SRML A command to add a user defined button to the command menu A command to clear the console A command that dumps stuff to dump files A command to edit a user defined button A command to display all commands A command to display all mods A command to reload the mods A command to remove a user defined button from the command menu Controls the in-game console The event that triggers when the Reload Command is called Initializes the console Registers a new command into the console Command to register True if registered succesfully, false otherwise Registers a new console button The id of the button Button to register True if registered succesfully, false otherwise Registers a new dump action for the dump command The id to use for the dump command argument The dump action to run True if registered succesfully, false otherwise Registers a command catcher which allows commands to be processed and their execution controlled by outside methods The method to catch the commands Logs a info message Message to log Should log to file? Logs a success message Message to log Should log to file? Logs a warning message Message to log Should log to file? Logs an error message Message to log Should log to file? Binds user commands to the console command menu Reads all bindings Registers a new bind The id of the button The text to show on the button The command to execute Removes a bind The id of the bind to remove True if the bind got removed, false otherwise Removes all binds Gets all the binds registered A button for the console menu Text to display on the button Command to execute when the button is pressed Creates a new console button button Text to display on the button Command to execute when the button is pressed Base class for all console commands The ID of this command (Always lowercase) The usage info of this command The description of this command The extended description of this command, with a description of each argument to display when you use help command on this command (Multiline is supported) Executes the command The arguments passed in the console (null if no arguments are provided) True if it executed, false otherwise Gets the auto complete list (word filter is done by the system) The index of the argument in the command string The text of the argument The list of auto complete options Gets the auto complete list (word filter is done by the system) The index of the argument in the command string A list of inputted arguments The list of auto complete options The arguments are out of bounds (either too many or too little) Amount of arguments Minimun amount Maximun amount True if arguments are out of bounds, false otherwise Draws the window for the in-game console Attachs the window to a scene The logger for the log file Initializes the file logger (run this before Console.Init) Logs a info message Message to log Logs a warning message Message to log Logs an error message Message to log Allows adding values to any Enum Add a new enum value to the given with the first free value Type of enum to add the value to Name of the new enum value The new enum value Add a new enum value to the given with the first free value Type of enum to add the value to Name of the new enum value The new enum value Add a new value to the given Enum to add the new value to Value to add to the enum The name of the new value Add a new value to the given Enum to add the new value to Value to add to the enum The name of the new value Get first undefined value in an enum The first undefined enum value Get first undefined value in an enum The first undefined enum value Serializable table that maps enum values from placeholder numerical values to their string counterparts Used to assure that enum values map properly between game loads, even if registration order changes Mapped values are always negative Get the next free value for the given enumType The enum type The next free value Generate a translation table for a list of enumValues List of enum values to translate Replace missing enum values with default values, or remove them all together Translate an enum value Original enum value Translated integer Register an EnumFixer that allows for objects of type to have their enum values processed by an enumtranslator Fix enum values in an object using the registered EnumFixer the to use for translating Whether to translate TO or FROM the translated form Object to fix Class used to generate an error message Checks if a path exists and creates it if it doesn't Path to be checked returns the original path argument When called from a mod, gets the base path of that mod The base path of the current executing mod Gets a mods config path The mod whose config path is needed The config path Gets the current mods config path The config path Utility class to help manage the main SRML harmony instance Utilities for communication between mods Called before GameContext.Awake() Called before GameContext.Start() Called after Load Called before
Used to register things such as enum values, and to do Harmony patching
Called before
Used to register things that require a loaded GameContext
Called after every mod's Load has finished (not a registry step)
Used for editing existing assets in the game
Register a modded achievement into the registry. The id of the achievement to register. The tracker to track achievement progress. The tier the achievement goes into. Register an achievement tier into the registry. The id of the tier. The icon to be displayed in the achievement UI. Check if an achievement is modded. The id of the achievement to check. True if achievement id belongs to a modded achievement, otherwise false. Tiers for an achievement to be put into. Register an ammo prefab to allow it to be put in a player's ammos (use ) to register the prefab to Allow an to be put into a players inventory Which inventory to allow the into The to allow Allow an Identifiable.Id to be put into a inventory Allow an Identifiable to be put into the Refinery Creates a and registers it into the enum Creates a and registers it into the enum Registers a See if a is modded True if given is from a mod See if a is modded True if given is from a mod Registers an offset for a fashion. The of the fashion to offset. How far the fashion gets offset. The condition that the fashion gets offset in. Registers a slot for a fashion to be placed in. The that belongs to the slot. The hierarchal path to the bone. The that the slot attaches to. Adds an to a . The to add to. The to be added. Registers a range of s into a . The to add to. The s to be added. Registers a range of s into a . The to add to. The s to be added. Registers a range of s into a . The s to be added. Registers a range of s into a . The s to be added. Removes an from a . The to be removed from. The to be removed. Removes an from a . The to be removed. The to be removed from. Adds an to a . The to be added. The to add to. Automatically adds an to a . The to be added. Registers a rule for what to register a into. The condition that the is registered into the The to register an into. Adds a rank into the 7Zee Rewards catalogue. If the rank already exists, then combine with the pre-existing one. The level of the rank. How much it costs to purchase the rank. The rewards for the rank. The banner to show behind the rank name. If null, then it will set to the highest rank's banner. Adds a reward to a rank. The rank to add a reward to. The to add. A special way to register rewards with a unique translation key. Registers a region into the . The of the region. The bounds and values of the region. Adds a zone into a region. The to be added. The of the region to add to. Class for handling string ID's for the save system Class allowing for the addition of arbitrary data to Actors, similar to Minecraft's NBT system Instantiate an an Actor with the given data A participant of the data system A participant of the data system. When on a slime, if the slime transforms, it will copy to the resulting object. Register a serializable The actor model to register The mod specific integer ID that the save system will use to refer to this Register a serializable Gadget model to register The mod specific integer ID that the save system will use to refer to this Register a serializable LandPlot model to register The mod specific integer ID that the save system will use to refer to this Register a that will take part in the extended data system Type of the participant to register Allows an to go onto a gordo snare. The to register. if secret styles is installed, otherwise . Register a secret style in a Slime definition to register the secret style for Secret style to register Registers a targeter. The condition in which the targeter is used. A function getting the name of the targeted object, with the first bundle being the UI bundle, and the second being the pedia bundle. A function getting the description of the targeted object, with the first bundle being the UI bundle, and the second being the pedia bundle. Combines two keys' resulting translations. The bundle containing the keys. The key to be added to. The key to be added. The composed description. Composes a type description translation. The bundle containing the type key. The key belonging to the type's translation. Composes a diet description translation. The bundle containing the diet key. The key belonging to the diet's translation. Create a new instance of an IdHandler Register an as a drone target. Registers a rancher. Registers a rancher's id Registers an offer id Registers a category for exchange requests/rewards The category to register The ids in the category Registers an item to be unlocked in a category The to be unlocked. The progress required to unlock it The value used in the offer generator for count Registers an item that's automatically unlocked in a category The to be unlocked. The value used in the offer generator for count Checks if a rancher or offer ID is modded. The ID to check. True if the ID belongs to a mod, otherwise false. Checks if a rancher is modded. The rancher to check. True if the rancher belongs to a mod, otherwise false. Checks if a category is modded. The category to check. True if the category belongs to a mod, otherwise false. Creates a . What value is assigned to the . The name of the . The created . Throws if ran outside of PreLoad Check if a belongs to a modded gadget. The to check. True if belongs to a modded gadget, otherwise false. Associates an with a The to associate. The to associate Registers a locker for a blueprint. The of the blueprint. The locker for the blueprint. Register a blueprint. The of the blueprint. Register a blueprint that's automatically available. The of the blueprint. Manually set the of the Remove all instances of an from every class in Puts a into one of the vanilla categories based on its name prefix (see )
WARNING: Will not categorize decorations properly!
Put an into one of the vanilla categories Creates an . What value is assigned to the . The name of the . The created . Throws if ran outside of PreLoad Creates an . What value is assigned to the . The name of the . If the should automatically be categorized into 's classes. The created . Throws if ran outside of PreLoad Manually set the of the Remove all instances of an from every class in Check if an was registered by a mod True if the was registered by a mod, otherwise false. Gets every registered by a mod. The ID of the mod to check. All s reigstered by a mod. Registers a rule for an id prefix to link to The prefix for the id to check for. The rule that the specified prefix links to. Registers a rule for an id suffix to link to The suffix for the id to check for. The rule that the specified prefix links to. Puts an into one of the vanilla categories based on its name (see ) Put an into one of the vanilla categories Register a keybind into the options UI. The action associated with the keybind. Creates and registers a . The name of the action. The created action Creates and registers a , then registers it into the options UI. The name of the action. The created action Creates and registers a , adds it into the options UI, and adds a translation. The name of the action. The translated name of the action. The created action Check if an action is modded. The action to check. True if action belongs to a mod, otherwise false. Register all 's in a Type Type holding the 's Creates a . What value is assigned to the . The name of the . The created . Throws if ran outside of PreLoad Check if an was registered by a mod True if the was registered by a mod, otherwise false. Registers a land plot. The land plot to register. Creates a . What value is assigned to the . The name of the . The created . Throws if ran outside of PreLoad Registers an land plot upgrade. The type of land plot to register it to. The upgrade to register. Registers a to a land plot. The to register. The to register the to Throws if the is already registered. Sets the callback of the . The callback Sets the from translation. The translated text. Sets the body translation. The translated text. Sets the subject translation. The translated text. Registers a . The to register. The registered Registers a . The key of the to register. The registered Gets the default renderer for a Slimepedia entry. The setting to get the renderer from. The default renderer for the specified setting. Creates a . What value is assigned to the . The name of the . The created . Throws if ran outside of PreLoad Registers a tab for the Slimepedia. The tab to register Registers a into the Slimepedia. The to register. Creates and registers a . The belonging to the entry. The icon belonging to the entry. Registers an entry renderer for the Slimepedia. The assigned to the entry. The renderer the Slimepedia entry should use. Registers an entry to already be unlocked in a new game The that belongs to the entry. Creates a link between an and a . The entry mapping both values. Creates a link between an and a . The to link. The to link. Sorts a Slimepedia category based on a rule. The Slimepedia category to sort. The rules to sort it. Assigns a to a Slimepedia category. The to assign. The Slimepedia category to assign the to. Registers an event to be run when a awakes. The event to be ran. Registers a link between a plant plot and an . The entry of the link. Registers a link between a plant plot and an , which only is used if a condition is met. The condition that the link is established. The entry of the link. Predicate for choosing purchasable ui's The type of the Purchasable UI The UI instance Creates purchasables on demand The that the will be added to Creates a purchasable on demand The UI that the will be added to Delegate for arbitarily manipulating a list of purchasables Delegate for arbitarily manipulating a list of purchasables Register a to all UI's pointed to by the The prediate for filtering the Purchasable UI The creator of the new purchasable Register a compararer to sort a list of purchasables Filter for PurchasableUI's Comparer to use when sorting Register a compararer to sort a list of purchasables The type of the UI Comparer used for sorting Registers a plort entry into the Plort Market. The plort's market entry. Creates and registers a plort entry into the Plort Market. The belonging to the plort. The progress required to show the plort as unlocked. Creates and registers a plort entry into the Plort Market that is automatically unlocked. The belonging to the plort. Registers an economy entry into the Plort Market. The entry to register. Creates and registers an economy entry into the Plort Market. The belonging to the plort. The base value of the plort. How many plorts needed to saturate the market (cut the price in half). Creates and registers an economy entry into the Plort Market. The belonging to the plort. The base value of the plort. How many plorts needed to saturate the market (cut the price in half). Throws if ran in PreLoad. Creates and registers a plort entry, as well as an economy entry into the Plort Market. The belonging to the plort. The base value of the plort. How many plorts needed to saturate the market (cut the price in half). Register an Identifiable Prefab into the The prefab to register. Register an Identifiable Prefab into the The belonging to the prefab to register. Register into the Register a landplot prefab into the The prefab to register Register a gadget entry to the Register a vacuumable item into the Id of the vacuumable item Color of the background of the inventory slot Icon that will be used for the item in inventory Register into the Upgrade Entry to register Create and register an upgrade entry Upgrade ID Icon that will show up in the upgrade shop The cost of the upgrade Register a into the Register a gordo prefab into the Register into the Liquid to register Register into the Entry to register Register a toy (note: does not register the identifiable itself, only the toy, do that separately) of the toy Icon for the toy in the toy store How much the toy costs in the toy store Register a slime definition in the database Slime definition to register Register a slime definition in the database Slime definition to register Whether or not to refresh the EatMaps of the slime and its bases. Registers a . The that the is assigned to. The to be registered. Combines two s into a largo . The base . The addon . The to register the into. The properties controlling the way the s are combined. The stripe shader to be used, if any. The created . Creates a largo from two base s. The belonging to the resulting largo. The belonging to the base slime. The belonging to the addon slime. The properties controlling the way the s are combined. The created . Combines the s of the bases of a into one . The largo's . The created . Combines two slimes into a largo. The belonging to the resulting largo. The belonging to the base slime. The belonging to the addon slime. The properties controlling the way the slimes are combined. The properties controlling the base Secret Style and the addon normal s are combined. The properties controlling the base normal and the addon Secret Style s are combined. The properties controlling the base Secret Style and the addon Secret Style s are combined. Combines two slimes into a largo. The belonging to the resulting largo. The belonging to the base slime. The belonging to the addon slime. The properties controlling the way the slimes are combined. The properties controlling the base Secret Style and the addon normal s are combined. The properties controlling the base normal and the addon Secret Style s are combined. The properties controlling the base Secret Style and the addon Secret Style s are combined. The of the created largo. The of the created largo. The of the created largo. Takes an and formats it into a largo name. The belonging to the largo. The resulting name. Creates a . What value is assigned to the . The name of the . The created . Throws if ran outside of PreLoad Represents a template game object, used to contain templates to turn into Runtime Prefabs A template to create new animals Template to create new animals The name of the object (prefixes are recommended, but not needed) The Identifiable ID for this animal The model's mesh for this animal The materials that compose this animal's model The animator used by the animal Is this animal a child? Sets the reproduction objects (not needed for childs or males) The male mate of this female The resulting child Sets the elder version of this (not needed for childs) The elder version Sets the movement component to a new one (Default is the Chicken Movement) New component to use Sets the vacuumable size The vac size to set Sets the reproduction infos (not needed for childs or males) Min. Reproduction hours Max. Reproduction hours Sets the bones and skinned mesh of this animal (default are the ones from the Chicken/Hen) The skinned mesh would be an object like mesh_body1 of the Hen's Prefab The bones would be an object like root of the Hen's Prefab The new skinned mesh to use for the animal The new bones to use for the animal Sets the child info (only needed for childs) The number of hours before becoming an adult The number of hours before hatching the egg The egg object Sets the translation for this animal's name The translated name Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new Craft Resources Template to create new Craft Resources The name of the object (prefixes are recommend, but not needed) The Identifiable ID for this resource The pedia ID for this resource The model's mesh for this resource The materials that compose this resource's model Sets the vacuumable size The vac size to set Sets the transform values for the model New values to set Sets the collider radius for this craft resource (Use this to ajust the collider to the model) The radius of the collider Sets the scale for the Delaunch Trigger (do not change if you don't know what you are doing) The new scale to set Sets the translation for this resource's name The translated name Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new crates Template to create new crates The name of the object (prefixes are recommended, but not needed) The Identifiable ID for this crate The materials that compose this crate's model Sets the vacuumable size The vac size to set Sets the spawn options for the crate List of options Sets the info for spawning items The min amount of things to spawn The max amount of things to spawn Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new fashion attachments (the part that gets attached to the object) Template to create new fashion attachments The name of the object (prefixes are recommend, but not needed) The Identifiable ID for this fashion attachment The model's mesh for this fashion attachment The materials that compose this fashion attachment's model Sets the transform values for the model New values to set Adds a new layer The mesh to add to the layer The materials to add to the layer Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new fashions (the actual fashion not the pod) Template to create new fashions The name of the object (prefixes are recommended, but not needed) The Identifiable ID for this fashion The prefab to attach to the target The icon for this fashion The slot it occupied when attached Sets the vacuumable size The vac size to set Sets the translation for this fashion's name The translated name Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create floating decorations like ornaments or echos Template to create floating decorations The name of the object (prefixes are recommended, but not needed) The Identifiable ID for this decoration The type of decoration The model's mesh for this decoration The materials that compose this decoration's model Sets the vacuumable size The vac size to set Sets the clip (For the type ECHO_NOTE) The number of clip to set Sets the transform values New values to set Sets the color for the material (For the type ECHO or ECHO_NOTE) (only if you want to use the default material for echos and change the color) New color to set Sets the translation for this deco's name The translated name Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new foods Template to create new foods The name of the object (prefixes are recommended, but not needed) The Identifiable ID for this food The pedia ID for this resource The type of food The model's mesh for this food The materials that compose this food's model Sets the vacuumable size The vac size to set Sets the info of the resource cycle The number of game hours before the food is ready to collect The number of game hours the food stays in place to be riped The number of game hours the food can be eaten The number of game hours the food takes to rot Sets the rotten material The rotten material Sets the Audio Cues for the food (Only needed for type CUSTOM) The cue triggered when the food is released from a farmable zone The cue triggered when the food hits something Sets the scale for the Delaunch Trigger (do not change if you don't know what you are doing) The new scale to set Sets the scale for the model, only needed if the default doesn't work The new scale to set Sets the option to eject the food when mature (only needed if the food is farmable) The new state to set Sets the translation for this slime's name The translated name Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new gordos Template to create new gordos The name of the object (prefixes are recommend, but not needed) The identifiable ID for this gordo The definition of the slime this gordo is based on The materials to use on the model of this gordo Adds a new behaviour to the slime The component containing the new behaviour Adds a new behaviour to the slime The component containing the new behaviour A list of components containing the new behaviour Sets a new bone structure for the slime (Starting at the Vibrating part) The new bone structure as a game object (to add to the prefab) Sets the translation for this gordo's name The translated name Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new liquids Template to create new liquids The name of the object (prefixes are recommended, but not needed) The Identifiable ID for this liquid The materials that compose this liquid's model Sets the vacuumable size The vac size to set Sets the color for the material (only if you want to use the default material for water and change the color) DO NOT USE THIS IF YOU SET A CUSTOM MATERIAL, THIS WILL OVERRIDE THAT MATERIAL New color to set Sets the translation for this slime's name The translated name Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new plorts Template to create new plorts The name of the object (prefixes are recommended, but not needed) The Identifiable ID for this plort The materials that compose this plort's model Sets the vacuumable size The vac size to set Sets the translation for this plort's name The translated name Sets the scale for the plort The scale to set Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new slimes Template to create new slimes The name of the object (prefixes are recommend, but not needed) The definition for this slime Sets the vacuumable size The vac size to set Sets the eat info The min. drive required for the slime to eat How much the drive is reduced once fed How much the agitation is reduced once fed How much the agitation is reduced once fed it's favorite Sets the max. health of this slime The max. health to set Sets the possibility of having a feral state Can the slime be afected by a feral state Sets the possibility of turning into a glitch if spawned in the Slimeulation Can the slime be turned into a glitch inside the Slimeulation Sets the fear profile The fear profile to set Sets the starting emotions of this slime The initial state for Hunger The initial state for Agitation The initial state for Fear Sets the scale for the Delaunch Trigger (do not change if you don't know what you are doing) The new scale to set Adds a new behaviour to the slime The component containing the new behaviour Adds a new behaviour to the slime The component containing the new behaviour A list of components containing the new behaviour Sets a new bone structure for the slime (Starting at the Appearance part) The new bone structure as a game object (to add to the prefab) Sets the translation for this slime's name The translated name Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) Generates the largos for this slime (use this if you want the slime to be largoable) Can the largos from the slime become tarr? Use this to add extra behaviours to the largos A list of all IDs made for the largos created Generates a roaming Gordo Slime for this slime (use this if you want the slime to have a Gordo counter part) Roaming gordos are normal slimes scaled as a gordo and contains almost no behaviours, also it doesnt eat. Use PrefabFunctions to give it behaviours The ID for the gordo The slime template for the Roaming Gordo (YOU NEED TO CLASS .Create TO FINISH THE PROCESS) Generates a Gordo Slime for this slime (use this if you want the slime to have a Gordo counter part) The ID for the gordo The gordo template for the static gordo (YOU NEED TO CLASS .Create TO FINISH THE PROCESS) Builds the module for this slime Builds the definition for this slime A template to create new toys Template to create new toys The name of the object (prefixes are recommended, but not needed) The Identifiable ID for this toy The model's mesh for this toy The materials that compose this toy's model The audio cue when this toy hits something Sets the vacuumable size The vac size to set Sets what fashion is required to react with this toy The ID of said fashion (NONE to remove the required fashion) Sets the translation for this toy's name The translated name Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template ti create new Tech Activators Template to create new Tech Activators The name of the object (prefixes are recommended, but not needed) The prefab UI to display Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) Interface used to make lists of Mod Prefabs (as lists can't have different generic constructs) Simple prefab like class, used to make the structure for templates Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) Adds a new start action to the pile ID of the action (as registered in TemplateActions) Adds a new awake action to the pile ID of the action (as registered in TemplateActions) Adds a prefab function (they are executed when ToPrefab is called) Action to add to the pile Adds a prefab function (they are executed when ToPrefab is called) Actions to add to the pile Sets the translation for the prefab, not all templates implement this, so it might do nothing. The translated name Turns this ModPrefab/Template into a runtime prefab Returns this prefab as a template Returns this prefab as a clone of the template A template to create new bush plantables Template to create new veggie plantables The name of the object (prefixes are recommended, but not needed) Is this plantable for the deluxe version of the garden? The ID of the identifiable spawned by this plantable The spawn resource id for this plantable The list of things to spawn (null to get it from the ID provided) Sets the bonus info The min. amount selected from the bonus list The change to select extras Sets the list of bonus spawns The list to set Adds a new bonus spawn to the list The ID for the spawnable Adds a new bonus spawwn to the list The game object of the identifiable to spawn Sets the list of spawns The list to set Adds a spawn to the list The ID for the spawnable Adds a spawn to the list The game object of the identifiable to spawn Sets the tree to be used The tree's mesh The materials for that tree The tree's mesh for the collider Sets the tree to be used based on the SpawnResource ID (only works for those already in the game) The ID to get the tree from Sets the leaves to be used The leaves's mesh The materials for that leaves The leaves's mesh for the collider Sets the leaves to be used based on the SpawnResource ID (only works for those already in the game) The ID to get the leaves from Sets the position for the leaves (uses the same for normal and deluxe) The new position to set Sets the position for the leaves (uses different ones for normal and deluxe versions) The new position to set for normal The new position to set for deluxe Sets the scale for the leaves (uses the same for normal and deluxe) The new scale to set Sets the scale for the leaves (uses different ones for normal and deluxe versions) The new scale to set for normal The new scale to set for deluxe Sets the scale for the tree (uses the same for normal and deluxe) The new scale to set Sets the scale for the tree (uses different ones for normal and deluxe versions) The new scale to set for normal The new scale to set for deluxe Sets the spawn info Min. number of items to spawn Max. number of items to spawn Min. hours to be ready to spawn Max. hours to be ready to spawn Min. value of nutrients, related to growth rate The number of hours the water lasts in the soil Sets the model of the spawn points (used to display the growth of the items) The mesh for the model The materials for the model Sets the spawn joints (the list needs to have 20 for non-deluxe and 34 for deluxe) New spawn joints to set Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new fruit plantables Template to create new veggie plantables The name of the object (prefixes are recommended, but not needed) Is this plantable for the deluxe version of the garden? The ID of the identifiable spawned by this plantable The spawn resource id for this plantable The list of things to spawn (null to get it from the ID provided) Sets the bonus info The min. amount selected from the bonus list The change to select extras Sets the list of bonus spawns The list to set Adds a new bonus spawn to the list The ID for the spawnable Adds a new bonus spawwn to the list The game object of the identifiable to spawn Sets the list of spawns The list to set Adds a spawn to the list The ID for the spawnable Adds a spawn to the list The game object of the identifiable to spawn Sets the tree to be used The tree's mesh The materials for that tree The tree's mesh for the collider Sets the tree to be used based on the SpawnResource ID (only works for those already in the game) The ID to get the tree from Sets the leaves to be used The leaves's mesh The materials for that leaves The leaves's mesh for the collider Sets the leaves to be used based on the SpawnResource ID (only works for those already in the game) The ID to get the leaves from Sets the position for the leaves (uses the same for normal and deluxe) The new position to set Sets the position for the leaves (uses different ones for normal and deluxe versions) The new position to set for normal The new position to set for deluxe Sets the scale for the leaves (uses the same for normal and deluxe) The new scale to set Sets the scale for the leaves (uses different ones for normal and deluxe versions) The new scale to set for normal The new scale to set for deluxe Sets the scale for the tree (uses the same for normal and deluxe) The new scale to set Sets the scale for the tree (uses different ones for normal and deluxe versions) The new scale to set for normal The new scale to set for deluxe Sets the spawn info Min. number of items to spawn Max. number of items to spawn Min. hours to be ready to spawn Max. hours to be ready to spawn Min. value of nutrients, related to growth rate The number of hours the water lasts in the soil Sets the model of the spawn points (used to display the growth of the items) The mesh for the model The materials for the model Sets the spawn joints (the list needs to have 20 for non-deluxe and 34 for deluxe) New spawn joints to set Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new veggie plantables Template to create new veggie plantables The name of the object (prefixes are recommended, but not needed) Is this plantable for the deluxe version of the garden? The ID of the identifiable spawned by this plantable The spawn resource id for this plantable The list of things to spawn (null to get it from the ID provided) Sets the bonus info The min. amount selected from the bonus list The change to select extras Sets the list of bonus spawns The list to set Adds a new bonus spawn to the list The ID for the spawnable Adds a new bonus spawwn to the list The game object of the identifiable to spawn Sets the list of spawns The list to set Adds a spawn to the list The ID for the spawnable Adds a spawn to the list The game object of the identifiable to spawn Sets the sprout to be used (null can also be provided to use the default one) The sprout's mesh The material for that sprout Sets the sprout to be used based on the SpawnResource ID (only works for those already in the game) The ID to get the sprout from Sets the spawn info Min. number of items to spawn Max. number of items to spawn Min. hours to be ready to spawn Max. hours to be ready to spawn Min. value of nutrients, related to growth rate The number of hours the water lasts in the soil Sets the model of the spawn points (used to display the growth of the items) The mesh for the model The materials for the model Sets the spawn joints (the list needs to have 20 for non-deluxe and 34 for deluxe) New spawn joints to set Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create new plots Template to create new plots The name of the object (prefixes are recommended, but not needed) The Plot ID for this plot Sets the Activator Transform values The position to set The rotation to set The scale to set Sets the Activator Transform values The values to set Sets the game object for the UI of this plot The game object to set Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) A template to create a plot frame (use this if you want to create a custom frame by adding prefab functions to it) Template to create a plot frame The name of the object Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) Interface used to make lists of PlotUpgradeTemplate (as lists can't have different generic constructs) A template to create a plot upgrade This template is a bit more complex than the others, it's structure is entirely built by you. It only exists for covinience when adding to custom plots. Template to create a plot upgrade The name of the object The upgrade for this land plot The upgrader component to add to the main object The action to setup the component after creation Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) The action to construct the template A template to create new activator UIs Template to create new activator UIs The name of the object (prefixes are recommended, but not needed) The UI component to add Creates the object of the template (To get the prefab version use .ToPrefab() after calling this) Registers a toy into the first group of toys. The belonging to the toy. Registers a toy into the second group of toys. The belonging to the toy. Localization Add a plaintext translation for a localization key Key bundle the localization key is located in The localization key The plain text translation Add a plaintext translation for a localization key in the 'pedia' bundle The localization key The plain text translation Add a plaintext translation for a localization key in the 'actor' bundle The localization key The plain text translation Add a plaintext translation for a localization key in the 'ui' bundle The localization key The plain text translation Add a plaintext translation for a localization key in the 'achieve' bundle The localization key The plain text translation Add a plaintext translation for a localization key in the 'exchange' bundle The localization key The plain text translation Add a plaintext translation for a localization key in the 'global' bundle The localization key The plain text translation Add a plaintext translation for a localization key in the 'mail' bundle The localization key The plain text translation Add a plaintext translation for a localization key in the 'tutorial' bundle The localization key The plain text translation Add a plaintext translation for localization for SRML error messages The language to be translated to The plain text translation for the text saying it's an error The plain text translation for the text saying mod-loading is aborting Creates a . What value is assigned to the . The name of the . The created . Throws if ran outside of PreLoad Check if a belongs to a modded upgrade. The to check. True if belongs to a modded upgrade, otherwise false. Registers a callback to be called when an upgrade is bought. The that calls the callback. The callback to be called. Registers an upgrade locker. The to be locked. The locker locking the . Registers an upgrade that's automatically unlocked. The to be unlocked. An utility class to help with Enums Parses an enum in a easier way Type of the enum Value to parse The parsed enum on success, null on failure. Parses an enum in a easier way Type of the enum Value to parse true to ignore case; false to regard case. The parsed enum on success, null on failure. Converts int to enum Type of the enum Int to convert to enum The enum equal to the int Gets all names in an enum Type of the enum The list of names in the enum Gets all enum values in an enum Type of the enum The list of all values in the enum Checks if an enum is defined. Type of the enum Value to check true if defined, false if not. Checks all names in an enum to see if what you need exists. Type of the enum Value to find true if found, false if not. Parses an enum in a easier way Type of the enum Value to parse What to return if the parse fails. The parsed enum on success, on failure. Parses an enum in a easier way Type of the enum Value to parse true to ignore case; false to regard case. What to return if the parse fails. The parsed enum on success, on failure. Converts int to enum Type of the enum Int to convert to enum The enum equal to the int Gets all names in an enum Type of the enum The list of names in the enum Gets all enum values in an enum Type of the enum What to return if the parse fails. The list of all values in the enum Checks if an enum is defined. Type of the enum Value to check true if defined, false if not. Checks all names in an enum to see if what you need exists. Type of the enum Value to find true if found, false if not. A basic mod data class that is safe to share between mods (no logic in it) Data structure to simplify versioning and the comparing of versions Actual internal implementation of a mod Mods associated SRModInfo object Path of the mod (usually the directory where the core modinfo.json is located) Gets the current executing mod as an SRMod instance The current executing mod Forces a certain mod to be returned from The mod to be forced Clears the current mod context Searches for valid mods and their assemblies, and decides the load order based on their settings Check if corresponds with a valid mod Mod ID to check Whether or not the mod exists Gets the associated for the associated Relevant Mod ID The associated ModInfo Get an instance from a Mod ID The ModID The corresponding instance, or null Utility class to help with the discovery and loading of mod assemblies Class that represents a mod before it has been loaded or fully processed Create a protomod from json info Path of the json file The parsed Try to create a protomod from an embedded modinfo json in a DLL Path to the DLL file to process The parsed , or null Whether the parsing was successful Make sure fields are in the correct form and not null Turn the protomod into a proper instance Converted Reverses the order of the elements in the entire . Reverses a array Swap two elements in array Creates a from a . A that contains elements from the input sequence except Attempts to get a value from a collection. True if an element in the collection matches the specified condition, otherwise false. Returns new array without element at index Returns new array with inserted empty element at index Returns random element from collection Returns random element from collection Returns random element from collection Is array null or empty Is collection null or empty Is enumerable null or empty. IEnumerable is relatively slow. Use Array or Collection implementation if possible Get next index for circular array. i.e. -1 will result with last element index, Length + 1 is 0 Example (infinite loop first->last->first): i = myArray.NextIndex(i++); var nextItem = myArray[i]; Returns -1 if none found Is Elements in two collections are the same Is Keys in MyDictionary is the same as some collection Is Values in MyDictionary is the same as some collection Gets the value associated with the specified key if it exists, or return the default value for the value type if it doesn't. Gets the value associated with the specified key if it exists, or generate a value for the new key if it doesn't. Performs an action on each element of a collection. Performs a function on each element of a collection. Find the element of a collection that has the highest selected value. Find the element of a collection that has the lowest selected value. Returns new Color with Alpha set to a Set Alpha of Renderer.Color To string of "#b5ff4f" format Returns a color lighter than the given color. Returns a color darker than the given color. Brightness offset with 1 is brightest and -1 is darkest Converts unix timestamp to with high precision. Unix timestamp. DateTime object that represents the same moment in time as provided Unix time. Converts to unix timestamp with high precision DateTime date representation. unix timestamp that represents the same moment in time as provided DateTime object. Stop value from going above max or below min values. Stop value from going above max or below min values. Stop value from going above max or below min values. Swap two reference values Snap to grid of "round" size Snap to grid of "round" size Returns the sign 1/-1 evaluated at the given value. Value is in [0, 1) range. Value is in [closedLeft, openRight) range. Value is in [closedLeft, closedRight] range, max-inclusive. Clamp value to less than min or more than max Clamp value to less than min or more than max Return point A or B, closest to num Contains extension methods for Performs a TRUE null-check. An object to check. Returns if object is null, otherwise. Performs a TRUE not-null-check. An object to check. Returns if object is null, otherwise. Invokes a method The object you are invoking the method in The name of the method parameters Invokes a method Type of return The object you are invoking the method in The name of the method parameters Sets the value of a field The object to set the field value of The name of the field The value to set Sets the value of a field The object to set the field value of The name of the field The value to set Type of value Gets the value of a field The object to get the value from The name of the field Gets the value of a field The object to get the value from The name of the field Type of value Sets the value of a property The object to set the property value of The name of the property The value to set Type of value Sets the value of a property The object to set the property value of The name of the property The value to set Type of value Gets the value of a property The object to get the value from The name of the property Gets the value of a property The object to get the value from The name of the property Type of value Contains extension methods for Clones the Scriptable Object Indicates whether the specified string is or an empty string (""). if the parameter is or an empty string (""); otherwise, . Indicates whether a specified string is , empty, or consists only of white-space characters. if the parameter is or , or if consists exclusively of white-space characters. Returns a String array containing the substrings in this string that are delimited by elements of a specified String array. A parameter specifies whether to return empty array elements. The @this to act on. A string that delimit the substrings in this string. (Optional) Specify RemoveEmptyEntries to omit empty array elements from the array returned, or None to include empty array elements in the array returned. An array whose elements contain the substrings in this string that are delimited by the separator. Reverses the string Convert a string value to an Enum value. Number presented in Roman numerals Get the "message" string with the "surround" string at the both sides Get the "message" string with the "start" at the beginning and "end" at the end of the string Surround string with "color" tag Surround string with "color" tag Surround string with "size" tag Surround string with "u" tag Surround string with "b" tag Surround string with "i" tag Removes anything after the parameter The string to seek Whether to remove the Removes anything after the parameter The string to seek Whether to remove the Retrieves specified symbols amount from the end of the string. Source string. Amount of symbols Specified symbols amount from the end of the string. Removes specified symbols amount from the end of the string. Source string. Amount of symbols Modified string. Retrieves specified symbols amount from the beginning of the string. Source string. Amount of symbols Specified symbols amount from the beginning of the string. Method will return all the indexes for a matched string. Source string. String Value to look for. Comparison Type. Indexes for a matched string. Removes all the leading occurrences of specified string from the current string. Current string. A string to remove. The string that remains after all occurrences of trimString parameter are removed from the start of the current string. Removes all the trailing occurrences of specified string from the current string. Current string A string to remove. The string that remains after all occurrences of trimString parameter are removed from the end of the current string. Represents list of supported by Unity Console color names Create new sprite out of Texture A texture to created sprite from. New sprite instance. Change texture size (and scale accordingly) Crop texture to desired size. Somehow cropped image seemed darker, brightness offset may fix this Will texture with solid color Convert png representation to base64 string. Texture to convert. Converted texture as base64 string Loads texture content from base64 string. Texture to load image content into. Base64 string image representation. Updated texture. Resets `anchorMin`, `anchorMax`, `offsetMin`, `offsetMax` to `Vector2.zero`. RectTransform to operate with. Get's the screen rect of provided RectTransform. RectTransform to operate with. Screen rect. Method to get Rect related to ScreenSpace, from given RectTransform. This will give the real position of this Rect on screen. Original RectTransform of some object New Rect instance. Sets value. Transform component. New lossyScale value. Reset component position, scale and rotation. Transform component. Removes all transform children. Transform component. Will ignore disabled game-objects when set to true. Find or create child with name. Transform component. Child name. Child component instance. Set position to Vector3.zero. Set sizeDelta to Vector2.Zero. Snap to grid of snapValue Snap to grid of snapValue Snap to grid of snapValue Snap position to grid of snapValue Snap to one unit grid Snap to one unit grid Snap to one unit grid Finds the position closest to the given one. World position. Other world positions. Closest position. Get vector between source and destination Get vector between source and destination Get vector between source and destination Get vector between source and target Get vector between source and target Get vector between source and target Get vector between source and target Calculates a squared distance between current and given vectors. The current vector. The given vector. Returns squared distance between current and given vectors. Multiplies each element in Vector3 by the given scalar. The current vector. The given scalar. Returns new Vector3 containing the multiplied components. Multiplies each element in Vector3 a by the corresponding element of b. The current vector. The given vector. Returns new Vector3 containing the multiplied components of the given vectors. Smoothes a Vector3 that represents euler angles. The current Vector3 value. The target Vector3 value. A refernce Vector3 used internally. The time to smooth, in seconds. The smoothed Vector3 value. Calculates a squared distance between current and given vectors. The current vector. The given vector. Returns squared distance between current and given vectors. Multiplies each element in Vector2 by the given scalar. The current vector. The given scalar. Returns new Vector2 containing the multiplied components. Multiplies each element in Vector2 a by the corresponding element of b. The current vector. The given vector. Returns new Vector2 containing the multiplied components of the given vectors. Handles identification of Modded ID's Adds more methods to to allow for more flexable addition