Modding API/Guide

To get started with creating mods, please make sure you have the modding pack. You can download this here. It is also recommended that you use Visual Studio 2015 Community Edition, which at the date of publishing can be found here. This document will be updated over time as the API grows and improves support.

To get started, create a C# class library in Visual Studio. I am using Visual Studio 2013 Professional, so the screenshots may be slightly different from Visual Studio 2015.

VisualStudioCreateProject

Make sure that you add the DarkWindowStudios.Wilderness.Modding.dll as a reference. This is the base class that all of your mods MUST inherit from. Also, if you want to make use of any of Unity’s functions, you must import UnityEngine.dll. This can be found at path to Wilderness + \Wilderness_Data\Managed\UnityEngine.dll.

VisualStudioAddNecessaryReferences

If you have added both of these references, you are good to go! You are required to have the following functions, as seen below. Make sure that you have the below methods and variables, along with the DarkWindowStudios.Wilderness.UserMod namespace, otherwise your mod will cause errors when loaded in-game. Some good starting code is:

If you have any questions, feel free to email me at [email protected] and I’ll do my best to help you.