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But you can try to mod that dll with dnSpy
Stationeers\rocketstation_Data\Managed\Assembly-CSharp.dll
class PipeGasMeter
Edit method here, change PressureSetting and comment out wrong red string before compiling and then Save All
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Not know about changing of contain gases for now.
I have checked it starting from scratch in creative mode.
https://steamuserimages-a.akamaihd.net/ugc/775109050490803892/9C52BE527C7975F23765228A8053BE977811AD24/
class PipeGasMeter
And magic, it starts working:
https://steamuserimages-a.akamaihd.net/ugc/775109050492227789/091870516F4E769E81A4D04E59AA898BD872D30F/
But modding the game in this way I mean decompiling/modding the code hardcoding mods /(re)compiling the code back is:
For these reasons, apart of a way of learning, or to satisfy curiosity, I find that decompiling/modding the game/ (re)compiling back, is not a viable way to go to mod a game...
Modding of opened code that way is okay. Community Developers doing this everytime to find bugs for devs.
And one of such mods even come to official vanilla.
https://github.com/RoboPhred/stationeers-SplitInHand
----
I'm looking for such hardcore mods to become official
https://github.com/ilodev/StationeersPerishableItems
1) Allowing DLL Mod Extensions
2) Providing the source code for the CoreDll (for gameplay-element only) in Source so we could adjust the Core and recompile without needing to use hacking methods to inject code. However I prefer option 3.
3) I would prefer a solution where you can adjust the instancing of classes in the game to modded classed from modded DLL so players can override a class/method and tell the game to use the class from the mod. The Core DLL can stay as it is, but the classes and most of the methods should be made virtual so modders can override them to their liking. Call this some kind of Core-Modding without replacing the hole core which would be bad because only one Core-Mod could be active at any given time.
https://trello.com/b/zSHKh2XO/stationeersaddons