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gregWiki/docs/reference/modding-language-requirement.md
Marvin ea92a0baf8 refactor: update project branding and structure for gregFramework
- Changed project title and tagline in docusaurus.config.js to reflect the new branding.
- Updated package.json and package-lock.json to rename the project to gregwiki-docs-site.
- Adjusted sidebar and documentation files to align with the new project structure and naming conventions.
- Enhanced documentation content for clarity and consistency across various sections.
- Added Prettier as a development dependency for code formatting.

This commit aligns the project with the new branding and improves overall documentation quality.
2026-04-10 01:20:22 +02:00

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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 contain non-C# components maintained by core maintainers (for example the Rust FFI bridge under bridges/gregSta.RustBridge/, build scripts, or tooling). Those are not substitutes for implementing mod/plugin/extension behavior outside C#.
  • Documentation, config (JSON/YAML), and assets are not “logic” in this sense.
  • gregStore, gregWiki, and other nonin-game stacks may use other languages as appropriate.

See also