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Rain World Mod Template

This is a template for BepInEx-powered mods for Rain World.

How do I use this template?

  1. 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.
  2. 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
    • assets/thumbnail.png
      • Replace this with a suitable thumbnail for your mod
  3. Mod away!

Running the mod

In order to run the mod, you need to follow a couple of simple steps:

  1. Compile the mod by running dotnet build. Once your mod has finished compiling, you will find it inside the artifacts/bin/yourmodname/debug_win-x86/mod folder.
  2. Navigate to your Rain World installation, then copy or move the mod into the RainWorld_Data/StreamingAssets/mods folder.
  3. 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.

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