
- WE NEED TO GO DEEPER TIME TRAVELER INSTALL
- WE NEED TO GO DEEPER TIME TRAVELER MOD
- WE NEED TO GO DEEPER TIME TRAVELER UPDATE
- WE NEED TO GO DEEPER TIME TRAVELER CODE
The Marvel project goal is to provide a 100 kw fission reactor for researchers and technology developers to gain operational experience with a real microreactor and to advance technological maturity for reactors at this scale, and to enable new microreactor applications. The Microreactor Applications Research Validation & Evaluation (Marvel) Project covers the design, development, construction, and start-up of an INL test microreactor, funded by the Department of Energy through the Microreactor Program (MRP). The Marvel micro-reactor will be the first new test reactor to be built at Idaho National Laboratory (INL) in more than four decades. INL’s Marvel Micro Reactor Prepares for TestingĪ non-nuclear (electric powered) prototype of the Idaho National Laboratory Marvel microreactor is almost ready for testing.
WE NEED TO GO DEEPER TIME TRAVELER MOD
There is now a mod manager built in to the installer you can use to get plugins approved by the devs and myself.
WE NEED TO GO DEEPER TIME TRAVELER INSTALL
Simply build the plugin if its yours, or get the dll if its not, and put it in the Plugins folder in your we need to go deeper install folder You can use ModEngineCommands.(command) to do some functions, such as spawning the time traveler or boss.Įxample: ModEngineCommands.SpawnTimeTravller(0f, 0f, true) forces the time traveler to spawn instantly and be good Using and testing plugins You dont have to save the instance.Įxample: new ModEngineChatMessage("Hello world!", ) Įxample: new ModEngineTextOverlay("Hello world!") Functions To use this you need to create a new instance of ModEngineChatMessage or ModEngineTextOverlay. To display feedback to the player, you can either create an overlay over their screen, or using a chat message. ModEngineEvents events = new ModEngineEvents()
WE NEED TO GO DEEPER TIME TRAVELER UPDATE
To use an event, instanciate the ModEngineEvents class, add an if statement in your update void, in the brackets put (What you named the instance).(Event), this will be true if the event has happened If you want to use other classes, make sure you instanciate them before or instead of calling methods in there Events
WE NEED TO GO DEEPER TIME TRAVELER CODE
This interface comes with methods for you already made, such as getting information about the plugin and a run function, where you put your code in. Make sure your main class implements the IPlugin interface, as it will not be loaded if it does not. The framework has several classes, you can use these to control you plugin. This will come with description functions and various level update methods for your to use.

Using IllusionPluginĪs we now use Illusion plugin, you will need to implement it in your class. Once this is done you will need to make your class impement IPlugin. You may be asked to add other DLLs in the folder, to do this just repeat the above method except select them. You should then have access to the mod engine and the game code. NET framework, then in the soloution explorer, right click dependencies/refrences and press add refrence, it should open a menu, press browse and browse to your game install directory, go into WeNeedToGoDeeper data, then managed and select Assembly-CSharp, ModEngine and IllusionPlugin. Simply open visual studio and use the class library with. Making a pluginĪ plugin/mod is a way to modify the way the game works Making the projectīefore you start, use the installer to make sure your game code has the engine installed. Mod engine core for We need to go deeper, it is installed by my other repo, WeNeedToModDeeper-Installer, which pulls the DLL to merge with the game code from the sources here.Īs we now use IPA, this engine is used as a framework or utility for IPA plugins Please note this documentation is missing a number of other functions that are currently in the mod engine.
