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id, title, slug, description
| id | title | slug | description |
|---|---|---|---|
| modding-language-requirement | Modding language (C# only) | /reference/modding-language-requirement | Mandatory language for mods, MelonLoader plugins, and extensions — C# only. |
Modding language (C# only)
Requirement
All logic for mods, MelonLoader plugins, and framework extensions must be implemented in C#.
That applies to anything shipped as a gregMod.*, gregExt.*, or FFM.Plugin.* / FMF.* module that loads through the MelonLoader / IL2CPP stack: gameplay code, Harmony patches, UI, networking hooks, and data handling belong in C# (typically targeting .NET compatible with your MelonLoader build).
Rationale
- MelonLoader loads managed .NET assemblies; Harmony and the interop layer are built around C#.
- A single language keeps reviews, debugging, and CI consistent for contributors.
What this does not restrict
- Framework core (
gregCore) may still ship native loading paths maintained by core maintainers (Rust/other natives als vorkompilierte.dll/.greg/…-Module, geladen überFFIBridgeingregCore/framework/src/ModLoader/), plus build scripts and tooling. Those are not substitutes for implementing mod/plugin/extension logic outside C#. - Documentation, config (JSON/YAML), and assets are not “logic” in this sense.
- gregStore, gregWiki, and other non–in-game stacks may use other languages as appropriate.
See also
- System architecture & documentation principles — stack model and documentation rules
- Framework — runtime surface for mod authors
- FMF hook naming