Mod class structure - piotrulos/MSCModLoader GitHub Wiki
MSCLoader 1.2+
MSCLoader 1.2+ has new optional mod class structure, that is less likely to crash when references are missing. (It's much simpler on backend)
public class MyMod1 : Mod
{
public override string ID => "MyMod1"; //Your mod ID (unique)
public override string Name => "Testing"; //You mod name
public override string Author => "someone"; //Your Username
public override string Version => "1.0"; //Version
public override string Description => "This is test mod..."; //Short description of your mod
public override void ModSetup()
{
SetupFunction(Setup.OnLoad, Mod_OnLoad);
}
private void Mod_OnLoad()
{
// Called once, when mod is loading after game is fully loaded
}
}
Info
new override ModSetup()
that eliminates use of all old overrides and LoadInMenu
bool override
inside ModSetup()
you can setup any function(s) you want with custom names.
Example above setups OnLoad
with custon name Mod_OnLoad()
See all possible Setup options here
MSCLoader before 1.2 update
Before 1.2 update all fuctions was overrides (do not use in versions 1.2+)
public class MyMod1 : Mod
{
public override string ID => "MyMod1"; //Your mod ID (unique)
public override string Name => "Testing"; //You mod name
public override string Author => "someone"; //Your Username
public override string Version => "1.0"; //Version
public override bool UseAssetsFolder => false;
public override bool LoadInMenu => false; //Enables OnMenuLoad() override
public override void OnLoad()
{
// Called once, when mod is loading after game is fully loaded
}
}