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gregWiki/docs/reference/modding-language-requirement.md
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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 über FFIBridge in gregCore/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 nonin-game stacks may use other languages as appropriate.

See also