This is a template for BepInEx-powered mods for Rain World.
- To get started, navigate to https://github.com/Pixelstormer/rain-world-mod-template and click the green 'Use this template' button, then click 'Create a new repository', or follow these instructions.
- Choose a name for your mod, and change all instances of 'your name' & 'your mod name' as appropriate:
yourmodname.csproj
- Rename this file
- Change the
ModBuildFolder
property
YourModName.cs
- Rename this file
- Rename the
YourModName
namespace - Rename the
YourModNamePlugin
class - Change the
PLUGIN_GUID
value - this value is used for your mod's GUID - Change the
PLUGIN_NAME
value - this value is used for your mod's display name
assets/modinfo.json
- Change the
id
value - this should be the same as your mod's GUID - Change the
name
value - this should be the same as your mod's display name - Change the
authors
value - this should be your own name - Change the
description
value
- Change the
assets/thumbnail.png
- Replace this with a suitable thumbnail for your mod
- Mod away!
In order to run the mod, you need to follow a couple of simple steps:
- Compile the mod by running
dotnet build
. Once your mod has finished compiling, you will find it inside theartifacts/bin/yourmodname/debug_win-x86/mod
folder. - Navigate to your Rain World installation, then copy or move the mod into the
RainWorld_Data/StreamingAssets/mods
folder. - Launch the game, and enable your mod from the remix menu.
Tip: Running dotnet build
compiles your mod with the 'Debug' configuration, which generates extra debug information and disables optimisations. This can be helpful during development, but if your mod is having performance issues, or you want to share it with other people, you should compile it in the 'Release' configuration instead, by running dotnet build -c Release
. Be aware that this will also move it to the release_win-x86
folder.