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- Updated the README and various documentation files to reflect the new flat layout of the `gregFramework`, emphasizing the direct placement of repositories like `gregMod.<Name>/` and `gregExt.<Name>/` under `gregFramework/`. - Added details about the `gregModmanager/` and `gregDataCenterExporter/` directories, clarifying their roles and contents. - Improved descriptions and links throughout the documentation to ensure consistency and accuracy, enhancing user navigation and understanding of the project structure. - Adjusted language in several sections to better communicate the purpose and organization of the repositories. This commit improves the overall clarity and usability of the documentation.
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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 undergregCore/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 non–in-game stacks may use other languages as appropriate.
See also
- Framework — runtime surface for mod authors
- FMF hook naming