(Alpha)SinsDev

Hello all. I've been fooling around with modding sins lately and I like it. Well most of it. the part where I have to look through lines of code in the entity files sucks :p. So as a solution and to make it a little easier for people that jsut want to edit certain things, and want to do it quickly I'm working on a program called SinsDev. It's pretty straightforward. For now it will allow you to edit the most important attributes like Antimatter, Shields and how much it costs to build something. That way you don't have to scan through all the files. The current Alpha version does not include saving at the moment and it only has some of the features that I plan to implement. However if you would like to take a look and perhaps see if you can offer any advice, or if you find a bug that I missed somewhere, let me know.

-EDIT: New link added for version 0.6 which now includes proper saving. If you encounter any errors along teh way please feel free to let me know.

You can find the file here.
Note that if it does not work, be sure that you have .net 2.0 installed.

Be sure to tell me if you find this useful at all.

Coming changes:
  • Weapons
  • And uhhh..... other stuff :D
4,660 views 7 replies
Reply #2 Top
Got only .NET Framework 2.0 and it seems to work just fine.

I'm programming on somthing like this too, only is mine for Researches.
I'll post it here as soon as i get it to work properly. (Right now it only SHOWS all the Combat and NonCombat Researches)
Maybe we can connect those two som time in the future!
Reply #3 Top
Sounds good, what are you programming it in btw? I'm using C# for this. This is actually taking longer than expected because I haven't found an efficient way of implementing saving yet. But I'm still working on it.
Reply #4 Top
A very nice idea guys. I suggest for you to talk to Bink Sayres and maybe workout a single comprehensive project plan so there is no replication of work and the community can develop around one tool.
Reply #5 Top
Excellent. You guys read my mind except I don't have a clue how to get something like this work so superb news. Can't wait for you to eventually manage to edit the files fully. ^_^
Reply #6 Top
the biggest complication from my point of view is that for some reason there are various attributes that are the exact same thing but depending on what file you are looking in it may be worded differently. For example in frigates and planet modules, BaseArmorPoints is used to determine well... thats self explainatory. However in Capital Ships, they use the term ArmorPointsFromExperience for the exact same thing. And it happens in other areas as well, so you have to take that into account. Not to mention that there is no strict rules on capitalization in the files so that just over complicates it from my point of view. I may be missing something that would make my life a lot easier, but so far I don't know what. Well anyways, it's coming along.

-edit: actually I solved the case sensitive problem. Complaining about a problem always seems to fix it :P
Reply #7 Top
Hate to double post, just a slight bump. The new version is finally out which includes full save support. Link to the file is in the Original Post.