwards, you can Build your solution. The first 3 steps of the linked Abbysssal Steam guide should get you started. Though the guide was specifically for Streets of Rogue I found it was great for learning BepInEx in general. BepInEx was the framework for developing this mod, dnSpy helped me view the game's assembly code, and UnityInspector helped me inspect the game as it ran to gain useful information to inform my coding (without it, I would've had to give up at several points).Ībbysssal on Steam for writing this guide which was extremely helpful and the foundation of my coding approach. The developers of the BepInEx, UnityInspector and dnSpy programs. Grip Top Games for making Tametsi which inspired this mod. (And for making them all use the same codebase, that was VERY helpful when developing!) Matthew Brown for making these amazing puzzle games. In no particular order, I would like to thank: You can also disable the mod temporarily by editing the doorstop_config.ini file, and changing enabled=true to enabled=false (and then back again to re-enable the mod). To delete this mod, simply delete those 2 files from the. Then just launch the game and the mod should be working. zip ("doorstop_config.ini", "winhttp.dll" and a folder called "BepInEx") should all be in the same location as the. Extract the contents inside it to the install directory for your Hexcells game. The installation progress is the same for each Hexcells game. So, when you're playing 6-5 in Hexcells Infinite, don't worry about squinting at the screen to see how many blue cells are undiscovered on that long diagonal line the line's number now tells you itself! Demonstration It is also compatible with all 3 types of levels in Hexcells Infinite base game levels, custom levels and generated levels. The mod is also compatible with resuming levels from a save, and levels where some cells are marked blue at the beginning. Hexmod ports this exact feature to the Hexcells trilogy, and it supports all of the trilogy's hints: hints on black tiles, hints on columns, and hints on blue flowers. It makes the game faster and more convenient to play without directly increasing the puzzle's difficulty. This is extremely convenient because it cuts down on the tedious and menial mental work of counting how many mines you have left to discover in a region/line. In other words: hints indicate unfound mines, rather than the total number of mines. For example, if you have a line indicating that 3 of the tiles touching that line have a mine, then every time you find a mine in that line, the line's number decrements (and similarly for tile numbers indicating how many of the tile's neighbors are mines). Most importantly, when a mine (Hexcells equivalent is blue cells) is discovered, the hints relevant to that mine count down. The motivation for making this mod is as follows: the reason I prefer the similar game Tametsi over the Hexcells games is because Tametsi has some very nice QOL features. Hexmod is a QOL mod for the Hexcells trilogy: Hexcells, Hexcells Plus and Hexcells Infinite.
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