Empty mod template / Boilerplate
by Talon
In modding communities, a Boilerplate/Skeleton is known as the mod base. This will allow you to quickly make new mods without needing to go through the hassle of setting it up from scratch.
The Boilerplate includes 2 folders for sound effects and sprites, a static ModTag
string within mod.cs
, and the basic skeleton of an item.
Setup
This tutorial is assuming you're using Visual Studio
Once you've extracted and installed the boilerplate, you can put it into People Playground\Mods
and it'd work fine, but assuming you'd like to modify the code, there are a few more things you'll need to setup.
After placing the extracted mod into the Mods folder, open Empty.sln and navigate to mod.cs. Here you'll be greeted with a handful of different error messages, all about the missing references. Right click the "References" member from the solution explorer, and select "Add References".
Press browse and navigate to People Playground\People Playground_Data\Managed
, which is where the games .DLL files are contained.
Your mod determines what files you'll need to reference, but I'll usually stick with the following, adding more if I need them:
Assembly-CSharp.dll
UnityEngine.dll
UnityEngine.CoreModule.dll
UnityEngine.Physics2DModule.dll
Some more advanced things you're able to reference include the UI, Text, and Input modules, depending on what you're modifying.