chore(workspace): flat gregFramework layout (gregFramework/{repo}/) and path/doc updates

Made-with: Cursor
This commit is contained in:
Marvin
2026-04-10 01:52:35 +02:00
parent 0bad959708
commit 28a75eeb1c
23 changed files with 233 additions and 166 deletions

View File

@@ -15,21 +15,22 @@ These folders typically sit **next to each other** in a developer workspace (see
| Area | Path (on disk) | Role |
|------|----------------|------|
| **Framework core** | `gregCore/` | Platform **framework core**: translations, hooks, Harmony/event runtime, MelonLoader hosting, bridges; plugins under `plugins/`; templates under `Templates/` |
| **Mods** | `gregMod.<Name>/` (direkt unter `gregFramework/`) | Standalone gameplay mods (`FMF.*`) as individual repositories |
| **Extensions** | `gregExt.<Name>/` (direkt unter `gregFramework/`) | Extension modules (e.g. player models) |
| **Framework core** | `gregCore/` | Runtime, hooks, Harmony, bridge — main project `gregCore/framework/FrikaMF.csproj`; templates under `gregCore/Templates/` |
| **Mods (split repos)** | `gregMod.<Name>/` (directly under `gregFramework/`) | Standalone gameplay mods (`FMF.*` assemblies); **not** nested under a `gregMods/` umbrella |
| **Extensions / framework plugins (split repos)** | `gregExt.<Name>/` (directly under `gregFramework/`) | FFM framework plugins (`FFM.Plugin.*`); **not** under legacy `StandaloneMods/` paths |
| **Documentation** | `gregWiki/` ([`mleem97/gregWiki`](https://github.com/mleem97/gregWiki)) | **This site**: Docusaurus app at repo root, all authored pages under `docs/` |
| **Legacy / staging exporter** | `gregDataCenterExporter/` | Historical monolith layout; some tools and HexMod assets may still live here during migration |
| **Other tools** | `gregIPAM/` (DHCP + IPAM; assembly `DHCPSwitches`), `gregStore/` (**Gregweb**, private repo), `gregReferences/`, `gregInternalDocs/`, `gregMeta/` | Supporting repos and internal notes |
| **Tools** | `gregModmanager/` (WorkshopManager), `gregDataCenterExporter/`, etc. | Supporting apps and templates |
| **Other** | `gregIPAM/`, `gregReferences/`, … | Side projects and references |
## Canonical code locations (split repos)
| Concern | Where to look |
|---------|----------------|
| Framework `.csproj` | `gregCore/framework/FrikaMF.csproj` |
| Plugins (`FFM.Plugin.*`) | `gregCore/plugins/` |
| Mod sources | `gregMod.*/` and templates under `gregCore/Templates/` |
| MCP server | `gregCore/mcp-server/` (and parallel copies in other repos as wired locally) |
| Plugins (`FFM.Plugin.*`) — authoring | `gregExt.<Name>/` (e.g. `gregExt.AssetExporter/`) |
| Plugins — optional mirrors | `gregCore/plugins/FFM.Plugin.*` |
| Mod sources (`FMF.*`) | `gregMod.<Name>/` |
| Templates | `gregCore/Templates/` |
| Wiki content | `gregWiki/docs/` |
## Wiki import (legacy)
@@ -38,24 +39,19 @@ Long-form pages mirrored from the GitHub Wiki live under [`docs/legacy/wiki-impo
## .NET projects on disk (`*.csproj`)
Paths below are relative to **`gregCore/`** (framework repo root). Individual mods may live under **`gregMod.*/`** with their own `.csproj` names.
| Project | Location | In `FrikaMF.sln`? |
|---------|----------|-------------------|
| FrikaMF | `framework/FrikaMF.csproj` | Yes |
| WorkshopUploader | `tools/steam-workshop-upload/` or legacy `workshopuploader/` (varies by branch) | Usually separate solution |
| FFM.Plugin.* | `plugins/FFM.Plugin.*/` | Yes when included in `FrikaMF.sln` |
| FMF.* mods | `gregMod.*/` (clone layout, under `gregFramework/`) | Per-repo / optional |
| Templates | `Templates/FMF.*`, `Templates/StandaloneModTemplate/` | No |
- **Framework:** `gregCore/framework/FrikaMF.csproj` (solution `gregCore/FrikaMF.sln` when present).
- **Plugins:** primary checkouts **`gregExt.<Name>/`** (assembly `FFM.Plugin.*.dll`); duplicates under `gregCore/plugins/` for all-in-one builds.
- **Mods:** **`gregMod.<Name>/`** at workspace root (`FMF.*.csproj` names vary).
- **WorkshopManager:** `gregModmanager/WorkshopUploader.csproj` (separate from the MelonLoader framework solution).
## Build status (framework project)
- `framework/FrikaMF.csproj` explicitly **excludes** `workshopuploader/**` from compile (that app builds only via `workshopuploader/WorkshopUploader.csproj` / `WorkshopUploader.sln` in that folder).
- `dotnet build FrikaMF.sln` builds framework and plugin projects under `plugins\`**not** the MAUI Workshop app (MelonLoader/game refs still required locally unless `CI=true`).
- `gregCore/framework/FrikaMF.csproj` does not compile the WorkshopManager app; that builds from `gregModmanager/WorkshopUploader.csproj`.
- `dotnet build` on the framework solution (when present under `gregCore/`) builds core + optional `gregCore/plugins/*`**not** split-repo `gregExt.*` / `gregMod.*` folders unless you add them to the solution.
## `FrikaMF.sln` drift (action items)
1. **Mods not in solution**: Standalone mod projects under `mods/` are intentionally omitted from the solution to keep the graph small; add them if you want `dotnet build` for every module in one shot.
1. **Mods outside solution**: Standalone mod projects under `gregMod.*` are usually **not** in `FrikaMF.sln`; build them per repo or add them if you want one `dotnet build` for everything.
2. **Templates in `framework/FrikaMF.csproj`**: Template sources under `Templates/` may fail `dotnet build framework/FrikaMF.csproj` with `CS0122` if `Core` visibility does not match template expectations — treat templates as **samples** until the project graph is cleaned up.
@@ -69,19 +65,18 @@ Paths below are relative to **`gregCore/`** (framework repo root). Individual mo
## Hook / event sources of truth (code)
- String constants: [`framework/FrikaMF/HookNames.cs`](https://github.com/mleem97/gregFramework/blob/master/framework/FrikaMF/HookNames.cs) (`FFM.*` hook IDs today).
- Numeric IDs: [`framework/FrikaMF/EventIds.cs`](https://github.com/mleem97/gregFramework/blob/master/framework/FrikaMF/EventIds.cs).
- Generated wiki mirror: run [`tools/Generate-FmfHookCatalog.ps1`](https://github.com/mleem97/gregFramework/blob/master/tools/Generate-FmfHookCatalog.ps1) → [`fmf-hooks-catalog`](../reference/fmf-hooks-catalog.md).
- String constants: [`gregCore/framework/FrikaMF/HookNames.cs`](https://github.com/mleem97/gregFramework/blob/main/gregCore/framework/FrikaMF/HookNames.cs) (`FFM.*` hook IDs today).
- Numeric IDs: [`gregCore/framework/FrikaMF/EventIds.cs`](https://github.com/mleem97/gregFramework/blob/main/gregCore/framework/FrikaMF/EventIds.cs).
- Generated wiki mirror: run [`tools/Generate-FmfHookCatalog.ps1`](https://github.com/mleem97/gregFramework/blob/main/tools/Generate-FmfHookCatalog.ps1) → [`fmf-hooks-catalog`](../reference/fmf-hooks-catalog.md).
## Debugging (MelonLoader, IL2CPP, Unity)
- **Build first:** `dotnet build FrikaMF.sln -c Debug` (requires MelonLoader + IL2CPP interop under `MelonLoader/` for your game install, or `lib/references/MelonLoader` — see `tools/refresh_refs.py`).
- **Build first:** `dotnet build gregCore/FrikaMF.sln -c Debug` (requires MelonLoader + IL2CPP interop under `MelonLoader/` for your game install, or `lib/references/MelonLoader` — see `tools/refresh_refs.py`).
- **Attach:** Run **Data Center** with MelonLoader, then attach your IDEs **.NET / CoreCLR** debugger to the game process (process name usually matches the game executable). Breakpoints hit in **Debug** builds of mods/plugins copied into `Mods/`.
- **`FFM.Plugin.AssetExporter`:** The project links `framework/Main.cs` (and related files) **and** references `FrikaMF.csproj`, which would normally produce **CS0436** duplicate-type warnings. Those are **suppressed** in the plugin `.csproj` (`NoWarn`); do not remove the project reference without linking the rest of the `FrikaMF` sources.
## Related
- [Monorepo target layout](/wiki/contributors/monorepo-target-layout) — phased folder goals
- [Modding language (C# only)](/wiki/reference/modding-language-requirement) — mandatory C# for mod/plugin/extension logic
- [FMF hook naming](/wiki/reference/fmf-hook-naming) — naming convention
- [Release channels](/wiki/reference/release-channels) — Steam vs GitHub beta

View File

@@ -25,6 +25,6 @@ The **Hex Label** mod adds in-world hex color labels for cable spinners and rack
## Source & layout
- **Build sources:** [`mods/FMF.Mod.HexLabelMod`](https://github.com/mleem97/gregFramework/tree/master/mods/FMF.Mod.HexLabelMod)
- **Build sources:** [`gregMod.HexLabelMod`](https://github.com/mleem97/gregFramework/tree/main/gregMod.HexLabelMod) (assembly `FMF.HexLabelMod.dll`)
See also the detailed wiki article [FMF.HexLabelMod](/wiki/mods/fmf-hex-label-mod).

View File

@@ -17,8 +17,8 @@ This folder is the **single source of truth** for the public Docusaurus site. Th
| **Getting started** | [`getting-started.md`](../getting-started.md) | Onboarding (`getting-started`) + this layout page. |
| **Workspace** | [`workspace/`](../workspace/index.mdx) | Map of `gregFramework/` repos on disk. |
| **Framework** | [`framework/`](../framework/architecture.md) | Architecture, hooks, Hexmod. |
| **Plugins** | [`plugins/`](../plugins/index.md) | `FFM.Plugin.*` wiki pages. |
| **Mods** | [`mods/`](../mods/index.md) | Gameplay mods (`FMF.*`) + framework overview. |
| **Plugins** | [`plugins/`](../plugins/index.md) | `FFM.Plugin.*` assemblies; repos `gregExt.*` on disk. |
| **Mods** | [`mods/`](../mods/index.md) | Gameplay mods (`FMF.*`); repos `gregMod.*` on disk. |
| **Tools** | [`tools/`](../tools/workshop-uploader.md) | Workshop uploader and related. |
| **Guides** | [`guides/`](../guides/players/overview.md) | Role-based paths (players, mod developers, contributors, sponsors). |
| **Releases** | [`releases/`](../releases/index.mdx) | Per-artifact release notes. |

View File

@@ -22,36 +22,38 @@ This guide covers the development workflow for the WorkshopManager and how to pu
## Repository structure
Paths are relative to the **`gregFramework/`** workspace root (split repos cloned side by side).
| Path | Purpose |
|------|---------|
| `framework/FrikaMF.csproj` | Core MelonLoader framework DLL |
| `plugins/FFM.Plugin.*/` | FMF extension plugins (5 projects) |
| `mods/FMF.*/` | Standalone mods (4 projects) |
| `WorkshopUploader/` | WorkshopManager MAUI app |
| `scripts/Deploy-Release-ToWorkshop.ps1` | Package all builds into Workshop folders |
| `scripts/Deploy-Release-ToDataCenter.ps1` | Deploy to game for local testing |
| `gregCore/framework/FrikaMF.csproj` | Core MelonLoader framework DLL |
| `gregExt.*/` | FFM framework plugins (`FFM.Plugin.*` assemblies — one repo per plugin) |
| `gregMod.*/` | Standalone gameplay mods (`FMF.*` assemblies) |
| `gregModmanager/WorkshopUploader.csproj` | WorkshopManager MAUI app |
| `gregFramework/scripts/Deploy-Release-ToWorkshop.ps1` | Package all builds into Workshop folders (when present in your clone) |
| `gregFramework/scripts/Deploy-Release-ToDataCenter.ps1` | Deploy to game for local testing |
## Building
### Build everything (solution)
```bash
dotnet build FrikaMF.sln -c Release
dotnet build gregCore/FrikaMF.sln -c Release
```
### Build standalone mods (not in solution)
### Build standalone mods (per split repo)
```bash
dotnet build mods/FMF.ConsoleInputGuard/FMF.ConsoleInputGuard.csproj -c Release
dotnet build mods/FMF.Mod.GregifyEmployees/FMF.GregifyEmployees.csproj -c Release
dotnet build mods/FMF.Mod.HexLabelMod/FMF.HexLabelMod.csproj -c Release
dotnet build mods/FMF.Plugin.LangCompatBridge/FMF.JoniMLCompatMod.csproj -c Release
dotnet build gregMod.ConsoleInputGuard/FMF.ConsoleInputGuard.csproj -c Release
dotnet build gregMod.GregifyEmployees/FMF.GregifyEmployees.csproj -c Release
dotnet build gregMod.HexLabelMod/FMF.HexLabelMod.csproj -c Release
dotnet build gregMod.LangCompatBridge/FMF.JoniMLCompatMod.csproj -c Release
```
### Build WorkshopManager only
```bash
dotnet build WorkshopUploader/WorkshopUploader.csproj -c Release
dotnet build gregModmanager/WorkshopUploader.csproj -c Release
```
## Workshop project structure
@@ -130,7 +132,7 @@ The `SteamWorkshopService` in `WorkshopUploader/Services/SteamWorkshopService.cs
## Adding a new mod to the release
1. Create the mod project under `mods/`.
1. Create the mod as a split repo folder `gregMod.<Name>/` under the gregFramework workspace (or clone an existing `gregMod.*` repo).
2. Add it to the `$mods` array in `Deploy-Release-ToWorkshop.ps1`.
3. Run the deploy script.
4. Open the new workshop project in the WorkshopManager and publish.

View File

@@ -22,8 +22,8 @@ This documentation describes the **current split layout**: a local `gregFramewor
- [Workspace map](./workspace/index.mdx) — how folders map to repos
- Core: `gregCore/FrikaMF-StandaloneRepo/`
- Mods: `gregMods/` (repos `gregMod.<Name>`)
- Extensions: `gregExtensions/` (repos `gregExt.<Name>`)
- Mods: `gregMod.<Name>/` (split repos, directly under `gregFramework/`)
- Extensions (FFM plugins): `gregExt.<Name>/` (split repos, directly under `gregFramework/`)
- Wiki: `gregWiki/` (this site)
## Hooks and releases

View File

@@ -12,8 +12,8 @@
"workshopContentPath": "content/Mods/",
"workshopUrl": "",
"githubReleaseUrl": "",
"wikiPath": "/wiki/hexmod",
"sourcePath": "mods/FMF.Mod.HexLabelMod"
"wikiPath": "/wiki/mods/fmf-hex-label-mod",
"sourcePath": "gregMod.HexLabelMod"
},
{
"id": "console-input-guard",
@@ -25,8 +25,8 @@
"workshopContentPath": "content/Mods/",
"workshopUrl": "",
"githubReleaseUrl": "",
"wikiPath": "/wiki/mods/mods/fmf-console-input-guard",
"sourcePath": "mods/FMF.ConsoleInputGuard"
"wikiPath": "/wiki/mods/fmf-console-input-guard",
"sourcePath": "gregMod.ConsoleInputGuard"
},
{
"id": "gregify-employees",
@@ -38,8 +38,8 @@
"workshopContentPath": "content/Mods/",
"workshopUrl": "",
"githubReleaseUrl": "",
"wikiPath": "/wiki/mods/mods/fmf-gregify-employees",
"sourcePath": "mods/FMF.Mod.GregifyEmployees"
"wikiPath": "/wiki/mods/fmf-gregify-employees",
"sourcePath": "gregMod.GregifyEmployees"
},
{
"id": "lang-compat-bridge",
@@ -51,8 +51,8 @@
"workshopContentPath": "content/Mods/",
"workshopUrl": "",
"githubReleaseUrl": "",
"wikiPath": "/wiki/mods/extensions/fmf-lang-compat-bridge",
"sourcePath": "mods/FMF.Plugin.LangCompatBridge"
"wikiPath": "/wiki/mods/fmf-lang-compat-bridge",
"sourcePath": "gregMod.LangCompatBridge"
}
]
}

View File

@@ -24,7 +24,7 @@ Provides guardrails around console input handling and accidental interactions.
- Category: Mod
- Primary Language: C#
- Project Path: `mods/FMF.ConsoleInputGuard`
- Project Path: `gregMod.ConsoleInputGuard/`
## Installation

View File

@@ -24,7 +24,7 @@ Applies themed employee customization to hiring-related gameplay flows.
- Category: Mod
- Primary Language: C#
- Project Path: `mods/FMF.Mod.GregifyEmployees`
- Project Path: `gregMod.GregifyEmployees/`
## Installation

View File

@@ -5,7 +5,7 @@ sidebar_label: FMF.HexLabelMod
<!-- markdownlint-disable MD060 -->
`mods/FMF.Mod.HexLabelMod`
`gregMod.HexLabelMod/` (assembly `FMF.HexLabelMod.dll`)
## Purpose
@@ -78,7 +78,7 @@ Pressing **Ctrl+F1** toggles live config reload (6-second interval), allowing yo
## Build
```powershell
dotnet build .\mods\FMF.Mod.HexLabelMod\FMF.HexLabelMod.csproj
dotnet build .\gregMod.HexLabelMod\FMF.HexLabelMod.csproj
```
Output lands in the standard MelonLoader `Mods/` folder as configured in the `.csproj`.
@@ -94,11 +94,11 @@ Output lands in the standard MelonLoader `Mods/` folder as configured in the `.c
## Notes
- Original gameplay behavior is unaffected.
- This mod runs from `mods/FMF.Mod.HexLabelMod` and no longer from the repository root.
- This mod is developed in `gregMod.HexLabelMod/` (workspace root), not under a legacy `mods/` tree.
- The config file is fully rewritten if any expected keys are missing (for example, after an update adds new keys).
- FMF assembly presence is no longer required as a startup gate.
## Sources
- Module path: `mods/FMF.Mod.HexLabelMod`
- Module path: `gregMod.HexLabelMod/`
- Relatedocs: [`Standalone Mods`](/wiki/legacy/wiki-import/StandaloneMods)

View File

@@ -24,7 +24,7 @@ Provides language/localization compatibility bridging for mixed mod stacks.
- Category: Mod
- Primary Language: C#
- Project Path: `mods/FMF.Plugin.LangCompatBridge`
- Project Path: `gregMod.LangCompatBridge/` (assembly `FMF.JoniMLCompatMod.dll`)
## Installation

View File

@@ -10,10 +10,10 @@ Legacy standalone UI replacement module page kept for compatibility.
## Project Status
- Status: Legacy documentation entry
- Note: No active `csproj` module was detected under `mods/` for this page.
- Note: No active split-repo folder (e.g. `gregMod.*`) was found under the gregFramework workspace for this entry.
## Source
- Previous mixed wiki path: `mods/standalone/fmf-ui-replacement-mod`
- Previous mixed wiki path: `mods/standalone/fmf-ui-replacement-mod` (legacy layout; not mirrored as `gregMod.*` today)
- [Open Release Page](/wiki/releases/mods/fmf-ui-replacement-mod-release)

View File

@@ -6,7 +6,7 @@ description: Standalone MelonLoader gameplay mods (FMF.*) — separate from FFM
# Gameplay mods
These pages document **gameplay mods** (`FMF.*` assemblies), hosted under `gregMods/` in the workspace. They are **not** the same as [FFM plugins](../plugins/index.md), which extend the framework inside the game process.
These pages document **gameplay mods** (`FMF.*` assemblies). **Source of truth** on disk: split-repo folders **`gregMod.<Name>/`** directly under the gregFramework workspace root (not under a legacy `gregMods/` umbrella). They are **not** the same as [FFM plugins](../plugins/index.md), which extend the framework inside the game process.
## Mods

View File

@@ -3,7 +3,7 @@ title: FFM.Plugin.AssetExporter
sidebar_label: FFM.Plugin.AssetExporter
---
`StandaloneMods/FFM.Plugin.AssetExporter`
`gregExt.AssetExporter/` (assembly `FFM.Plugin.AssetExporter.dll`)
## Purpose
@@ -11,5 +11,5 @@ Provides export-focused tooling for asset-related workflows.
## Sources
- Module path: `StandaloneMods/FFM.Plugin.AssetExporter`
- Module path: `gregExt.AssetExporter/`
- Overview: [`Standalone Mods`](/wiki/legacy/wiki-import/StandaloneMods)

View File

@@ -3,7 +3,7 @@ title: FFM.Plugin.Multiplayer
sidebar_label: FFM.Plugin.Multiplayer
---
`StandaloneMods/FFM.Plugin.Multiplayer`
`gregExt.Multiplayer/` (assembly `FFM.Plugin.Multiplayer.dll`)
## Purpose
@@ -11,5 +11,5 @@ Contains **multiplayer / networking** runtime (bridge, sync). **Not** the same a
## Sources
- Module path: `StandaloneMods/FFM.Plugin.Multiplayer`
- Module path: `gregExt.Multiplayer/`
- Roadmap context: [`Steamworks P2P Multiplayer Roadmap`](/wiki/legacy/wiki-import/Steamworks-P2P-Multiplayer-Roadmap)

View File

@@ -3,7 +3,7 @@ title: FFM.Plugin.PlayerModels
sidebar_label: FFM.Plugin.PlayerModels
---
`StandaloneMods/FFM.Plugin.PlayerModels`
`gregExt.PlayerModels/` (assembly `FFM.Plugin.PlayerModels.dll`)
## Purpose
@@ -11,5 +11,5 @@ Hosts standalone player-model specific behavior and integration.
## Sources
- Module path: `StandaloneMods/FFM.Plugin.PlayerModels`
- Module path: `gregExt.PlayerModels/`
- Debug docs: [`Mod Developer Debug`](/wiki/legacy/wiki-import/Mod-Developer-Debug)

View File

@@ -3,7 +3,7 @@ title: FFM.Plugin.Sysadmin
sidebar_label: FFM.Plugin.Sysadmin
---
`StandaloneMods/FFM.Plugin.Sysadmin`
`gregExt.Sysadmin/` (assembly `FFM.Plugin.Sysadmin.dll`)
## Purpose
@@ -11,5 +11,5 @@ Contains **sysadmin-oriented UI** features (Unity UI modernization, mod settings
## Sources
- Module path: `StandaloneMods/FFM.Plugin.Sysadmin`
- Module path: `gregExt.Sysadmin/`
- Framework context: [`Framework Features & Use Cases`](/wiki/legacy/wiki-import/Framework-Features-Use-Cases)

View File

@@ -3,7 +3,7 @@ title: FFM.Plugin.WebUIBridge
sidebar_label: FFM.Plugin.WebUIBridge
---
`StandaloneMods/FFM.Plugin.WebUIBridge`
`gregExt.WebUIBridge/` (assembly `FFM.Plugin.WebUIBridge.dll`)
## Purpose
@@ -11,5 +11,5 @@ Focuses on standalone web UI bridge integration flows.
## Sources
- Module path: `StandaloneMods/FFM.Plugin.WebUIBridge`
- Module path: `gregExt.WebUIBridge/`
- Reference: [`Web UI Bridge (DC2WEB)`](/wiki/legacy/wiki-import/Web-UI-Bridge)

View File

@@ -6,7 +6,7 @@ description: FFM.Plugin.* modules that extend the framework runtime — distinct
# Framework plugins (`FFM.Plugin.*`)
These **plugins** ship as `FFM.Plugin.*` assemblies and extend the **framework runtime**. They are deployed under the games FMF plugin path (see [Game folder layout](/wiki/topics/meta/game-folder-layout)).
These **plugins** ship as `FFM.Plugin.*` assemblies and extend the **framework runtime**. **Source of truth** on disk: one split-repo folder per plugin under the workspace root, named **`gregExt.<Name>/`** (for example `gregExt.AssetExporter/`). Mirrored copies may also exist under `gregCore/plugins/` for solution builds. Deploy built DLLs under the games FMF plugin path (see [Game folder layout](/wiki/topics/meta/game-folder-layout)).
Gameplay mods (`FMF.*`) are documented under **[Mods](../mods/index.md)** — not here.

View File

@@ -11,6 +11,7 @@ description: Windows desktop app for managing Steam Workshop content, browsing m
## Features
### Author tools (Projects / Editor / My Uploads)
- Create workshop projects from templates (vanilla assets, MelonLoader mods, FMF plugins).
- Edit **title**, **description** (with BBCode toolbar), **visibility**, **tags**, and **preview image**; stored in `metadata.json`.
- **BBCode formatting toolbar** — insert Steam-compatible formatting (bold, italic, headings, URL, image, list, code, quote, spoiler, horizontal rule, table) directly in the description editor.
@@ -25,6 +26,7 @@ description: Windows desktop app for managing Steam Workshop content, browsing m
- **Per-item stats** — subscriptions, votes, score, size.
### Mod Store (integrated in Mod Manager)
- **Browse** all Workshop items for Data Center with tag filtering and sort options (last updated, newest, top rated, trending, most subscribed, title A-Z).
- **Search** mods by text.
- **Subscribe / Unsubscribe** to mods directly from the store.
@@ -33,17 +35,20 @@ description: Windows desktop app for managing Steam Workshop content, browsing m
- **Item detail view** — full statistics, description, tags, gallery images, action buttons, and links to changelog/comments.
### Mod Manager / Health
- **Dependency health** checks: game installed, MelonLoader, Il2Cpp assemblies, FMF core, FMF plugins directory, ModCfg directory.
- **MelonLoader** download page link and game folder access.
- **FMF Plugin channels** — stable (local scan) and beta (server, TODO).
### Settings
- **Workspace path** — change where projects are stored (defaults to `<GameRoot>/workshop`).
- **Language** — switch between EN, DE, RU, ES, IT, JP, PL, CN (defaults to system language). Restart button applies the change instantly.
- **Mod Store toggle** — enable/disable the Mod Store tab (disabled by default). Restart button included.
- **Community links** — quick access to Discord, Modding Channel, and GregFramework.eu.
### FMF dependency notice
- Projects can be marked as **"Needs FrikaModFramework"** in the editor. When uploading, a notice is automatically appended to the Steam description telling users to install FMF.
## Requirements
@@ -51,7 +56,7 @@ description: Windows desktop app for managing Steam Workshop content, browsing m
- **Windows 10** (version 1809+).
- **Steam** with a signed-in account that **owns Data Center** (App ID **4170200**).
- **No additional dependencies** — the release is fully self-contained (includes .NET runtime and Windows App SDK).
- `steam_appid.txt` must be next to the executable (included in the release build). The app loads **`steam_api64.dll`** from **`Data Center_Data/Plugins/x86_64/`** in the Data Center install when possible; otherwise it uses the copy shipped next to the uploader.
- `steam_appid.txt` must be next to the executable (included in the release build). The app loads `**steam_api64.dll`** from `**Data Center_Data/Plugins/x86_64/**` in the Data Center install when possible; otherwise it uses the copy shipped next to the uploader.
## Paths and directories {#paths}
@@ -109,21 +114,22 @@ Data Center has a **built-in mod system** (`ModLoader`) that loads mods from `co
The game's `ModLoader` (a Unity `MonoBehaviour`) runs the following on startup:
1. **`SyncWorkshopThenLoadAll()`** — a coroutine that:
- Queries all subscribed Steam Workshop items (`PublishedFileId_t[]`)
- Waits for downloads to complete (with timeout)
- Copies each Workshop item folder into `StreamingAssets/Mods/workshop_<ID>` via `CopyDirectory()`
2. **`LoadAllMods()`** — scans all subdirectories in the mods path:
- Calls `LoadModPack(folderPath)` for each mod folder
- Reads `config.json`, then for each entry calls:
- `LoadShopItem()``CreateShopTemplate()` + `CreateShopButton()` for purchasable items
- `LoadStaticItem()``CreateStaticInstance()` for fixed-position decorations
1. `**SyncWorkshopThenLoadAll()`** — a coroutine that:
- Queries all subscribed Steam Workshop items (`PublishedFileId_t[]`)
- Waits for downloads to complete (with timeout)
- Copies each Workshop item folder into `StreamingAssets/Mods/workshop_<ID>` via `CopyDirectory()`
2. `**LoadAllMods()**` — scans all subdirectories in the mods path:
- Calls `LoadModPack(folderPath)` for each mod folder
- Reads `config.json`, then for each entry calls:
- `LoadShopItem()``CreateShopTemplate()` + `CreateShopButton()` for purchasable items
- `LoadStaticItem()``CreateStaticInstance()` for fixed-position decorations
:::warning DLL loading timing
The `LoadDll()` method exists in the `ModLoader` but **object assets (shopItems, staticItems) are loaded at game startup**. DLL-based mods (`dlls[]` in config.json) are loaded later at **SaveLoad runtime**, not during the initial `LoadAllMods` pass. This means DLL plugins are not available until a save is loaded.
:::
Internal state tracked by `ModLoader`:
- `modTemplates``Dictionary<int, GameObject>` of loaded shop item prefabs by mod ID
- `modTemplatesByFolder``Dictionary<string, GameObject>` of prefabs by folder name
- `staticInstances``List<GameObject>` of instantiated static decorations
@@ -196,53 +202,61 @@ The `workshop_` prefix distinguishes Workshop-downloaded mods from manually inst
### config.json fields
| Field | Description |
|-------|-------------|
| `modName` | Display name of the mod |
| `shopItems[]` | Purchasable objects that appear in the in-game shop |
| `staticItems[]` | Decorations placed at fixed world positions |
| `dlls[]` | Native plugin DLLs (see [DLL mods without MelonLoader](#native-dll-mods)) |
| Field | Description |
| --------------- | ------------------------------------------------------------------------- |
| `modName` | Display name of the mod |
| `shopItems[]` | Purchasable objects that appear in the in-game shop |
| `staticItems[]` | Decorations placed at fixed world positions |
| `dlls[]` | Native plugin DLLs (see [DLL mods without MelonLoader](#native-dll-mods)) |
### shopItems fields
| Field | Type | Description |
|-------|------|-------------|
| `itemName` | `string` | Display name in the shop |
| `price` | `int` | Purchase price |
| `xpToUnlock` | `int` | XP threshold to unlock (0 = immediately available) |
| `sizeInU` | `int` | Rack unit size of the object |
| `mass` | `float` | Object mass |
| `modelScale` | `float` | Scale multiplier for the 3D model |
| `colliderSize` | `[x, y, z]` | Physics collider dimensions |
| `colliderCenter` | `[x, y, z]` | Physics collider offset |
| `modelFile` | `string` | Path to `.obj` model file (loaded via `LoadMesh`) |
| `textureFile` | `string` | Path to `.png` texture file (loaded via `CreateMaterial`) |
| `iconFile` | `string` | Path to `.png` shop icon (loaded via `LoadIcon`) |
| `objectType` | `int` | `0` = passive object |
| Field | Type | Description |
| ---------------- | ----------- | --------------------------------------------------------- |
| `itemName` | `string` | Display name in the shop |
| `price` | `int` | Purchase price |
| `xpToUnlock` | `int` | XP threshold to unlock (0 = immediately available) |
| `sizeInU` | `int` | Rack unit size of the object |
| `mass` | `float` | Object mass |
| `modelScale` | `float` | Scale multiplier for the 3D model |
| `colliderSize` | `[x, y, z]` | Physics collider dimensions |
| `colliderCenter` | `[x, y, z]` | Physics collider offset |
| `modelFile` | `string` | Path to `.obj` model file (loaded via `LoadMesh`) |
| `textureFile` | `string` | Path to `.png` texture file (loaded via `CreateMaterial`) |
| `iconFile` | `string` | Path to `.png` shop icon (loaded via `LoadIcon`) |
| `objectType` | `int` | `0` = passive object |
The `ModShopItem` UI component displays each shop item with `itemIcon`, `txtName`, and `txtPrice`. Purchasing calls `ButtonBuyItem()`.
### staticItems fields
| Field | Type | Description |
|-------|------|-------------|
| `itemName` | `string` | Display name |
| `modelFile` | `string` | Path to `.obj` model file |
| `textureFile` | `string` | Path to `.png` texture file |
| `modelScale` | `float` | Scale multiplier |
| `colliderSize` | `[x, y, z]` | Physics collider dimensions |
| `colliderCenter` | `[x, y, z]` | Physics collider offset |
| `position` | `[x, y, z]` | World position |
| `rotation` | `[x, y, z]` | Euler rotation in degrees |
| Field | Type | Description |
| ---------------- | ----------- | --------------------------- |
| `itemName` | `string` | Display name |
| `modelFile` | `string` | Path to `.obj` model file |
| `textureFile` | `string` | Path to `.png` texture file |
| `modelScale` | `float` | Scale multiplier |
| `colliderSize` | `[x, y, z]` | Physics collider dimensions |
| `colliderCenter` | `[x, y, z]` | Physics collider offset |
| `position` | `[x, y, z]` | World position |
| `rotation` | `[x, y, z]` | Euler rotation in degrees |
### Asset loading pipeline
| Method | Input | Output |
|--------|-------|--------|
| `LoadMesh(folderPath, modelFile)` | `.obj` file | Unity `Mesh` |
| `CreateMaterial(folderPath, textureFile)` | `.png` file | Unity `Material` |
| `LoadIcon(folderPath, iconFile)` | `.png` file | Unity `Sprite` |
| `LoadTexture(path)` | `.png` file | Unity `Texture2D` |
| Method | Input | Output |
| ----------------------------------------- | ----------- | ----------------- |
| `LoadMesh(folderPath, modelFile)` | `.obj` file | Unity `Mesh` |
| `CreateMaterial(folderPath, textureFile)` | `.png` file | Unity `Material` |
| `LoadIcon(folderPath, iconFile)` | `.png` file | Unity `Sprite` |
| `LoadTexture(path)` | `.png` file | Unity `Texture2D` |
- **3D models**: Wavefront OBJ format (`.obj`)
- **Textures**: PNG format (`.png`)
@@ -268,8 +282,9 @@ The game's `ModLoader` has **built-in DLL loading** — no MelonLoader required.
```
**How it works internally:**
1. `ModLoader.LoadDll(folderPath, DllEntry)` loads the DLL from the mod folder
2. The `entryClass` must reference a class that implements the **`IModPlugin`** interface
2. The `entryClass` must reference a class that implements the `**IModPlugin`** interface
3. Loaded plugins are stored in `ModLoader.loadedPlugins` (`List<IModPlugin>`)
:::warning Loading timing
@@ -278,21 +293,25 @@ Unlike asset objects (`shopItems`, `staticItems`) which are loaded at game start
**DLL entry requirements:**
| Field | Description |
|-------|-------------|
| `fileName` | The `.dll` file in the mod folder |
| Field | Description |
| ------------ | ------------------------------------------------------------------------------------- |
| `fileName` | The `.dll` file in the mod folder |
| `entryClass` | Fully qualified class name (e.g. `MyNamespace.MyPlugin`) that implements `IModPlugin` |
:::caution Experimental feature
The developer has marked DLL loading as **untested**. The `LoadDll` method and `IModPlugin` interface exist in the game code, but stability is not guaranteed. A mod that uses only `shopItems` and `staticItems` (asset-only) is the safest approach.
:::
**Advantages over MelonLoader:**
- No external framework needed — works with the vanilla game
- Distributed via Workshop like any other mod (just include the DLL in the mod folder)
- The game manages loading/unloading through its own lifecycle
**Limitations:**
- The `IModPlugin` interface contract is not publicly documented — you need to reference the game's IL2CPP assemblies to implement it
- Less flexibility than MelonLoader's Harmony patching
- Only the entry class specified in `entryClass` is instantiated
@@ -308,13 +327,15 @@ For now, only **passive objects** are supported for shop items (`objectType: 0`)
The game loads native mods from `Data Center_Data\StreamingAssets\Mods\`. Workshop items are copied into subfolders named `workshop_<PublishedFileId>` under that path (see [Steam install path](#steam-install-path)).
**ModPathRedirector** is a **MelonLoader plugin** (not a MelonMod): install the DLL under **`{GameRoot}/Plugins/`**. It does **not** change native mod paths. It calls **`steam_api64.dll`** directly (Steam flat API: `SteamAPI_ISteamUGC_*`). The game ships this DLL under **`Data Center_Data/Plugins/x86_64/`**; the plugin loads it from there first, then falls back next to the executable. After the Il2Cpp assembly step (see MelonLoader log: `Il2CppAssemblyGenerator`), **`OnPreModsLoaded`** blocks loading MelonMods until each subscribed Workshop item reports installed in Steam and a matching **`Data Center_Data/StreamingAssets/Mods/workshop_<ID>/`** folder exists (per-item **`DownloadItem`**, **`SteamAPI_RunCallbacks`**, timeouts). If the game has not copied Workshop content into `StreamingAssets/Mods` yet, the plugin continues after a short grace period and logs a warning — restart once if mods are missing.
**ModPathRedirector** is a **MelonLoader plugin** (not a MelonMod): install the DLL under `**{GameRoot}/Plugins/`**. It does **not** change native mod paths. It calls `**steam_api64.dll`** directly (Steam flat API: `SteamAPI_ISteamUGC_*`). The game ships this DLL under `**Data Center_Data/Plugins/x86_64/**`; the plugin loads it from there first, then falls back next to the executable. After the Il2Cpp assembly step (see MelonLoader log: `Il2CppAssemblyGenerator`), `**OnPreModsLoaded**` blocks loading MelonMods until each subscribed Workshop item reports installed in Steam and a matching `**Data Center_Data/StreamingAssets/Mods/workshop_<ID>/**` folder exists (per-item `**DownloadItem**`, `**SteamAPI_RunCallbacks**`, timeouts). If the game has not copied Workshop content into `StreamingAssets/Mods` yet, the plugin continues after a short grace period and logs a warning — restart once if mods are missing.
**What it does:**
- On each frame (from `OnApplicationStarted`), waits for `SteamAPI_IsSteamRunning` and resolves `SteamAPI_SteamUGC_v0xx``ISteamUGC*`, then calls the native UGC APIs (no Il2Cpp Steamworks wrapper)
- On each frame (from `OnApplicationStarted`), waits for `SteamAPI_IsSteamRunning` and resolves `SteamAPI_SteamUGC_v0xx``ISteamUGC`*, then calls the native UGC APIs (no Il2Cpp Steamworks wrapper)
- Leaves `ModLoader.LoadAllMods` / `CopyDirectory` unchanged — Workshop sync still uses `Data Center_Data/StreamingAssets/Mods/workshop_<ID>/`
**Installation:**
1. Copy `FMF.ModPathRedirector.dll` into `<GameRoot>/Plugins/` (MelonLoader **Plugins** folder next to the executable)
2. Start the game — subscribed Workshop content is requested early; manual native mods still go under `Data Center_Data/StreamingAssets/Mods/<folder>/` (each folder with a `config.json`)
@@ -343,9 +364,9 @@ For each Workshop project:
1. Create a **folder** under the workspace (the folder name appears in the list).
2. Add a `content/` subfolder with files to ship:
- For **vanilla mods**: `config.json` + `.obj` models + `.png` textures directly in `content/`
- For **MelonLoader mods**: `content/Mods/` with `.dll` files
- For **FMF plugins**: `content/FMF/Plugins/` with `.dll` files
- For **vanilla mods**: `config.json` + `.obj` models + `.png` textures directly in `content/`
- For **MelonLoader mods**: `content/Mods/` with `.dll` files
- For **FMF plugins**: `content/FMF/Plugins/` with `.dll` files
3. Optionally create `metadata.json` yourself or fill it in the app.
4. Optionally add `preview.png` (or `.jpg`, `.jpeg`, `.gif`, `.webp`) at the project root.
5. Optionally add gallery screenshots under `screenshots/` — these are uploaded as additional preview images.
@@ -391,27 +412,31 @@ workshop/
### metadata.json schema
| Field | Type | Description |
|-------|------|-------------|
| `publishedFileId` | `number` | Steam file ID (0 if unpublished) |
| `title` | `string` | Workshop item title (max 128 chars) |
| `description` | `string` | Description, supports [Steam BBCode](#bbcode) (max 8000 chars) |
| `visibility` | `string` | `"Public"`, `"FriendsOnly"`, or `"Private"` |
| `previewImageRelativePath` | `string` | Relative path to preview image (default `"preview.png"`) |
| `tags` | `string[]` | Up to 20 tags for discoverability |
| `needsFmf` | `boolean` | Appends FMF dependency notice on upload |
| `additionalPreviews` | `string[]` | Relative paths to gallery screenshot images |
| Field | Type | Description |
| -------------------------- | ---------- | -------------------------------------------------------------- |
| `publishedFileId` | `number` | Steam file ID (0 if unpublished) |
| `title` | `string` | Workshop item title (max 128 chars) |
| `description` | `string` | Description, supports [Steam BBCode](#bbcode) (max 8000 chars) |
| `visibility` | `string` | `"Public"`, `"FriendsOnly"`, or `"Private"` |
| `previewImageRelativePath` | `string` | Relative path to preview image (default `"preview.png"`) |
| `tags` | `string[]` | Up to 20 tags for discoverability |
| `needsFmf` | `boolean` | Appends FMF dependency notice on upload |
| `additionalPreviews` | `string[]` | Relative paths to gallery screenshot images |
## Using the app
### Tabs
| Tab | Purpose |
|-----|---------|
| **Projects** | Local workshop projects; search, open editor |
| **New** | Create from template (vanilla, MelonLoader, FMF) |
| Tab | Purpose |
| -------------- | ------------------------------------------------- |
| **Projects** | Local workshop projects; search, open editor |
| **New** | Create from template (vanilla, MelonLoader, FMF) |
| **My Uploads** | Paginated list of your published items with stats |
| **Mod Store** | Browse, search, subscribe, vote, and manage mods |
| **Mod Store** | Browse, search, subscribe, vote, and manage mods |
### Publish workflow
@@ -421,11 +446,11 @@ workshop/
4. Write a **version changelog** (required for first publish).
5. Click **Save and upload to Steam**.
6. The app:
- Validates all required fields (upload readiness check).
- Saves `metadata.json`.
- Uploads `content/` and preview to Steam.
- Uploads additional gallery screenshots (if any).
- **Syncs back** — re-downloads Steam's version of content, preview image, and gallery screenshots into your local project folder.
- Validates all required fields (upload readiness check).
- Saves `metadata.json`.
- Uploads `content/` and preview to Steam.
- Uploads additional gallery screenshots (if any).
- **Syncs back** — re-downloads Steam's version of content, preview image, and gallery screenshots into your local project folder.
### Import from Steam
@@ -441,6 +466,7 @@ WorkshopUploader.exe --mode publish --path <project-folder>
```
Optional flags:
- `--autocommit` — writes a status JSON for external tools.
## Steam BBCode reference {#bbcode}
@@ -551,28 +577,32 @@ Subscribe to this Workshop item — the game loads it automatically.
Before uploading, the editor runs automated checks:
| Check | Error condition | Warning condition |
|-------|----------------|-------------------|
| **Content folder** | `content/` missing or empty | — |
| **Title** | Empty or > 128 characters | — |
| **Description** | > 8000 characters | Empty (recommended) |
| **Visibility** | — | Unknown value |
| **Preview image** | — | Missing or > 1 MB |
| **Tags** | — | No tags set |
| **Content size** | — | > 100 MB |
| **Changelog** | Empty on first publish | Empty on update |
| Check | Error condition | Warning condition |
| ------------------ | --------------------------- | ------------------- |
| **Content folder** | `content/` missing or empty | — |
| **Title** | Empty or > 128 characters | |
| **Description** | > 8000 characters | Empty (recommended) |
| **Visibility** | — | Unknown value |
| **Preview image** | — | Missing or > 1 MB |
| **Tags** | — | No tags set |
| **Content size** | — | > 100 MB |
| **Changelog** | Empty on first publish | Empty on update |
Items with **errors** cannot be uploaded. **Warnings** are informational — upload is still possible.
## Preview images {#preview-images}
### Main preview image
- Supports **PNG**, **JPG**, **JPEG**, **GIF**, and **WebP**.
- Auto-detected by filename: `preview.png`, `preview.jpg`, etc.
- Recommended size: under **1 MB**.
- The app auto-detects the format from the file's magic bytes when syncing from Steam.
### Gallery screenshots
- Up to **9** additional images per item.
- Stored in `screenshots/` under the project root.
- Uploaded in a separate pass after the main content publish.
@@ -635,6 +665,7 @@ Yes. Use **My Uploads** → select the item → **Import**. The app downloads ev
**Q: Why can't I upload? The button is greyed out / shows errors.**
The upload readiness checker found issues. Common blockers:
- `content/` folder is missing or empty.
- Title is empty.
- No changelog provided on first publish.
@@ -644,6 +675,7 @@ Check the readiness panel at the bottom of the editor for details.
Yes for the **first publish** (error if empty). For updates it's recommended but not enforced (warning only).
**Q: What happens after I click "Save and upload to Steam"?**
1. Metadata is saved locally.
2. Content and preview are uploaded to Steam.
3. Gallery screenshots are uploaded (if any).
@@ -690,17 +722,20 @@ Yes. After publishing and during import, gallery screenshots are downloaded from
**Q: How does the game load Workshop mods?**
At startup, the game's `ModLoader.SyncWorkshopThenLoadAll()` queries all subscribed items from Steam, waits for downloads to complete, and copies each into `Data Center_Data/StreamingAssets/Mods/workshop_<ID>/`. Then `LoadAllMods()` scans that folder. Asset objects (shopItems, staticItems) load immediately; DLL mods load later at SaveLoad time. The content structure determines what kind of mod it is:
- **Native mods** (vanilla): `config.json` + OBJ/PNG assets directly in `content/` — no extra tools needed.
- **MelonLoader mods**: `content/Mods/` with `.dll` files — requires MelonLoader.
- **FMF plugins**: `content/FMF/Plugins/` with `.dll` files — requires MelonLoader + FMF.
**Q: What are the three mod types?**
| Type | Requirements | Content structure | Use case |
|------|-------------|-------------------|----------|
| **Vanilla (native)** | None | `config.json` + `.obj` + `.png` | Custom objects, decorations, shop items |
| **MelonLoader** | MelonLoader | `Mods/*.dll` | Code mods (IL2CPP) |
| **FMF plugin** | MelonLoader + FMF | `FMF/Plugins/*.dll` | FrikaModFramework plugins |
| Type | Requirements | Content structure | Use case |
| -------------------- | ----------------- | ------------------------------- | --------------------------------------- |
| **Vanilla (native)** | None | `config.json` + `.obj` + `.png` | Custom objects, decorations, shop items |
| **MelonLoader** | MelonLoader | `Mods/*.dll` | Code mods (IL2CPP) |
| **FMF plugin** | MelonLoader + FMF | `FMF/Plugins/*.dll` | FrikaModFramework plugins |
**Q: What model format does the native mod system use?**
Wavefront OBJ (`.obj`) for 3D models and PNG (`.png`) for textures and icons.
@@ -728,28 +763,33 @@ Yes. Browse or search for mods, then click **Subscribe**. Steam will download th
### Troubleshooting
**Q: The app won't start / crashes on launch.**
- Ensure `steam_appid.txt` is next to the executable; `steam_api64.dll` should resolve from the Data Center install (`Data Center_Data/Plugins/x86_64/`) or from the uploader folder.
- Steam must be running and logged in.
- Check the Windows Event Viewer (Application log) for .NET crash details.
- On Windows 10 < 1809, the app may not work due to WinUI requirements.
**Q: "Steam init failed" error in the app.**
- Make sure Steam is running and you are logged in.
- Verify you own Data Center (App ID 4170200).
- Check that `steam_appid.txt` contains `4170200`.
**Q: My content doesn't show up after subscribing.**
- Restart the game — Workshop content is loaded at startup.
- Check `steamapps/workshop/content/4170200/` to verify the download exists.
- If the folder is empty, try unsubscribing and re-subscribing.
**Q: The preview image doesn't load in the Mod Store.**
- The image is loaded from Steam's CDN. Check your internet connection.
- Very large images may take a moment to appear.
## See also
- Repository README: [`WorkshopUploader/README.md`](https://github.com/mleem97/gregFramework/blob/master/WorkshopUploader/README.md)
- Repository README: `[WorkshopUploader/README.md](https://github.com/mleem97/gregFramework/blob/master/WorkshopUploader/README.md)`
- [End-User Guide](/wiki/guides/players/enduser-workshop)
- [Contributor Guide](/wiki/guides/contributors/contributor-workshop)
- [Release](/wiki/guides/contributors/release)