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